This is a fun deck. But I suggest replacing abusive sergants and zombie chow and rockbiter weapon with 2 lightning bolts and 1 lightning storm.
Because otherwise Azure drakes' spell damage attributes aren't that useful. Also by replacing 2 one-mana minion with 2 one-mana spell, the deck will be more balanced between the two strategy: "killing opponent's minion" and "fill the board with my own".
Hi, there. I used to play dragon paladin when black mountain just came out, but it's not very good. According to Hearthstats, it's the worst deck this month.
So I decided to make some changes to it, and I got a 10 win streak(mostly against druids, on Chinese ladder, Rank 7~5).
The main change is removing Azure Drake and Blackwing corruptor. Make sure to check my guide before you test it.
I put Emperor Thaurissan in because of tempo, and it's nice if it enables some shenanigans with Malygos, but it's not a requirement. It's basically a 5/5 that gives you 3~7 coins on average, it looks like good deal to me no matter how I play it. It's definitely a card that goes the Blue Path like I mentioned in my guide. It can be replaced with Sylvanas Windrunner (for the Green Path) or Loatheb(against aggro).
Ysera is one of the winning conditions against slower decks, since all other cards in this deck besides these two large dragons are tempo oriented, you won't have much trouble against aggro decks if you mulligan right. It's also a card drawing mechanism to ensure you don't run out of steams if you happen to drag into late game. If the meta is fast, I suggest replace Blackwing Technicians with Earthen Ring Farseers.
Blackwing Technicians are there mainly to mitigate the downside of running two large dragons. A hedging mechanism, you may say.
I've tested all kinds of pirate decks even before GvG. I find pally pirates far more powerful than rogue pirates, because you can quickly fill your hand with divine favor, and pally is the best class to buff your minions, it's aligned with the core strategy of pirate deck. Cards not normally good can find place in pirate pally decks, e.g. Avenge, Blessing of Kings, Sword of Justice.
1.Nat Pagle is not very useful if you don't playAvenge, and it's a bit too slow and unstable.
2.Since you run a buffing game, I suggest you play only one Equality in case of emergencies, because it works against your strategy most of the time.
4.You can get away with not running Truesilver Champion, simply because it costs too much. But I suggest you run one, because of Captain Greenskin.
5.Dread Corsair is a bad card, no matter what weapons you have in your deck, its stats are not built for taunting, it's not much better than Frostwolf Grunt even if you play it for 0 mana. The only good side is when you have Divine Favor, you can draw more cards.
6.Antique Healbot and Sludge Belcher are good cards but don't align with your strategy, if you don't have better board than your opponent when you play a pirate deck, you lose any way. Defender of Argus is a good option if you need taunt against aggro.
7. Dr. Boom is also good, but Stormwind Champion works better with pirates since it buffs your minions. And Dr. Boom is the only BGH target in this deck, you can run into problems when playing against control deck.
Rogues has been on a slippery slope for quite sometime since the nerf of Gadgetzan Auctioneer, there're a lot of attempts to invent new rogue archetypes on hearthpwn, but none are hugely successful and very few made into mainstream decks.
As my first class, I love playing all kinds of rogue from the beginning: T6 super aggro, good-old minion rogue(my first deck), classic miracle rogue, mill rogue, pirate rogue, and the latest oil rogue. I love all the combo and possibilities rogue can make, especially when I came back from an impossible position and won.
Oil rogue has its merits but it's not very stable, and very hard to play right. So I invented a new rogue archetype, it's like the combination of minion/tempo rogue(20 minions in total), miracle rogue(using Malygos and fan of knives), and spell damage rogue(4 spell damage cards, you can often see 5~7 damage Backstabs). It's a lot of fun to play.
. I've been testing this deck for two days and I had a very successful run in mid-level(10~8) constructed play. It has a very stable early game and moderate mid to late game(with my blue and green dragon), can handle most decks of all speeds. The only trouble I had is against handlocks, if they draw multiple giants and drakes early on, and I don't draw BGH in time, I will waste a lot of damage potential and lose the game.
This deck has a lot of board control ability, 2 blade flurry and 2 fan of knives with potential spell power damage gives many chances of board wipe. While the existence of Malygos gives bursting potentials, too.
Currently at 11-2(85% winrate). It's quite stable now, but I need advices and testing reports from players of all ranks. Please leave a comment if you have any ideas of improving or/and report your win rate and rank.
Thank you guys for helping, let's make rogue rock again!
This card is suppose to be like a combination of Ancestral Healing and Reincarnate but without taunt and triggering deathrattle. It's an answer to silence. But it won't work if you want to bring your Blessing of Kings back or any minion buff.
The optimal target is of course, a silenced Tirion Fordring. It seems OP, but it's too situational and rarely gets full value. You can also use it on a friendly minion under Equality's effect.
The newer version of it is a 3 mana spell that has the same effect on all friendly minions.
3 cards for 9 damage combo is not OP at all, there're combos with much higher damage but requires not more cards.
Vindicator is designed with defender of argus as a baseline. A divine shield is worth slightly more than a taunt attribute, but not much. And class cards are suppose to be better than neutral cards. So Vindicator of argus is about right.
And Maraad is suppose to give people a reason to run Seal of Light and weapon buff cards like Captain Greenskin or Spiteful Smith.
I'm design this card to give you a small advantage in early game and at the same time give potential for Argent Centurion + muster for battle + quarter master combo.
I think the battlecry effect is a bit unnecessary. I would remove the battlecry and decrease some stats of Chen and improve the pandalings' stats, and possibly increase mana to remove those pandalings' drawbacks. But maybe that's a little bit duller.
0
This is a fun deck. But I suggest replacing abusive sergants and zombie chow and rockbiter weapon with 2 lightning bolts and 1 lightning storm.
Because otherwise Azure drakes' spell damage attributes aren't that useful. Also by replacing 2 one-mana minion with 2 one-mana spell, the deck will be more balanced between the two strategy: "killing opponent's minion" and "fill the board with my own".
0
i replaced Neptulon with Nefarian, basically the same thing, but gives you spells instead which also makes azure drakes more useful.
Arch-Thief should be a good replacement too.
0
Hi, there. I used to play dragon paladin when black mountain just came out, but it's not very good. According to Hearthstats, it's the worst deck this month.
So I decided to make some changes to it, and I got a 10 win streak(mostly against druids, on Chinese ladder, Rank 7~5).
The main change is removing Azure Drake and Blackwing corruptor. Make sure to check my guide before you test it.
Here's the deck
Please tell me what you think and what's your test result and related rank, thank you!
0
For those who want to try this deck:
Don't use Malygos only for combo, it's a solid body on board, too.
0
I put Emperor Thaurissan in because of tempo, and it's nice if it enables some shenanigans with Malygos, but it's not a requirement. It's basically a 5/5 that gives you 3~7 coins on average, it looks like good deal to me no matter how I play it. It's definitely a card that goes the Blue Path like I mentioned in my guide. It can be replaced with Sylvanas Windrunner (for the Green Path) or Loatheb(against aggro).
Ysera is one of the winning conditions against slower decks, since all other cards in this deck besides these two large dragons are tempo oriented, you won't have much trouble against aggro decks if you mulligan right. It's also a card drawing mechanism to ensure you don't run out of steams if you happen to drag into late game. If the meta is fast, I suggest replace Blackwing Technicians with Earthen Ring Farseers.
Blackwing Technicians are there mainly to mitigate the downside of running two large dragons. A hedging mechanism, you may say.
Cogmaster's Wrench is not of big concerns, I originally put in Assassin's Blade, but I replaced it only because I had to reduce the overall cost. Perdition's Blade is also a good choice, it had a lot of tempo and works well with Goblin Auto-Barber
1
I've tested all kinds of pirate decks even before GvG. I find pally pirates far more powerful than rogue pirates, because you can quickly fill your hand with divine favor, and pally is the best class to buff your minions, it's aligned with the core strategy of pirate deck. Cards not normally good can find place in pirate pally decks, e.g. Avenge, Blessing of Kings, Sword of Justice.
1.Nat Pagle is not very useful if you don't playAvenge, and it's a bit too slow and unstable.
2.Since you run a buffing game, I suggest you play only one Equality in case of emergencies, because it works against your strategy most of the time.
3.Muster for Battle + Quartermaster combo aligns with the buffing game strategy too, and it works well with Avenge and Sword of Justice, and especially Captain Greenskin. Lights' justice is one of the best weapon to be buffed by Captain Greenskin.
4.You can get away with not running Truesilver Champion, simply because it costs too much. But I suggest you run one, because of Captain Greenskin.
5.Dread Corsair is a bad card, no matter what weapons you have in your deck, its stats are not built for taunting, it's not much better than Frostwolf Grunt even if you play it for 0 mana. The only good side is when you have Divine Favor, you can draw more cards.
6.Antique Healbot and Sludge Belcher are good cards but don't align with your strategy, if you don't have better board than your opponent when you play a pirate deck, you lose any way. Defender of Argus is a good option if you need taunt against aggro.
7. Dr. Boom is also good, but Stormwind Champion works better with pirates since it buffs your minions. And Dr. Boom is the only BGH target in this deck, you can run into problems when playing against control deck.
0
Rogues has been on a slippery slope for quite sometime since the nerf of Gadgetzan Auctioneer, there're a lot of attempts to invent new rogue archetypes on hearthpwn, but none are hugely successful and very few made into mainstream decks.
As my first class, I love playing all kinds of rogue from the beginning: T6 super aggro, good-old minion rogue(my first deck), classic miracle rogue, mill rogue, pirate rogue, and the latest oil rogue. I love all the combo and possibilities rogue can make, especially when I came back from an impossible position and won.
Oil rogue has its merits but it's not very stable, and very hard to play right. So I invented a new rogue archetype, it's like the combination of minion/tempo rogue(20 minions in total), miracle rogue(using Malygos and fan of knives), and spell damage rogue(4 spell damage cards, you can often see 5~7 damage Backstabs). It's a lot of fun to play.
Here is my new deck,
This deck has a lot of board control ability, 2 blade flurry and 2 fan of knives with potential spell power damage gives many chances of board wipe. While the existence of Malygos gives bursting potentials, too.
Currently at 11-2(85% winrate). It's quite stable now, but I need advices and testing reports from players of all ranks. Please leave a comment if you have any ideas of improving or/and report your win rate and rank.
Thank you guys for helping, let's make rogue rock again!
0
Hunter's Mark and concede?
0
Reincarnate does the job, as well as one of my concept card.
P.S. Tirion Fordring sends his regards.
0
I suddenly realized that you might read the text wrong, it's only divine shield no taunt.
2
This card is suppose to be like a combination of Ancestral Healing and Reincarnate but without taunt and triggering deathrattle. It's an answer to silence. But it won't work if you want to bring your Blessing of Kings back or any minion buff.
The optimal target is of course, a silenced Tirion Fordring. It seems OP, but it's too situational and rarely gets full value. You can also use it on a friendly minion under Equality's effect.
The newer version of it is a 3 mana spell that has the same effect on all friendly minions.
0
3 cards for 9 damage combo is not OP at all, there're combos with much higher damage but requires not more cards.
Vindicator is designed with defender of argus as a baseline. A divine shield is worth slightly more than a taunt attribute, but not much. And class cards are suppose to be better than neutral cards. So Vindicator of argus is about right.
And Maraad is suppose to give people a reason to run Seal of Light and weapon buff cards like Captain Greenskin or Spiteful Smith.
0
I'm design this card to give you a small advantage in early game and at the same time give potential for Argent Centurion + muster for battle + quarter master combo.
0
My bad.
I think the battlecry effect is a bit unnecessary. I would remove the battlecry and decrease some stats of Chen and improve the pandalings' stats, and possibly increase mana to remove those pandalings' drawbacks. But maybe that's a little bit duller.
0
There's a loophole in the design: if Chen dies on your turn, 3 spirits die with him and do nothing. Is it intentional?
I really like this deathrattle idea, though.