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    posted a message on % Kingsbane Miracle and Tempo Kingsbane

    Even more now ! Feel free to check my latest build with the linked "Tempo Kingsbane" page (the list shown in this page's Guide isn't the updated one. Maybe it will refresh in a moment, if not I'll re-send the deck code to Jumarti) ! :)

    I'm now also running a Southsea Deckhand, not only to make the Pirate Package more consistent, but also to make more consistently some early game trades and feed Corridor Creeper, which kinda is the new Bonemare except it can also save you when you're behind. Here are also my latests thoughts on Corridor Creeper and the actual metagame to justfiy the most recent build :

    Actually I've tried it (Corridor Creeper) recently, and the results are pretty good ! It provides additional treats and a big tempo push, which are very useful in a lot of different situations. Had to take a few days to realize how interesting those two big Denises are, and the conclusion is pretty simple :

    As I guessed it, this dude wins mirror games between proactive decks for the player who has played the most of them up to turns 7+. Obviously, the fact that aggro and board-oriented decks are everywhere is the big factor that makes it viable, but it's more than that. As well as during KfT's metagame, winning with a proactive deck basically consists of piling win-more card over other win-more cards and wrecking you opponent with big buffed minions. That makes the mirror between proactive decks extremely frustrating as there's always one guy completely behind, not dominating the board at all and keeping his win-more cards in hand or using them sub-optimally. In such match-ups, Corridor Creeper can act as a way to recover for the player behind, or gives another win-more card to the player ahead. The only "exceptions" to that are Secret decks, reliying on broken tempo cards (Kirin Tor Mage, Kabal Crystal Runner, Greater Emerald Spellstone), the strongest tempo secrets possible, and their natural burst ability.

    In the end, matches between proactive decks are like rolling 10 six-faced dices and making 3 decisions. And defensive decks are somewhat adapting to this by also playing highroll cards and decks (Big Druid, Big Priest, Big Spell Mage, and card like Barnes, Arcane Tyrant, Spiteful Summoner for Dragon Priests); the only exceptions being Highlander Priest which have a bunch of board-clear, healing potential and basically already relied on RNG because they are playing a highlander deck, and Demonlocks which are trying to build an impenerable wall.

    For those reasons, playing the fair game is completely pointless, which might even lead me to put aside Kingsbane in the end because it might not even be unfair enough when we highroll and get those Deadly Poison right. That said, it's still pretty good for board clearing early if you roll a Deadly Poison and if you are able to build-up an unfair board of Leyline Spider, Edwin VanCleef or Corridor Creeper to use the weapon offensively, and Kingsbane is mainly strong against slow decks for the damage potential. For now, here are my few observations "should stay there cards".

    I've also added in a Southsea Deckhand to have more board control early game, feed a bit more Corridor Creeper and re-balance a bit our Patches the Pirate RNG. To make space for him and 2 Corridor Creeper, I've pulled out Fan of Knives because we almost never get an optimal board of 1/1 to use it on, prefer to play Preparation on Sprint and it doesn't board clear the two board filler tools we're afraid of : Greater Emerald Spellstone and Living Mana. Therefore I've also taken out Bloodmage Thalnos because it's slow and doesn't have enough reliable spells to buff.

     

    I don't think those changes will make the deck top-tier at all; but if it can secure a 55% Winrate I'll be perfectly fine with it. The metagame isn't made for Rogues anyway because Hunters are too popular, so in my opinion the best thing to do if you're playing Rogue is to play a fun deck and try to pull out as much unfair plays as possible. I have been playing Aggro Rogue (or Tempo Rogue if you prefer. Don't see what's particularly tempo-oriented about that deck but okay) for a dozen of games, and I find raging about not drawing Prince Keleseth and Bonemare less appealing than raging about not drawing Sprint, because Preparation + Sprint can pull-out some incredible plays, while playing Bonemare from behind is pretty mediocre. And you can have much better games against defensive decks than with Aggro Rogue. ;-)

     

    Posted in: % Kingsbane Miracle and Tempo Kingsbane
  • 2

    posted a message on % Kingsbane Miracle and Tempo Kingsbane

    Doomerang lists have had some pretty mild success. It just makes you even more dependant of drawing everything correctly, which rarely happens.

    https://hsreplay.net/decks/#playerClasses=ROGUE&archetypes=184&includedCards=42801&sortBy=winrate

    That said you're free to play it if you're interested, I would simply rather play a card that does everytime what Doomerang is supposed to do most of the time (like Shadowstrike if you're playing Miracle or Tar Creeper if you're playing Tempo). It does have a strong fun value with lists including Leeching Poison, but as you just saw on HSReplay, the results clearly aren't better than the best lists we've been able to put together :)

    Posted in: % Kingsbane Miracle and Tempo Kingsbane
  • 2

    posted a message on Tempo Kingsbane

    Actually I've tried it recently, and the results are pretty good ! It provides additional treats and a big tempo push, which are very useful in a lot of different situations. Had to take a few days to realize how interesting those two big Denises are, and the conclusion is pretty simple :

    As I guessed it, this dude wins mirror games between proactive decks for the player who has played the most of them up to turns 7+. Obviously, the fact that aggro and board-oriented decks are everywhere is the big factor that makes it viable, but it's more than that. As well as during KfT's metagame, winning with a proactive deck basically consists of piling win-more card over other win-more cards and wrecking you opponent with big buffed minions. That makes the mirror between proactive decks extremely frustrating as there's always one guy completely behind, not dominating the board at all and keeping his win-more cards in hand or using them sub-optimally. In such match-ups, Corridor Creeper can act as a way to recover for the player behind, or gives another win-more card to the player ahead. The only "exceptions" to that are Secret decks, reliying on broken tempo cards (Kirin Tor Mage, Kabal Crystal Runner, Greater Emerald Spellstone), the strongest tempo secrets possible, and their natural burst ability.

    In the end, matches between proactive decks are like rolling 10 six-faced dices and making 3 decisions. And defensive decks are somewhat adapting to this by also playing highroll cards and decks (Big Druid, Big Priest, Big Spell, and card like Barnes, Arcane Tyrant, Spiteful Summoner for Dragon Priests); the only exceptions being Highlander Priest which have a bunch of board-clear, healing potential and basically already relied on RNG because they are playing a highlander deck, and Demonlocks which are trying to build an impenerable wall.

    For those reasons, playing the fair game is completely pointless, which might even lead me to put aside Kingsbane in the end because it might not even be unfair enough when we highroll and get those Deadly Poison right. That said, it's still pretty good for board clearing early if you roll a Deadly Poison and if you are able to build-up an unfair board of Leyline Spider, Edwin VanCleef or Corridor Creeper to use the weapon offensively, and Kingsbane is mainly strong against slow decks for the damage potential. For now, here are my few observations "should stay there cards".

    I've also added in a Southsea Deckhand to have more board control early game, feed a bit more Corridor Creeper and re-balance a bit our Patches the Pirate RNG. To make space for him and 2 Corridor Creeper, I've pulled out Fan of Knives because we almost never get an optimal board of 1/1 to use it on, prefer to play Preparation on Sprint and it doesn't board clear the two board filler tools we're afraid of : Greater Emerald Spellstone and Living Mana. Therefore I've also taken out Bloodmage Thalnos because it's slow and doesn't have enough reliable spells to buff.

     

    I don't think those changes will make the deck top-tier at all; but if it can secure a 55% Winrate I'll be perfectly fine with it. The metagame isn't made for Rogues anyway because Hunters are too popular, so in my opinion the best thing to do if you're playing Rogue is to play a fun deck and try to pull out as much unfair plays as possible. I have been playing Aggro Rogue (or Tempo Rogue if you prefer. Don't see what's particularly tempo-oriented about that deck but okay) for a dozen of games, and I find raging about not drawing Prince Keleseth and Bonemare less appealing than raging about not drawing Sprint, because Preparation + Sprint can pull-out some incredible plays, while playing Bonemare from behind is pretty mediocre. And you can have much better games against defensive decks than with Aggro Rogue. ;-)

    Posted in: Tempo Kingsbane
  • 2

    posted a message on % Kingsbane Miracle and Tempo Kingsbane

    Allright so we're talking about slow Druids.

    (Btw let's quickly say that against Aggro Druid you're basically praying to have a strong early game hand and dominate the board, or pressure them out with a big Edwin VanCleef + burst, or for them to have a weak curve, and to have either the lethal when they play Living Mana or Bloodmage Thalnos + Fan of Knives... hoping they don't have another Living Mana, lol !)

    Whatever slow druid you're facing : a big early Edwin VanCleef will win you the game or force them to use Naturalize if they even run it !

    Jades actually should'nt be much of a problem with a decent hand : they have slow heavy tools while we have quick tempo tools; getting a Fal'dorei Strider on curve and bringing some Spiders + ressources with Sprint will be a very strong tempo push against them. They'll generally win whenever you have a weak early game pressure and they get some perfect ramp-tools curve. Malfurion the Pestilent might hurt a lot if your board is close to empty, because he works at his best when the game is stabilized by the druid, so trying to pressure them out as much as possible and dominate the board is important.

    I've also encountered a few Miracle Druids; their playstyle is very oriented or ramping and defending themselves until they have enough mana to play Gadgetzan Auctioneer, but they have very little board presence potential early-mid game so use that advantage to go face with your buffed Kingsbane and try to build a complex board to deal with. You'll normally be able to keep an Eviscerate for Gadgetzan Auctioneer if you can't use it at that moment for the lethal. Spreading Plague looks horrifying against your board full of 4/4 spiders, but it's actually easy to negate it with a single Fan of Knives and spider hits : you'll more usually get punished if you have a few 1/1 slacking on the board so sacrificing them before building your spider army is a good idea. Moreover, the thing is that they have a bunch of pretty good single target removals (Wrath, Lesser Jasper Spellstone, Swipe and "ultimately" Ultimate Infestation) ; something that's pretty weak and irrelevant against multiple mid-sized bodies like your packs of Leyline Spider.

    Finally, the match-ups against Ramp Druids are pretty much an extreme version of the match-ups against Jade Druids : either they have enough time to build up their ramp and overrun you, or their curve is too slow and yours if good proactively and you crush them. Sap and Vilespine Slayer are excellent tools, although be careful how you use them : If you're planning on winning over the next turn with the help of your board, using the last one before that happens will be pointless against an opposing taunt. That said, if you have enough burn damage with Eviscerate and SI:7 Agent and have no other solution, using your last Sap/Slayer just to go all-in and burn them down the next turn works : either they don't have a way to play Earthen Scales (may they not have it in hand at all, only have a 10-mana dude and no Innverate, or only have Deathwing which denies them any form of play other than clearing your board), or they'll play their dude, gain a bunch of armor, but not deal with your board making you able to use your spells to kill it and continue going face, basically negating their previous turn.

     

    Hope this helped you; sorry for the delay, and next time I'll try focusing on a match-up deck by deck description in the guide and then pointing you guys towards it instead of taking one hour answering one deep question user by user. Although be sure that I'll use those advice I've given you for the match-up guide against druid decks ^^

    Posted in: % Kingsbane Miracle and Tempo Kingsbane
  • 2

    posted a message on % Kingsbane Miracle and Tempo Kingsbane
    Quote from khanhdop6 >>

    dont get tricked by the rank 3. Cause the opponent from r5 - legend might be more control-ish so the deck have some air to breath. If u're at lower rank and facing a lot of aggro, fire fly is better choice for sure 

    Exactly. What I can see with that list is that it will most likely have a very strong match-up against defensive decks, because you might have the upperhand regularly enough to get rewarded for playing Sonya Shadowdancer (and your only dedicated early game card is SI:7 Agent, which makes your hands overall stronger in term of value), although the lack of burst makes the match-up a bit worse than expected; which is why I'll prefer the Tempo Kingsbane list even against control.
    That said, the lack of 1-drop will definitely hurt a lot against aggro decks, and Sonya will most likely work very rarely because you'll rarely have board control.
    Even more : the Miracle list has naturally worse match-ups against aggro because Counterfeit Coin and Gadgetzan Auctioneer create clunky and passive early game hands.
    What I'd suggest to rebalance the deck would be + 2 Fire Fly and + 1 Swashburglar (to balance the weakness of not having the Pirate Package with one more 1-drop) // - 1 Sap, because regularly having the card is better when you're putting pressure; - 1 Vilespine Slayer because it's at its best when it kills expensive minions as a punishment, instead of desperately killing aggro deck's 3/4-drops to come back on the board (although - 1 Swashburglar // + 1 Vilespine Slayer will probably be good if you start facing a lot of slower heavier decks like Dragon Priest), and finally - 1 Sonya Shadowdancer because she's much stronger in Aggro Rogue decks flooding the board with cheap minions and having a very consistent proactive curve. I've tried her a bit with Kingsbane decks : if you want to use her as a value tool, add a second Elven Minstrel or Shaku, the Collector if you already have 2 Elves; and if you want to use her as a tempo tool (copying SI:7 Agent for example), then a real tempo card (like Tar Creeper for example) will simply be better because it does this precise job all the time.
    Leeching Poison or Doomerang can also be really strong against aggro as a replacement for the 1-of Swashburglar (although I would prefer Leeching Poison because it can have a huge impact against Secret decks), if you're planning to get lucky enough to make those work lol.
    Posted in: % Kingsbane Miracle and Tempo Kingsbane
  • 2

    posted a message on % Kingsbane Miracle and Tempo Kingsbane

    I've given you my thoughts on Southsea Squidface below :)

    What I also really like with this idea is that using a Deadly Poison on a Hero Power to dominate the early game and activate combo will impact KIngsbane less, cause we have more buffs than needed. An other interesting thing is that we can actually tutor for that weapon buff via Minstrel :)

    Posted in: % Kingsbane Miracle and Tempo Kingsbane
  • 2

    posted a message on % Kingsbane Miracle and Tempo Kingsbane

    Thanks a lot for the report and tips mate, they are really helpful !

    About Southsea Squidface : I think it might be manageable to try him ! The best part about him is that it's a 4/4 so we keep denying Shadow word Death and Anduin, and 4/4 for 4 really works well enough as a statline as we have all experienced with Fal'dorei Strider !

    I would agree that having that 5/3 Kingsbane more regularly would feel great : as soon as we stabilize a bit and have a strong Kingsbane, beating aggro decks becomes very much easier since we can't always completely control the board and play around burst, but we have an excellent burst potential ourselves :) Just had a few games against Secret Mage and I really felt like playing a Pirate Warrior in term of pressure via the board and Kingsbane, except I'm not relying on sheer damages and can go for the long game against control very easily.

     

    I've tried Sonya (replacing a Minstrel to not have too many clunky and weak tempo minions, replacing Leeroy and a Sap with a Deckhand and à Cold Blood to have more combo potential with Sonya. It felt pretty lackuster. The thing imo is that the deck already has enough value cards (and some other more reliable than Sonya are still doing the queue), and different tools to pass on her. I think she's really awesome for Aggro Rogues which sometimes lacks different lines of play and can really get regularly rewarded for playing her.

    She's been sitting in my hand waiting to be used for very long periods, and I don't like that in a proactive deck. :)

    Posted in: % Kingsbane Miracle and Tempo Kingsbane
  • 4

    posted a message on % Kingsbane Miracle and Tempo Kingsbane

    Hey guys ! Just checked HSReplay and I'm very happy to see our Tempo Kingsbane's good start ! Keep it up guys ! Motivates me even more to rapidly write its description and in-depth guide to help you get even better results with it !

    https://hsreplay.net/decks/#playerClasses=ROGUE&archetypes=184&sortBy=winrate&includedCards=630

    https://hsreplay.net/decks/AKs0pro5WN4cTGDQqm2lEb/#tab=overview

    By the way what the fuck is happening with Patches the Pirate having a better Mulligan Winrate (average wins when in your opening hand) than Swashburglar ? xD

    https://hsreplay.net/decks/AKs0pro5WN4cTGDQqm2lEb/

    Posted in: % Kingsbane Miracle and Tempo Kingsbane
  • 2

    posted a message on % Kingsbane Miracle and Tempo Kingsbane
    Quote from weedovore >>

    Try playing the Tempo Kingsbane variant I've been working on and see if you feel more comfortable and have better results with it =)

     you can fint it at the top of our guide ;)
    Posted in: % Kingsbane Miracle and Tempo Kingsbane
  • 2

    posted a message on % Kingsbane Miracle and Tempo Kingsbane
    Quote from MrPaatero >>

    This is a fun deck to play but doesn't seem to be effective enough agaisnt heavy control decks.

     
    Quote from MrPaatero >>

    I dont have Fal'dorei Strider tho, should I craft him?

     The irony !
    Yeah craft 2 of those. It's the best 4 drop and one of the most impactful card accessible for any rogue with a draw tool (which is basically every rogue deck except for aggro ones)
    Posted in: % Kingsbane Miracle and Tempo Kingsbane
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