Your gameplan would be to get the 2 mana finley over anything, right? Because his upgraded hero power is the most valuable.
While it's the case, it's just that I want to either utilize Inspire cards further or change Hero Power as early as possible. It doesn't have to be upgraded one. Besides, the concept of this deck is "Finley Brothers", meaning that I have to use both Finleys :D
In that case you will never want to play Sir Finley Mrrgglton afterwards, making him a dead card. Hence why I propose cutting him entirely. You can replace him with cards that seek to draw Sir Finley of the Sands, such as Witchwood Piper and Call to Adventure to get that upgraded hero power early more consistently.
I know of tutors and such. I guess you really want me to make a deck that consists of only new Finley, which I can understand.
...he can also buff your board if you ever get a few low cost minions to survive.
You are correct. However, as Control Paladin player, after small minions are dead, why should I debuff strong minions? Sure, you will debuff your opponent's minions but Eadric the Pure can do the job better.
Uther of the Ebon Blade provides late game value in the form of his 2/2s. You could even try running cards like Youthful Brewmaster and Baleful Banker to have an alternate win condition. (Plus those cards if ticked by Emperor Thaurissan together with n'zoth the corruptor can provide a second wave of deathrattle minions.)
Perfect statement. However, I'm not playing Exodia Paladin. (Btw, I agree with the logic behind Brewmaster/Banker/Zola: Extra N'Zoth by any means is important.)
And besides that, a 5/3 weapon and 20 healing over 3 turns could often seal the deal against aggro decks if you get him on curve. Don't underestimate that.
The game is already sealed by turn 6 against Aggro decks: Control the board and feel fresh with Reno or die. Why should I need to stall for extra three turns? (Btw, I never underestimate Uther DK, it's just that he fits only on Exodia Paladin decks, nothing more.)
You know what, I like your style and arguments. If there is anything to tell, keep them coming. It's just that I like to hear different thoughts.
I really like this in Priest, and not just because "PREEST = HEAL CLASS", but because a long time problem with T1 Northshire Cleric was trading into something and taking advantage of the draw engine, which meant not developing the board. This card gives you a lot more flexibility and actually has good stats for a 2-drop.
the combo triggers in addition to the battlecry, so the battlecry will deal 1 damage two times, then the combo will copy the battlecry and deal 2 damage again, plus the addition 2. and if you use it with spirit of the shark than it deals 1 damage four times, and then the combo will deal 4 damage, then deal 2 damage, then deal 4 damage, then deal 2 damage. so you just blast a minion into oblivion.
next art:
Must be either a priest or warlock card from SoU and it must be themed around death.
It's too bad this on 5 mana lines up perfectly with triple Warpath on 6 mana, not to mention Earthquake a turn later...
Overall, shamans seem to be the big winners for this expansion: excellent removal/neutralization with Plague of Murlocs and Earthquake, and a powerful quest (Corrupt the Waters) which synergizes with existing cards (Sludge Slurperand the lackeys) and new ones (Weaponized Wasp).
Anka, the Buried - 4 - The 5/5 for 5 is ok but the ability is more likely to be a burden than a gain. This is 100% constructed material that will have to be in terrible company to be the best choice of 3 legendary cards in a draft.
Diseased Vulture - 1 - The only way this card isn't a stud is if you are forced to play it on-curve and don't get to trigger its ability. Chances are slim that you can't hold until T6 to get the HP trigger, and there are other ways to do self-damage, anyway. Great card.
Mogu Cultist - 4 - We haven't seen the copy mechanic that has to be coming with the set so it's possible we'll have to revisit this card. As a 1/1 for 1, it's not something you ever want to draft.
Splitting Axe - 4 - It's overpriced as a stand alone weapon and you won't make up the value by copying basic totems. You'll need a ton of support in the draft for this to feel like a good card. Until we see more cards, I'd say there isn't really enough good totems and/or buffs to make the basic totems worth copying.
Tip the Scales - 4 - Tough to give it a score of 5 when it *could* be a high value play for 8 mana. It's just so unlikely you'll have the murloc support required to pull that off.
Tortollan Pilgrim - 2 - Discover, copy, and cast a spell is crazy strong. It's conditional and that usually pushes my scoring towards a 3 in this case but I think it'll be rare that you don't get the spells you need to make this a really strong play. Copy that secret for some synergy with the incoming SoU minions.
Whirlkick Master - 2 - Definitely a card that could play as a 1-score card. Really high potential value but again it's draft dependent. If you get a lot of combo cards this could easily be a quick hand-fill card with big value.
Arcane Flakmage - 1 - Secrets aren't always the best option in drafts but this guy is so powerful it has to bump secret value up, especially as a common. Getting Explosive Runes back in the draft pool makes it very likely you won't mind drafting for secret synergy.
Infested Goblin - 3 - Decent face protection that will be better in rogue/mage/hunter where taunts are not plentiful. Ultimately, 1/1 speedbumps are mediocre and you still have to pay to cast them.
Into the Fray - 4 - More of a constructed card but Warrior looks to be getting lots of taunt so this could be a high value play. That small glimmer of hope is what prevents me from scoring it a 5.
Neferset Ritualist - 1 - Top notch 2 drop stats with a battlecry that can have a huge impact on the game. This will have to be scored pretty high by Blizzard to not be an auto-draft in its bucket.
Anubisath Warbringer - 3 - Solid potential but late in the game you need to have a hand that makes the deathrattle matter. Otherwise, you'll have a single-drop turn paying 9 mana for this and the 6 health makes it fairly easy to handle. We've already seen a few cards that kick minion to your hand so this definitely could get the support needed to have a big impact.
Cloud Prince - 2 - Kind of predicting secret mage drafting will be a viable strategy when the rotation brings back Explosive Runes and (to a much lessor extent) Splitting Image. It's also very likely SoU brings a new secret to the draft pool.
Fishflinger - 3 - Decent stat line and effect but RNG could burn you, especially if you're playing vs. a class with strong murlocs in their pool.
Frightened Flunky - 1 - Shaggy's pretty awesome. 2/2 taunt that lets you discover another taunt. Zoinks!
Hooked Scimitar - 2 - Mulligan hard for it if you've got the coin. Really strong weapon if you can trigger the combo.
Pressure Plate - 2 - The RNG factor keeps this from being OP. The meta will have a big impact on the effectiveness of this trap. Lots of swarms will make it weak. More big minion tactics will make it much stronger. There's also the concern that spells are far less plentiful in arena decks. I'm pretty curious to see this in action.
I had another thread for this, but i will create this thread because here they are all well-editted and explained. I finished all the 9 classes. Warrior and Shaman are the hardest ones, although i wouldn't call Warrior an otk deck, but a combo one. To check the guides, click on the decks. I have them all detailed. These are meme decks, some are more consistent than the others.
I like this a lot. This will be a card that pops up in Arena and will cause some headaches for the opposing player. I think there's an outside chance it sees play in constructed. Let's say you absolutely had to keep your opponents board clear at all times. How would you get rid of this? It's super slow, but it has combo potential.
How would the druid, paladin or hunter decks even work? I realise these are mostly meme decks but I'm really struggling to see how you could get 7 cultists on the board *at all* with some of these decks, let alone with a modicum of consistency.
How would the druid, paladin or hunter decks even work? I realise these are mostly meme decks but I'm really struggling to see how you could get 7 cultists on the board *at all* with some of these decks, let alone with a modicum of consistency.
Okay calling it now.. the second paladin epic card will be supporting this reborn mechanic to tying things together.
I think the driving idea behind these Reborn minions' low health is the expectation that they will mostly be played by Paladin for the quest, and thus get health bumps from Never Surrender!
Uldum Card Reveal - Pressure Plate
god damn it
Uldum Card Reveal - Wasteland Assassin
Frankly I'd be happy for warrior to use up their warpath on this.
I Need Help for Wild Highlander Paladin...
While it's the case, it's just that I want to either utilize Inspire cards further or change Hero Power as early as possible. It doesn't have to be upgraded one. Besides, the concept of this deck is "Finley Brothers", meaning that I have to use both Finleys :D
I know of tutors and such. I guess you really want me to make a deck that consists of only new Finley, which I can understand.
Yeah, Tarim is so versatile that any Paladin deck -but mostly Aggressive ones- can have him. However, that doesn't mean I have to use him, period.
How can you/I be so sure of it?
You are correct. However, as Control Paladin player, after small minions are dead, why should I debuff strong minions? Sure, you will debuff your opponent's minions but Eadric the Pure can do the job better.
As stated above, Tarim is far more versatile than Eadric. However, that doesn't mean I have to use him.
Perfect statement. However, I'm not playing Exodia Paladin. (Btw, I agree with the logic behind Brewmaster/Banker/Zola: Extra N'Zoth by any means is important.)
The game is already sealed by turn 6 against Aggro decks: Control the board and feel fresh with Reno or die. Why should I need to stall for extra three turns? (Btw, I never underestimate Uther DK, it's just that he fits only on Exodia Paladin decks, nothing more.)
You know what, I like your style and arguments. If there is anything to tell, keep them coming. It's just that I like to hear different thoughts.
Uldum Card Reveal - Wasteland Assassin
It's fine, pretty sure everyone did
New Warrior Spell - Into the Fray
I'm fine with this card, but we better not get a second warrior quest that involves taunt minions! I want that quest to support a different archetype.
The Burndown!
These decks fucking suck. They're like 50% cards that cost more than 7 mana
Uldum Card Reveal - Wasteland Assassin
True that! Completly forgot that as a card for a moment.
Uldum Card Reveal - Wasteland Assassin
Assasin but Mummy but Assasin...
New Neutral Minion - Neferset Ritualist
I really like this in Priest, and not just because "PREEST = HEAL CLASS", but because a long time problem with T1 Northshire Cleric was trading into something and taking advantage of the draw engine, which meant not developing the board. This card gives you a lot more flexibility and actually has good stats for a 2-drop.
Here's some art, make a card! [Legacy Game]
the combo triggers in addition to the battlecry, so the battlecry will deal 1 damage two times, then the combo will copy the battlecry and deal 2 damage again, plus the addition 2. and if you use it with spirit of the shark than it deals 1 damage four times, and then the combo will deal 4 damage, then deal 2 damage, then deal 4 damage, then deal 2 damage. so you just blast a minion into oblivion.
next art:
Must be either a priest or warlock card from SoU and it must be themed around death.
Uldum Card Reveal - Wasteland Assassin
Maybe good in arena?
Uldum Card Reveal - Anubisath Warbringer
Plot Twist + Fel Lord Betrug Combo still worth it with this card since it's a well statted body with a great deathrattle (which buffs itself too!)
Uldum Card Reveal - Wasteland Assassin
It's too bad this on 5 mana lines up perfectly with triple Warpath on 6 mana, not to mention Earthquake a turn later...
Overall, shamans seem to be the big winners for this expansion: excellent removal/neutralization with Plague of Murlocs and Earthquake, and a powerful quest (Corrupt the Waters) which synergizes with existing cards (Sludge Slurperand the lackeys) and new ones (Weaponized Wasp).
Mogu Cultist OTK Decks
For everyone checking this thread, don't look at it anymore. I made a new thread with all the classes here. https://outof.cards/forums/hearthstone/deck-building/1019-all-9-classes-wild-otk-combo-for-mogu-cultist
I won't be commenting here anymore
Saviors of Uldum: Arena Impact
Anka, the Buried - 4 - The 5/5 for 5 is ok but the ability is more likely to be a burden than a gain. This is 100% constructed material that will have to be in terrible company to be the best choice of 3 legendary cards in a draft.
Diseased Vulture - 1 - The only way this card isn't a stud is if you are forced to play it on-curve and don't get to trigger its ability. Chances are slim that you can't hold until T6 to get the HP trigger, and there are other ways to do self-damage, anyway. Great card.
Mogu Cultist - 4 - We haven't seen the copy mechanic that has to be coming with the set so it's possible we'll have to revisit this card. As a 1/1 for 1, it's not something you ever want to draft.
Splitting Axe - 4 - It's overpriced as a stand alone weapon and you won't make up the value by copying basic totems. You'll need a ton of support in the draft for this to feel like a good card. Until we see more cards, I'd say there isn't really enough good totems and/or buffs to make the basic totems worth copying.
Tip the Scales - 4 - Tough to give it a score of 5 when it *could* be a high value play for 8 mana. It's just so unlikely you'll have the murloc support required to pull that off.
Tortollan Pilgrim - 2 - Discover, copy, and cast a spell is crazy strong. It's conditional and that usually pushes my scoring towards a 3 in this case but I think it'll be rare that you don't get the spells you need to make this a really strong play. Copy that secret for some synergy with the incoming SoU minions.
Whirlkick Master - 2 - Definitely a card that could play as a 1-score card. Really high potential value but again it's draft dependent. If you get a lot of combo cards this could easily be a quick hand-fill card with big value.
Arcane Flakmage - 1 - Secrets aren't always the best option in drafts but this guy is so powerful it has to bump secret value up, especially as a common. Getting Explosive Runes back in the draft pool makes it very likely you won't mind drafting for secret synergy.
Infested Goblin - 3 - Decent face protection that will be better in rogue/mage/hunter where taunts are not plentiful. Ultimately, 1/1 speedbumps are mediocre and you still have to pay to cast them.
Into the Fray - 4 - More of a constructed card but Warrior looks to be getting lots of taunt so this could be a high value play. That small glimmer of hope is what prevents me from scoring it a 5.
Neferset Ritualist - 1 - Top notch 2 drop stats with a battlecry that can have a huge impact on the game. This will have to be scored pretty high by Blizzard to not be an auto-draft in its bucket.
Anubisath Warbringer - 3 - Solid potential but late in the game you need to have a hand that makes the deathrattle matter. Otherwise, you'll have a single-drop turn paying 9 mana for this and the 6 health makes it fairly easy to handle. We've already seen a few cards that kick minion to your hand so this definitely could get the support needed to have a big impact.
Cloud Prince - 2 - Kind of predicting secret mage drafting will be a viable strategy when the rotation brings back Explosive Runes and (to a much lessor extent) Splitting Image. It's also very likely SoU brings a new secret to the draft pool.
Fishflinger - 3 - Decent stat line and effect but RNG could burn you, especially if you're playing vs. a class with strong murlocs in their pool.
Frightened Flunky - 1 - Shaggy's pretty awesome. 2/2 taunt that lets you discover another taunt. Zoinks!
Hooked Scimitar - 2 - Mulligan hard for it if you've got the coin. Really strong weapon if you can trigger the combo.
Pressure Plate - 2 - The RNG factor keeps this from being OP. The meta will have a big impact on the effectiveness of this trap. Lots of swarms will make it weak. More big minion tactics will make it much stronger. There's also the concern that spells are far less plentiful in arena decks. I'm pretty curious to see this in action.
New Neutral Minion - Wasteland Assassin
Good catch. Can you tell what class I rarely play lol
All 9 classes Wild OTK Combo for Mogu Cultist
I had another thread for this, but i will create this thread because here they are all well-editted and explained. I finished all the 9 classes. Warrior and Shaman are the hardest ones, although i wouldn't call Warrior an otk deck, but a combo one. To check the guides, click on the decks. I have them all detailed. These are meme decks, some are more consistent than the others.
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Wasteland Assassin
Seems ok, but I don't know if it is good enough to see play... I mean double stealth body is good, but both bodies can easily die to AOE
Uldum Card Reveal - Wasteland Assassin
I like this a lot. This will be a card that pops up in Arena and will cause some headaches for the opposing player. I think there's an outside chance it sees play in constructed. Let's say you absolutely had to keep your opponents board clear at all times. How would you get rid of this? It's super slow, but it has combo potential.
Mogu Cultist OTK Decks
click on the decks to check the guides
Mogu Cultist OTK Decks
How would the druid, paladin or hunter decks even work? I realise these are mostly meme decks but I'm really struggling to see how you could get 7 cultists on the board *at all* with some of these decks, let alone with a modicum of consistency.
Uldum Card Reveal - Wasteland Assassin
I think the driving idea behind these Reborn minions' low health is the expectation that they will mostly be played by Paladin for the quest, and thus get health bumps from Never Surrender!
The Burndown!
Trash Brawl, when i used a deck, i have the big mana ones, when my opponet uses the same decks, perfect draw, stupid BRAWL
New Neutral Minion - Wasteland Assassin
and more relevantly, Warpath.
This card isn't good, but it may have some niche applications.
Uldum Card Reveal - Wasteland Assassin
Warpath says hi