• 4

    posted a message on Forbidden Ancient

    Are you sure? Void terror destroys the minions around it once but gets buffed twice.

    Posted in: Forbidden Ancient
  • 5

    posted a message on Blackwater Pirate

    Uh it is?

    Posted in: Blackwater Pirate
  • 1

    posted a message on [legend] Savjz's Brann Mill Rogue

    Running this with Kobold instead of Thalnos, with good results. Some thoughts below.

    • Oracles are precious. The deck is terrible without them against non-aggro
      • This Mill Rogue deck seems better than others because the Fans and the Drake help reach the Oracles with better consistency.
      • I try to avoid the T4 Oracle-> Shadowstep -> Oracle combo unless I can do Prep+Gang Up with it
    • Rogue removals, SI's and Drakes excel at hiding your identity during the early/mid game. This is critical for your game plan. You assemble combo pieces, and allow your opponent to cycle cards
      • Refreshment vendors and BTG are just weird in oil Rogue
    • After using Gang Up on an Oracle, and using the Brann+Oracle combo, I think it's more important to Shadowstep Brann than an Oracle.
      • This allows you to draw 12, 10, 8 or 6 cards with 3 Oracles at 10 mana, without having to worry about burning the other Shadowstep. You can calculate the fatigue you do to yourself and your opponent, and decide accordingly
      • Also facilitates Brann -> Healbot -> Prep -> Vanish in case of emergencies
    • Fatigue damage for overdrawing N cards is N*(N+1)/2.  You include the draw at the start of your opponent's turn. For example, if your opponent has 3 cards in their deck, and you're planning to draw 12 with the Brann+3 Oracle combo, then N = 12-3+1 = 10. The fatigue damage your opponent would take would be 10*11/2 = 55. If you have 9 cards in your deck, then N will be 12-9 = 3 for you. The damage you'd take will be 3*4/2 = 6.
      • Fun fact: I did this damage in one turn against a Control Warrior. He was at 44 health, and I was at 14. He had a Ragnaros and Deathlord on the board, had 44 health, and had the Tank Up hero power. Very satisfying.
    • Fatigue damage is tricky. Many times you have Brann+Oracles in hand, and are low on health. It's easy to force a tie or even lose by going for the 12 card draw, but it's quite satisfying to find the right amount of fatigue damage to win. Remember that your opponent draws one 'extra' card.
    Posted in: [legend] Savjz's Brann Mill Rogue
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