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    posted a message on Mustard Master Control (v2.0)

    I really like the changes to the deck. Seems very strong. I think you could probably place a better tech card in place of Sen'jin Shieldmasta (Lil' ExorcistArcane Nullifier X-21Mind Control Tech all would fit the meta, imo). How are you liking the addition of the Coghammer? I removed it from my deck as I only ever found value out of it late game - that being said, it did turn some games around ... but I opted to drop it.

    I used to run Spellbreaker too but found it too slow and the 4/3 body wasn't worth the mana trade-off - why not run Ironbeak Owl - gives you the ability to do a deathrattle free board clear on turn 8 or deals with an early Undertaker - much better silence IMO? And in the late game, you can play cards and deal with a threat - like a stolen Tirion Fordring because I ran into a Priest running TWO Mind Controls lol

     

    Posted in: Mustard Master Control (v2.0)
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    posted a message on HELP! Tempo / Mech Rogue Deck

    I actually started with something similar - more mechs and fewer burst/spells but quickly found the deck lacked a win condition and if you couldn't swing the tempo in 1 turn and take the board (by turn 3 the latest, you couldn't win). I think Toshley and Gazlowe, though tons of fun, are too slow - how's the deck doing for you?

    Posted in: Rogue
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    posted a message on Amazing new Secret Paladin deck (Legend)
    Quote from romanzpuszczy »
    Quote from saadatorama »
    That leads to my last note: Redemption, since the 'nerfs' hit where you can't trigger your own secrets, is a more or less useless secret outside of arena IMHO. They can play around it and with so many hero abilities doing 1 dmg, unless the opponent really makes a mistake, it's not that much value. I personally think 'get down' would be a much better addition to this type of deck.

     

    I play with another deck, totally different from this, but I use Redemption too and you know what? Tirion with Redemption is worth enough to put it in this quantity. Moreover, I see Sylvanas there, it seems to gain even more value from this secret. Even if it usually revives minions with Divine Shield, just as I'm doing in my deck, it's still profit, cause there's rarely anyone who can pull off combo for 3 mana that can kill Shielded Minibot, silence him and kill him again, and even if - it costs really high price of cards and mana effort.

     

    Redemption is good at all - it just needs to find a good use in a proper deck.

    I personally prefer reliable cards or cards that can and do have an immediate effect on the board. You telegraph redemption because you don't play your hero power, and given that, the opponent will prioritize the minion worth the least (no deathrattle/divine shield/whatever) and go for that. Yes, turn 3, you can't remove a shielded - chances are, with 1 minion on the board, you wont be removing him turn 2 either. What do you play turn 3? Can THAT be easily removed without an effect for you? Probably so. It also prevents Muster for Battle - hands down the best non-legendary Paladin card.

    In my opinion, and it always was just that, redemption is a pretty bad card and not worth including in any deck that I can/have thought of. There are just better cards to include, even for that 1 mana slot.

    Posted in: Paladin
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    posted a message on Amazing new Secret Paladin deck (Legend)

    I have tried many versions of a similar deck but have yet to find a viable use of Avenge. The only thing this type of deck has going for it is the surprise factor: most people are not expecting a semi-aggressive Paladin deck and when it works, it runs everything over, but for the other 80% of the time, I didn't find much success with the deck.

    Some thoughts: 

    1. In a deck like this, Mad Scientist is absolutely not worth adding. There's no Undertaker to buff and the Paladin secrets are just 1 mana. I suppose the deathrattle draws and plays the secret, which lets you mulligan for the scientists and not have to have secrets in hand... but I just don't find enough value and would add 2 other cards.
    2. Kel'Thuzad could be amazing. Same with Baron Rivendare. In fact, I'd take a on of of those cards over a Redemption.
    3. That leads to my last note: Redemption, since the 'nerfs' hit where you can't trigger your own secrets, is a more or less useless secret outside of arena IMHO. They can play around it and with so many hero abilities doing 1 dmg, unless the opponent really makes a mistake, it's not that much value. I personally think 'get down' would be a much better addition to this type of deck.
    Posted in: Paladin
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    posted a message on HELP! Tempo / Mech Rogue Deck

    Anyone? Bump.

    Posted in: Rogue
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    posted a message on HELP! Tempo / Mech Rogue Deck

    Hi - ever since Blizzard decided to nerf Rogues, I have been playing around with the class trying to make something as fun as miracle Rogue (with all the 'puzzle' turns) and as viable. As I am sure much better and smarter deck builders have tried before me, I doubt that exists with the current meta and shape of Hearthstone. However, I DID find a deck that is both fun and somewhat viable. Druids and aggro decks that out-tempo you or have 'the perfect draw' really destroys this deck, so I am posting it here asking for tips.

    Do you think I should include 2x Blade Flurry for aggro? Should I add an Antique Healbot (or two?) to deal with force/roar? I already added a Big Game Hunter to deal with handlock - that turn 4 Mountain Giant really really hurts if you can't deal with it. Let me know your thoughts.

    Tempo MechBuffington
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    Fun Fact: has a 86% win rate vs mech mage

    (overall is close to 50% on ladder)

    EDIT:
    Made some changes to the deck. Removed BGH and added another Arcane Nullifier X-21. Also added a Trade Prince Gallywix - trying him as a follow-up play to Loatheb in the ideal conditions, might end up removing him though.

    Edit:

    One more change - Trade Prince Gallywix for a 2nd Blade Flurry.

    Posted in: Rogue
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    posted a message on Paladin Cards - Goblins vs Gnomes

    I am sorry, but the threat of a quartermaster is too strong. It is what makes control Paladin so viable - as it's been said, the opponent now MUST deal with your 1/1 dudes because if they don't you have an ARMY of 3/3's. In late game, being able to cast 2 back to back on just 2 recruits is great because suddenly, you have 2 6/6s. Quartermaster AND Muster for Battle are auto=includes in Paladin decks. 

    I am toying with the idea of possibly just running 1 but the card is too good. Hell, even if you buff 1 recruit, the card still pays for itself I think and is a great addition to the class as a whole. I agree that for Paladin, a Quartermaster is higher priority than a Dr. Boom... higher priority than even a Tirion Fordring - you gotta have at least 1 and it opens up so many doors (you can add it in any Paladin deck: aggro, control, midrange). Lastly, it gives Paladin a sort of 'reach' they've never had before as well - end game muster + hero power into Quartermaster is damn intimidating.

    Posted in: Paladin
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    posted a message on Paladin Cards - Goblins vs Gnomes
    Quote from Paly_Noob »
    Quote from LaCaipirinha »

    I think if it wasn't for Undertaker and Mechwarper then yes, Paladin would be strong. But not being able to reliably remove these two minions in the early game means that we remain toward the bottom of the pile, due to hunter and mech mage making up the majority of the current meta.

    I haven't had problems with Hunter or Mage at all, it's the plague of locks that have been doing me in (the only class I'm under .500 WP against). Anyone have any tips/strats to share vs. locks? (especially the new GvG zoo, haven't beaten a single one, they're just too damn fast for me)

    If you have the full catalog of cards to work with, I would recommend a strong control Paladin - there are many viable decks running around and I've already posted my style/deck. The one thing I can say is get more valuable minions. Throw down the sticky 2 and 4 and 5/6 drops you have while healing and combined with board clear, you should be good. Against aggro (zoo, deathrattle hunter/priest) you really have to be conscious of the cards being played and think of their potential threats. Once you get to the big dudes (or if you can get off a Quartermaster on 2 or more dudes early enough) you have this in the bag.

    Quote from Grumhul »

    With so much early game presence, have you tried running a Cult Master? I do think Lay on Hands comes a bit too late and by then you are running ... 'short' on answers, but I may be wrong - decks always play out differently on paper.

    Posted in: Paladin
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    posted a message on Paladin Cards - Goblins vs Gnomes
    Quote from LaCaipirinha »

    So how do you guys respond to turn 1 UT + leper gnome or turn 1 mechwarper?

    Turn 1 Zombie Chow turn 2 Shielded Minibot is ideal. If you don't have any 2 or 3 drops (Aldor Peacekeeper might be able to stall out long enough) or force them to spend mana or attacks on muster army you probably lost the game but unless you are running something as consistent as mech mage or zoo that's what happens in a card game when you don't get the draws. If the worst case happens, you stabilize with consecrate or equality + consecrate (don't be afraid to use equality to take out a high threat minion or two btw if you dont draw into the combo) and start throwing down bigger minions. That's why I named my deck 'guile' because 90%+ of the time when I win, Guile's theme should be blasting in the background :)

    That's the nature of a control deck though. Try to stabilize early with some minions that are sticky and trade up followed by a board clear and then you start taking over.

    Given the consistency of the deck I am personally running (or my luck, haha) I haven't found aggro matchups to be that bad. Versus Hunter, I am over 70% & vs Mage I am slightly above 50% with an overall win rate JUST above 60% which is pretty good for me. I can post stats for a week or something if you want to take a look.

    Edit: assuming you have the coin in your scenario, I think you have the advantage - turn 1 Shielded Minibot followed by dude into Muster for Battle or coin into Truesilver Champion into a board clear. It's really not that bad but when it happens it feels really frustrating because those decks steamroll when they win.

    Posted in: Paladin
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    posted a message on Paladin Cards - Goblins vs Gnomes
    Quote from MvonTzeskagrad »

    If you ever feel bad about GvG paladin, remember that rogues are still trying to find any deck who performs now that miracle is almost unplayable. Pallys can still be Midrange, Control, Aggro, and may we find a "Mechadin" with Spare Parts and Bolvar to give stealth and things like that.

    The only "safe" rogue is Tempo, maybe Mech, Pirate or even mill turn out to be good enough, but until then, pally is no longer at the bottom of the meta.

     

    P.D.: Many people say that Bolvar is bad because you have to kill your own minions. The key is that many times you would kill it anyway, in fact that's the correct way of playing it, just to gain value from inevitable deaths (being pally, will be a lot thanks to hero power) instead of actively feeding him. I think sometimes pallys expected a second Tirion or something alike. Bolvar serves another way of playing. It's not like Cobalt Guardian, that one is just bad, not as Gnomish Experimenter, but is the worst pally card at the moment. Any other of their cards are good or at least playable.

    Bolvar Fordragon is NOT a bad card at all. It doesn't have tangible value because everyone is running silence, Big Game Hunter or hard removal but it's a 5 cost card that control Paladin, depending on the matchup, often keeps in hand and because of that, it not only is a HUGE early game threat that MUST be removed but it also draws out hard removal/silence and clears the road for your bigger threats. It fits aggro as well because it tops out at 5 mana and if you're playing aggro, by turn 5 the board should be yours thus taking focus away from your other (probably buffed) minions in play. That's the purpose of this card - bait. Haha, even in lore he dies, right? :)

    I for one think Bolvar is a fine legendary card. And.. if you have the dream with a Finicky Cloakfield... well GG. He's like Gahz'rilla if you can protect them. At least he's no Flame Leviathan *womp* *womp*

    Posted in: Paladin
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    posted a message on Paladin Cards - Goblins vs Gnomes
    Quote from Magiicguy »
    Quote from LaCaipirinha »

    I think if it wasn't for Undertaker and Mechwarper then yes, Paladin would be strong. But not being able to reliably remove these two minions in the early game means that we remain toward the bottom of the pile, due to hunter and mech mage making up the majority of the current meta.

    I have to disagree with this. Shielded minibot, muster for battle, piloted shredder, in almost all of my games I deal with the undertaker shenanigans easily. Hunter and mech mage are matchups I actually like, because of the new early strenght of the paladin.

    Aggro definitely has a tough matchup against Paladin these days: the heal is still there, as always ... so are the big minions but you have all these early game threats as well. Muster for Battle, Shielded MinibotSeal of Light and Quartermaster  really round out the class. I am actually going to say that Paladin are probably the most well rounded class for the basis of a deck - yes, more so than mage and warlock. They have early game removal, ability to swarm the board and the best all around board clear in the game (Equality + anything) and if you combine that with sticky minions and strong lategame bodies (or just swarm them and rush face) you have a solid class that should be getting 60%+ win rates.

    Posted in: Paladin
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    posted a message on Paladin Cards - Goblins vs Gnomes

    It might just be me or the opponents I am playing but the 3 decks listed in my signature & a control hunter deck I have been running has given me quite a bit of success, especially vs Mech Mage. I am not finding undertaker Hunters or Priests to be that problematic honestly. With Shielded MinibotZombie Chow and Muster for Battle, I really do feel we have a solid early game. Yes, we don't have a single turn removal on a 3/4 or stronger undertaker, but at that point, the opponent had nearly a perfect draw... That aside, your hero power dudes are a constant threat, especially as turn 5+ comes about because of Quartermaster so play that to your advantage and force the opponent to trade into your dudes. Minibot + Muster generally leads to pretty efficient turn 3 removals AND board control/presence.

    I don't think aggro is a problem as it once was.

    Posted in: Paladin
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    posted a message on Paladin Cards - Goblins vs Gnomes

    Legend rank 6? Paladin are far from  being 'top tier' in constructed, but they are much stronger than they were pre-GVG

    Posted in: Paladin
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    posted a message on Update to Paladin Control Deck for GVG

    I think I've gotten to the final edit of the deck, finally. Relatively strong given the current meta and am seeing a 70+% win ratio.

    Let me know what you think!

    Posted in: Paladin
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    posted a message on Mustard Master Control (v2.0)

    I think the deck is too early game focused and really doesn't have stronger minions than the current mech meta (mech-Mage will drop a turn 1 2/3 mechwarper & probably another 1 cost mech, you can't deal with it with the way the current deck is. Also, for the 4 and 5 spots, I believe there are far stickier minions you could use. Lastly, GVG 'hype' aside, you're not running one of the the Paladin's strongest early game threats - Muster for Battle. I know you don't run Quartermaster, which I feel is a fantastic addition to every Paladin deck moving forward, but even without it, muster threatens a turn 5 GG so your opponents are FORCED to deal with your hero powers. Often, it draws you a board sweeper (turn 6, going into 7 vs Mage = Flamestrike if they don't already have the board. which most likely they wont considering you wiped it turn 6; turn 4 vs Priests draws out their only sweeper in the current meta, 1x Holy Nova - not counting auchenai combo).

    This is what I am running, with a few edits daily based on what I see on ladder:

    Guile v3.0
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    Bolvar is just for fun, can be replaced with anything, including a Kodo or Loatheb.

    Posted in: Mustard Master Control (v2.0)
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