Why is there never a wild report? The only mode I play
- weedovore
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Member for 7 years, 5 months, and 16 days
Last active Mon, Oct, 29 2018 00:11:28 -
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Nandop posted a message on Seven Decks From Hearthstone Pros That Put The Boom in BoomsdayPosted in: News -
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REALonrok posted a message on Seven Decks From Hearthstone Pros That Put The Boom in BoomsdayPosted in: NewsAs usual, only standard agenda decks ...
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SpitMyRage posted a message on Myra's Unstable ElementPosted in: Myra's Unstable ElementThis is in my odd rogue i use it for my "last ditch kamikaze!" to push damage saved me a few times! it's basically an "all in card".
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YourPrivateNightmare posted a message on The Most Popular, Successful, and Worst Cards of The Boomsday ProjectPosted in: Newscongratz, you get all the internet points now and an imaginary handjob. Also, you totally don't sound really insecure right now.
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Metalcat posted a message on The Most Popular, Successful, and Worst Cards of The Boomsday ProjectPosted in: NewsThis list is gonna change a lot in a week...
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DavideMario posted a message on The Most Popular, Successful, and Worst Cards of The Boomsday ProjectPosted in: NewsMyra’s unstable element as one of the worst cards?? Really?
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GlitchGames posted a message on StanCifka's Boomsday RoguePosted in: StanCifka's Boomsday RogueHench-Clan Thug is the best aggressive card in the deck; taking him out would be a mistake.
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Trippicus posted a message on New Rogue Legendary Spell - Myra's Unstable ElementPosted in: Card DiscussionTurn one The Coin Preparation Myra's Unstable Element Do it for the memes
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Nicholasjh posted a message on New Rogue Legendary Spell - Myra's Unstable ElementPosted in: Card DiscussionYou play it to obtain lethal. End stop.
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1xbenx1 posted a message on Card Balancing, HCT EU Playoffs, Meta Discussion - Value Town #167Posted in: NewsThe best part about this episode is watching Boarcontrol put up with Gaara's nonsense opinions on what is "good" for the game.
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I'm personally also pretty hyped up by the Wild potential of Tess Greymane in a not-clunky Tempo Rogue shell. Apart from the power potential & stuff, there's the fact that Tess's worst enemies are opposing Rogues, and since everyone has been spitting on the Wild Rogue decks for so long for whatever reasons, the class is much less popular than in Standard ;-)
I like the direction your list is taking right now, but there are a few things I would argument on :
- My main issue is with the absence of the Pirate package (Southsea Deckhand, Patches the Pirate, Ship's Cannon and Southsea Captain). Although it takes a lot of slots, it's so effective against the opposing proactive decks that I consider it necessary to have any edge against all of those Aggro Pallies. They also make all of those "slow" Thief curve plays more affordable Tempo-wise, because you won't play them as much from behind on the board (sure, 2/2 for 2s and 3/3 for 3s aren't horrible, but they aren't great Tempo plays either, while the Aggro opponents are playing all-out on Tempo). They also make up for some really pressuring openers that just can't get ignored by Big Priests and Cube/Giants Lock, unless they are okay with loosing to Loatheb or Sap ;-)
- To complement the Pirate package, Piloted Shredder would also be great. It's a powerful nuisance, and the turns 1-3 Pirate nonsense -> turn 4 Shredder -> turn 5 Loatheb curve is really hard to come back from.
- In term of cards to remove, I haven't been convinced by Elven Minstrel that much in Wild Tempo Rogues. You have so much creatures in Tempo Rogue that you can't count on him to tutor a finisher, meaning it's most likely going to be a low-tempo Value card that needs a combo activator. But since you already have a ton of value generation off of the Thief creatures, it simply isn't needed imo.
- Tinker's Sharpsword Oil is too much clunky imo if you don't have either a ton of early drops and a very quick game plan including Cold Blood, Leeroy Jenkins, etc., or a Kingsbane game plan, or 2 Preparation and some Sprint/Gadgetzan Auctioneer, and even then, I think it's a bit too spread apart and old school for today's "standards". I think that with the Thief cards, your objective is rather to endlessly play fair creatures, with a few efficient Tempo gains here and there, and then eventually make them run off of answers or make a huge Tempo swing with Ethereal Peddler's discounted cards and/or Tess Greymane. With this game plan, Oil really doesn't fit imo because it suddenly generates a lot of damage potential, and then when they remove your buffed creature you don't have enough burst to finish them off with your buffed weapon because you don't play Leeroy & Co. And that's what happens when you're ahead; when you're behind and don't have board control, the card just doesn't do anything since you can't try to rush them in two turns or can't abuse the weapon buff with a Lifesteal Kingsbane for example :)
Here's what my build looks like atm, hope it can be helpful ! :
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It is playable for sure. Even without the Tess flavour this is still exactly the kind of card you generally see in Tempo Rogue because it's just a curve play (unlike Edwin VanCleef and SI:7 Agent that you'd prefer saving up for when their Combo effects are relevant) that generates a bit of value to combat defensive decks or out-value other proactive decks.
The Beast tag isn't relevant at all. It's even probably the worst minon tag for Rogues after Totem (atleast you can find a Houndmaster/other Beast synergies against Hunter which is game-breaking) since there's absolutely no build implications. But still, the fox's cuteness is worth a neglectable creature type :p
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Pretty cool interaction ! Although piling up conditional bad cards with some other conditional bad cards don't particularly make a good deck...
Especially when the combo doesn't win on the spot, and eats Silence, Ooze-effects, removals and trades...
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Hey, look !
It's Kingsbane !
But it's terrible ! :D
Funnily enough, this crap was most likely the prototype for K&C's Rogue legendary weapon... And receiving abandonned-class-legendary drafts as real epics for the new expansion doesn't feel really good...
At least I guess the petty ATK could lead to assume that new weapon buffs are coming up, which would be much needed since the 4-mana weapon-pirates are rotationg out...
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Oh, look. A Miracle Rogue card getting bashed by people using other classes standards.
How original.
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Yup. Changing his warding to simply « Rush » would actually be a nerf.
It’s already weak enough in constructed, no need to remove the cool niche Recruit/Cube combos your can make with it :p
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The +1 durability is very valuable, but add another 4 mana weapon buff Pirate; that's still some valuable Kingsbane buffer that would be in the deck if we had like 35-40 card spots :p
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Hey there ! Pretty long thread in sight ! I've made my best to stuff the longest parts inside spoilers and write some TL; DR to make it easier for those who don't wanna spend too long reading, but I'd recommend you make yourself a coffee carafe and take the time to read those if you're interested in playing Kingsbane decks or if you're already a Kingsbane afficionado ;-D
So Kobolds and Catacombs is now two month old and most of those new cards mechanics seem to be pretty mastered by the majority of players by now. That said, I'm still very confused about the way most players build around one of those cards ; you guessed it, it's Kingsbane, and the fact that it's generally used with Coldlight Oracle with the intend to play a Mill-like type of deck. And I'd like to use this thread to both throw in "a few" reflexions and read a bit of your own experiences to kinda take those different points of view into account.
But most importantly, with the number of (very reasonable) nerfs Tempo Rogue has taken alongside the other board-oriented proactive decks, it has become quite less popular and is now being challenged by Miracle Rogue with both decks seeing decent results right now (50-55%). Therefore I think it's a good moment to put Kingsbane Rogue in perspective to try and refine the archetype more to make it comparable to its two counterparts in term of results. Although I do respect the players and personalities with a lot of influence (but mostly skill and in-game creativity ! =) like Kolento for example, I feel like this archetype hasn't been refined seriously enough for the ladder and has been popularized in some very one-dimentional variants (obviously anti-Priest and anti-Warlock) that make it kind of a meme-deck on the ladder right now, which is perfectly fine : even Reno/Highlander or Aggro Pirate decks used to be some jokes before they got refined.
About Kingsbane and Coldlight Oracle
First of all, let's clear out that I have been playing enough Coldlight Oracle, especially in Wild's Gang Up Mill Rogue before K&C was even announced, to know well enough the strenghts of Coldlight Oracle, which I'll cite here as a way to unwrap the card a little bit and consider the upsides and downsides of playing it in a deck :
In case of TL;DR
Now let's talk a bit about Kingsbane. This card is definitely the one that got me the most excited about K&C; as a Rogue afficionado, to me it's one of the best designed Hearthstone cards in a very long time, and probably the best designed card overall if we focus on its impact during a game and during the deckbuilding. As you can guess, I've played a lot of Kingsbane decks after K&C's release; more than any other deck actually, and I know my lot about it.
In case of TL;DR
What is wrong with Kingsbane Mill on ladder
Allright so now we're on the same page, here's my opinion about the Coldlight Oracle / Mill shell the majority of the Kingsbane players are using : although it's quite seriously effective against Priests and defensive Warlock decks, making it a valuable choice for some pro players (when I say pro, it is to be taken literally : a decent bunch of pro players are also streamers, who have to entertain their public ;-) when they want to hard counter some predictable high legend rank decks and eventually get some good youtube highlights against the perfect match-ups, I think it's way too marginal and clunky to actually be a serious choice in ladder. Here are the recent HSReplay numbers to give you an idea about what I'm talking about :
https://hsreplay.net/archetypes/184/kingsbane-rogue#tab=matchups
To detail my point a bit more :
Kingsbane needs to be played in a deck with some draw mechanics to work correctly; that's the starting point of building a Kingsbane deck. Sure. And Coldlight Oracle + Shadowstep (leading you to the Mill archetype including Vanish, Valeera the Hollow and so on) is a respectable idea : after all, it punishes slow decks, and since a high attack Lifesteal Kingsbane allows you to not only survive during those long Mill games, but also cancel fatigue damage, those two mechanics seem to work well enough together. Sure.
But there's a problem with this game plan. Quite a huge problem actually : slow decks aren't the most popular ladder decks. As much as Control Warlock is a hard counter to Aggressive Paladin decks, Paladins are still the most favored decks on the ladder and are therefore very popular; Secret Mage is even more popular right now as a matter of fact. And since those strong proactive decks are so popular on the ladder, that slow Coldlight Oracle / Mill game plan the majority of Kingsbane players are using is dooming them to have poor results in ladder.
As I said before, using Coldlight Oracle as your main drawing tool is kinda suicidal against proactive decks, but it's not the main problem : Coldlight Oracle and the Mill game plan in general are adding some consistency issues and some early game inactivity to your deck, because the cards that work with them have some very specific effects that need to be used in the right situation and demand you to have the right number of cards and mana to be used in the first place, which puts you at the mercy of those proactive decks in the early game. And the early game means the world to them.
Although you might argue that the Kingsbane-related cards help you fill those early game turns with something relevant before you get to put your schemes into motion, the problem is that those Kingsbane-related cards create inconsistencies themselves in the first place. To put it simply, you're adding inconsistency on top of something that's already inconsistent, and thus you're dooming yourself to have a horrendous early game, and although it's perfectly affordable against slow control decks who are basing their own early game on few good defensive cards and board clears, it's bonkers against the proactive decks that swarm the ladder.
To make things clearer in case of TL; DR and to developp my point a bit more with some tangible datas, here are two different Kingsbane decks with about 50% WR to picture out what I'm saying.
https://hsreplay.net/decks/vxx30OGt3tASrT4cFsiXEb/#tab=overview
The first is a pretty classic Mill-oriented Kingsbane deck playing Vanish, Doomerang and Valeera the Hollow. You can see its very strong results against Priests and Warriors (slow Warriors like Recruit and Control being the most popular Warrior decks right now) and slightly positive results against Warlocks and Shamans (which is justified by the fact that those two classes are divided between slow Midrange/Control decks and Aggro/Zoo decks), while every other class match-ups are terrible. I chose this list because of its better winrate than the most popular Kingsbane Mill list (likely due to the fact that the most popular lists are played more by inexperienced Mill players), but the match-ups are absolutely similar same.
https://hsreplay.net/decks/FeBGJIuvJ2ZFgqK6s3gQhf/#tab=overview
The second list is a different variant of Kingsbane Rogue, still playing Coldlight Oracle as its main draw tool, but dropping its Mill aspect for some more early game and tempo-oriented cards like Fire Fly, Swashburglar + Patches the Pirate (how about that !) and Vilespine Slayer. Although its average WR isn't much more impressive than the previous deck, what's interesting with this deck is the fact that its match-ups are much more balanced, with a Priest match-up about 15% weaker but still favored in exchange for some better Hunter and Mage match-ups (about 5-10%) and some tremendously better Paladin and Rogue (keep in mind the majority of Rogue decks is made of Miracle Rogues and some less successful Kingsbane Mill Rogues ;-3 ) match-ups with a 20% upgrade.
Changing the playstyle
With the example of our last non-Mill deck, we can see that a deck that uses Kingsbane in a tempo/aggressive way and sets aside the Mill game plan not only works, but also works better against the overall field. And for good reasons : not only removing the Mill cards makes your Kingsbane package the only inconsistent things in your deck, meaning you have some space to support the package instead of relying on it, but it also just turns out playing the tempo game is more adapted to the many aggro/midrange decks you'll encounter on the ladder. How are you winning those Control Warlock games then ? Well it turns out putting pressure and playing Sap on your opponent's Voidlord is also a pretty good way to do it, especially when you have a powerful recursive weapon to kill their mid-sized minions and later go face ! :)
Another intersting thing with this playstlye is the fact that, just like in the old Oil Rogue archetype, you are much more free to use your weapon buff cards on your hero power, since you're not relying on going for the extremely long game and not dependant on cards like Doomerang, Blade Flurry or even Leeching Poison that require you to keep your buffs for Kingsbane. That means you're less dependant on something irregular (drawing Kingsbane early), and can just play out your games correctly everytime without having to try stalling multiple turns before you finally get to draw Cavern Shinyfinder, Elven Minstrel or Coldlight Oracle to start doing something relevant. Something typically important versus the aggro decks against which drawing your premium buffed Kingsbane multiple times isn't as important as succeeding in the attrition game as soon as possible to not get overrun by their board and burst tools.
All right, so playing Kingsbane in a proactive deck is cool and stuff, and apparently more relevant in the ladder. Sure. But how do we get to make the deck more successful than a "measly" 50% WR ? Well from my expercience of about 200-250 games playing multiple variants of Kingsbane decks on the ladder, it's by learning from the old school and playing a different draw mechanic than Coldlight Oracle + Shadowstep. We don't want to help out our proactive opponents finding ressources at all. Instead, we want to focus our ressources on tempo and board control, to pressure the opponent or at least mitigate their pressure, before refilling our hand with more threats, weapon buffs, removals and burst and use them to finish the game. Just like Secret Mages (Aluneth) and Aggressive Paladins (Divine Favor) right now, and just like Oil Rogue in the past and in today's Wild.
And what draw tool do we have to do that ? Well Preparation and Sprint of course !
You might very rightfully say that Sprint has the downside of not being fetchable by Elven Minstrel compared to Coldlight Oracle. It is true, but put it into perspective : you just played an Elven Minstrel, which is in the weak side in term of tempo; would you rather draw another tempo-inefficient minon that's going to give you and your opponent new ressources, worsening your bad tempo situation, or would you rather secure the draw of more powerful and threatening minions to come back on the board, and rely on your future topdecks to either finally draw that Sprint and play it from a good board situation or at worse eventually just draw some more removals and threats to keep fighting the attrition game ?
Some samples for the reorientation
Now I've made all my points on how I think (of course those thoughts are backed up by experience and testing :) ) the Kingsbane ladder decks should evolve to be more consistent, proactive, and adapted to the meta-game, I'd like to share with you a few lists of my own that I've played and had some very satisfying success with, not as a way to promote my builds or something (they're unlisted anyway :p ), but to share with you some general directions to try and play Kingsbane proactively yourself :-)
The best start to get rid of those painfully weak early game turns and start mastering your new proactive playstlye.
A build I favor a bit more because it's better against midrange and control decks. It's slightly more difficult to play as you have 2 less one-drops against aggro, and your turns 4-5 will be more clogged, meaning you have to make more decisions and consider your future lines of play more.
As the title says, it's the "okay, I want to focus on slow match-ups but still be decent against aggro" list. It will require you to mulligan really well and not be in never-lucky mode against aggro, but at least you'll have a really good time fighting slow decks and overrun them with your Lifesteal Kingsbane, Fal'dorei Strider and your 3 big draw tools making it almost impossible to lack ressources in the late game.
To conclude, I'm not pretending to be an absolute expert with some form of exact insights on how Kingsbane will see more success in the future. I have played my bunch of games and I'm only sharing my thoughts, comparisons and advices. But I do feel like the Mill playstyle is seeing too much popularity for its actual potential in ladder, and that the Tempo playstyle hasn't seen enough play and tests after the recent nerfs while it used to already have some satisfying success before nerf when Corridor Creeper and Tempo Rogues were running rampant (~50% WR with the Tempo Kingsbane variants, while the Kingsbane Mill variants were at ~45% WR).
Anyway thank you a lot for taking the time to read; I hope I conviced some people to play Kingsbane differently, but I'd mostly be glad to receive some feedbacks and discuss (constructively) with you guys about that topic ! :-D
Cya !