• 0

    posted a message on Deathrattle Mind Blast OTK: 40-120 damage

    Hit it enough that you can kill it by running it into one of his other minions (e.g. doomguard) or bring it down to 3 and duskbreaker it. Alternately, you can steal Dark Pact using drakonid operative to use in this combo. It is HILARIOUS when you get Voidlord out of Twilight's Call--those cards shouldn't be anywhere near each other.

    Posted in: Deathrattle Mind Blast OTK: 40-120 damage
  • 0

    posted a message on Deathrattle Mind Blast OTK: 40-120 damage

    Twilight acolyte is really good in some situations and fits the curve. Zola is just great in control and aggro matchups because it gives you 30 more health in a long game and an 8/8 body that heals the damage you took in the aggro enemy's first rush (it prevents things like aggro warlock from keeping you low enough to spike you down with chargers and hellfire; they expend all their resources taking you down to kill-range and you healing to 40 basically ensures a win even) but it isn't vital. 

    Posted in: Deathrattle Mind Blast OTK: 40-120 damage
  • 2

    posted a message on Deathrattle Mind Blast OTK: 40-120 damage

    It is probably low tier 1 because of the strong dragon package and ability to abuse aggro (duskbreaker + potion of madness), cube (save pint-sized potion to potion of madness Voidlord or, ideally, a cube with 2 void lords--I did this once with mirage caller on the cube to get myself 4 void lords, then stole the warlock DK using the drakonid...instant concede), and big priest (they REALLY don't like you using potion on their barnes minions) decks. This deck's success is contextual as it abuses the decks that are currently common (except tempo mage) but loses to midrange decks that have been chased out of the meta--if this changes, it could get better or worse as the meta settles post-nerf patch.

    In some situations you just control and heal until the late game, and nuke them down with velen + coin + 2* mindblast if you can't get temporus off.

    That said, DON'T craft Temporus for this deck. As I said in another comment, this deck was originally a meme deck that I realized was actually winning.

    Note: If tempo mage starts to take over the ladder, this deck gets dramatically worse because the win-rate against them isn't impressive.

    Posted in: Deathrattle Mind Blast OTK: 40-120 damage
  • 4

    posted a message on Deathrattle Mind Blast OTK: 40-120 damage

    If you have N'Zoth you can put it in instead of the statue. Also, a psychic scream can replace it as a late-game tool. 

    I actually ended up in the same boat as you, getting a Temporus in a pack and trying to work it into a deck. Aimed for a meme, got a real deck.

    Posted in: Deathrattle Mind Blast OTK: 40-120 damage
  • 0

    posted a message on Carnivorous Cube

    Cards like this store a "clean" copy of the minion without any buffs or debuffs while cards like Mirage Caller store a full copy. You can, in fact, create an army of sludge belchers by having a cube eat it, then casting mirage caller or faceless manipulator on the cube to create a copy that WILL have two new belchers inside.

    With priest, you can pull off a horrifying combo with Carnivorous Cube Obsidian Statue Mirage Caller and spirit lash. Eat the statue with the cube and cast mirage caller to create a 1/1 copy of the cube, then cast spirit lash to immediately kill the copy which releases two full health obsidian statues. You also have the statues stored in the first cube, killed a random enemy when you played the cube, and have five obsidian statues to revive with N'Zoth.

    Posted in: Carnivorous Cube
  • 22

    posted a message on Blizzard to Update Deathstalker Rexxar to Include New Beasts

    Cave Hydra Bloodworm = 6/8 lifesteal cleave (18 healing per attack)

    If only Feral Gibberer were a beast, this could be hilariously broken (e.g.Feral Gibberer + Stonetusk Boar)

     

    Posted in: News
  • 0

    posted a message on No Minion Hunter

    I haven't had much luck going 0-minion, but I have a 70% wr (28 wins/40 played) using this deck with only 5 minions (it is basically a no-minion deck with Secretkeeper and Kathrena Winterwisp who can draw out two Charged Devilsaurs): http://www.hearthpwn.com/decks/994811-i-hunt-mostly-alone-70-wr-over-40-games

    Posted in: Hunter
  • -1

    posted a message on Spiders in the Darkness

    You're right that the list, as it was, wasn't working against a lot of decks. I added in Kingsbane for removal and healing, and removed some bouncing because it really wasn't necessary. Try the new list and see how it works.

    Posted in: Spiders in the Darkness
  • 4

    posted a message on Can I get any unluckier or did I play that bad?

    To answer your question, yes, you can always get unluckier...unless you are this poor guy, who had to kill 16 obsidian statues in one game:

    Posted in: The Arena
  • 1

    posted a message on Help New Player Priest Deck

    Boost priest is a really good deck type that can use common cards. Here is a very basic shell to create a strong early game push:

    Early minions: 2 radiant elemental, 2 northshire cleric, 2 kabal talon priest and 2 tar creeper

    Early spells: 2 power word shield, 2 divine spirit, 2 inner fire and 2 potion of madness 2 shadow word death

    Add these cards to a basic dragon shell: 2 Drakonid operative (AMAZING CARD), 2 duskbreaker (when released), 2 netherspire historian, 1 dragonfire potion and 2 cobalt drake.

    Then add 3 tech cards--here are some examples: bonemare (good), shadow visions (great), priest of the feast (massive healing potential) and mass dispel (situational). 

    This is a decent and very cheap deck similar to what I used to fight down to rank 2. There are better and more expensive options for many of these cards, but this basic deck can easily help you fight down below rank 10 with some grinding.

    This is what the deck looks like if you get the perfect hand: 

    Posted in: Priest
  • 0

    posted a message on Master Oakheart Egg Warrior

    No, you're right, but that doesn't matter in the long run. 

    If they kill the dragonlord, it summons the bone drake and dragonlord in your hand, giving you a board of deathwing and two bone drakes to hit your opponent next turn. If the drakes die instead of just crushing the enemy next turn, each will send 2 more dragons to your hand (who you can copy for discovery).

    If you want to avoid this interaction, you can substitute another dragon like Ysera or Deathwing. Each bone drake increases your options too, and you play the dragons that you don't want to copy into your deck and dead man's hand those that you want to recruit later.

    Posted in: Master Oakheart Egg Warrior
  • 2

    posted a message on 1-2-3 Punch

    I came up with a very similar idea, but incorporating the old egg archetype to avoid disrupting the central combo of the deck. Additionally, these minions are actually beneficial when they die, so you can fire off your aoe attacks without caring about who is hit. 

    I'd be interested in your opinion: http://www.hearthpwn.com/decks/986308-master-oakheart-egg-warrior

    P.S. I'm FTP so my deck costs about half what your does in terms of dust.

     

    Posted in: 1-2-3 Punch
  • 0

    posted a message on Kingsbane...the new Marsh Queen?

    Standard Kingsbane rogue could be good, but is likely worse than tempo rogue. That said, wild oil rogue with Kingsbane and Tinker's Sharpsword Oil is going to be really scary.

    Posted in: Rogue
  • 1

    posted a message on Valeera and The Darkness: an insane possible interaction

    This is my current prospective decklist: http://www.hearthpwn.com/decks/980077-spiders-in-the-darkness

    It already has two Vanish, two Vilespine Slayers, and 2 Fal'dorei Striders who will fill the deck with free 4/4 spiders.

    Posted in: Card Discussion
  • 5

    posted a message on Spiders in the Darkness

    If you try this deck, I just realized something that you may want to try. Copying The Darkness with Valeera the Hollow will put 6 Darkness Candles into your opponent's deck on turn 10, and give you two copies of The Darkness. It is very likely that The Darkness is coded with a simple counter for candles, thus both will activate once your opponent has drawn three darkness candles, giving you two awakened copies of The Darkness while also doubling the chance of drawing the cards needed to awaken it.

    Posted in: Spiders in the Darkness
  • To post a comment, please login or register a new account.