This is my idea of the core of C'thun decks. Utilizing Blade of C'thun so you don't need to run other cultists (Disciple is just good even in a non C' thun deck). I am moving away from weapon buffers, not only because of the Flurry nerf, but also because of lack of healing. So the focus here is using your minions and spells to control the board and limit the dmg you take so you can live to play your god.
The remaining 5 slots can be filled how ever you feel. You can add Thalanos, Fan and Gadget for draw, or use sprints, add some more C'thun buffers (i would recommend the C'thun Chosen and the Disciple) . You can even throw in Yogg because of the number of spells you will cast, around 10 per game.
Alright, here's is something I wanna work on for the next couple of days, let me know what you think?
New combos:*turns are a suggestion
a) turn 3Muster for Battle + turn 4Cult Master: this could give us a much needed card draw, as an alternative to Acolyte of Pain. If we are able to draw 3 cards of this it will be a great turn. Not always reliable, depending on the board state, but it's an option.
b) turn 3-4Muster for Battle + turn 5Quartermaster / Bolvar Fordragon: Bolvar is probably best used later, but Quartermaster can make a couple of 3/3's by turn 5 which is no laughing matter.
c) turn 2Nerubian Egg + turn 3Scarlet Purifier: this allows for a 4/4 and a 4/3 on turn 3, hopefully we also wiped the enemy board for a big tempo advantage.
d) turn 2Wild Pyromancer + turn 3Seal of Light (or both on turn 4): a mini Swipe that heals, if we use it on turn 4, we can play Acolyte of Pain on turn 3 for Heal + 3+1+1+... damage + Draw; which is amazing value. Very good against Aggro.
e) more combo's to come, there's even a Mech route we can go once we figure out the strengths and weaknesses of those cards.
Old Combos:
a) Aldor Peacekeeper / Humility + Stampeding Kodo: I'm predicting Kodo having a lot of value in the GvG meta; and we should always run Aldor. This combo will most likely still be a part of Paladin decks in the future.
Those are all nice and viable combos, and what's good is you can't fit them all in one deck, you have to build smart. I am working on a deck that will make use of the hero power, MfB, Bolvar and Quartermaster. My first iteration of the deck is following
I like the wild pyro seal combo, i think this deck needs more tokens, thou im not sure which ones to include. With the new xpac it will also require at least 1 silence. Maybe 2 SoJ is too much, I'm using repentance because you will find yourself with at least 1 attack weapon most of the time. I welcome all ideas and suggestions.
But is this card worth running JUST for Spectral Knights? There needs to be something more here and I wish the combo was something else other than destroying weapons (which was not needed). Hell, I think even just healing you for like 3-4 as a combo would be better cause it negates some of the self-inflicted damage done by your hero power and maybe could even replace Earthen Ring Far Seer (maybe).
At the end of the day, you cannot really look at the combo (4 of 9 classes do not have natural weapons and comboing something with a 4 mana card is difficult early game where most weapons make their appearance). So you have to ask yourself, is a 4 mana Deadly Shot worth it? You seem to think so, but the problem I faced in Rogue is that either you run out of cards in your hand or you dead draw. This really does nothing for helping with a dead hand as sure maybe it will save you 1 turn, but in the long run, if auctioneer isnt entering your hand soon, you probably already lost. Maybe, I was a bit too harsh on this card, and we will have to see the rest of rogue's cards before judgment as rogue is my favorite class but right now I rather play paladin over it on ladder.
5 classes have access to weapons (Warrior, Rogue, Paladin, Shaman and Warlock), and i am not counting Blingtron 3000 . And even if you don't get to use the combo, this card can get value for a Rogue. I wouldn't use it in Miracle, because Sap's do the job nice, but for tempo rogue it can do nice work. I agree that for any other type of Rogue deck to be viable, there need to be better drawing options.
Illuminator will have good value with Avenge. Avenge is not easy to trigger and you can use Illuminator to get good value of the secret and have some nice early game presence.
12-2 with a Mage, deck had no flamestrikes or firebals, but i did have pyro that saved me oh so many times. Here are the SS of the deck and the rewards from the pack i got.
I'm using it just for fun now. I'm doing it without Grommash and the Black knight, and using Mortal Strike and 1 more Slam instead. Every feedback is appreciated.
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This is my idea of the core of C'thun decks. Utilizing Blade of C'thun so you don't need to run other cultists (Disciple is just good even in a non C' thun deck). I am moving away from weapon buffers, not only because of the Flurry nerf, but also because of lack of healing. So the focus here is using your minions and spells to control the board and limit the dmg you take so you can live to play your god.
The remaining 5 slots can be filled how ever you feel. You can add Thalanos, Fan and Gadget for draw, or use sprints, add some more C'thun buffers (i would recommend the C'thun Chosen and the Disciple) . You can even throw in Yogg because of the number of spells you will cast, around 10 per game.
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Those are all nice and viable combos, and what's good is you can't fit them all in one deck, you have to build smart. I am working on a deck that will make use of the hero power, MfB, Bolvar and Quartermaster. My first iteration of the deck is following
I like the wild pyro seal combo, i think this deck needs more tokens, thou im not sure which ones to include. With the new xpac it will also require at least 1 silence. Maybe 2 SoJ is too much, I'm using repentance because you will find yourself with at least 1 attack weapon most of the time. I welcome all ideas and suggestions.
0
5 classes have access to weapons (Warrior, Rogue, Paladin, Shaman and Warlock), and i am not counting Blingtron 3000 . And even if you don't get to use the combo, this card can get value for a Rogue. I wouldn't use it in Miracle, because Sap's do the job nice, but for tempo rogue it can do nice work. I agree that for any other type of Rogue deck to be viable, there need to be better drawing options.
1
Illuminator will have good value with Avenge. Avenge is not easy to trigger and you can use Illuminator to get good value of the secret and have some nice early game presence.
0
I almost never try to enrage the Amani, unless i have a pretty good opening hand. I could give the Ooze a shot or maybe even the Dragon.
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12-2 with a Mage, deck had no flamestrikes or firebals, but i did have pyro that saved me oh so many times. Here are the SS of the deck and the rewards from the pack i got.
http://imgur.com/a/6N4U9#0
The other rewards were Golden eviscerate, Golden Lighting Storm and 260+- gold
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So i decided to go back to the warrior basic mechanic, enrage, and see if i can make a deck that is semi-descent. I came up with this :
I'm using it just for fun now. I'm doing it without Grommash and the Black knight, and using Mortal Strike and 1 more Slam instead. Every feedback is appreciated.