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    posted a message on I hate this adventure...

    Ive beaten the darkness with about 80% win rate. His counters are wax rager, perma stealth (as long as you can out value him, which is not too difficult - double death rattle synergy deck, jades, recruit warrior or demonlock are examples) since he uses cards like mind control and entomb, fatigue damage (he plays psychic scream)

    I have fought against the dragon twice and lost both times. I would assume taking the double health ability would be its counter, and I've seen a video of someone with double death rattles and val'anyr kick the stuffing out of it. 

    I have fought against the eyeball thing only a couple times and won 100%. definitely an easy boss because after a while you learn what cards he gets from his hero power because he says a specific line per ability he draws. And he has some really weak ones like freeze a random enemy minion. The only real problem is his quest. That is his only source of steam. If you can get him to discard the quest because of howlfiend then he literally poses no threat, just play around a random minion getting stolen and its a win.

    I have a 50% win rate against the demon (discards your deck) boss. I win when I'm playing tempo and I lose when I'm playing control. 

    I'm stuck on warrior, shaman and rogue. 

    warrior - I have gotten specific decks that were almost op enough to reliably win against the bosses. I believe the easiest run as warrior would involve double health multiple times, justicar's ring, wish and rod of roasting, using an armor gain deck. You just sit there gaining health to 250 while the boss still has only 60 and then play rod of roasting. If the boss got you below a safe amount for rod of roasting, you just play a full heal the turn earlier. 

    shaman - no idea where to begin. Probably evolve is best. (I've never been a big shaman guy)

    rogue - I've been so close to winning so many times but always end up whiffing on the last boss. spell damage +3, spells costing 1 less with the auctioneer + razor petal package was really good, but it's just a lot of direct damage that runs out eventually. I've also gotten Valeera the hollow duplicated 7 times with the treasure that fills your hand with copies of a card drawn from your deck against the dragon boss. That was a huge concede moment. 

    Posted in: Dungeon Run
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    posted a message on Battle Lock 1.0 (STANDARD)

    lol

    Posted in: Battle Lock 1.0 (STANDARD)
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    posted a message on Battle Lock 1.0 (STANDARD)

    ok

    Posted in: Battle Lock 1.0 (STANDARD)
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    posted a message on I hate this adventure...

    On my first try, I got to the final boss using a mage deck that had the way gate, 4 ragnaros, 1 antonidas, about 4 babbling books and 3 cabalists tome, the greedy pickaxe, 2 extra cards at start of game. I lost because I mulliganed the way gate for my ragnaroses, and ended up drawing too many random tomes and frost-bolts. (my opponent was the darkness, so I just needed to set up tons of ragnaros and then I would win) I drew 2 of my ragnaros and ran out of steam

    I defeated the final boss on my second try, which was my first attempt with hunter. My final deck contained 5 Cathrenas, 2 nzoth, 2 extra turns, 2 hunter DK, while my minions that cost 5 or more cost 5, and my spells cost 1 less. I took the board around turn 9, by playing nzoth, which summoned 2 cathrenas, next turn playing my second nzoth and taking an extra turn. That huge swing enabled DK to do the rest by summoning tons of 5 mana 10/10s and I won around turn 14. 

    Each run took about 30 minutes.

    Posted in: Dungeon Run
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    posted a message on Battle Lock 1.0 (STANDARD)

    Changed the deck, replacing ineffective cards.

     

    I think with the addition of cho'gall, hooked reaver will work a large amount of the time.

    Posted in: Battle Lock 1.0 (STANDARD)
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    posted a message on Battle Lock 1.0 (STANDARD)

    thought: Dark pact came out after I first thought of this deck, so I didn't think about it; probably works better than void terror for all functions.

    Posted in: Battle Lock 1.0 (STANDARD)
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    posted a message on Battle Lock 1.0 (STANDARD)

    1. wow that sucks. Cho'gall isn't such a bad idea because of this.

    2. The void terrors are anti-polymorph for rin if you are vs control, and also help combine stats from your 3/2s to counter enemy boardclears, and help make space for new minions on your side if you want to clear out your hand. I still haven't had the chance to test anything yet, so not sure how useful it is. what were you thinking in place of it?

    3. corrupting mist is meant to be a very inexpensive board clear. It counters things defile doesn't, like an early flappy bird. It does have the downside of not immediately killing. I was also thinking of void terror when I put it in, as you can play it, then play your terror, and you wouldn't lose as many stats from it. Just a tech choice, but now I know malchezaar's imp doesn't work, it could use a better replacement.

    Posted in: Battle Lock 1.0 (STANDARD)
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    posted a message on Battle Lock 1.0 (STANDARD)

    I also thought about cho'gall. I didn't include because I didn't think it needed more of that effect, especially on such an expensive minion. If I try to fit it in, I think it should replace a corrupting mist, and 1 doom should be replaced with a twisting nether, or maybe try to adapt to a playstyle that almost never taps after completing the quest, since having so many guaranteed doom targets can be detrimental, especially since the deck will deal even more damage to itself to get what it needs, and the large amount of increased draw will cause even a little fatigue damage to be very dangerous. 

    Posted in: Battle Lock 1.0 (STANDARD)
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    posted a message on Battle Lock 1.0 (STANDARD)

    Changed name from wild to standard. Whoops, it was standard the whole time!

    Posted in: Battle Lock 1.0 (STANDARD)
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    posted a message on [Game] Name another card that has the same...

    Goblin Sapper

    Card that can be countered by lack of cards from your opponent

    Posted in: General Chat
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    posted a message on New Neutral Legendary - The Darkness

    I like the kobold illusionist idea. I think it would be a 20/20 after being activated.

     

    Branns don't stack, so no matter how many branns you have, 1 the darkness would create a max of 6 candles

    Posted in: Card Discussion
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    posted a message on New Neutral Minion - Corridor Creeper

    Definitely going to test how impactful it is in quest hunter

    Posted in: Card Discussion
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    posted a message on New Neutral Legendary - The Darkness

    Please don't put this in your mill deck

    Posted in: Card Discussion
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    posted a message on New Neutral Legendary - The Darkness
    Quote from IDBY >>
    Quote from richardlias >>

    To all the people saying this would be good in mill rogue, If you mill one of the candles off your opponent, they never get the draw a card effect, which is the same as extending their deck size by 1. Also, the 20/20 will never summon. I think this has good synergy with Valera the hollow though, as your opponent has 6 candles and only needs to draw 3 for your 20/20s to activate.

    Remember your talking about at least turn 10 to play the darkness in that case because you need Valera and the passive hero power to duplicate the card. After you have not played any card but Valera the turn before, you will play 8 mana for cards that wont do anything. You better have board control to play it. If not your opponent has at least three turns to go face if the candles come out one after another, but that likely wont happen. Its more likely they will have 4 or more turns and you have sacrificed tempo.
     Just suggesting a better use for this card in rogue. Also, after drawing a candle, they immediately draw again, so if candles come out one after another like you say, you have just played 2 20/20s for 8 mana.
    Posted in: Card Discussion
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    posted a message on New Neutral Legendary - The Darkness

    To all the people saying this would be good in mill rogue, If you mill one of the candles off your opponent, they never get the draw a card effect, which is the same as extending their deck size by 1. Also, the 20/20 will never summon. I think this has good synergy with Valera the hollow though, as your opponent has 6 candles and only needs to draw 3 for your 20/20s to activate.

    Posted in: Card Discussion
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