Albatrauz's Comments
Combo Priest- #1 Legend (Jarla) - Uldum Post-Nerf
Personally, I don’t play priest, but I do follow Hearthstone Grandmasters.
In terms of playing priest, I can’t help much but can give basic advice. The first is to watch lots of streamers, they can generally give feedback. Jarla (The user of this deck) is part of Hearthstone Grandmasters, so you can probably find some stuff from him.
You mainly want to gain board tempo as quickly as possible. Once you have like, 4-5 minions, you can see lots of plays where you have 2 lightwardens and go pyromancer > cheap spell > circle of healing = big lightwardens.
Your win conditions are the inner fired minions, and lightwarden plays.
Pscychopomp can give extreme value; even getting lightwarden isn’t that bad from psychopomp. If you get cards like injured tvoldir, injured blademaster, high priest amet, etc. It’s so much board presence that it’s very difficult to come back.
Combo Priest is a good deck, It might be that you don’t play it correctly, or getting the worse draws you could get.
Bwonsamdi should be crafted for this deck btw, lots of value, replenishes you hand and goes into big turns .
Tempo Rogue Deck List Guide - Saviors of Uldum - August 2019
The problem with fan of knives is that it’s too slow and doesn’t gain you any tempo. Since Rogue doesn’t consistently play a two mana card on turn 2, they need to bring back the board control using removals on turn 3 and four, something like playing S1:7 agents and winning off lackeys from Evil Miscreant. Fan of knives kind of removes this idea and has a negative effect on the deck archetype. This deck wins with insane speed and fast play that pushes for damage early on. I’ve had many games playing these decks where I fail to find kills on turn 7 and then they just play something that stalls the game, and then you run out of resources.
Against Token and Zoo, the best way to win is just try to use all your resources and make the best plays not based on what the opponent will play, but what is on the board. For example, let’s say your opponent has 5 small units and you can’t survive a grim rally/ power of the wild/ savage roar, you would use backstabs and your current minions to clear them off.
Tempo Rogue Deck List Guide - Saviors of Uldum - August 2019
If you have Zephyrs in hand on turn two, the board is empty and you can’t play anything else, do you play Zephrys without the effect?
Also, in the same situation, if your opponent has a one health minion, do you dagger and kill or play zephrys on curve?
Best Hearthstone Decks - Standard Meta Tier List - The Great Dark Beyond (December 2024)
I think that Combo Priest should be tier 1, lots of ladder has the deck and sees lots of play in Hearthstone Grandmasters. Sand Witch mage (Big Spell Mage) is half a meme, but very similar to Highlander mage. Big Spell Mage is basically Highlander Mage, just NOT highlander and features Naga Sand Witch, which makes it theoretically tier 2.
Bomb Warrior is like control warrior, and it’s still viable, just that Control Warrior is so similar yet better that people still prioritise the control variation.
Tempo Rogue - #1 Legend (PhysicsKing) - Uldum Post-Nerf
Not really honestly, the only main difference is the hench clan burglars, which makes sense because of the hooked scimitar.
I really like the scimitar addition to tempo rogue, makes it so much aggro orientated and really fun to play with. I’ve had lots of turn 2’s where I coin the scimitar into 2 dread corsairs and it’s absolutely mind blowing how strong that is.
Control Warrior - #1 Legend (Bunyhoppor) - Uldum Post-Nerf
You know an expansion is broken when it shapes 2-3 meta decks 1 year later, makes everyone hate it and after one of it’s cards are nerfed by 2 mana the card is still completely viable *cough cough* Boomsday Project *cough cough*
Colossus of the Moon
I think it’s undeniable that its pure statline is just stupidly powerful value, just that playing one card with no immediate effect on turn 10 is too much of a loss in tempo.
Mage gets buffed lmao
BEEEES!!!
Based on what literally every streamer and commenter here says, I think that yes, for every additional damage you get a bee. I’m not sure either but I have confidence on what everyone else says.
Mogu Cultist
Out of curiosity, if I conjurer’s calling’d a 10 mana card, is there a chance it summons highkeeper Ra? That would be so cancerous,
I think that rogue will be basically the only potential to pull this off with some variation where pogo-hoppers are replaced with this, but the effect is too inconsistent and hard to pull off.
This is probably another useless meme card, like the 5 mana tower with 3 health (I forgot it’s name)
Arcane Flakmage
People may be rating this too highly imo, for 2 reasons. 1, we haven’t seen new secrets for mage, and secret mage kind of sucks right now… 2, the health is too low, if it was like, a 2/3 as Orasha claimed then the card would have more reliability. This is ideally best against token and murloc decks, which already have lots of early turn plays that puts them on the board immediately. Because of this, if you play it on curve then it will either survive but not counter exactly what it needs to counter, like control decks or something, or it will die to tokens before its effect is triggered. Now, I like the thought of turn five where you play this + secret, I think that’s where it can really shine, as long as you can survive those 2-3 turns which is doable but sometimes won’t work out, I’m imagining something like turn 3 Kirin Tor Mage into a secret, arcane keysmith turn 4 and then turn 5 the power play, if you’re still alive.
That’s just an ambitious idea, and its probably so long that it will annoy people, but if people read this, please tell me if I’m wrong…
If we see strong secrets come into mage, I think that this card can be considered very powerful.
Hunter's Pack
It’s literally a more ‘flexible’ Cabalist’s tome that is 2 mana less, this is insane value, lots of potential in basically every hunter, especially midrange I would assume.
EVIL Recruiter
At this stage the card may be overrated; Blizzard hasn’t released enough warlock lackey support right now, pretty sure cable rat and evil genius are the only ways warlock makes lackeys (correct me if I’m wrong plz). If it gets enough support then this has lots of potential to be busted.
Sir Finley of the Sands
I feel like this is the best place to put it relating to hero powers, wild complete a quest into the guy who upgrades hero powers, what will happen?
Making Mummies
Interesting idea, the thing is, what happens with the Sir Finley card? Based on how much reborn synergy we could get, I’m thinking that we would finish this quest around turn 8 at earliest imo, but if your wrapping your deck around deathrattle and reborn synergies like the quest suggests, wouldn’t you be trying to get the quest as soon as possible? I feel like you’ll have to choose one over the other, as 1) the non-duplicate idea might mean there aren’t enough reborn cards that you would like in a quest deck like this, and 2) The Sir Finley hero power gets replaced, so is it really worth it?
Do you guys think that the two will go in separate decks or in the same one? Thx
Dinotamer Brann
I don’t think this works in any standard hunter deck… it might see play if it gets the right support?
The effect is really strong, the question is whether it fits in any standard decks.
Sir Finley of the Sands
I see a problem, this problem being, if all the quests replace hero power, then is it really worth making a no duplicate deck for a hero power that will be replaced, or does this mean that we either choose paladdin quest or this card to put in?
Replacement for Face Collector?