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    posted a message on (Fan made) Warrior spell: Weapon Throw

    Wouldn't exactly set it at 1 mana, myself, but this seems like an awesome idea.

    Posted in: Fan Creations
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    posted a message on [Rank 2] Arms Warrior (Aggro) v2.0

    Raid Leader might be a good sub for people who want a more immediate buff, but I find Warsong Commander to be a more desirable kill. In a meta so heavy on aggro, that one extra hit-point works wonders in putting down a sustainable minion that works with your other minions.

    On top of that one extra hit point, Rampage is a powerful card that can be used to top off Warsong Commander with additional stats, making it a heavy-hitter in its own right and the flagship behind your board. It's a little more difficult to do that using Raid Leader's smaller pool of health points.

    Posted in: [Rank 2] Arms Warrior (Aggro) v2.0
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    posted a message on [Rank 2] Arms Warrior (Aggro) v2.0

    I was hoping someone would ask! The number of charge minions in this deck (6, with the potential to be 7 with Charge) benifit highly from Warsong Commander. Since most players mulligan their hands for minions for a heavier board presence with aggro decks, you'll see one or two turns with Warsong Commander, which gives you a varying and valuable addition to damage output on important enemy minions you want off the board, or damage to their face. Control decks in this meta utilize minions for control, rather than spells, now moreso than ever thanks to this snowball meta we're seeing since the complete adaptation of The Grand Crusade and furthermore with the League of Explorers adventure cards.

    On that note alone, Warsong Commander is utilized in all three categories of this deck: Utility, Control, and Aggro. I'll be sure to mention that and a detailed explaination, along with examples, in the guide I'm writing for this deck.

    Hope this helps!

    Posted in: [Rank 2] Arms Warrior (Aggro) v2.0
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    posted a message on [Rank 2] Arms Warrior (Aggro) v2.0

    Again, it comes down to predictability. Mortal Strike is a spell that requires a specific condition to be met to get the most out of it. Since your opponent will be struggling to trade efficiently, you won't be taking too much damage to the face. On top of that, Mortal Strike could be ruined with a well-timed Counterspell or Loatheb made as defensive plays instead of utility.

    As far as Coldlight vs. Acolyte goes, Acolyte has a higher survival rate for the same mana cost. On top of that, you're practically guaranteed 2 cards with a possible 3, rather than Coldlight's solid 2 with no chance of a third. Even then, Coldlight draws for your opponent--something that could be viciously detrimental to the success of this deck.

    Hope this helps!

    Posted in: [Rank 2] Arms Warrior (Aggro) v2.0
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    posted a message on [Rank 2] Arms Warrior (Aggro) v2.0

    Upgrade is a good card for most aggro warrior decks. The problem with Upgrade! being in this deck, imo, is that it's predictable. All it takes is an ooze or harrison jones to throw a wrench in that gear.

    Posted in: [Rank 2] Arms Warrior (Aggro) v2.0
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    posted a message on [Rank 2] Arms Warrior (Aggro) v2.0

    The Battle Rage seems like a good idea. I don't know, I've never really suffered from the lack of card draw myself--perhaps I just get extraordinarily lucky--But I will be giving it a shot.

    To answer your question concerning the Argent Horserider, I have it in this deck for its versatility. Its divine shield allows it to survive a hit. In combination with Inner Rage, you've got a turn-3 4/1 with charge on the board. Alternatively, it could be used as a much-needed small minion that pushes that last bit of damage on an excess taunt or to stay out of an opposing aggro deck's lethal range while still keeping a body on the board. It's my answer to a turn-2 Knife Juggler more often than not, or perhaps a hardy trigger for a face hunter's Explosive Trap. You're right in assuming that it's poor against classes such as Mage or Druid, and especially Shaman (though this is a toss-up at times), but you're going to see some value out of it against Hunter, Warlock, and other cards where the hero power doesn't directly affect board control.

    One thing to keep in mind with this deck if you continue seeing struggles: Play around your opponent's mana pool. Anything with a divine shield is likely going to take more than one card to deal with. Playing Argent Horserider (Or any one card, or multiple cards) at the right time to present your opponent with a threat, say, on turn 4, will likely have him avoiding what he originally had planned for his turn-4/5 play and instead dump mana into dealing with the threat, which will probably throw them off of their mana curve.

    Hope this helps!

    Posted in: [Rank 2] Arms Warrior (Aggro) v2.0
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    posted a message on [Rank 2] Arms Warrior (Aggro) v2.0

    What you're looking to do is to play this deck revolving around what your opponent plays. It's a weird sort of aggro deck where you can go face, but sometimes it's better to clear one of their minions with yours and then use Rampage to give your minion a buff. The "aggro" element means that this deck also comes with smaller minions. These minions are supposed to be used to supplement the ones with bigger bodies. Hope this helps!

    Posted in: [Rank 2] Arms Warrior (Aggro) v2.0
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    posted a message on [Rank 2] Arms Warrior (Aggro) v2.0

    That's a good sub! An alternative could be something with a bigger healthpool at a lower cost, or even a Piloted Shredder will do.

    Posted in: [Rank 2] Arms Warrior (Aggro) v2.0
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    posted a message on [Rank 2] Arms Warrior (Aggro) v2.0

    This deck has a 50-50 win-rate on Zoo locks. You should be able to function well against them, as they lay down plenty of minions you can use to utilize Rampage, which frees up your Inner Rages and Taskmasters to be used as a hybrid between control and self-buff if need be. This deck can't begin to work well against freeze mages, though, unless you sub a card for Kezan Mystic and hope you nab up their Ice Block.

    Posted in: [Rank 2] Arms Warrior (Aggro) v2.0
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    posted a message on Emporer Thaurissan in Handlock?

    After a lot of thought, if I were to get rid of Thaurissan, I'd probably throw in Sylvanas. I'm taking the whole ladder with handlock as it's my only real competitive deck.

    The thing about Thaurissan is that I had the idea to throw him into my handlock (where the slot was previously taken by one faceless manipulator, now I only run one in my deck w/ Thaur in it) from a guide that recommended him as an anti-aggro card, but by turn 6 I'm already playing my healbots or a second belcher. Now that I'm at rank 13 (A new personal record for me!) I'm really not seeing a slot for him anymore, and the aggressive decks I'm facing off against now just seem to make him a dead card in my hand.

    An idea that'll probably get me lynched is to run a Deathlord for those pesky face hunters, but we already know the risk/reward of that card against everything else, so I'm truly at a loss here. :/

    Posted in: Warlock
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    posted a message on Emporer Thaurissan in Handlock?

    Hey, y'all! (Or, "I greet you" in our native tongues.) I've got a pretty standard post-GvG handlock going. Jaraxx, Dr. Balance, both giants, etc. I'm debating as to whether or not to keep Emporer Thaurissan in my handlock.

    I haven't noticed any substantial change in having him played out on a board I already control. If anything, he functions as an alternative to Loatheb in that it helps me keep my board control solid, but in a different way. I want to know what other handlock players (and theorycrafters who have yet to finish piecing together their own handlock decks!) think about it.

    Also: 500 decks lay torn up behind me, so my Gul'dan is shiny. Just wanted to put that out there, too. :D

    Posted in: Warlock
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    posted a message on Looking for in-game friends? Post your Battletag here

    Hello! Avid "budget"-themed theorycrafter here. I'm always game to try new things and deviate from norms on an extremely low budget for all deck-types. North-America, hit it up! Noshami#1563

    Posted in: Players and Teams Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    Two things I'm sure were already brought up here.

    Number one is what absolutely fucks my next few games up most. It's the shitty attitudes people get when either making a good/lucky play, or won. "Sorry." "Sorry about that." "Thank you." "Sorry that happened." Seriously, why? How many times did you get fucked to where the 1 time shit plays in your favor in the last few days do you have to be a douchenozzle about it?

    The next thing is simply happenstance, which... Well, happens. Not once, but twice today in ranked, I managed to get ragsniped right past no more, and no less than 4 minions. Fucking 1/5 chance, TWICE. Now I'm no math genius and haven't attended a single formal statistics course in my life, but that's seriously fucked up.

    Thanks for this thread.

    Posted in: General Discussion
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    posted a message on Post-Undertaker Nerf Zoo

    I've given this deck a few runs. The only real problem it has in the lower ranks is druid. Plays have to be more thought out in long drawn-out games against everything else later on. Good deck.

    Posted in: Post-Undertaker Nerf Zoo
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    posted a message on Is Mill Druid even beatable?

    As someone who's been trying his damnedest to make Mill Druid viable, it's easy beatable. Easily. I have about 30-40% win rate. Any rushdown decks slaughter me.

    Posted in: General Discussion
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