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    posted a message on Can Doomerang be a playlable card in a deck with Kingsbane?

    Kingsbane goes back into your hand with all buffs still on it.  Doomerang also applies all effects, making this a significantly better Amethyst Spellstone

    Posted in: Rogue
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    posted a message on Can Doomerang be a playlable card in a deck with Kingsbane?

    I'm playing a deck like this as we speak and I'm doing very well.  Here is my deck list. 

    Went from 20 to 13.

    king pirate
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    Minion (15) Ability (13) Weapon (1) Playable Hero (1)
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    Posted in: Rogue
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    posted a message on king pirate

     

    This deck rocks!  I'm currently at rank 15 (started at 20 today) and climbing.  As you might expect,  getting the weapon turn 1 is very important, and will almost always result in a win.  Thanks to the crazy amount of card draw and the tutors,  it's pretty reliable to get the weapon before turn 4.   If you are unlucky,  you pretty much auto lose.   You might be interested to know that this deck completely destroys Raza priest.  Your source of damage and healing is the one place they can't get to.  

     

    I'll try to do a write up when I have more time. 

     **EDIT**

    I removed both of the Luckydo Buccaneer as I realized they didn't really fit with the theme of the deck.  Most of the time they were dead cards taking up hand space.  I replaced them both for x2 sap.

    Posted in: king pirate
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    posted a message on Kings bane pirate theory craft
    Quote from Mackie264 >>
    Quote from reactor1O7 >>

    The leeching poison is mandatory for keeping you alive while you clear the board.  Running two copies makes it more consistent to draw.  The two legendary minions are possibly too slow, but I think Zola is slower than Sonya.  On turn 3 you could play Sonya, trade in your whole board, and have 1 mana tokens to either keep powering up your weapon or to act as combo cards for the Elven Minstrel.  If I needed to, I could probably swap out Zola for another swashburgler or a cold light oracle. 

    . Also Leeching poison is your only 2 drop in the entire deck, I much cut that card, slap a Keleseth in and play for the tempo game and burst with the weapon. 
     The Cavern Shinyfinder is a two drop and can't be cut from the deck.  It is very important to be able to reliably redraw your broken kings bane. 
    Posted in: Rogue
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    posted a message on Kings bane pirate theory craft

    Thanks for the advice,  I made some changes.   

    I also took the buccaneers out, I put them in by accident because I forgot they rotated. I still like the flavor of controlling the board with a super OP weapon so I kept the doomerang and leech poisons.  But I removed the x2 captains, x2 wild buccanears, 1x auctioneer, and x1 phantom  in favor of more card draw, a shadow step and Naga corsairs. 

    Posted in: Rogue
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    posted a message on king pirate

    I like some of your ideas.  What are your thoughts on dropping the two captains  and auctioneer for cold light oracles and a back stab?

    Posted in: king pirate
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    posted a message on Kings bane pirate theory craft

    The leeching poison is mandatory for keeping you alive while you clear the board.  Running two copies makes it more consistent to draw.  The two legendary minions are possibly too slow, but I think Zola is slower than Sonya.  On turn 3 you could play Sonya, trade in your whole board, and have 1 mana tokens to either keep powering up your weapon or to act as combo cards for the Elven Minstrel.  If I needed to, I could probably swap out Zola for another swashburgler or a cold light oracle. 

    Posted in: Rogue
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    posted a message on Kings bane pirate theory craft

    The goal of this deck is to always have Kingsbane equipped and to hard mulligan for it, and/or the Cavern Shinyfinder.  From there,  pirates are used to add buffs to the weapon, as well as receive buffs from the weapon.  By running Captain Greenskin and two Doomerang it should be possible to have the weapon equipped or in hand pretty consistently.  Sonya Shadowdancer and Zola the Gorgon can be used to copy any of the minions mentioned above.  and coming out as a three drop. it may be possible to get an extra patches in order to keep up early board pressure.  

     The win condition would be to trade face with the enemy board until your own pirates can go face uncontested,  or to buff the weapon to such high attack that the board can be ignored and simply go face. Between the buccaneers, poisons, and squidfaces,  the weapon can be easily buffed to 10 attack or more.  This doesn't even factor in the two legendary minions or Valeera DK.   The extra Leeching Poison is a dead card but life steal is the key to survival so it is a necessary evil.

    Not sure how playable this is going to be but excited to give it a try. 

     

    king pirate
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    Posted in: Rogue
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    posted a message on Highlander theory craft

    Now that all the cards have been revealed I filled out the deck list.  It now runs 9 death rattle minions,  so I would only have had to play half by the time I draw Nzoth/turn 10.  I think [card] Volatile Elemental[/card] is going to do wonders. If he gets copied,  he gets copied at full value.  If I play him alongside the legendary turtle, that he essentially comes with a free dark bomb.  I understand this deck might still have some flaws but I am excited to at least try it.  Worst case scenario I'll just make a hunter dino deck with left over dust as that is most likely to become T1 anyway. 

    Posted in: Priest
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    posted a message on Highlander theory craft

    Do you guys think that adapt cards that choose the death rattle 1/1 minions option will count towards the quest?  I was thinking that could be a factor in including the Volcanosaur. With two chances to grab the death rattle, it should be somewhat consistent to do.  It would not only add towards the quest but if brought back by N'zoth it will be nice 5/56body on the board.  If the quest is complete or N'zoth already played,  than it could be used to fit whatever situation I find myself in the late game.  

    Posted in: Priest
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    posted a message on Highlander theory craft

    Well I have kept three slots open,  i plan to reserve one for an AOE card so that leave two slots for deathrattles.  Perhaps a few high cost death rattles are still on the way to be revealed which can be used for a stronger win condition.  If not I could put 1 Corrupted Healbot and use the last slot for a big minion.  

    Posted in: Priest
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    posted a message on Highlander theory craft

    I disagree.  The plan is to just play 4 death rattles in time for N'zoth.  By using mirage caller, stolen cards, and 2 minion revive from Kazakus,  this can be done even easier.  Once N'zoth is played, the quest auto-completes and the very next turn I'll be able to set my health to 40.   All that needs to be done is survive long enough to play N'zoth,  or play all 7 death rattle cards. 

    Posted in: Priest
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    posted a message on Highlander theory craft

    I took your advices and removed the Prince and chemist,  I included Shifting Shadeeven though I don't think it is a good card,  but I also added the Curious Glimmerroot. Between those two cards, Thoughtsteal is no longer necessary so I took that out too.  I have 3 empty slots to work with and I will fill those once the rest of the set comes out.   I have a feeling priest is going to get a board clear spell to replace excavate evil

    Posted in: Priest
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    posted a message on Rogue is going to get a card similar to dread steed.
    Quote from Boethion >>

    We already got what you are locking for:

     Oh I didn't know Weasel Tunneler shuffled back into your own deck.  Learn something new every day!
    Posted in: Rogue
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    posted a message on Rogue is going to get a card similar to dread steed.

    It's not good but I guarantee a card like this is coming.  The quest is currently unreliable with any existing cards.  That being said I think Rogue is still going to be bad. 

    Posted in: Rogue
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