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    posted a message on C'Thun Priest

    There's Holy Nova already, which is a much better stand alone card in a fairly board control centric deck. Circle needs multiple powerful synergies to be worth playing imo.

    Posted in: C'Thun Priest
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    posted a message on Yogg-Saron Lock and Load Hunter

    That's certainly an option.

    Currently the idea is to kill a big minion along with some smaller ones by combining Hunter's Mark with the AoE cards, while Arcane Shot's higher damage allows it to remove 3/2 minions (or 5hp minions combined with Eaglehorn Bow). However, if you were to find yourself using Arcane Shot with Hunter's Mark often enough, then On the Hunt becomes the superior choice.

    Posted in: Yogg-Saron Lock and Load Hunter
  • 3

    posted a message on Reno Old Gods Control Rogue

    And not every deck has to be a serious deck. I intend to have fun playing Yogg in control decks for classes which lack the big board clears like Brawl or Twisting Nether.

    Posted in: Reno Old Gods Control Rogue
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    posted a message on Yogg-Saron Lock and Load Hunter

    You're right, it's really more of a Yogg-Saron Lock and Load Hunter, with Malygos thrown in because you naturally have arcane+quick shots. Unlike Rogue, you don't have easy ways to use his spell power to clear the board.

    He's not completely pointless, since sometimes the burst can be nice against control, but certainly not core.

    Posted in: Yogg-Saron Lock and Load Hunter
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    posted a message on Yogg-Saron Lock and Load Hunter

    Just a cheap spell which cycles a card is inherently valuable in this deck, so it's not just a tech card, but in any case I doubt there'd be no decks running secrets on ladder. Freeze Mage will probably still be a good deck despite losing scientists, and Mysterious Challenger still exists even if the deck loses Avenge and lot of the early curve in general.

    But yeah, if there are somehow literally no secrets in the meta then I'd probably opt for extra removal (like Explosive Trap, Multi-Shot, or as you say Snipe or a 2nd Powershot) and maybe a single Gadgetzan Auctioneer.

    Edit: I don't think Misdirection is good enough unless you value face damage a lot, which this deck actually doesn't since you're not dependent on Malygos to win games. In fact despite it being in the title and having good synergy with Arcane Shot and Quick Shot, I would probably drop Malygos if there was too much aggro around. Explosive Trap is a better option for protecting your face in a minion light deck.

    Posted in: Yogg-Saron Lock and Load Hunter
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    posted a message on Resurrect N'Zoth Priest

    Definately thinking about Nefarian also, since the deck lacks draw, but I dislike Ragnaros the Firelord since there are so many tokens and sticky minions. At least Icehowl can hit what you need him to more often.

    Posted in: Resurrect N'Zoth Priest
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    posted a message on Anyfin Can Happen OTK

    The second acolyte came in shortly after that comment, when I made a 3 card change to the deck (currently still under "recent changes"). I basically figured that more draw would get you in a position to combo more effectively than a 2nd copy of Anyfin Can Happen.

    Posted in: Anyfin Can Happen OTK
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    posted a message on Anyfin Can Happen OTK

    Not really, you have to draw through most of the deck to pull the otk off. This is mostly a fun gimmick archetype if you're bored of Quartermaster+Justicar Trueheart midrange or secret paladins :P

    Posted in: Anyfin Can Happen OTK
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    posted a message on Sea Witch Aviana Ramp

    Ah woops, forgot about Aviana not affecting spells like Innervate. But the general theme is having more cards in the deck which synergise with running many expensive cards, so I'd still like to see how effective this is.

    Posted in: Sea Witch Aviana Ramp
  • 0

    posted a message on Midrange Battlecry Shaman

    I think he helps to fill out the curve, since a 2/4 with soft taunt isn't terrible on turn 3, and his effect is actually quite good. I'll update the description explain the potential impact he has with the deck.

    Posted in: Midrange Battlecry Shaman
  • 2

    posted a message on Dragon Ramp Druid

    Of course, there's an absolutely enormously long list of cards you can fit into this deck to replace things, just look at the revision history! But I guess you probably want to put in another turn 6 play like Savage Combatant.

    Posted in: Dragon Ramp Druid
  • 2

    posted a message on Defensive Handlock

    It's because mountain giant is usually almost unplayable against aggro decks, since you can't tap enough in the early game to make it cheap, and you can't afford to pay 7+ mana for an 8/8. When there is less aggro around, then you should drop the 2nd Shadowflame for a 2nd Mountain Giant.

    Posted in: Defensive Handlock
  • 0

    posted a message on Mana Priest

    Paletress is a decent choice, though I don't like the RNG aspect that much. But I don't think Justicar is that good if you're not running Auchenai Soulpriest, and personally think Rend is really really good in brawls like this, since a lot of people will be playing good targets for him and he helps you come back from behind. 

    Posted in: Mana Priest
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    posted a message on TGT Inspire Mage

    For plays 1 and 2, I don't think Polymorph: Boar is better than regular Polymorph as a hard removal effect, since it's harder to deal with (and more dangerous to ignore) a 4/2 than a 1/1. 2 Poloymorphs and a Big Game Hunter ought to be enough answers to big minions.

    For plays 3 and 4, I'd rather use Fireball or Flamecannon if I needed more "medium" sized removals.

    I think Polymorph: Boar is a card you put in your deck primarily to have a Charge minion to hit the opponent's face with when pushing for lethal, while also providing acceptable hard removal to get around thing like Ancient of War. In other words, I believe it's meant for more aggresive decks than this one, but perhaps I may swap out Big Game Hunter for it depending on what sort of minions are in the metagame.

    Posted in: TGT Inspire Mage
  • 0

    posted a message on TGT Secret Paladin

    Relying on combos isn't necessarily bad, as long as there is enough synergy overall (like in Patron warrior). I suspect that it may be better to remove some of the weaker secrets, but having one of each (besides Eye for an Eye which is just a completely awful card) both makes it easier to play a lot of them very early to make Secretkeeper akin to a pre-nerf Undertaker, and makes Mysterious Challenger potentially extremely powerful.

    Posted in: TGT Secret Paladin
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