Literally any deck with the perfect curve is unfair. Your theoretical situation where your Quest Shaman opponent who can't play anything on turn 1 goes super wide on turn 2 (and for some reason you don't respond and just go face?) just isn't likely at all. If you're playing Zoo, your'e unfavored in that matchup. That's ok, decks can be bad against certain combos. Calm down, your'e not helping your case by calling people who disagree with you a dunce.
actually, this is a very good point, they literally have 2 mana to do things before turn 3.
you mentioned about a million times in this thread how broken it is to get this on 3, that almost never happens. lets say the shaman goes first, they play 0 minions, you have a one drop, there is now 1 minion. turn 2 your opponent can't play sludge slurper because of overload, so lets say they play the rat, then you play your 2 drop and maybe coin a one drop, there are now 4 minions in play and three of them are yours, only now does it cost 3. at this point the shaman has drawn 6 cards out of their deck, 2 of them were quest and slurper, so 2 of the other 4 would have to be fleshshaper and mutate.
the only time it happens on 3 is when both you and your opponent draw perfectly, and you had the opportunity to trade. It can come out on turn 4 much more consistently, because at that point there are probably enough minions that you don't have to worry about the cost and it all just comes down to drawing both fleshshaper and mutate.
I don't think the combo needs a nerf. I have played a bunch of games with and against this deck, and this combo rarely comes out, and when it does it is not game ending, unless you roll a tirion. the combo is strong, but far from needing a nerf.
Just beat the first wing on legendary. Got great drops for the fight with Captured flag + Titanic Ring giving all my minions +1/+2 and taunt(!), as well as LOCUUUUSTS! and Murky's Battle Horn for huge instant boards.
It's a long fight, so settle in, just don't bother trying to fatigue the plague lord because his final form will completely restock his deck. Just go face and pray.
Also, Map of Uldum is incredibly busted so pick it if you can. Didn't get it on this run but you pretty much can't lose if it's in your starting hand.
It's no more or less problematic than most swingy tempo turns in HS.
it is at turn 3
If you play it turn 3 that means that you already have 4 minions on board. If that's the case you should already be in a good spot. And stop acting like this is happening every time on turn 3. That's an insane high roll.
no, ffs, it means there ARE 4 minions on the board, of which at least 2 could quite easily be theirs. And ofc it'S an "insane" highroll. That's the point you dunce. It's a complete shutdown that can happen at any point if they just happened to open with it. it's literally the Healzoo opener on crack.
The point isn't about consistency, it's about how unfair of a combo it is and how it shouldn't even exist in the first place.
Quest Shaman itself is very capable of going wide in the early game and you're not gonna win against them by just trading off all your minions, because you should try to actually kill them before they steamroll you with the Quest.
Literally any deck with the perfect curve is unfair. Your theoretical situation where your Quest Shaman opponent who can't play anything on turn 1 goes super wide on turn 2 (and for some reason you don't respond and just go face?) just isn't likely at all. If you're playing Zoo, your'e unfavored in that matchup. That's ok, decks can be bad against certain combos. Calm down, your'e not helping your case by calling people who disagree with you a dunce.
cards that add random cards to your hand won't give you epic or legendary cards, I tried to build a deck that could cheat out bigger guys, and I fought against a burgle rogue. Neither one of us got any epics or legendaries.
*edit* never mind, they already mentioned that in the blue-post.
At this point it's definitely Uldum. The class specific treasures are just great and there's so much more replayability when compared to Dalaran.
Rumble would probably be second.
I have no idea why people like Dungeon Run so much when it was literally the worst iteration of the concept, with frustrating bosses that you couldn't even build against because they were completely randomized, so it all comes down to cheesing out wins with overpowered treasures instead of coherent strategies
I have to agree with you about Dungeon Run. I feel it is the only run I didn't have that much fun with. Way too random and unfair for me... The final bosses were way too diferent and I didn't feel there was a way to finish it without cheesing. Anyways its flavor was just awesome.
Monster Hunt and Rumble Run were much more enjoyable in my opinion. (I feel rumble run rates so low because it asked you to play it just once for the cardback and lots of people like having a long term reward for their work)
Finally, Uldum is indeed feeling really nice up to now.
Put as big a board as you can each turn. Save resources to play around board clears and save some cards to answer the other deck’s power turns. About 25-40% of your games you’ll curve out insanely well and pretty much win. The rest you need to maximize your chances at each stage of the game to win.
Great minds think alike. I just posted a slightly different Highlander Pally deck a few hours ago before seeing it here on the homepage. Main difference is I'm running a Sandbinder tutor package similar to Highlander Hunter. My list is over here:
at this point it's definitely Uldum. The class specific treasures are just great and there's so much more replayability when compared to Dalaran.
Rumble would probably be second.
I have no idea why people like Dungeon Run so much when it was literally the worst iteration of the concept, with frustrating bosses that you couldn't even build against because they were completely randomized, so it all comes down to cheesing out wins with overpowered treasures instead of coherent strategies
At some point I was at 7 health but had Crystalsmith Kangor + 2 Hallazeal the Ascended on board with Eye for an Eye in play.. plague starts going face for lethal with a 4 attack murloc and I heal for 16. Had no idea it worked that way.
Secrets going off count as your spells. They also benefit from spell damage, for example.
Long story short: played against a lot of Quest Shamans and could beat most of them with a variety of pretty average decks, except of course when they just happen to have Mogu Fleshshaper + Mutate on turn 3-4 and just completely highroll you with no counter whatsoever.
I'M not saying Quest Shaman needs to be nerfed in any capacity at this point, but if there's one thing that would drastically axe its winrate it's probably that very combo.
It's just an autowin against any deck that relies on beating them on board and it doesn't help that you don't even have to overcommit to be punished by it. It's essentially MCT but instead of playing around it by having only 3 minions you need to play around it by having no minions whatsoever, because if there are 4 minions on the board by turn 3 you lose the game (unless you are blessed by Hir'eek himself)
This is basically just another symptom of the Conjurer's Calling epidemic because Blizzard refuses to acknowledge that high-cost cards that can reduce their cost to be play on early turns are just broken in combination with cards that take mana cost into account.
If they fixed this interaction by having cards "remember" their played cost when they hit the field, we wouldn't have had to nerf CC and MAge wouldn't be dead right now.
You are super late to the party, we have the exact same interaction for a looong time. Kobolds had corridor creeper which was literally the same but even easier to get on board early... That + unstable evolution did a lot of stuff... So next time you post circlejerk like this just don't, it's a very old strategy and definitely not that op
It was much tougher to get the creeper on board as you had to start with him in hand to start reducing the value. It was effective in paladin and aggro decks as they had tokens dying quickly. Evolve shaman was fun but never top tier.
Furthermore the creeper was hit hard by the nerfbat.
It's no more or less problematic than most swingy tempo turns in HS.
it is at turn 3
If you play it turn 3 that means that you already have 4 minions on board. If that's the case you should already be in a good spot. And stop acting like this is happening every time on turn 3. That's an insane high roll.
no, ffs, it means there ARE 4 minions on the board, of which at least 2 could quite easily be theirs. And ofc it'S an "insane" highroll. That's the point you dunce. It's a complete shutdown that can happen at any point if they just happened to open with it. it's literally the Healzoo opener on crack.
The point isn't about consistency, it's about how unfair of a combo it is and how it shouldn't even exist in the first place.
Quest Shaman itself is very capable of going wide in the early game and you're not gonna win against them by just trading off all your minions, because you should try to actually kill them before they steamroll you with the Quest.
Tending Tauren is a card i have been looking at for ages, but at turn (6) it's just too slow to build some board imho.
Or, otherwise said, i don't know what to replace for it, without making the deck too slow against Aggro (and replacing with the token package would already make it slower).
However, around rank 5 i've been meeting so many Reno decks i started getting salty at them. It feels they can throw whatever cards in their decks and still outvalue you... So yeah, the repeated token package might help with it. I'll try!
PS: you might be right about the Druid of the Swarm. I never considered it, but indeed with Savage Package, the beetle might be redundant.
Ooh, what a coincidence :D New Tavern Brawl has exact rules as what I stated in the first thread above. So, fellow members of OoC community, now is the time to share our ideas.
Got it first try thanks to Shudderwocks+Thekal + a Healing rain Hagatha token.
At some point I was at 7 health but had Crystalsmith Kangor + 2 Hallazeal the Ascended on board with Eye for an Eye in play.. plague starts going face for lethal with a 4 attack murloc and I heal for 16. Had no idea it worked that way.
Already watched it, but I don't know: it feels awkward to have all these 1 health minions (if you don't hit . Unless I have a god like curve, I really struggle to understand how I should behave.
Druid of the Swarm underperformed for me in a lot of games and never really proved usefull even though it seems like quite a strong card.
If I might suggest another Token generating card to your token variant it would definitelly be Tending Tauren. That card has been working wonders!
Another thing I've noticed from playing Even Druid is that Secret Mage matchup is generally highly unfavourable for us, although the Pounce/Savage Striker might be just the thing that works against them.
Play witch Mech? Yup.
Needs Missile Launcher, that is a rare that is fun to combo with Venomizer that can give a board clear.
Rock, Paper, Scissors: Highlanderadin, Big Swing Druid, and a Mech Draw Machine Warlock
Why would you run Nightmare Amalgam? It will spoil your Sandbinder..
Play witch Mech? Yup.
SMOrc Clap
Tombs of Terror: Final Murlock Boss
first time my deck was not all too good, but I was able to get him down to 130 HP or so.
my next run I had 2 captured flags, and I had like 6 babbling books in my deck, and thanks to Bob one of them was always in my starting hand.
I steamrolled him pretty hard the second time, he never stood a chance.
Fleshshaper + Mutate is a problem
actually, this is a very good point, they literally have 2 mana to do things before turn 3.
you mentioned about a million times in this thread how broken it is to get this on 3, that almost never happens. lets say the shaman goes first, they play 0 minions, you have a one drop, there is now 1 minion. turn 2 your opponent can't play sludge slurper because of overload, so lets say they play the rat, then you play your 2 drop and maybe coin a one drop, there are now 4 minions in play and three of them are yours, only now does it cost 3. at this point the shaman has drawn 6 cards out of their deck, 2 of them were quest and slurper, so 2 of the other 4 would have to be fleshshaper and mutate.
the only time it happens on 3 is when both you and your opponent draw perfectly, and you had the opportunity to trade. It can come out on turn 4 much more consistently, because at that point there are probably enough minions that you don't have to worry about the cost and it all just comes down to drawing both fleshshaper and mutate.
I don't think the combo needs a nerf. I have played a bunch of games with and against this deck, and this combo rarely comes out, and when it does it is not game ending, unless you roll a tirion. the combo is strong, but far from needing a nerf.
Tombs of Terror: Final Murlock Boss
Just beat the first wing on legendary. Got great drops for the fight with Captured flag + Titanic Ring giving all my minions +1/+2 and taunt(!), as well as LOCUUUUSTS! and Murky's Battle Horn for huge instant boards.
It's a long fight, so settle in, just don't bother trying to fatigue the plague lord because his final form will completely restock his deck. Just go face and pray.
Also, Map of Uldum is incredibly busted so pick it if you can. Didn't get it on this run but you pretty much can't lose if it's in your starting hand.
Fleshshaper + Mutate is a problem
Literally any deck with the perfect curve is unfair. Your theoretical situation where your Quest Shaman opponent who can't play anything on turn 1 goes super wide on turn 2 (and for some reason you don't respond and just go face?) just isn't likely at all. If you're playing Zoo, your'e unfavored in that matchup. That's ok, decks can be bad against certain combos. Calm down, your'e not helping your case by calling people who disagree with you a dunce.
Brawl Block: Tinyfin Mode!
cards that add random cards to your hand won't give you epic or legendary cards, I tried to build a deck that could cheat out bigger guys, and I fought against a burgle rogue. Neither one of us got any epics or legendaries.
*edit* never mind, they already mentioned that in the blue-post.
Wich is your Favourite Adventure?
I have to agree with you about Dungeon Run. I feel it is the only run I didn't have that much fun with. Way too random and unfair for me... The final bosses were way too diferent and I didn't feel there was a way to finish it without cheesing. Anyways its flavor was just awesome.
Monster Hunt and Rumble Run were much more enjoyable in my opinion. (I feel rumble run rates so low because it asked you to play it just once for the cardback and lots of people like having a long term reward for their work)
Finally, Uldum is indeed feeling really nice up to now.
[Tavern Brawl] Secret Mage
Thanks this was a quick and easy win with this deck. Ridiculously powerful in this format.
Rock, Paper, Scissors: Highlanderadin, Big Swing Druid, and a Mech Draw Machine Warlock
Put as big a board as you can each turn. Save resources to play around board clears and save some cards to answer the other deck’s power turns. About 25-40% of your games you’ll curve out insanely well and pretty much win. The rest you need to maximize your chances at each stage of the game to win.
Rock, Paper, Scissors: Highlanderadin, Big Swing Druid, and a Mech Draw Machine Warlock
Great minds think alike. I just posted a slightly different Highlander Pally deck a few hours ago before seeing it here on the homepage. Main difference is I'm running a Sandbinder tutor package similar to Highlander Hunter. My list is over here:
Wild · Highlander Paladin · by MasseBre007 · 7 years ago
Edit:Just noticed the Sandbinder in the posted decklist, honestly don't know how I missed it. Not my best moment.
[Game] Create a Deck that is Out of Budget
Gonna try this "control" warrior and see if it works
Wild · Taunt Warrior · by Fedrion · 7 years ago
Wich is your Favourite Adventure?
at this point it's definitely Uldum. The class specific treasures are just great and there's so much more replayability when compared to Dalaran.
Rumble would probably be second.
I have no idea why people like Dungeon Run so much when it was literally the worst iteration of the concept, with frustrating bosses that you couldn't even build against because they were completely randomized, so it all comes down to cheesing out wins with overpowered treasures instead of coherent strategies
Tombs of Terror: Final Murlock Boss
Secrets going off count as your spells. They also benefit from spell damage, for example.
Quest Trading - Play A Friend!
Battletag: Pipolif#2438
Region: EU
Trade Only?: Yes. You go first
DONE!
Fleshshaper + Mutate is a problem
It was much tougher to get the creeper on board as you had to start with him in hand to start reducing the value. It was effective in paladin and aggro decks as they had tokens dying quickly. Evolve shaman was fun but never top tier.
Furthermore the creeper was hit hard by the nerfbat.
Fleshshaper + Mutate is a problem
no, ffs, it means there ARE 4 minions on the board, of which at least 2 could quite easily be theirs. And ofc it'S an "insane" highroll. That's the point you dunce. It's a complete shutdown that can happen at any point if they just happened to open with it. it's literally the Healzoo opener on crack.
The point isn't about consistency, it's about how unfair of a combo it is and how it shouldn't even exist in the first place.
Quest Shaman itself is very capable of going wide in the early game and you're not gonna win against them by just trading off all your minions, because you should try to actually kill them before they steamroll you with the Quest.
The Forgotten Wilds - Druid
Have you considered King Phaoris or Medivh, the Guardian instead of Kun?
Dream of Medivh ft. Embiggen
The Savage Package is pretty solid against Aggro.
Tending Tauren is a card i have been looking at for ages, but at turn (6) it's just too slow to build some board imho.
Or, otherwise said, i don't know what to replace for it, without making the deck too slow against Aggro (and replacing with the token package would already make it slower).
However, around rank 5 i've been meeting so many Reno decks i started getting salty at them. It feels they can throw whatever cards in their decks and still outvalue you... So yeah, the repeated token package might help with it. I'll try!
PS: you might be right about the Druid of the Swarm. I never considered it, but indeed with Savage Package, the beetle might be redundant.
[Game] Create a Deck that is Out of Budget
Ooh, what a coincidence :D New Tavern Brawl has exact rules as what I stated in the first thread above. So, fellow members of OoC community, now is the time to share our ideas.
Wild · Murloc Shaman · by Esparanta · 7 years, 1 month ago
I look forward to see yours 😄
Tombs of Terror: Final Murlock Boss
Got it first try thanks to Shudderwocks+Thekal + a Healing rain Hagatha token.
At some point I was at 7 health but had Crystalsmith Kangor + 2 Hallazeal the Ascended on board with Eye for an Eye in play.. plague starts going face for lethal with a 4 attack murloc and I heal for 16. Had no idea it worked that way.
Rock, Paper, Scissors: Highlanderadin, Big Swing Druid, and a Mech Draw Machine Warlock
Already watched it, but I don't know: it feels awkward to have all these 1 health minions (if you don't hit . Unless I have a god like curve, I really struggle to understand how I should behave.
Dream of Medivh ft. Embiggen
I must admit I haven't tried a Pounce/Savage Striker package.
Druid of the Swarm underperformed for me in a lot of games and never really proved usefull even though it seems like quite a strong card.
If I might suggest another Token generating card to your token variant it would definitelly be Tending Tauren. That card has been working wonders!
Another thing I've noticed from playing Even Druid is that Secret Mage matchup is generally highly unfavourable for us, although the Pounce/Savage Striker might be just the thing that works against them.
Going to give your list a swing and see how I go.
Rock, Paper, Scissors: Highlanderadin, Big Swing Druid, and a Mech Draw Machine Warlock
Zalae gave a great overview and shows gameplay of the Highlander Paladin in this video https://www.youtube.com/watch?v=yEj9-vYnyyM