United in Stormwind Wild Combos
Questlines are upon us, as well as a lot of support for other archetypes! Here, we'll talk about potential combos available in Wild mode once these new cards are released.
Guff’s Battlecry may not provide a persistent effect like other Questlines, but it’s still quite powerful on its own. 8 damage is a huge chunk of your opponent’s Health (assuming you go face with it). Any class can duplicate their Questline Rewards with things like Zola the Gorgon, Brann Bronzebeard or Barista Lynchen, but Druids also happen to have even more efficient tools for copying cards. Flobbidinous Floop and Elise the Enlightened are pretty efficient Druid minions that can duplicate the effect really well.
The true value of Nine Lives really depends on the impact of the Deathrattle. If you bring back an Imported Tarantula with it, you effectively get to destroy 2 of any minion, which is a pretty great tempo swing when you’re behind and need to do more than summon minions.
A new OTK strategy is available with the introduction of Ignite. When your deck is empty, you play 2 Sorcerer's Apprentices, cast one Ignite, then play Gadgetzan Auctioneer and the other Ignite, you’ll be able to cycle between them for free to gain infinite damage. Unlike other combo pieces, you can even use Ignite early if you need to without losing your win condition.
Drygulch Jailor is one of many cards that generate 1-cost minions. But this is the only one that also gives you things that benefit from the reward at the end of Rise to the Occasion.
Necrium Apothecary is good at cheating out big Deathrattles significantly earlier. If it dies, you follow it up with Counterfeit Blade to get the value of 2 big Deathrattles without having to play the original minion!
When you wanna draw a bunch of cards at once, Plot Twist is the card for the job. You can easily get a massive discount on your fresh new hand just by combining it with Runed Mithril Rod.
We hope you give some of these combos a shot. Maybe you'll even discover your own! There are always new ways to use your cards, so experiment away!
I'm hoping Ignite is the thing that finally gets Sorcerer's Apprentice nerfed.
Let's just hope your ignites are already in your hand.
It could be possible to tutor them with Chandler.
I really hope the ignite OTK won't be any viable... this is the last thing we need another MAGE OTK. Just finally drop 0 mana cards from cliff and let them die. (one time discount to 0 mana is fine!!! when it is continuous effect than it is a problem).
Wish Team5 would mind interaction of new cards and old cards. Or just nerf them? Ban them? I don't know just don't let it be. Also secret mage is overdue for change.
It'll be a strictly worse variation of current Mozaki mage.
The combo requires you to draw the entire deck where as mozaki can reliable kill you from turn 6 onward..
It doesn't actually, if the only spells you are running are ignites, playing Sanctum Chandler and 2 sorc apprentices lets you start the cycle even if your deck is still full.
Hemet, Jungle Hunter is the way to go if you need your deck emptied.
quite powerful on *its* own
Dammit
By the way, is there any confirmations about how the Rod will work with Plot twist when you draw 8 cards with it? Does it give 2 mana discount on the full hand or 2 discount on the first 4 cards and 1 on the last 4?
Let’s take a look at some “after” effects that can trigger multiple times in one chain. Knife Juggler for example says after you summon a minion, but doesn’t wait until an entire effect resolves. If you play something like Fiendish Circle, the first imp will be summoned, and Knife Juggler will interrupt the spell’s resolution to activate its effect, then the spell will resume from there. Other “after effects that can trigger like this function like this too.
Basically, if this interaction is consistent, the first trigger will only apply to the first 4 cards.
Which means the combo is actually extremely dangerous. If you've already counted up 3 cards for the trigger, using plot twist will mean the weapon procs on the FIRST drawn card - meaning only a single card would get the discount rather than four, or your whole hand under normal circumstances. Plot Twist is a terrible card to use with this weapon.
It could also work like paladin sidequest Righteous Cause which gave buff to all summoned minions even if their number exceded 5
Hmm. All Quests/Sidequests seem to trigger after a spell, hero power, summon, attack, etc, resolves. So I'd assume it'd be the same for Questlines.
This isn't a questline we're talking about, it's a weapon. So who knows how their nonsensical engine will resolve this.
You can't Nine Lives on turn 3 tho. You have to play the Tarantula and have it die and only then. Dreadscale/Kolkar Pack Runner + Serpentbloom stuff are better.
The elemental Sanctum Chandler as mentioned in the comment is miles better. 1 mana less, can be cheated by Elemental Evocation, can be tutored by Sandbinder, doesn't require an empty deck, draws a spell after Ignite shuffles itself.
Drygulch Jailor is actually really really bad, cause it costs 2 mana, which means you can't play reward turn 5. You have 2, 3, 4 mana which is exactly 9 mana to play 9 1-drops for the reward on turn 5. Going 2nd doesn't change it. Also it's a horrible topdeck.
You can use the new Rogue card that searches Deathrattle cards in Kingsbane Rogue, targets are the 4 star pirate that gives you 2+atk or Hellbrim for 3 poison cards, also late game the new card can also search the weapon itself in case you hard draw the 3 viable targets.
You could also use Sanctum Chandler for the Ignite combo if you really wanted. This discovery was brought to you by imik.
You can also use Stargazer Luna. Both Luna and the elemental has the wording "after you cast/play" unlike auctioneer which has a "whenever you cast" effect, so playing just one Ignite is enough.
And Stargazer Luna is a lot cheaper, letting you pull off the combo in a few more favorable circumstances a turn earlier.