Good base, however, I replaced the Shrinkmeisters with two Spell Breakers. The Zombie Chows with two Light of the Naaru. Recombulator and Shadow Madness with two Thoughtsteal. The Gnomish Engineers were replaced by one Mass Silence and Azure Drake. Loatheb, The Beast and Dr. Boom were replaced by a Faceless Manipulator, Lightbomb and a Mind Control. Abusive Seargent was removed and a Venture Co. Mercenary was chosen.
This results in more general aggressiveness and you have more late game reaction. The Light of the Naarus are incredibly helpful, you can easily have a 5/2 Lightwarden the next turn while still having some big ass minion next to it. Additionally it circumvents the Venture Co. Mercenary's effect.
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Good base, however, I replaced the Shrinkmeisters with two Spell Breakers. The Zombie Chows with two Light of the Naaru. Recombulator and Shadow Madness with two Thoughtsteal. The Gnomish Engineers were replaced by one Mass Silence and Azure Drake. Loatheb, The Beast and Dr. Boom were replaced by a Faceless Manipulator, Lightbomb and a Mind Control. Abusive Seargent was removed and a Venture Co. Mercenary was chosen.
This results in more general aggressiveness and you have more late game reaction. The Light of the Naarus are incredibly helpful, you can easily have a 5/2 Lightwarden the next turn while still having some big ass minion next to it. Additionally it circumvents the Venture Co. Mercenary's effect.
Nice side effect is the reduced dust cost.