There’s no strategy involved. Fill the board, wait, play Denathtrius, win. It’s such a lacklustre ending. At least don’t make it lifesteal like, I don’t know. It’s such an outrageous card. Makes me miss Ticketus. I tried but stopped, winning felt like such a cop out. I just wish my opponents would always rely on it to win.
So why did Dena dodge the nerf again? Removing lifesteal won't matter if he has lethal anyway. Just make it infuse(2) so you are less likely to die, especially if Rena gets nerfed down the road.
1
7 mana 3/7 taunt, draw a card for each locked crystal you have.
1
Remember though Earth Shock can get you trough that final taunt for just 1 mana, i would keep a single copy if you plan to deal the final damage with minions / weapon (follow the game plan).
If you plan to kill with spells (crackle crackle lava burst lightning bolt, whatever :P) you might debate the earth shocks. It really depends on the deck.
Btw i think i made a minion-positioning nightmare with that crap of a deck i posted lol
1
I would really cut the jouster because he does the same thing as the creepers, just less reliable and less annoying to deal with. I would rely on joust only in heavy control deck styles like Ancestor's Call or Reincarnate.
With the creepers makes absolute sense to keep the Argus, as it works really well with the tokens. In midrange you want to minimize your situational cards (like Earth Shock ) in favor of aggressive drops / combos.
With the rockbiters for the final burst, i'm counting around 12-13 situational cards (removal and card draw) you want to hold in your hand for particular circumstances, that's what a control / combo deck does, not a midrange one. Your line of play is to be the aggressor, to put threat after threat on the board and let the opponent figure out how to deal with stuff.
I'm not saying you shouldn't run removal at all; just figure out if you really want to make an aggressive midrange deck, a control one, or a combo one, and stick with that strategy.
It's not enough to "include all the good cards", you need to come up with a strategy and use cards that help you accomplish it best.
If patron is stil a thing (and i believe it will still be) i will personally steer off Doomhammer and go with Bloodlust.
Sketched this really fast, it's based off token / totem generation to leverage with flametongue and kill with bloodlust. Not a definitive deck or anything but you can see a pattern i hope in the card choice?
Could probably have gone higher with the curve or add more card draw, but i don't think the meta will slow down in TGT.
There will be players trying out cool inspire decks, and others capitalizing on that by playing face hunter, zoo and eboladin, like what happened with BRM.
1
I don't like Gadgetzan Jouster and nexus champion, i'd rather run two haunted creepers to have better chances to solidify the early game.
It may look like the deck is curved low from the deck builder thingy, but ask yourself how many of these 2 cost card are actually good two drops regardless of board. Then how many 3 drops, and so on.
I see 2 total cards playable on two, and 2 total cards playable on 3 (and not even playable on 3 if you got your only two).
As midrange deck you want to curve aggressively, like turn 1 chow, turn 2 juggler, turn 3 muster, turn 4 shredder, turn 5 loatheb etc...
So i think you should aim for at least 4x2 drop cards (maybe more because of overload) and 3x3 drop cards.
1
This card is insane. Instant craft. People gonna start teching Youthful Brewmaster with Big Game Hunter.
1
At worst is 8 mana 7/7 draw Avenging Wrath +1 Spell damage for 3 mana.
If you have some sort of sinergy with 1 mana spells this can be insane. I like it alot.
3
They want the game to be as much as rng as possible, so everyone can win. Blizzard stated that very often.
It's sad to see strifecro play flawlessly and still lose to random ladder scrubs (not me, but like me) that make plenty of mistakes.
1
I like the idea but if you run this card the rest of the deck might better be full of value for attrition games, because for control matchups this does absolutely nothing. At least healbot is a 3/3.
Don't get me wrong the heal might be super powerful against aggro, but
1 you need to draw into it
2 you need to win the joust (arcane golem and wolfrider, also leeroy, still cost more then flametongue totem, totem golem and haunted creeper)
I'm hesitant to believe this will change things so much... i certainly hope so though.
1
I'm wondering if we can bring back the Injured Blademaster / Ancestral Healing / The Black Knight theme now that Injured Kvaldir is in the picture. Ancestral Knowledge might help refill the hand.
Also, with Charged Hammer and Ancestral Knowledge, mech shaman might get very scary. More-then-face-hunter level scary.
3
Opponent plays Ysera.
Shaman: Where the f**k are my Hexes when i need them! *Plays Mana Tide Totem, passes the turn*
Now with the all new Ancestral Knowledge:
Opponent plays Ysera.
Shaman: HA-HA! I'm gonna draw two so i can get a Hex! PogChamp *Plays Ancestral Knowledge, draws Zombie Chow and Haunted Creeper*
Esc, Concede.