Very strong hunter deck. Curve allowed to get 2-drops consistently, but I was lacking in 3-drops. Luckily weapons & healing allowed to bridge to the later turns in which I had a ton of initiative due to charge rush and spells.
MVP's: Siamat - Amazing card. This is the first run I had him and he provides incredible value with rush+divine shield or rush+windfury. Locust Swarm - Extremely useful removal, cleared the board or the most dangerous minions many times. Combos very well with Knife Juggler or Quicksand Elemental Shroom Brewer - It proved great as a 4-drop, healing face or minion. Worked especially well with reborn minions like Wrapped Golem or Khartut Defender.
surprises: Khartut Defender - This card proved great. The healing was very useful and the double-taunt (with decent damage!) disrupted the opponent's plans many times. when played with minions already on the board it allowed me to hit face for quite a bit before it was negated, usually winning the game. Tomb Spider - I was surprised by the great selection of minions it offered in hunter, making it a great problem-solver with cards like Halazzi, the Lynx and King Krush, which were often reduced in cost by my Scarlet Webweaver to a ridiculous amount. Sightless Ranger - did very well, seemed to have endless targets for overkill with 1 or 2 attack which left a decent body even after spawning the bats
2nd 12-run in a row, this one is also paladin, but a quite different one.
This deck didn't have any of the premium paladin cards like Spikeridged Steed, Vinecleaver or Silver Sword, and was also deprived of good late game cards like Violet Wurm, Bonemare or big taunts. A very 'normal' midrange deck that relied on good curve and solid normal play.
The little bits of extra damage from Elven Archer, Cheaty Anklebiter and Bloodclaw, like my last paladin 12-run, were crucial for finishing injured minions and winning the board. Later this allowed me to play a discounted Sea Giant and seal the games from there.
MVP's: High Priest Thekal - The ability didn't really do anything, but I got this got on curve many times and the 3/4 stats were great for good early game trades Charged Devilsaur - This was the only card in the deck capable of removing big stuff (aside from Aldor Peacekeeper, but it was hardly drawn the entire run) Sea Giant - Dropping it for 6 or less, and sometimes even 7, was insanely good and allowed me to close many games.
saw little play: Aldor Peacekeeper - I meant this card to be my main counter to big minions, but drew it only twice the entire run and I think I had good target for it only once, lowering 6 attack to 1. Dragonmaw Scorcher - Surprisingly didn't see much play, and never killing more then 2 things. Still proved to be useful, one time even as a 1 damage ping for a single minion. Venomancer - Not drawn a lot, but it was also never really needed
surprises: Bloodclaw - Excellent on early turns and well worth the damage taken. Elven Archer - The ping was crucial many times, and along with Cheaty Anklebiter and Bloodclaw finished off injured enemies on many important occasions.
An interesting deck - it was lacking good curve minions, with only Untamed Beastmaster having premium stats for a 3-drop, so I decided to lean heavily on initiative and late game, and got extremely high quality cards for that.
MVP's: Truesilver Champion - awesome card. the 2 copies were crucial in stabilizing and staying even on board until the later stages. Sound the Bells! - was very effective, and had to be used quite a few times as only a single or double charge to keep something on the board for a while longer -it was worth it since my entire game plan was to win late.
saw little play: Dark Conviction - This was supposed to be my "hard removal", but in the end I think I got to draw & use it only once the entire run. Wolfrider - This was drawn only a few times, and was used as a 3-mana removal in the early game. I almost forgot I had this card.
surprises: Cheaty Anklebiter - The ping was crucial in many games and got me that extra damage needed to remove a heavily injured minion (or just a Cursed Disciple). I definitely have a newfound appreciation for this card now in non-ping classes. Voodoo Doctor - A small card, but the heal proved important many times for allowing my bigger minions (especially Untamed Beastmaster) to survive and extra turn or trade, and setting up Fungalmancer. Because the heal was so useful I never played this on turn 1 or in a position where it couldn't heal or be buffed.
Before adding Nourish I was always dying a few cards before I emptied my deck. It also sometimes can be used for ramp to get the auctioneer going quicker.
Spreading Plague helps a lot for survival, can easily replace 15+ hp/armor and works great vs aggressive decks.
A very well-built aggro deck. Thanks to Merps from The Lightforge I realized the key to a successful hunter aggro is having plenty of 2-drops, as opposed to midrange decks which can rely mostly on 3-drops nowadays.
Eaglehorn Bow was used mostly as removal to keep my minions alive, and along with the Explosive Shots and occasional Kill Command i was able to keep my opponent off the board, usually finishing the game in less then 10 turns.
MVP's: Sea Giant - big finisher which most of the time costed me 4 or less mana. seals games, and synergies well with enemy minions, my wide boards and token generators I had like Silver Hand Knight, Razorfen Hunter and Snake Trap. Spellbreaker - it was crucial to save this card for the later turns and silence a late-game big taunts, usually resulting in a dead opponent Explosive Shot - incredible support for my low-curve minions. allowed me to get a big boards and avoid trades knowing that I'll be able to use it to clear at least 2 minions most of the time. also very effective in killing 5-HP taunts like Tar Creeper or Sunwalker. Gladiator's Longbow - huge damage packed into a single card! most of the time it hit face, but sometimes it also doubled as a removal for pesky taunts.
saw little play: Lesser Emerald Spellstone - played twice. one with no no upgrades and one fully upgraded. Houndmaster - was very useful when I drew it, but it was a rare sight for some reason Deadly Shot - played once or twice. one of them missed on a 50%/50% and hit a Master Swordsmith instead of Furious Ettin, costing me the game.
surprises: Jungle Panther - proved extremely useful. minimum 4 face damage due to stealth, but usually also forced the enemy to trade a minion with it. being able to wait in stealth for an Explosive Shot clear was very useful, and it also had great synergy with the rest of the deck: Crackling Razormaw and Houndmaster could easily buff it, and it was an easy activator for Kill Command. Spring Rocket - I tend to never draft this card, but it performed quite decently in this run. I might try it more from now on
I Was surprised by the overwhelming success of this seemingly ok'ish deck. During draft I skipped 2's due to hero power and focused heavily on 3-drops, which got the board, and were then buffed and healed. always saved the removals for premium opportunities. I was very surprised this deck won easily against the notable final opponent which had 3xGiggling Inventor and a bunch of other magnetic minions, and crazy quality of cards overall.
MVP's: *Envenom Weapon - my trump card. held it in my hand as much as possible to bait my opponent's big dudes, and it was table turning when they did. If no big minion arrived, it was used to great effect on 4/5 drops as well *Betrayal - people didn't seem to consider this card a lot, usually they played around Fan of Knives but didn't expect this one, which resulted in quite a lot of damage and a few 2-kills-per-use
saw little play:
*Giggling Inventor - Don't think I drew this more than twice, and it didn't perform insanely well (still good though ofc) *Shadowblade - Again, played this only 2 or 3 times, but it was super effective. *Sap - Never had much use for it. on the few times I did use it was on medium sized minions like Rotten Applebaum or Deathweb Spider
suprises:
*Sunborne Val'kyr - allowed me to make surprising-trades with minions quite a lot, and also has a decent body. I guess people don't expect rogue to have buffs -which is a very useful fact to abuse. also allowed for healing later with Darkscale Healer and Shroom Brewer which made my minions keep taking value trades and eventually winning the game. *Stormwind Champion - see above^^ *Frostwolf Warlord - I expected this card to be the worse in deck after War Golem but it surprisingly manged to become quite a good value minion since I always had 1 or more minions on the board. a discounted big body which dealt good damage, traded 2 for 1 or ate up removal. very nice surprise
High quality tempo rogue, had only the Violet Wurm as a big minion, rest was pretty small and relied heavily on early tempo plays to get the board, followed by removals to maintain it: usually combination of dagger, Perdition's Blade and Elven Archer in the early game, Cursed Castaway, poison minions and obviously Vilespine Slayer for the later stages.
I believe another major factor in this successful run was me playing heavily around Mind Control Tech in all the games. It paid-off and I did see a lot of them, usually played without stealing anything, or stealing random smallish/hurt minion which I knew won't cost me the game.
MVP's: *Elven Archer - very surprising, but this card did a ton of work in finishing off minions all the time, while also triggering combos! *Vilespine Slayer - obviously OP. *Perdition's Blade - another obvious good card. don't think there was a single time it didn't get 2-3 kills *Mindbreaker - this guy served well as a 3 drop (coined or not) and was great at locking mage & warlock hero powers for a good number of turns later on.
saw little play:
*Scorp-o-matic - I think I played it only once, but on that time it did kill a Mana Wyrm... *Void Ripper - Saw play only twice, and in both of them it was used a 3/3 minion with the battlecry not affecting the board. *Sap - I think I had this only once. it had good use on a Sunwalker, but other then that time it was as if the card didn't exist in my deck
suprises:
*Hallucination - got really useful stuff from it, the best were Frost Lich Jaina and two Val'anyrs, but even on more standard options it served me really well. I'll definitely value this card higher from now on. *Eggnapper - performed way better then expected. the minions it spawned proved very useful along with the dagger, Cold Blood and Elven Archer.
Strong early and late game. Mages seemed to be very easy to beat thanks to the Mindbreaker.
Had quite a few un-intuitive plays that won games like using Demonfire/Shadow Bolt/Soulfire on weak 1-mana minions.
best game was for the 11th win against a warrior who played aggro. game was won by 3 key plays:
1) burning all the removals on small 2/1 (or less) murlocs on turns 4&5
2) keeping a taunt up to prevent weapons going face
3) holding back on damaging his face at 15HP until I could kill him in a single turn. I realized he was holding Mortal Strike when he he stopped using his hero power, and eventually killing him with 6 hit points left (which was exactly how much he could have dealth with Mortal Strike)
MVP's: *Mindbreaker - this card was awesome pretty much every time it was played, especially against Mages -blocking their hero power for the early game allowed me to get favorable trades and hit their face with 1-health minions. also a good 3-drop *Abyssal Enforcer - obviously great. *Demonfire - surprisingly used most of the time as a 2-mana-for-2-damage removal, it solved many difficult situations and helped win games even as an over-costed spell
saw little play: *Venomancer - played rarely and did nothing except being a 5-mana 2/5. poison had no use (Giant Wasp on the other hand had many good uses)
*Tomb Lurker - played only once, and didn't draw a card
*Moroes - played about 3 times, spawning 1-3 tokens
surprises:
*The Lich King - while it did saw play in ~6 games and sometimes stayed for more then a single turn, it was used mostly just for the 8/8 taunt. the deathknight cards were used only twice: one Obliterate and one Army of the Dead.
*Validated Doomsayer - was actually able to play it quite a few times against empty or weak boards- and it did surprisingly well!
During the draft I figured this is going to be a decent token-deck, so I drafted hard for more token generators and token-synergies, sadly I only got 2: Mark of the Lotus and Necrotic Geist, but by setting up smart boards and using taunt minions it worked well.
Poisonous minions were critical as removal and taunts to setup boards for the token-synergies.
The deck had no high-cost minions except the geist, and relied completely on swarming the board and removing the opponent's big threats with poison minions.
MVP's: *Vicious Fledgling - played on empty boards on turn 2 with coin it has single-handedly won 2 games, and proved to be good Mark of Y'Shaarj target. *Mark of the Lotus - provided great tempo swings almost 100% of the time since there are so many cards that spawn multiple minions. worked especially well with Grim Necromancer on turn 5, or on huge boards from Living Mana or Spreading Plague. *Necrotic Geist - same as the above^^, most important card in the deck, spawning on most occasions 3+ ghouls by using existing boards + some of the many taunts in the deck, noticably Spreading Plague and Druid of the Swarm
saw little play: *Ultimate Infestation - surprisingly played only twice in the entire run, useful on both, but usually this card sees WAY more play
Fits the druid theme and can help against aggro if used with innervate on turn 2 At the end of the turn this card is played you should have 2 durability on the Thorn Armor
Very good card quality. Strong early and late game, with mid-mana cards being utility. Most of the games I had no issues curving on the early turns, and that fueled me to reach turns 6+ where my 2 infernals, 2 abyssals, kraken and malganis sealed the game. Having 2 hard removals with Blastcrystal Potion and siphon made sure my big guys stayed on board when the opponents threw their own big guys.
Voidcaller proved to be very good when it showed up, and I had 3 games where voidcaller on turn 4 into a Mal'Ganis won the game by itself.
Hardest games were vs hunters where it was alot of time crucial to decide when to trade and when to tap since they got my HP down super fast, and Abyssal Enforcer was also hurting.
all cards are of decent value or better. not a single 'bad' card.
faced lower-then-usual number of mages.
I made sure to keep clearing the board since I had no AoE like FoK or Skulker, which along with the combos from defias and perdition's and coins from cutpurse usually resulted in me dominating the board the first 4 turns.
had good curve most of the time, with Swashburglar appearing in the mulligan/turn 1 about 40% of the time.
I raced for face only in 2-3 games and only after carefully planning my 1-3 turns until his death.
I focused this run on keeping a good read on my opponent's plays and eliminating unlikely options while avoiding playing into suspected threats such as Blizzard.
I think a huge part of the success was also due to staying in the game for the entirety of each match instead of alt-tabbing during the opponent's turn.
saw little play: *Kodorider - played only twice in the entire run, was game winning once, and averege the second (priest stole it with shadow madness, hero powered to get another kodo, crazed alchemist to switch stats and sucided it into my kodo) *Sap - played twice the entire run. once againt a Silvermoon Guardian for a little tempo, and once againt a huge minion buffed with Velen's Chosen *Cold Blood - appeared so rarely I forgot I had it. I think it saw play only once for some extra face damage and combo-activator *Knife Juggler - barely drew this guy. although on one of the rare times he did show up he managed to stay on board the entire game and did quite a bit of work
0
27.8.2019
Very strong hunter deck. Curve allowed to get 2-drops consistently, but I was lacking in 3-drops. Luckily weapons & healing allowed to bridge to the later turns in which I had a ton of initiative due to charge rush and spells.
The healing minions in the form of Shroom Brewers, Fungal Enchanter, Half-Time Scavenger and Khartut Defender helped immensely both for minion and face heal.
MVP's:
Siamat - Amazing card. This is the first run I had him and he provides incredible value with rush+divine shield or rush+windfury.
Locust Swarm - Extremely useful removal, cleared the board or the most dangerous minions many times. Combos very well with Knife Juggler or Quicksand Elemental
Shroom Brewer - It proved great as a 4-drop, healing face or minion. Worked especially well with reborn minions like Wrapped Golem or Khartut Defender.
surprises:
Khartut Defender - This card proved great. The healing was very useful and the double-taunt (with decent damage!) disrupted the opponent's plans many times. when played with minions already on the board it allowed me to hit face for quite a bit before it was negated, usually winning the game.
Tomb Spider - I was surprised by the great selection of minions it offered in hunter, making it a great problem-solver with cards like Halazzi, the Lynx and King Krush, which were often reduced in cost by my Scarlet Webweaver to a ridiculous amount.
Sightless Ranger - did very well, seemed to have endless targets for overkill with 1 or 2 attack which left a decent body even after spawning the bats
1
11.3.2019
2nd 12-run in a row, this one is also paladin, but a quite different one.
This deck didn't have any of the premium paladin cards like Spikeridged Steed, Vinecleaver or Silver Sword, and was also deprived of good late game cards like Violet Wurm, Bonemare or big taunts. A very 'normal' midrange deck that relied on good curve and solid normal play.
The little bits of extra damage from Elven Archer, Cheaty Anklebiter and Bloodclaw, like my last paladin 12-run, were crucial for finishing injured minions and winning the board. Later this allowed me to play a discounted Sea Giant and seal the games from there.
MVP's:
High Priest Thekal - The ability didn't really do anything, but I got this got on curve many times and the 3/4 stats were great for good early game trades
Charged Devilsaur - This was the only card in the deck capable of removing big stuff (aside from Aldor Peacekeeper, but it was hardly drawn the entire run)
Sea Giant - Dropping it for 6 or less, and sometimes even 7, was insanely good and allowed me to close many games.
saw little play:
Aldor Peacekeeper - I meant this card to be my main counter to big minions, but drew it only twice the entire run and I think I had good target for it only once, lowering 6 attack to 1.
Dragonmaw Scorcher - Surprisingly didn't see much play, and never killing more then 2 things. Still proved to be useful, one time even as a 1 damage ping for a single minion.
Venomancer - Not drawn a lot, but it was also never really needed
surprises:
Bloodclaw - Excellent on early turns and well worth the damage taken.
Elven Archer - The ping was crucial many times, and along with Cheaty Anklebiter and Bloodclaw finished off injured enemies on many important occasions.
1
10.3.2019
An interesting deck - it was lacking good curve minions, with only Untamed Beastmaster having premium stats for a 3-drop, so I decided to lean heavily on initiative and late game, and got extremely high quality cards for that.
The early game was usually a struggle to stay somewhat even until I could get some swing cards like Truesilver Champion, Fungalmancer or Spikeridged Steed that allowed me to stabilize, and then closing the game with big value cards like Violet Wurm, Bonemare and Silver Sword.
The last game was a great example of how this deck was meant to work: struggling to stay even early with Glow-Tron, Cheaty Anklebiter, Spring Rocket and other random cards, until I got my Truesilver Champion to get an edge, and finishing with a sequence of Sea Giant, double Violet Wurm, Ghostly Charger with Blessing of Kings, Fungalmancer and a Bonemare that proved eventually too much for my 11-win mage opponent to handle.
MVP's:
Truesilver Champion - awesome card. the 2 copies were crucial in stabilizing and staying even on board until the later stages.
Sound the Bells! - was very effective, and had to be used quite a few times as only a single or double charge to keep something on the board for a while longer -it was worth it since my entire game plan was to win late.
saw little play:
Dark Conviction - This was supposed to be my "hard removal", but in the end I think I got to draw & use it only once the entire run.
Wolfrider - This was drawn only a few times, and was used as a 3-mana removal in the early game. I almost forgot I had this card.
surprises:
Cheaty Anklebiter - The ping was crucial in many games and got me that extra damage needed to remove a heavily injured minion (or just a Cursed Disciple). I definitely have a newfound appreciation for this card now in non-ping classes.
Voodoo Doctor - A small card, but the heal proved important many times for allowing my bigger minions (especially Untamed Beastmaster) to survive and extra turn or trade, and setting up Fungalmancer. Because the heal was so useful I never played this on turn 1 or in a position where it couldn't heal or be buffed.
0
I was looking for replacements for 1xFloop's Glorious Gloop and 1xBranching Paths. After a few attempts I found that 1xNourish and 1xSpreading Plague work pretty well.
Before adding Nourish I was always dying a few cards before I emptied my deck. It also sometimes can be used for ramp to get the auctioneer going quicker.
Spreading Plague helps a lot for survival, can easily replace 15+ hp/armor and works great vs aggressive decks.
0
15.11.2018
A very well-built aggro deck. Thanks to Merps from The Lightforge I realized the key to a successful hunter aggro is having plenty of 2-drops, as opposed to midrange decks which can rely mostly on 3-drops nowadays.
I was able to get the board early with Mad Bombers, Crackling Razormaws, Southsea Deckhand and Fire Fly, usually followed by Jungle Panther and going face hard.
Eaglehorn Bow was used mostly as removal to keep my minions alive, and along with the Explosive Shots and occasional Kill Command i was able to keep my opponent off the board, usually finishing the game in less then 10 turns.
MVP's:
Sea Giant - big finisher which most of the time costed me 4 or less mana. seals games, and synergies well with enemy minions, my wide boards and token generators I had like Silver Hand Knight, Razorfen Hunter and Snake Trap.
Spellbreaker - it was crucial to save this card for the later turns and silence a late-game big taunts, usually resulting in a dead opponent
Explosive Shot - incredible support for my low-curve minions. allowed me to get a big boards and avoid trades knowing that I'll be able to use it to clear at least 2 minions most of the time. also very effective in killing 5-HP taunts like Tar Creeper or Sunwalker.
Gladiator's Longbow - huge damage packed into a single card! most of the time it hit face, but sometimes it also doubled as a removal for pesky taunts.
saw little play:
Lesser Emerald Spellstone - played twice. one with no no upgrades and one fully upgraded.
Houndmaster - was very useful when I drew it, but it was a rare sight for some reason
Deadly Shot - played once or twice. one of them missed on a 50%/50% and hit a Master Swordsmith instead of Furious Ettin, costing me the game.
surprises:
Jungle Panther - proved extremely useful. minimum 4 face damage due to stealth, but usually also forced the enemy to trade a minion with it. being able to wait in stealth for an Explosive Shot clear was very useful, and it also had great synergy with the rest of the deck: Crackling Razormaw and Houndmaster could easily buff it, and it was an easy activator for Kill Command.
Spring Rocket - I tend to never draft this card, but it performed quite decently in this run. I might try it more from now on
1
10.10.18
I Was surprised by the overwhelming success of this seemingly ok'ish deck. During draft I skipped 2's due to hero power and focused heavily on 3-drops, which got the board, and were then buffed and healed. always saved the removals for premium opportunities. I was very surprised this deck won easily against the notable final opponent which had 3xGiggling Inventor and a bunch of other magnetic minions, and crazy quality of cards overall.
MVP's:
*Envenom Weapon - my trump card. held it in my hand as much as possible to bait my opponent's big dudes, and it was table turning when they did. If no big minion arrived, it was used to great effect on 4/5 drops as well
*Betrayal - people didn't seem to consider this card a lot, usually they played around Fan of Knives but didn't expect this one, which resulted in quite a lot of damage and a few 2-kills-per-use
saw little play:
*Giggling Inventor - Don't think I drew this more than twice, and it didn't perform insanely well (still good though ofc)
*Shadowblade - Again, played this only 2 or 3 times, but it was super effective.
*Sap - Never had much use for it. on the few times I did use it was on medium sized minions like Rotten Applebaum or Deathweb Spider
suprises:
*Sunborne Val'kyr - allowed me to make surprising-trades with minions quite a lot, and also has a decent body. I guess people don't expect rogue to have buffs -which is a very useful fact to abuse. also allowed for healing later with Darkscale Healer and Shroom Brewer which made my minions keep taking value trades and eventually winning the game.
*Stormwind Champion - see above^^
*Frostwolf Warlord - I expected this card to be the worse in deck after War Golem but it surprisingly manged to become quite a good value minion since I always had 1 or more minions on the board. a discounted big body which dealt good damage, traded 2 for 1 or ate up removal. very nice surprise
0
13.7.18
High quality tempo rogue, had only the Violet Wurm as a big minion, rest was pretty small and relied heavily on early tempo plays to get the board, followed by removals to maintain it: usually combination of dagger, Perdition's Blade and Elven Archer in the early game, Cursed Castaway, poison minions and obviously Vilespine Slayer for the later stages.
I believe another major factor in this successful run was me playing heavily around Mind Control Tech in all the games. It paid-off and I did see a lot of them, usually played without stealing anything, or stealing random smallish/hurt minion which I knew won't cost me the game.
MVP's:
*Elven Archer - very surprising, but this card did a ton of work in finishing off minions all the time, while also triggering combos!
*Vilespine Slayer - obviously OP.
*Perdition's Blade - another obvious good card. don't think there was a single time it didn't get 2-3 kills
*Mindbreaker - this guy served well as a 3 drop (coined or not) and was great at locking mage & warlock hero powers for a good number of turns later on.
saw little play:
*Scorp-o-matic - I think I played it only once, but on that time it did kill a Mana Wyrm...
*Void Ripper - Saw play only twice, and in both of them it was used a 3/3 minion with the battlecry not affecting the board.
*Sap - I think I had this only once. it had good use on a Sunwalker, but other then that time it was as if the card didn't exist in my deck
suprises:
*Hallucination - got really useful stuff from it, the best were Frost Lich Jaina and two Val'anyrs, but even on more standard options it served me really well. I'll definitely value this card higher from now on.
*Eggnapper - performed way better then expected. the minions it spawned proved very useful along with the dagger, Cold Blood and Elven Archer.
1
16.10.2017
Strong early and late game. Mages seemed to be very easy to beat thanks to the Mindbreaker.
Had quite a few un-intuitive plays that won games like using Demonfire/Shadow Bolt/Soulfire on weak 1-mana minions.
best game was for the 11th win against a warrior who played aggro. game was won by 3 key plays:
1) burning all the removals on small 2/1 (or less) murlocs on turns 4&5
2) keeping a taunt up to prevent weapons going face
3) holding back on damaging his face at 15HP until I could kill him in a single turn. I realized he was holding Mortal Strike when he he stopped using his hero power, and eventually killing him with 6 hit points left (which was exactly how much he could have dealth with Mortal Strike)
MVP's:
*Mindbreaker - this card was awesome pretty much every time it was played, especially against Mages -blocking their hero power for the early game allowed me to get favorable trades and hit their face with 1-health minions. also a good 3-drop
*Abyssal Enforcer - obviously great.
*Demonfire - surprisingly used most of the time as a 2-mana-for-2-damage removal, it solved many difficult situations and helped win games even as an over-costed spell
saw little play:
*Venomancer - played rarely and did nothing except being a 5-mana 2/5. poison had no use (Giant Wasp on the other hand had many good uses)
*Tomb Lurker - played only once, and didn't draw a card
*Moroes - played about 3 times, spawning 1-3 tokens
surprises:
*The Lich King - while it did saw play in ~6 games and sometimes stayed for more then a single turn, it was used mostly just for the 8/8 taunt. the deathknight cards were used only twice: one Obliterate and one Army of the Dead.
*Validated Doomsayer - was actually able to play it quite a few times against empty or weak boards- and it did surprisingly well!
0
24.9.2017
During the draft I figured this is going to be a decent token-deck, so I drafted hard for more token generators and token-synergies, sadly I only got 2: Mark of the Lotus and Necrotic Geist, but by setting up smart boards and using taunt minions it worked well.
Poisonous minions were critical as removal and taunts to setup boards for the token-synergies.
The deck had no high-cost minions except the geist, and relied completely on swarming the board and removing the opponent's big threats with poison minions.
MVP's:
*Vicious Fledgling - played on empty boards on turn 2 with coin it has single-handedly won 2 games, and proved to be good Mark of Y'Shaarj target.
*Mark of the Lotus - provided great tempo swings almost 100% of the time since there are so many cards that spawn multiple minions. worked especially well with Grim Necromancer on turn 5, or on huge boards from Living Mana or Spreading Plague.
*Necrotic Geist - same as the above^^, most important card in the deck, spawning on most occasions 3+ ghouls by using existing boards + some of the many taunts in the deck, noticably Spreading Plague and Druid of the Swarm
saw little play:
*Ultimate Infestation - surprisingly played only twice in the entire run, useful on both, but usually this card sees WAY more play
8
Fits the druid theme and can help against aggro if used with innervate on turn 2
At the end of the turn this card is played you should have 2 durability on the Thorn Armor
1
26.1.2017
Very good card quality. Strong early and late game, with mid-mana cards being utility. Most of the games I had no issues curving on the early turns, and that fueled me to reach turns 6+ where my 2 infernals, 2 abyssals, kraken and malganis sealed the game. Having 2 hard removals with Blastcrystal Potion and siphon made sure my big guys stayed on board when the opponents threw their own big guys.
Voidcaller proved to be very good when it showed up, and I had 3 games where voidcaller on turn 4 into a Mal'Ganis won the game by itself.
Hardest games were vs hunters where it was alot of time crucial to decide when to trade and when to tap since they got my HP down super fast, and Abyssal Enforcer was also hurting.
1
4.11.2016
first time reaching 12 without any losses.
all cards are of decent value or better. not a single 'bad' card.
faced lower-then-usual number of mages.
I made sure to keep clearing the board since I had no AoE like FoK or Skulker, which along with the combos from defias and perdition's and coins from cutpurse usually resulted in me dominating the board the first 4 turns.
had good curve most of the time, with Swashburglar appearing in the mulligan/turn 1 about 40% of the time.
although I had only 3 mechs I managed to activate the Tinkertown Technician and/or Clockwork Knight quite alot.
I raced for face only in 2-3 games and only after carefully planning my 1-3 turns until his death.
I focused this run on keeping a good read on my opponent's plays and eliminating unlikely options while avoiding playing into suspected threats such as Blizzard.
I think a huge part of the success was also due to staying in the game for the entirety of each match instead of alt-tabbing during the opponent's turn.
MVP's:
*Cutpurse - played on empty boards on turn 2 or 1+coin, it almost always managed to produce at least one coin before being removed, and sometimes even 3 or more. usually opening the way for huge tempo swings with Perdition's Blade or Eviscerate + Pompous Thespian/Bilefin Tidehunter which made sure the board stayed clear and he was protected behind a taunt so he can continue producing coins
*Perdition's Blade - saw alot of play, and always created huge tempo swings.
*Cult Master - won 2 games solely from drawing a ton of cards with it. worked great with the token spawners (Bilefin Tidehunter and Defias Ringleader), stealth minions (Twisted Worgen, Shade of Naxxramas) and taunts (Pompous Thespian, Psych-o-Tron, Bog Creeper)
saw little play:
*Kodorider - played only twice in the entire run, was game winning once, and averege the second (priest stole it with shadow madness, hero powered to get another kodo, crazed alchemist to switch stats and sucided it into my kodo)
*Sap - played twice the entire run. once againt a Silvermoon Guardian for a little tempo, and once againt a huge minion buffed with Velen's Chosen
*Cold Blood - appeared so rarely I forgot I had it. I think it saw play only once for some extra face damage and combo-activator
*Knife Juggler - barely drew this guy. although on one of the rare times he did show up he managed to stay on board the entire game and did quite a bit of work