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    posted a message on Spectral Cutlass

    I'm not sure why people are saying this is bad. This weapon can easily win any game if you opponent can't remove weapons. Even if they can, you get two of them. 

    The weapon is easily buffed to high levels and there are plenty of cards from Witchwood and Boomsday to steal cards with. This weapon is really only worth playing if you do plan to build the deck around it, but its a solid deck. The worst thing really is that Cavern Shinyfinder is rotating. 

    Posted in: Spectral Cutlass
  • 0

    posted a message on Beryllium Nullifier

    As someone who plays mechs a lot, this card is good. The single biggest problem with mech is single target removal. Not being able to be hit by spells is huge for mechs. Galvanizer can help this a lot. This can let you stack some really huge single bots that are mostly untouchable. 

    Posted in: Beryllium Nullifier
  • 0

    posted a message on Duskhaven Hunter

    The card is better than it seems if you run buffs. But sadly, without the Beast tag you can't use the good Hunter buffs on this card, so that ruins it. I think a 3 cost 2/5 Stealth is actually quite good, because you could follow on turn 4 with either Dire Frenzy or Houndmaster without having to worry that the minion would be killed beforehand. A 4/7 Taunt on turn 4 would be nice, or a 5/8 attacker with Dire Frenzy. Oh well, too bad.

    Posted in: Duskhaven Hunter
  • 0

    posted a message on Aggro Mech

    This is kind of an amusing deck, but it's been doing surprisingly well. 

    Hunter Straight Mech
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    Arguably you could take Animal Companion out and replace it with something like Spring Rocket, Scorp-o-matic or Spark Engine or Upgradeable Framebot or something, but I figure Animal Companion is pretty good value. Cybertech Chip is also an option, but it's just hard to fit in. Arguably you could take out Rexxar, as in my experience this is a very fast deck that tries to win before Rexxar really comes into play. I haven't used Rexxar much in the deck really. If anything I think the deck needs more 1 or 2 drops to just be even more aggro. I'm also trying to make this a deck with no cards that are going to rotate soon, which Rexxar is, but still, as 1 card it's hard not to put him in.

    I know a lot of people don't like Replicating Menace, but its not bad. I like that it often leaves at least 1 bot on the board and can also help go wide quickly with something like Play Dead. 

    A key of this deck is that many of the mechs summon a minion on Deathrattle, so the strategy behind the deck is to try and keep some kind of mech on the board so that your Magnetic plays the next turn effectively have Charge. Once you get it going its like most of your minions have charge, and so it lets you keep pressure on really fast, A key is not to built too tall, you need to keep wide in many cases, but often you can keep the board to 3 minions to play around MCT, which is a nice aspect of mechs.

    Know what kind of removal your opponent has and customize your minions to get around that removal. So like against Priest you try to make minions with 4 attack. Again Hunter (due to common use of Mossy Horror) try to keep all minions over 2 attack. Know how much health or attack is optimal against various classes and build you mechs to those specs, and don't overbuild a single mech.

    The nice thing is even if you just have a 1/1 mech on the board, you can drop that 5/5 and hit immediately with it, or drop Venomizer and hit immediately, etc. Spider Bombs with Firework and Play Dead is also key of course, and as per usual, run at lest one Missile Launcher to reset with Venomizer. 

    The worst thing about the deck is lack of draw. You could drop a couple of cards and put in a Stitched Tracker. I have run it that way and haven't decide what I like best. 

    Posted in: Hunter
  • 0

    posted a message on Deathrattle Mech

    After testing this a bit I've taken out both Fireworks Techs and added in a Spellbreaker and an Acidic Swamp Ooze. This has helped with consistency. I was getting too many hands full of Deathrattle triggers and not enough things to trigger. Oh I also took out the Egg and put in Mecharoo. That may seem odd, but it's actually better. My problem is always too slow a start with Deathrattle r not having all the needed parts. Too many times having an Egg sit there with noting to do or having triggers and nothing to trigger. I like the Mecharoo because it tends to leave you with something to Magnetize onto on turn 2 if you need it, like with Venomizer or on turn 3 with a Spider Bomb, etc.

     

    Posted in: Hunter
  • 0

    posted a message on Deathrattle Mech

    This is how I'm running it now because I don't have all the cards. 

    Hunter deathrattle mech v3
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    It's working well. It's probably good enough to get to rank 10 anyway. And yeah, the Missile Launcher is a great add. Just won with it. Cleared the board and dropped an Egg. The nice thing about Galvanizer is he can setup the 1 turn Stegotron -> Cube combo if needed. That's the worst part of this is that Stegotron being 6 isn't nearly as usable as Grizzly at 5. Also, bringing the Mechanical Whelp down to 5 is huge too. 

    Also, don't underestimate Replicating Menace. Yeah, he's not great, but he's been useful. What I like about him is he gives a way to go wide quickly if needed. That's a good thing about this deck is it can really adapt and either go wide or tall much better than most Mech decks, which are mostly only good at going tall. 

    It's a fun deck, and a nice little twist.

    Posted in: Hunter
  • 0

    posted a message on Deathrattle Mech

    Here is version 2, a little more standard:

    Hunter deathrattle mech v3
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    Posted in: Hunter
  • 0

    posted a message on Deathrattle Mech

    Yeah, I'm not sold on Goblin Prank either. It's really good with Egg, but I may dump that also. 

    Posted in: Hunter
  • 0

    posted a message on Deathrattle Mech

    This is sort of a twist on the Egg Hunter theme, using Mechs for the deathrattles. 

    Hunter deathrattle mech v3
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    In this basically Stegotron subs in for the Grizzly.  You get an extra trigger in the Fireworks Tech, and you can stack your Mechs for some added Deathrattle effects.

    Thoughts, improvements? Obvious cards I missed or should remove?

    Posted in: Hunter
  • 2

    posted a message on Is Secret hunter actually better than Deathrattle hunter?
    Quote from azairvine >>
    Quote from Xophy >>
    Quote from azairvine >>

    Would really love to know what I'm doing wrong with my Secret Hunter.  I run it with Mossy, no Putricide or Shaw.  I believe I'm a competent Hunter pilot having played a lot of Spell Hunter, but I just can't seem to catch a break with Secret Hunter.  Currently have a 39% WR from 64 matches in Rank 4-5.  Would really appreciate some tips or links to matches I can watch and learn from.  It feels like I get out tempo'd by just about everything!

     Without playing the deck myself (but playing a lot against it), I would say that what you do wrong is not including Houndmaster Shaw. That dude singlehandedly enables you to trade through a lot of taunts, activate your cubes, has synergy with Flanking Strike etc. I cannot think of a single reason (other than not having him) to not include the card.

     Well that's my single reason :)

     Yeah, I don't have him either, and I know it sucks for the curve, but I run a Rhino as a  substitute. Yeah, it's not as good, but it does work and IMO its better than skipping that role altogether, and in some cases its actually works out better. 

    Posted in: Hunter
  • 1

    posted a message on How often does Hunter get the egg out of mulligan?

    I prefer Egg on 4 with Play Dead, or on 3 with Coin and Play Dead. But I'm also playing Tracker as the 3 drop, which not everyone does.

    Posted in: General Discussion
  • 5

    posted a message on Odd Paladin is a stupid deck...
    Quote from HackFin >>

    I don't really agree on this. I haven't played odd paladin for quite a while, but when I did it has far more options than odd rogue, even warlock, zoo warlock and tempo mage.
    Maybe you never played it yourself. Against many matchups it is quite some work to get to your level up turn.

     Not sure what options you are talking about. It's basically just a bunch of cheap minions and Level Up. Every turn is literally just press the button, play as many other minions as you can, and play Level Up. There are essentially no decisions to be made. You could probably just create a script that says > Push Button > If you can play Level Up and more than 1 Silverhand Recruit is on the board, play Level Up > play as many other minions as possible, and that simple script could make it to Legend with this deck. That is literally all you do with this deck.

    Posted in: General Discussion
  • 8

    posted a message on Odd Paladin is a stupid deck...

    Well, but that's the issue. Yeah, its a "good deck for beginners", but its also the overall top deck. So to me, when the best deck in the game is a "good beginner deck", that's a bad sign...

    Posted in: General Discussion
  • 6

    posted a message on Odd Paladin is a stupid deck...

    Of all the decks around lately, to me Odd Paladin seems the worst. Yeah, Taunt Druid with Hadronox is pretty bad with all the re-summoning of that epic, but it's still not just as straight-up dumb as Odd Paladin. The thing about Odd Paladin is that it's so basic and so elementary. There is really nothing to the deck. There are no real combos, there aren't any complicated plays you need to make. Just push the button and Level Up and win. At least decks like Test Subject Priest I can respect because setting up and executing that combo is a challenge, cheesy as it may be, but Odd Paladin, come on...

     

    Posted in: General Discussion
  • 0

    posted a message on Too much hard removal...
    Quote from DoubleSummon >>
    Quote from Entro9 >>

    Don’t hold your breath, you don’t even have to PLAY your minions for them to get hard removed now. Void Contract

     garbage overrated card which will see exactly 0 play

     Nah, it's a  powerful card. All you have to do is get ahead get board dominance, then play that card and make it so the opponent won't be able to come back. It's more support for aggro.

    Posted in: General Discussion
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