Good suggestion. Possibly would be good to replace Totem Golem. As powerful as Totem Golem is, the overload could slow you down a bit. Having a way to reload your hand might help with the matches that go longer than turn 4-5.
- War Master Voone is excellent for refilling a hand. Boom gives everything rush, and all the battle cries control the board nicely. 3/0 with it so far.
Man you REALLY love you some mountain giant lol! Even coming from me--whose favorite deck has always been control warlock (RIP)--it seems crazy to say the punishment from a 4 mana (actual worth 12 mana) 8/8 is conjurers calling.
The punishment is the 4 mana 8/8. It definitely has some cool design implications and rewards a hand-loaded style of play, but CC is considerably weaker if used on a normal cost minion instead of a cheated out powerhouse that rewards you with a higher cost minion than what you paid for.
Where we do agree, however, is Luna is straight busted at 5 mana. What more, it makes mountain giant even more disgusting because--again--it makes the card 99% of the time a free 8/8 that rewards you with two 12-mana minions. No part of that equation is fair, CC or not.
This might be my favorite brawl of all time. So many different tactics, love the early removal and counter play. Here's what I've been using successfully, it relies on Conceal and Cannon Barrage for big damage:
You say Venomizer requires a mech on board and Deadly poison requires a weapon. Well, this combination requires to have Northshire cleric on board. So there goes that. It's not that Norththire Cleric at turn 1 and Extra arms at turn 2 is a given. You have to be lucky to get that combo going. (1)
The game is not just about having to deal with a minion on the same turn it is summoned or buffed. Even if this combination is made at turn 2, it doesn't mean that removing it at turn 3 or 4 will be terrible. (2)
I did read what you typed and I don't agree with you at all. And if I read the general feeling of people about Extra Arms on these comments, I see everyone agrees about putting it back to 3 mana is a big mistake. (3)
(1) No you don't actually.
Your chances of getting a lightwarden/cleric in your mulligan while going first would be : 24.6%
Your chances of getting a lightwarden/cleric in your mulligan while going 2nd would be: 32.8%
This is assuming you don't initially draw it, that's just purely the mulligan statistic. Consequently your chances of drawing a copy of Extra Arms in the same hand would be 13.6%.
So essentially what we consider the "perfect draw" where you have cleric or lightwarden PLUS Extra arms boils down to about a 1 in 7 chance. This isn't counting OTHER just as decent buff cards like power word shield.
(2) The game isn't about having to deal with minions the turn they are summoned? Uh yes it is. Since the inception of hearthstone, if you don't clear Archmage Antonidas the TURN HE IS SUMMONED. You lose. If you don't clear any card with a progressive power each turn, you lose. Some similar examples that come to mind are Ysera, Armegedillo, Hench Clan Thug, etc etc. These are all minions that if you dont remove them the turn they are summoned, they snowball out of control. A buffed cleric or lightwarden is no different.
(3) You're allowed to disagree with me, but the only thing you've done so far from what I've seen is try to provide the notion that silence, and cards that can remove, but not immediately remove something are considered "hard removal". They aren't. Why do you think noone runs Emperor Cobra in decks? The only reason venomizer is run in mech hunters is because it has MAGNETIZE and can be stuck onto an existing mech for "immediate value".
(3A) As for the possible nerf to extra arms. Where did I say I agreed with moving it back to 3 mana? Please quote me. I said that I think it's problematic with the current scenario of lightwarden/cleric into turn 2 Extra Arms. That means any one of those cards could be the problem. Probably Cleric. But Cleric is a classic card, extra arms isn't. They are hesitant to nerf a core classic card, where nerfing an existing set card that will rotate out in 6 months is a more viable option. Also, everyone? Really. I've reviewed the thread and not everyone in the thread agrees that the card isn't a problem. As for the out of cards community? Microsms don't count. Blizzard has statistics, better than any stat site we publicly have available. I'm not necessarily advocating for an outright nerf to extra arms, but SOMETHING with the combo as I said is a problem. And *something* needs to be done otherwise aggro priest is going to be just as bad as Conj Mage, or Control Warrior for the next 6 months.
While there are a lot of things you can do as a user to promote your decks, this is one area where I feel the site itself could be improved a great deal: at the moment the forums feel a bit isolated from other sections of the site like news and decks/guides, where discussion might occur as well. It seems to me that having a new deck or news item post as a forum thread would direct more traffic towards them and encourage more discussion/interaction from people who might not otherwise see that content.
You say Venomizer requires a mech on board and Deadly poison requires a weapon. Well, this combination requires to have Northshire cleric on board. So there goes that. It's not that Norththire Cleric at turn 1 and Extra arms at turn 2 is a given. You have to be lucky to get that combo going.
The game is not just about having to deal with a minion on the same turn it is summoned or buffed. Even if this combination is made at turn 2, it doesn't mean that removing it at turn 3 or 4 will be terrible.
I did read what you typed and I don't agree with you at all. And if I read the general feeling of people about Extra Arms on these comments, I see everyone agrees about putting it back to 3 mana is a big mistake.
Clicking around, I just figured out how to link actual cards in the deck guide. Can someone explain how to edit the text? For example, suppose I just want to say Raza for brevity, but still have it link to Raza the Chained when you mouse over it.
Yes, but almost none of those are immediate turn 2 non pre-requisite answers.
Venomizer requires a mech on board to be used immediately. Deadly poison requires a weapon already equipped. Toxfin requires a murloc already on board. Cobra is 3 mana, and takes a turn to actually be used (so it wont actually attack until turn 4). Plaguebringer requries a minion on board, AND is 4 mana.
Hex, Poly are also 4 mana. Shield slam on 2 is impossible unless the warrior is going 2nd, and even then that's impossible to gain 5 armor on turn 2 with cards in the current set. Execute requires damage to be on the minion.
Again, if you read what I typed. There are VERY FEW classes that can answer a turn 2 3/5 buffed cleric immediately. Except priest itself with shadow word pain.
Clicking around, I just figured out how to link actual cards in the deck guide. Can someone explain how to edit the text? For example, suppose I just want to say Raza for brevity, but still have it link to Raza the Chained when you mouse over it.
Turn 1 Northshire Cleric into turn 2 Extra Arms is a really good start against any deck. Having a 3/5 on board on turn 2 is hard to kill for almost every deck in the meta. But I have to say that I liked Extra Arms as a viable card in a combo priest and I'd rather not nerf it.
Tech options do exist though. Ironbeak Owl and Spellbreaker can put a damper on any combo priests day.
Most decks just aren't built to deal with combo priest well since its a recent deck.
Ah the good ole "just run silence" option. As others have said, there's very few decks that can answer a 3/5 on turn 3. Actually hardly any decks can. Oh wait, there is ONE class that can quite efficiently remove a 3/5 on turn 2. IT'S PRIEST (Shadow word pain).
Silence against a buff priest deck doesn't do a whole lot of anything. And your suggestion of using ironbeak owl is just dumb. A 2/1 silence, that the priest trades with easily with the silenced cleric?
The spellbreaker is a more viable option, but at turn 4 you're most likely going to be dealing with a 3/5 cleric and/or a 3/4 lightwarden. In either instance, silencing only stalls you and gives you a turn to possibly even the playing field, but by no means is it going to just "win you the matchup"
Nerfing Extra Arms back to 3 mana is such a big mistake. Extra Arms finally got priest somewhat viable again. This just makes no sense. They are bringing it back to 3 mana just because of Northshire Cleric ?... Jeez.
King Phaoris: Forgot to put this in the guide as one of the possible cards to include. Personally don't have it but it might have a good place in any deck with a lot of spells.
Golden Scarab: This is also a decent card. Might be a good addition.
I might update my guide in a bit, considering i have done a lot of experimenting with all kinds of cards.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Feeling lucky...
King Phaoris, Kalecgos, Flark's Boom-Zooka, Myra's Unstable Element, Harbinger Celestia
Here's some art, make a card! [Legacy Game]
A school bus is a bit out of place in a hearthstone card, so maybe let's avoid that.
Hunter spell.
Aggro Amalgam Shaman
Good suggestion. Possibly would be good to replace Totem Golem. As powerful as Totem Golem is, the overload could slow you down a bit. Having a way to reload your hand might help with the matches that go longer than turn 4-5.
The Great Amalgamation!
I'm running
Tavern Brawl · Dragon Warrior · by bickel · 7 years, 1 month ago
The Way-Too-Early-Nerf Thread
Man you REALLY love you some mountain giant lol! Even coming from me--whose favorite deck has always been control warlock (RIP)--it seems crazy to say the punishment from a 4 mana (actual worth 12 mana) 8/8 is conjurers calling.
The punishment is the 4 mana 8/8. It definitely has some cool design implications and rewards a hand-loaded style of play, but CC is considerably weaker if used on a normal cost minion instead of a cheated out powerhouse that rewards you with a higher cost minion than what you paid for.
Where we do agree, however, is Luna is straight busted at 5 mana. What more, it makes mountain giant even more disgusting because--again--it makes the card 99% of the time a free 8/8 that rewards you with two 12-mana minions. No part of that equation is fair, CC or not.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Sadly, No legendaries in any of the 4 bundles. Same thing happened in the last bundle.
So is my lousy luck.
The Way-Too-Early-Nerf Thread
Please downvote my OP some more. I'd like to get to -50.
The Great Amalgamation!
This might be my favorite brawl of all time. So many different tactics, love the early removal and counter play. Here's what I've been using successfully, it relies on Conceal and Cannon Barrage for big damage:
Tavern Brawl · Pirate Rogue · by YJHS2000 · 7 years, 1 month ago
Conjurer's Calling & Extra Arms Being Nerfed? Mike Donais Chatlogs
(1) No you don't actually.
This is assuming you don't initially draw it, that's just purely the mulligan statistic. Consequently your chances of drawing a copy of Extra Arms in the same hand would be 13.6%.
So essentially what we consider the "perfect draw" where you have cleric or lightwarden PLUS Extra arms boils down to about a 1 in 7 chance. This isn't counting OTHER just as decent buff cards like power word shield.
(2) The game isn't about having to deal with minions the turn they are summoned? Uh yes it is. Since the inception of hearthstone, if you don't clear Archmage Antonidas the TURN HE IS SUMMONED. You lose. If you don't clear any card with a progressive power each turn, you lose. Some similar examples that come to mind are Ysera, Armegedillo, Hench Clan Thug, etc etc. These are all minions that if you dont remove them the turn they are summoned, they snowball out of control. A buffed cleric or lightwarden is no different.
(3) You're allowed to disagree with me, but the only thing you've done so far from what I've seen is try to provide the notion that silence, and cards that can remove, but not immediately remove something are considered "hard removal". They aren't. Why do you think noone runs Emperor Cobra in decks? The only reason venomizer is run in mech hunters is because it has MAGNETIZE and can be stuck onto an existing mech for "immediate value".
(3A) As for the possible nerf to extra arms. Where did I say I agreed with moving it back to 3 mana? Please quote me. I said that I think it's problematic with the current scenario of lightwarden/cleric into turn 2 Extra Arms. That means any one of those cards could be the problem. Probably Cleric. But Cleric is a classic card, extra arms isn't. They are hesitant to nerf a core classic card, where nerfing an existing set card that will rotate out in 6 months is a more viable option. Also, everyone? Really. I've reviewed the thread and not everyone in the thread agrees that the card isn't a problem. As for the out of cards community? Microsms don't count. Blizzard has statistics, better than any stat site we publicly have available. I'm not necessarily advocating for an outright nerf to extra arms, but SOMETHING with the combo as I said is a problem. And *something* needs to be done otherwise aggro priest is going to be just as bad as Conj Mage, or Control Warrior for the next 6 months.
Anka, the Buried
I'm saving this card because I believe it will be great the next expansion they decide to boost deathrattle rogue.
Double Highkeeper Ra Priest!
Nice one! Probably it's difficult to make the combo before dying, but nice anyway :)
How to get deck discussion
While there are a lot of things you can do as a user to promote your decks, this is one area where I feel the site itself could be improved a great deal: at the moment the forums feel a bit isolated from other sections of the site like news and decks/guides, where discussion might occur as well. It seems to me that having a new deck or news item post as a forum thread would direct more traffic towards them and encourage more discussion/interaction from people who might not otherwise see that content.
Conjurer's Calling & Extra Arms Being Nerfed? Mike Donais Chatlogs
You say Venomizer requires a mech on board and Deadly poison requires a weapon. Well, this combination requires to have Northshire cleric on board. So there goes that. It's not that Norththire Cleric at turn 1 and Extra arms at turn 2 is a given. You have to be lucky to get that combo going.
The game is not just about having to deal with a minion on the same turn it is summoned or buffed.
Even if this combination is made at turn 2, it doesn't mean that removing it at turn 3 or 4 will be terrible.
I did read what you typed and I don't agree with you at all. And if I read the general feeling of people about Extra Arms on these comments, I see everyone agrees about putting it back to 3 mana is a big mistake.
How to get deck discussion
Check this thread:
https://outof.cards/forums/out-of-cards/site-feedback-ideas/1002-some-suggestions-for-improving-deck-guides-and-deck-pages-overall
Chimera gave me very interesting tips on how to use custom tooltips.
Wrath of Murlocs
I had some early success with that deck, so I though I am onto something. Followed by being owned pretty hard for a couple of matches.
Idk if someone can make this work. I think the idea is fine. But I am missing some spices.
Every idea or input very welcome!
Thx
Conjurer's Calling & Extra Arms Being Nerfed? Mike Donais Chatlogs
Yes, but almost none of those are immediate turn 2 non pre-requisite answers.
Venomizer requires a mech on board to be used immediately. Deadly poison requires a weapon already equipped. Toxfin requires a murloc already on board. Cobra is 3 mana, and takes a turn to actually be used (so it wont actually attack until turn 4). Plaguebringer requries a minion on board, AND is 4 mana.
Hex, Poly are also 4 mana. Shield slam on 2 is impossible unless the warrior is going 2nd, and even then that's impossible to gain 5 armor on turn 2 with cards in the current set. Execute requires damage to be on the minion.
Again, if you read what I typed. There are VERY FEW classes that can answer a turn 2 3/5 buffed cleric immediately. Except priest itself with shadow word pain.
How to get deck discussion
Clicking around, I just figured out how to link actual cards in the deck guide. Can someone explain how to edit the text? For example, suppose I just want to say Raza for brevity, but still have it link to Raza the Chained when you mouse over it.
Conquer Air & Sea - Rank 5 Highlander Dragon Hunter
I'm curious why Octosari is in the deck. I can't imagine a time where you don't have a full hand with a dragon deck
Conjurer's Calling & Extra Arms Being Nerfed? Mike Donais Chatlogs
Shall we just ignore the fact that you completely ignore the power of poison? Venomizer, Deadly Poison , Toxfin , Emperor Cobra , Plaguebringer and many more.
Let alone the power of Hex , Polymorph , Shield Slam , Execute and many more.
There are many ways of dealing with [Hearthstone Card (Northsthire Cleric) Not Found] buffed by Extra Arms .
Conjurer's Calling & Extra Arms Being Nerfed? Mike Donais Chatlogs
Nerfing Extra Arms back to 3 mana is such a big mistake.
Extra Arms finally got priest somewhat viable again. This just makes no sense. They are bringing it back to 3 mana just because of Northshire Cleric ?... Jeez.
The Great Amalgamation!
No, it is much worse than Hungry Crab and Golakka Crawler
The Great Amalgamation!
Finally a brawl where Splitting Axe will shine?? :-)
The Great Amalgamation!
Dragons seem really weak compared to everything else you could be doing instead. Dragonslayer is good, though, and I don’t see many people playing it
Reno's Quest
That's a hard question, considering i kinda made this deck because of the quest.
After some thinking, i came up with some good suggestions. Here they are:
Sandbinder: This can pull Mountain Giant, Zephrys the Great, Cloud Prince And Mana Cyclone. (Altho i use this instead of Acolyte of Pain
King Phaoris: Forgot to put this in the guide as one of the possible cards to include. Personally don't have it but it might have a good place in any deck with a lot of spells.
Golden Scarab: This is also a decent card. Might be a good addition.
I might update my guide in a bit, considering i have done a lot of experimenting with all kinds of cards.
The Great Amalgamation!
I'm up for that. And Dragonslayer...