Ok, so I'm gonna start up a new game type, similar to the weekly card creation threads. In this competition, a certain criteria will be given, a restriction that the participants will have to follow. Examples may be as simple as decks with no class minions, no odd mana cost cards or say a mage with no spells or can be as convoluted and crazy as all card names must start with a vowel or the entire deck must be made of cards with the same thematic art colour (say a purple warlock deck).
I'll start off the first round with a simple but interesting requirement, the deck must contain at least one of each tribal minion. That's at least one Murloc, Pirate, Beast, Dragon, Elemental, Demon and Mech. Whoever gets the most votes (as in best/ most competitive deck) wins the round and gets to pick next rounds theme. All rounds will be Wild, so as to use the maximum flexibility in deck creation. Any way someone thinks they can increase their rating, feel free to do so, posting a good winrate on ladder or making it standard viable are good ways to do this.
I'll also go ahead and submit the first deck! (I think it would be a good idea to prefix the decks with DBC just so they are easily discernible from regular decks)
I think Standard is the... we.., golden standard for competitive play in hearthstone. Eventually that might change as more and more sets go to wild but I think we won't see that for a while, if ever. Basically, if Wild ever becomes the standard format for competitive play, assume hearthstone is dying
mm haven't tried it with cube but would definitely drag the synergy down... this list is really tight as is but if cube works for you i can't fault that
Personally I dislike burst combos, they just seem really cheesy
I find aggro isn't too much of a problem generally, they can never deal with a greater emerald on curve
Are you still playing the deck btw? I can't really play too many ladder games with any one class, I'm trying to get all golden classes at once, so if you could let me know what your w/l ratio is that would be great! :)
You're right, if I had king Krush I'd add him, but I don't and there's no way I'm crafting a classic legendary I will inevitably get (only have a few left). He would add a fair bit of power and would be easy to switch with a misdirection. However, being a 9-drop and not being pulled by Silver Vanguard and only Kathrena makes it a less than 100% increase in power. Basically, if ya got it add it, if not no biggie.
You're probably right about Barnes not pulling anything great at times but he's usually good enough to just be a 3/4 and 1/1 for 4. I dunno, probs could replace him for another Second-Rate Bruiser
Queen Carnassa's raptors are beasts but the synergy with houndmaster is pretty inconsequential. By that stage of the game the brood only really serves as pressure on the board against control decks. You want all the 1 drops, trust me
Just wanted to share some of the decks I've been playing recently, been seeing too much of the same old shit again. These decks are my own creations (as far as I know) and while they do get wins they are definitely off-meta. Most contain a fair few legendaries and at least one legendary that no meta deck plays. If any of them gets like 10 +'s or something I'll do a guide
Anyway, with the disclaimers done, lets dive right in
First up, a couple of Druid decks, no jades or anything silly like that, not even that much ramp but definitely a lot of fun
The Druid quest, Jungle Giants, received some much needed love in K&C, notably in Cursed Disciple and Oaken Summons. The former provides not only great offensive power but also double quest activation and great synergy with Summons, which becomes the unsung hero of this deck, not only bringing out your 5+ attack 3 and 4 drops but also pulling huge minions after dropping Barnabus the Stomper.
Next, the deck a lot of people were excited about when Hadronox was first revealed, the N'Zoth/Hadro mix, capable of summoning 3 full boards (2 entirely of taunts) off 2 big minions. This deck really benefitsfrom Druids K&C recruit package, making sure that not only enough of the required minions have died to activate the big boys but also thinning your deck enough to find them. There's also more than enough removal to stay in the game until then (extra points for cheekily activating Hadronox with Naturalize before a Mage or Shaman can get rid of your win condition).
Warrior has been having some difficulty measuring up since the decline of Pirate Warrior but I've been having both a lot of fun and a fair amount of success with this Big Recruit Warrior. The deck relies on a solid combination of aoe, removal, armour gain and recruiting huge, sticky minions at an often insane pace to subdue the enemy. I've won many games against faster decks that overextended because of my inaction in the opening turns, only to give up after turn 6,7,8 and onwards just getting slammed by insane armour gains, coupled with big taunt minions and a Deathwing (or 2 ;) )
Shaman is another class that has been struggling lately but unfortunately this deck can't help with that.. yet. We may well see some much needed support for this archetype in the future but I'm not sure it's even possible as the spellstone seems to have too much inherent anti-synergy. For now this remains an almost strictly for fun experience but oh how fun it is. The game plan is simple: draw, stall, heal and remove until you hold a fully activated Lesser Sapphire Spellstone, a 0-cost giant and sometimes either or both Ancestral Healing and Ancestral Spirit. If you can pull that off you win against most opponents, emphasis on if.
The last three decks I will present are all Hunter decks, a class which has, in my opinion, finally been given some interesting tools to play with.
The first of these is Quest Hunter and arguably the weakest of the 3, which is ok since it only has 1 legendary card, so if you happen to have opened it and not immediately dust it you may as well try this one out. The main idea is that the best 1 drop for the quest, Fire Fly and it's little brother Flame Elemental are enough of an elemental presence to justify including the rest. The result is a beast/ elemental hybrid deck that can seal out the game with solid tempo plays against faster decks or use the crazy value generated by Queen Carnassa against slower decks.
And I saved the best for last. I can't play a large enough sample of games to prove that this deck is as insane as I suspect it to be but I can say that it easily wins against a lot of decks, including cubelock and Razanduin. It's quite simple really, just all the non board dependent secrets plus Eaglehorn Bow, Cloaked Huntress and Lesser Emerald Spellstone along with one of, if not the, most powerful and consistent recruit packages out there. Basically, for most games, it doesn't matter if some of the cards are drawn out of order because all you need is one or two deathrattle activations to beat most decks into submission. I believe this may just be one of the most powerful hunter decks to ever emerge in hearthstone and may just be a serious contender in this meta.
Anyway, share your thoughts and let me know if there is any desire to see more in depth guides for any of these decks. I don't profess to being a grade A deckbuilder or anything but I find satisfactory success and more than enough enjoyment and figured I'd share the love :) :) :)
Noticed when I tried to update my payment method the option for visa wasn't there, only paypal or credit. I suspect this may be due to how many times I've updated that info (I lose important stuff all the time) but if not, I must ask, why would they remove that option?
If anyone could give me a definitive answer either way, that would be much appreciated :)
Tried making a quest deck utilising deck of wonders to activate the mage quest. Figured since both cards have the word "cast" that they'd interact but they don't.
It's not even a big deal if it did work but could have been a cool interaction. So is this a mechanical oversight on 5's part? If not, should they have made it so? Tell me what u think
Saying that DK's have a really high winrate when played is pointless, youmay as well say that antonidas has a high winrate in quest mage or sherazin in flower rogue. Of course the good Dk's have a higher % because they are one of the win conditions of their respective decks
I think some are missing that team5 have to build around certain overarching design choices.
A previous poster suggested that by making an intentionally bad (actually 2) hunter epic, blizz is keeping hunter a ftp friendly class. This could also help new players understand what a bad card is when they get it and try it out, prompting them to use the crafting system more confidently.
I think there are some genuinely good suggestions here, most notably matching players more by packs opened and introducing a non quest completion casual mode. i don't know what it's like cause i don't use it but if the deck suggestions tool were better maybe inexperienced deck builders wouldn't have to netdeck so much
Strongest battlecry, followed close by Thrall's. The hero power is combolicious, but too gimmick I believe.
It has potential. But still loses to Dragon board with Twilight/Primordial Drake and Ysera.
I'm thinking Mukla for the bananas to help deal with 4 attack dragons.
You can use the bananas at 10 mana to bring two 4 attack minions within range of DK Anduin. You can also just use them as cheap hp activators after you drop hero
0
Ok, so I'm gonna start up a new game type, similar to the weekly card creation threads. In this competition, a certain criteria will be given, a restriction that the participants will have to follow. Examples may be as simple as decks with no class minions, no odd mana cost cards or say a mage with no spells or can be as convoluted and crazy as all card names must start with a vowel or the entire deck must be made of cards with the same thematic art colour (say a purple warlock deck).
I'll start off the first round with a simple but interesting requirement, the deck must contain at least one of each tribal minion. That's at least one Murloc, Pirate, Beast, Dragon, Elemental, Demon and Mech. Whoever gets the most votes (as in best/ most competitive deck) wins the round and gets to pick next rounds theme. All rounds will be Wild, so as to use the maximum flexibility in deck creation. Any way someone thinks they can increase their rating, feel free to do so, posting a good winrate on ladder or making it standard viable are good ways to do this.
I'll also go ahead and submit the first deck! (I think it would be a good idea to prefix the decks with DBC just so they are easily discernible from regular decks)
Good Luck everyone and happy Deck Building!!
1
I think Standard is the... we.., golden standard for competitive play in hearthstone. Eventually that might change as more and more sets go to wild but I think we won't see that for a while, if ever. Basically, if Wild ever becomes the standard format for competitive play, assume hearthstone is dying
0
mm haven't tried it with cube but would definitely drag the synergy down... this list is really tight as is but if cube works for you i can't fault that
Personally I dislike burst combos, they just seem really cheesy
I find aggro isn't too much of a problem generally, they can never deal with a greater emerald on curve
Are you still playing the deck btw? I can't really play too many ladder games with any one class, I'm trying to get all golden classes at once, so if you could let me know what your w/l ratio is that would be great! :)
1
try this version out my dude
no otk, just good ol' consistent face pounding
0
I have more decks to upload if anyone is interested too
0
Shamelessly bumping cause i posted this just as a million threads were popping about the new nerfs
Interested in hearing peoples thoughts
0
You're right, if I had king Krush I'd add him, but I don't and there's no way I'm crafting a classic legendary I will inevitably get (only have a few left). He would add a fair bit of power and would be easy to switch with a misdirection. However, being a 9-drop and not being pulled by Silver Vanguard and only Kathrena makes it a less than 100% increase in power. Basically, if ya got it add it, if not no biggie.
You're probably right about Barnes not pulling anything great at times but he's usually good enough to just be a 3/4 and 1/1 for 4. I dunno, probs could replace him for another Second-Rate Bruiser
Queen Carnassa's raptors are beasts but the synergy with houndmaster is pretty inconsequential. By that stage of the game the brood only really serves as pressure on the board against control decks. You want all the 1 drops, trust me
5
Just wanted to share some of the decks I've been playing recently, been seeing too much of the same old shit again. These decks are my own creations (as far as I know) and while they do get wins they are definitely off-meta. Most contain a fair few legendaries and at least one legendary that no meta deck plays. If any of them gets like 10 +'s or something I'll do a guide
Anyway, with the disclaimers done, lets dive right in
First up, a couple of Druid decks, no jades or anything silly like that, not even that much ramp but definitely a lot of fun
The Druid quest, Jungle Giants, received some much needed love in K&C, notably in Cursed Disciple and Oaken Summons. The former provides not only great offensive power but also double quest activation and great synergy with Summons, which becomes the unsung hero of this deck, not only bringing out your 5+ attack 3 and 4 drops but also pulling huge minions after dropping Barnabus the Stomper.
Next, the deck a lot of people were excited about when Hadronox was first revealed, the N'Zoth/Hadro mix, capable of summoning 3 full boards (2 entirely of taunts) off 2 big minions. This deck really benefits from Druids K&C recruit package, making sure that not only enough of the required minions have died to activate the big boys but also thinning your deck enough to find them. There's also more than enough removal to stay in the game until then (extra points for cheekily activating Hadronox with Naturalize before a Mage or Shaman can get rid of your win condition).
Warrior has been having some difficulty measuring up since the decline of Pirate Warrior but I've been having both a lot of fun and a fair amount of success with this Big Recruit Warrior. The deck relies on a solid combination of aoe, removal, armour gain and recruiting huge, sticky minions at an often insane pace to subdue the enemy. I've won many games against faster decks that overextended because of my inaction in the opening turns, only to give up after turn 6,7,8 and onwards just getting slammed by insane armour gains, coupled with big taunt minions and a Deathwing (or 2 ;) )
Shaman is another class that has been struggling lately but unfortunately this deck can't help with that.. yet. We may well see some much needed support for this archetype in the future but I'm not sure it's even possible as the spellstone seems to have too much inherent anti-synergy. For now this remains an almost strictly for fun experience but oh how fun it is. The game plan is simple: draw, stall, heal and remove until you hold a fully activated Lesser Sapphire Spellstone, a 0-cost giant and sometimes either or both Ancestral Healing and Ancestral Spirit. If you can pull that off you win against most opponents, emphasis on if.
The last three decks I will present are all Hunter decks, a class which has, in my opinion, finally been given some interesting tools to play with.
The first of these is Quest Hunter and arguably the weakest of the 3, which is ok since it only has 1 legendary card, so if you happen to have opened it and not immediately dust it you may as well try this one out. The main idea is that the best 1 drop for the quest, Fire Fly and it's little brother Flame Elemental are enough of an elemental presence to justify including the rest. The result is a beast/ elemental hybrid deck that can seal out the game with solid tempo plays against faster decks or use the crazy value generated by Queen Carnassa against slower decks.
Control Hunter has appealed to me greatly ever since the days of Steamwheedle Sniper but this N'Zoth version really takes the cake. In the early game you can often steal games with cheeky Devilsaur Egg + Terrorscale Stalker or Play Dead combos but usually you can at least stall to midgame. There some of the bigger threats come into play, Savannah Highmane's, Cairne Bloodhoof and surprise cleanups from Corrupted Seer and Primordial Drake which lead into devastating N'Zoth and Kathrena Winterwisp plays.
And I saved the best for last. I can't play a large enough sample of games to prove that this deck is as insane as I suspect it to be but I can say that it easily wins against a lot of decks, including cubelock and Razanduin. It's quite simple really, just all the non board dependent secrets plus Eaglehorn Bow, Cloaked Huntress and Lesser Emerald Spellstone along with one of, if not the, most powerful and consistent recruit packages out there. Basically, for most games, it doesn't matter if some of the cards are drawn out of order because all you need is one or two deathrattle activations to beat most decks into submission. I believe this may just be one of the most powerful hunter decks to ever emerge in hearthstone and may just be a serious contender in this meta.
Anyway, share your thoughts and let me know if there is any desire to see more in depth guides for any of these decks. I don't profess to being a grade A deckbuilder or anything but I find satisfactory success and more than enough enjoyment and figured I'd share the love :) :) :)
0
Noticed when I tried to update my payment method the option for visa wasn't there, only paypal or credit. I suspect this may be due to how many times I've updated that info (I lose important stuff all the time) but if not, I must ask, why would they remove that option?
If anyone could give me a definitive answer either way, that would be much appreciated :)
0
Tried making a quest deck utilising deck of wonders to activate the mage quest. Figured since both cards have the word "cast" that they'd interact but they don't.
It's not even a big deal if it did work but could have been a cool interaction. So is this a mechanical oversight on 5's part? If not, should they have made it so? Tell me what u think
1
Saying that DK's have a really high winrate when played is pointless, youmay as well say that antonidas has a high winrate in quest mage or sherazin in flower rogue. Of course the good Dk's have a higher % because they are one of the win conditions of their respective decks
0
I think some are missing that team5 have to build around certain overarching design choices.
A previous poster suggested that by making an intentionally bad (actually 2) hunter epic, blizz is keeping hunter a ftp friendly class. This could also help new players understand what a bad card is when they get it and try it out, prompting them to use the crafting system more confidently.
0
I think there are some genuinely good suggestions here, most notably matching players more by packs opened and introducing a non quest completion casual mode. i don't know what it's like cause i don't use it but if the deck suggestions tool were better maybe inexperienced deck builders wouldn't have to netdeck so much
0
uhhhh.. why would u d/e a classic legendary??
aside from that, if you wanna win and like druid i wouldn't craft finja or kun
BK is the obvious choice, not only due to the many taunts in warrior and druid, but there's alsso the ubiquitous lich king
maybe you'll learn not to d/e potentially powerful classic ledges :/....
0