CD001's Comments
Tavern Brawl Encounter at the Crossbones
This brawl is horrible – took me about 5 attempts as my luck was awful; like Yogg in a Mage deck which only seemed to have 3 spells so I figured I’d at least be able to get a 7/5 on the board; he can’t do that much damage to my own board with 3 random spells – surely… Felfire Potion π
2 games where I had the Phantom Freebooter in classes that can’t have weapons… Keening Banshee in another game; at least I got to see how terrible the next 6 cards were as I discarded them.
While my opponents were dropping things like the Lich King, or even getting Totem synergy… T2 Totem (Healing) > T3: Flametongue Totem > T4: Totem (Taunt) > Primal Fusion (making the healing Totem 5/5 as it was next to the Flametongue Totem … while I didn’t draw/hold a single card that cost less than 6 mana … in a Hunter deck.
… thank god for actually getting the Lich King myself in the last game, as soon as I won I was outta there!
That brawl ranked 0/10 on the fun factor scale.
Evolve Token Shaman Deck List Guide (Post Nerf) - Kobolds - March 2018
I feel your pain π
I’ve not yet had all 3 Doppelgangsters evolve into Big Time Racketeers (1/1) – but it’s only a matter of time.
I seem to get a disproportionally high number of Big Time Racketeers and Corrupted Seers from Moonglade Portal (when playing Druid obviously) as well.
Sparkz' - 4 Steampunk Ponies [Feat: Toshley] (Season 41, Wild)
Heh – oddly the first thing I tried when I packed Uther of the Ebon Blade was a wild Mech deck with Beardo and Thaurissan (0 cost spare parts with Beardo to use the hero power multiple times in a turn) … it _can_ work but you need a crap-tonne of card draw to be consistent and Mech synergy is nowhere near as strong as it used to be so doesn’t make for a great win condition on its own.
This deck however, looks like you’ve got a control game wrapped up to ensure the game goes long, with N’Zoth AND Uther for win conditions… O_o
I’m kinda regretting dusting Toshley when Standard was introduced (and GvG went wild) – he now synergises with Exodia Mage (Open the Waygate), Lyra the Sunshard, Beardo (in decks like this) and Shadowreaper Anduin (probably more) … there are far more cards now which get extra value from cheap spells π
Uther of the Ebon Blade
I’ve done it a couple of times – Beardo is the key, your opponent doesn’t expect it. You can often get a couple of horsemen on the board then next turn Hero Power > Beardo > Cheap Spell > Hero Power… win.
I tried it out in a Wild Mech deck and held back a couple of Spare Parts to combo with Beardo; Thaurissan actually makes it possible to get all 4 Horsemen out in a single turn.
Wasn’t a great deck – but I happened to pack Uther of the Ebon blade so I figured I’d try it out… I’m not much of a Paladin player though – I’m lacking a couple of the Legendaries (Wickerflame and Tarim) and I don’t really play Paladin enough to make it worth crafting them.
Skulking Geist
I’ve auto-conceded against it when I was playing Malygos Miracle Rogue in Wild… both Sinister Strikes go *poff* π
Deathstalker Rexxar
I don’t have it – but I’ve played against it quite a few times now… it seems that if it’s used well it can actually be quite strong. I’m not sure it’s stronger than going face for all you’re worth as a Hunter but it gives an extra option to claw a game back if the initial minion rush gets splattered with AoE.
Pinging the opponents minions for 2 can help you regain the board – which Hunter is traditionally quite poor at. And you can be effectively drawing 2 cards per turn – again, something Hunter is traditionally quite poor at.
So yeah – this seems to address two of Hunter’s main weaknesses – which makes it a pretty solid card.
… oh, and yes, the Vicious Fledgling + Stonetusk Boar Zombeast is utterly horrible.
Keening Banshee
Depends on the deck – Freeze and Exodia Mages pretty much win by freezing your opponent’s minions until you board clear. Shaman seems to have gotten a lot more Freeze power with the latest expansion. Anyone could hold a Glacial Shard as preparation for Tol’vir Stoneshaper.
Stonehill Defender is great for stalling minions since you don’t care if it died, it just generated another Taunt creature.
Any Taunt creature with Divine Shield is likely to force your opponent to burn 3 cards *and* stall the Banshee for a turn. Hell – even dropping a Stubborn Gastropod either kills the Banshee or forces your opponent to burn 3 cards – and you could get these from the Stonehill Defender.
I can’t really see the Banshee generating *that* much value – especially since 5/5 isn’t that much extra value from 4 mana anyway – if the mana cost was 3, maybe.
In Arena, you might have a point though – but I really dislike Arena so wasn’t considering it.
Spectral Pillager
^ That’s why Malygos Miracle Rogue is the *best* Miracle Rogue! π
Webweave
“Basically drop this on an empty board, and your opponent canβt play big minions, which will be great versus control, which is what this expansion looks like its bringing alot of.” …
… unless it’s a control Priest – then, for 1 mana, they can just cast Potion of Madness on one and use it to smack the other.
Keening Banshee
In some ways I’d have thought it would be worse in aggro – granted you’re not packing a lot of high value cards you care about but you *do* want to be continually playing cards – the turn after you play this you could be looking to drop 2 or 3 cards on the board… potentially discarding 1/3 of your entire deck.
If your opponent can freeze it, or just drop down disposable taunts like Stonehill Defender to stall it without killing it – you can’t play more than maybe 7 or 8 cards before you’ve discarded your entire deck. And with 5 health on turn 4 it’s likely to stick around for at least 1 turn (unless it’s fireballed).
If someone played this against me I’d do my damnedest to try and just stall it.
Bloodreaver Gul'dan
Good in Standard … but it should be flippin’ amazing in Wild.
Voidcallers to bypass the worst discard mechanics (Doomguard and Fellhound) combined with Mal’ganis, then just when your opponent thinks they’ve got rid of that nightmare board – Oh Hai! We’re BACK!
Sherazin, Corpse Flower
Not in Wild though – it really doesn’t compete with Tomb Pillager in a Malygos Miracle deck, 5/4 and an extra coin is far more valuable… and to be honest I’ve dropped it from one of my Standard Miracle Rogue decks as well (I run 3 Miracle Rogues atm).
With only 3 health and summoning sickness when it’s resurrected you rarely actually get to do much with it… maybe burn up a silence, Hex or Polymorph to protect Edwin.
I probably main Miracle Rogue in one form or another and I’m beginning to think Sherazin is overrated.
Skelemancer
That pretty much sums it up (think I’ll rename it!); it was an experiment to see if I could make a Warlock deck that doesn’t completely suck in the current meta…
It usually beats Token decks like Druid and Shaman as it just keeps clearing the board until I drop Alex and Jaraxxus… or Ysera. Hunter, Paladin, Warlock and Pirate warrior are usually safe wins, if I can survive past turn 4, due to large early game Taunts (Twilight Drake or Mountain Giant into Faceless Shambler – maybe Sunfury Protector) and board clears as long as I don’t draw too terribly.
I think it annoys the crap out of Priests because of the number of 4-attack minions; though most of the Silence Priests I’ve played against seem to forget that Silence will cure corruption – ho hum… or often that Faceless Shambler is really only a 1/1.
Fails hard against Mage through with the direct damage as you’re usually on pretty low health until the late game where you can bounce it back up to 15 a couple of times – can beat the OTK Fireball Exodia Mage though by pulling Antonidus or the Apprentices with Dirty Rats – then Twisting Nether.
Jade Druid, however, pretty much roflstomps me every time – the deck is really defensive and can’t out-value them in the late game.
Quest Warrior wins as well because I can’t get through all the Taunt minions before Sulfuras is smacking me for 8 damage a turn.
I’ll be lucky to get much above rank 15 with it I suspect but hey, it was worth trying something different.
Wicked Skeleton
Dirty Rat > Corrupting Mist/Doomsayer (Handlock type combo) then drop this at the start of your turn, it’s quite likely to be 6/6 at least.
… but then again, in Handlock you could have an 8/8 on the board on turn 4.
Skelemancer
Well – this scuppers the Handlock I’ve been using recently; 2x Corrupting Mist, 2x Hellfire, 2x Primordial Drake, 2x Twisting Nether, 2x Doomsayer, 2x Dirty Rat.
Otherwise – I dunno, it’s useless against Priest, Freeze Mage doesn’t really worry too much about minions since they’re always frozen, Paladin is likely to reduce the 8/8 Skeleton to 1/8 (or 3/3), aggro decks will just ignore the 2/2 and go face. It could upset Quest Warrior’s Brawl though…
There is a possibility for Misdirection shenanigans with Hunter or when using Mayor Noggenfogger (or Mogor the Ogre in wild) … but I think mainly this is a card for Paladin to drop Spikeridged Steed onto.
Skelemancer
Well no – but that means you’ve spent 5 mana to have the Priest counter it with 1 mana and deal 2 damage to one of your minions. The Priest still wins that exchange.
Spectral Pillager
Designed to compliment a slower Caverns Below Quest Rogue possibly?
It’s already 5/5 so isn’t affected by the Crystal Core and it’s a really good card to bounce with Shadowstep or pair up with Shadowcaster. You wouldn’t really care much about the damage on the first drop, that would just be to reduce its cost and contribute towards the quest – it’s the reduced cost versions that would be the kickers.
Spectral Pillager
Considering, even in standard, it’s already hypothetically possible to drop 34 face damage in a turn with Malygos* … this doesn’t really seem that great a finisher.
Not that great for minion removal either since Vilespine Slayers exist.
* never gonna pull it off: Malygos > Sinister Strike > Counterfeit Coin > Sinister Strike > Preparation > Eviscerate > Preparation > Eviscerate
Had a couple of druids play this against me now. It’s annoying as it generally gets played behind a wall of Taunt creatures which means *not* having Taunt becomes a benefit – it’s much more likely at least one of the spiders will survive until the Druid’s turn, which means they choose what to kill.
I’m still not sure it’s worth 5 mana though – it doesn’t even trigger Swamp King Dred as it’s a spell.
4 mana might be a sweet spot – it would curve nicely from Crypt Lord then; potentially powering a 1/8 Taunt and 2x 1/2 poisonous creatures on turn 4… then again, with all Druid’s cheaty mana boosting power and creature buffs it’s probably more dangerous giving 2x 1/2 poisonous creatures to Druid than any other class so maybe that’s why Blizzard over-valued the card.