This card can be a good replacement of it. Or just can't replace Infested Tauren, but worth to give it a try.
Did you mean Igneous Elemental, cuz' Infested Tauren was never used in Q Rogue. I browsed through the internet for some 2019 decklist examples and in neither of those I found the 2/3 Elemental:
Imho unless we get another minion, which generates Scarabs, the Infested Goblin won't see any play in the aforementioned deck. And even if we do, the wild meta might be too fast for an understated minion with a deathrattle effect.
[edit] As much as I'm annoyed from seeing a reprint of this card, I can't help but admire the art. It brings me nostalgic memories from good ol' Scooby Doo series.
First of all, thanks once again for the support. As I promised, here are the deck's win rate, stats and a pic of the highest achieved rank:
(not really impressive, but if you continue reading, you will learn why I didn't land somewhere higher)
A month ago I used to face Big Priest, Odd Paladin and Even Shaman way more often than Miracle Mages and this is why I used to run a lot of late-game defensive tools (and a copy of Spirit Lash). I managed to reach rank 4 back then (no pic, sorry). This month however Miracle Mages are very popular and some of my greedier inclusions ended up being unnecessary. Because of this and some misplays I made out of distraction or greed, which cost me a couple of games, the win-rate from rank 9 to 5 was only 58%:
(one day I had a problem with my PC, so not all wins/losses were taken into account)
The decklists I frequently used were these:
all of which concentrated on dealing with the opponent's threats in the late-game. Since the current environment isn't optimal for such builds, the list I propose above should be good enough to win you a lot of games, while also making them enjoyable.
To all people, who care about reaching Legend with this build - I have some good and bad news. The good news are, that doing this is possible with the proposed list. The bad news are, that due to the slow start of my deck you would inevitably lose some games against aggro with a godlike starting hand, thus your grind to legend would be delayed and if you decide to make some adjustments, in order to be more competitive, you would just hurt the fun factor. I have reached Legend twice with Thief Priest before and in aggressive metas Mistress of Mixtures, Explosive Sheep and Bloodmage Thalnos(+ Spirit Lash) proved to be really helpful. So if you have a hard time dealing with Odd Paladin, Murloc Shaman, Burn Mage and maybe Kingsbane Rogue, you could easily add those cards in your deck and remove Madame Lazul and the Doomsayers. Just don't play the first two deathrattle minions against miracle mage, because we desperately want our N'Zoth, the Corruptor to summon taunts. If for some reason you often stumble upon Big Priest and Even Shaman, then add only Shadowreaper Anduin.
Those are my tips for you. I don't know if I would have the will to grind to legend yet again, because I really despise metas, where aggro mages are popular (I had this feeling against their standard ancestors bakc in the days). So I don't want to make promises I won't keep. If you have any questions regarding the deck, then don't hesitate to ask. :)
[edit] The guide isn't finished yet. I still have a couple of cards, whose names I want to adjust to the troll accent. Bless the custom tooltips. Done.
You’re right about that, the question is just if anyone would go that far just to counter one card. If you do put it in your deck, and then get a matchup against any other class you would be stuck with a 0-drop instead of a more useful card. But in the end it all depends on if this card will be powerful
Well, I don't think it's that far-fetched. You just have to save those spells for the final turn. Moreover, in the cases when you don't face a hunter, you can just use the cycle spells (Wrath) on the 0-drop or play it alongside Wild Pyromancer, so that the prior minion would die to pyro's effect.
In my previous comment I was going to say how Skulking Geist would counter your strategy way better than the new hunter secret, but then I thought how the 4/6 is just a situational tech, while the secret can be good in various scenarios. So I expect Pressure Plate to gain a lot of popularity and good druid players would play around that spell, if they want to be competitive with that combo deck.
Yes and no. Since the card description states "after", if you cast only one spell and manage to kill Mecha'thun with it, his deathrattle will trigger before the secret comes into play. In wild you could potentially counter Mecha'thun warlocks with it, but only if they aren't careful. If they play the 10-drop, followed by Bloodbloom, the mech would be vulnerable to the destruction effect. If however the warlock plays BB first and then follows up with Mecha'thun and Cataclysm, the game is over for you.
And in the case of Archmage Vargoth - the mage player has to play Time Warp first and then summon the 2/6 legendary.
Hmm, I honestly forgot about Mecha'thun Druid. I admit this spell has the potential to counter that deck, but if the druid player wants to be safe against the secret, he could include a 0-cost minion and play it on the final turn, so that the weakling could die in favour for the 10-drop. In other words you would do something in the lines of - summon the 0-drop, cast an Innervate/Floop's Glorious Gloop, summon Mecha'thun, cast the second Innervate and finally kill the legendary with Naturalize.
Yes and no. Since the card description states "after", if you cast only one spell and manage to kill Mecha'thun with it, his deathrattle will trigger before the secret comes into play. In wild you could potentially counter Mecha'thun warlocks with it, but only if they aren't careful. If they play the 10-drop, followed by Bloodbloom, the mech would be vulnerable to the destruction effect. If however the warlock plays BB first and then follows up with Mecha'thun and Cataclysm, the game is over for you.
Extremely good against control decks, since you will most likely kill a taunt, but kinda meh against aggro (with The Coin). In the latter case you are mostly going to kill 1-drops for 2 mana, but I guess the downsides pale before the highroll potential.
[edit] In wild this would be an auto-include in spell hunter, since it counters the popular decks - tempo/miracle mage and big priest. Curious to see whether spell/secret hunter would make a comeback there.
Heal Priest, Heal Dudu, Arena, but no one thought of Auchenai-Heal Priest (where you use the healing to kill the opponent). The last interaction might be admittedly weak or hard to pull off, but it's still something worth noting.
How would you kill the opponent's minions with this? You could kill one of them with Cabal Shadow Priest I guess, but I think it's too situational.
I meant with deathrattle minions who heal the opponent (Hench-Clan Shadequill) and you can use the 2/3 to instantly kill those minions. Like I said in the previous post, I am aware that such combos are weak and hard to pull off (and in wild players can utilize cheap cards like Circle of Healing and Zombie Chow, Corrupted Healbot + Twilight's Call). I just wanted to share this little information with the users, so that we could use it, when priest gets more deathrattle minions that heal the opponent for a bunch in standard.
[edit] Thanks, Chimera, once again for the tips. I agree with Esperanta, that there should be a guide for custom tooltips so that users would be able to make their decks more flashy. I would gladly make a thread quoting the things you said, if you have more important things to do, because imho most users skip the "Feature requested" threads and aren't aware of the things you wrote above.
Heal Priest, Heal Dudu, Arena, but no one thought of Auchenai-Heal Priest (where you use the healing to kill the opponent). The last interaction might be admittedly weak or hard to pull off, but it's still something worth noting.
I personally think, that this is very strong. It reminds me of Smuggler's Run, but the buff is bigger (if you have taunt minions that is). If Fire Plume's Heart and Stonehill Defender were still in standard, warriors would create a mid-rangy list, which would have aimed to be more aggressive in the mid-game. Curious to see how the SOU quest would look like.
[edit] The card is very sweet and arguably way, way better than Vex Crow stat- and effect-wise. After seeing this, I am confident to suspect, that a mid-rangy zoolock would appear some day, which would run both Riftcleaver and Diseased Vulture. Maybe Duskbat would be included there as well.
Back in hearthpwn I loved to mess around with the different buttons in the tools bar, which helped us make our decks more imposing. Since the admins are open for ideas for improving their site, here are my thoughts:
- Could you make the "font sizes" option so, that we could manually set the size of our texts and not just choose between the 7 given possibilities? Sometimes I feel like those are a bit too restrictive and in the cases, when I want to make different captions, they end up being either too small or too big. So I would appreciate having the ability to write my own desired size number in the aforementioned tab.
- Can you implement the eraser again (i.e. the ability to remove all links from a copy/pasted word and set its size, colour, font family to default)? Right now, if I quote something from wikipedia for example, I have to left click on the word with an external link, chose the "insert/edit link" button, manually erase the link and repeat this process for the next one.
- Speaking of quoting, can you add the option of inserting a blanc quotation text box as well?
- The following is not really important and is probably the least of your concerns, but can you make it possible for a word/phrase to show the picture of a card, if it's linked to its respective OOC card page? Example - 4 mana 7/7 should show Flamewreathed Faceless, when the user places the mouse cursor on the bolded word.
- Spoilers. I know, I know, another user made a thread about them a little while ago and people have been asking for this feature ever since hearthstation was born, but I decided to include it in the list.
And something, which wa neither an option in the tools bar nor was a thing on hearthpwn - may we please have the ability to pin a post in the comment sections of our deck pages? Right now I would like to make a post, which people would immediately see once they scroll under the deck description, without having the fear that it would be lost somewhere in the comment section, if users wrote a lot of posts after its publication. I don't have this problem yet, because people aren't active on my decks and I can always delete the desired post (btw thanks for implementing that) and paste it once again, in order for this to appear on the top. But this is a change in the future, when the site becomes more popular and more and more people come here to view hot decks and express their opinions on them.
That's all I can say. If people have other ideas on how to improve the site, you can share them here.
Nice explanation. I would give you more upvotes, if I could.
Like I said in my previous post (I have edited it, so you probably didn't see it), I suspect that the things you wrote in your second paragraph most likely reflect the reality. But on a second thought, I am almost 100% sure that the Cultist's code is really based on an "if" conditional. I guess that minions with a targeted destructive battlecry or a combo (Vilespine Slayer) are coded differently and only the animation triggers twice like you suspect.
I would imagine it only summons one Ra. For a battlecry to trigger a second time, it makes sense that the first one must resolve completely first. After one Ra is summoned, then the battlecry attempts to resolve a second time. It checks the board state, sees that it is a) not full, b) contains no other Cultists, and c) doesn't summon a second Ra.
Your statement is very logical and I suspect this is most likely the case, but please take a look at Blade of C'Thun. I have watched enough Dane's videos to know, that in combination with Brann Bronzebeard the 4/4 kills a minion twice and gives twice as many stats to C'Thun.
Even though "full board" is a bit ambiguos I'm going to assume it means you need 7 of these for it to work.
I think dormant creatures may actually help us trigger the cultist's battlecry. Reliquary Seeker states, that the player must have 6 other minions on the board, in order for the 1/1 to receive the buff. But if you go to the following page:
you would see, that dormant creatures narrow down the board space and the seeker gets buffed regardless, if you control 5 minions or less. Another example would be the case with Mind Control Tech, where the battlecry doesn't activate, if you have only 3 minions and a permanent. All of the above makes me believe, that the condition could be cheated by having a bunch of dormant creatures on the board.
Did you mean Igneous Elemental, cuz' Infested Tauren was never used in Q Rogue. I browsed through the internet for some 2019 decklist examples and in neither of those I found the 2/3 Elemental:
https://www.hearthstonetopdecks.com/decks/wild-quest-rogue-5/
https://www.icy-veins.com/hearthstone/quest-rogue-wild-rise-of-shadows-deck-list-guide
https://www.youtube.com/watch?v=gNIOQcdQ60M
Imho unless we get another minion, which generates Scarabs, the Infested Goblin won't see any play in the aforementioned deck. And even if we do, the wild meta might be too fast for an understated minion with a deathrattle effect.
I was thinking of token druid, but the card is way too slow there, right?
Stonehill Defender for warriors...
[edit] As much as I'm annoyed from seeing a reprint of this card, I can't help but admire the art. It brings me nostalgic memories from good ol' Scooby Doo series.
Deck creator's notes:
First of all, thanks once again for the support. As I promised, here are the deck's win rate, stats and a pic of the highest achieved rank:
(not really impressive, but if you continue reading, you will learn why I didn't land somewhere higher)
A month ago I used to face Big Priest, Odd Paladin and Even Shaman way more often than Miracle Mages and this is why I used to run a lot of late-game defensive tools (and a copy of Spirit Lash). I managed to reach rank 4 back then (no pic, sorry). This month however Miracle Mages are very popular and some of my greedier inclusions ended up being unnecessary. Because of this and some misplays I made out of distraction or greed, which cost me a couple of games, the win-rate from rank 9 to 5 was only 58%:
(one day I had a problem with my PC, so not all wins/losses were taken into account)
The decklists I frequently used were these:
all of which concentrated on dealing with the opponent's threats in the late-game. Since the current environment isn't optimal for such builds, the list I propose above should be good enough to win you a lot of games, while also making them enjoyable.
To all people, who care about reaching Legend with this build - I have some good and bad news. The good news are, that doing this is possible with the proposed list. The bad news are, that due to the slow start of my deck you would inevitably lose some games against aggro with a godlike starting hand, thus your grind to legend would be delayed and if you decide to make some adjustments, in order to be more competitive, you would just hurt the fun factor. I have reached Legend twice with Thief Priest before and in aggressive metas Mistress of Mixtures, Explosive Sheep and Bloodmage Thalnos(+ Spirit Lash) proved to be really helpful. So if you have a hard time dealing with Odd Paladin, Murloc Shaman, Burn Mage and maybe Kingsbane Rogue, you could easily add those cards in your deck and remove Madame Lazul and the Doomsayers. Just don't play the first two deathrattle minions against miracle mage, because we desperately want our N'Zoth, the Corruptor to summon taunts. If for some reason you often stumble upon Big Priest and Even Shaman, then add only Shadowreaper Anduin.
Those are my tips for you. I don't know if I would have the will to grind to legend yet again, because I really despise metas, where aggro mages are popular (I had this feeling against their standard ancestors bakc in the days). So I don't want to make promises I won't keep. If you have any questions regarding the deck, then don't hesitate to ask. :)
[edit] The guide isn't finished yet. I still have a couple of cards, whose names I want to adjust to the troll accent. Bless the custom tooltips. Done.
Well, I don't think it's that far-fetched. You just have to save those spells for the final turn. Moreover, in the cases when you don't face a hunter, you can just use the cycle spells (Wrath) on the 0-drop or play it alongside Wild Pyromancer, so that the prior minion would die to pyro's effect.
In my previous comment I was going to say how Skulking Geist would counter your strategy way better than the new hunter secret, but then I thought how the 4/6 is just a situational tech, while the secret can be good in various scenarios. So I expect Pressure Plate to gain a lot of popularity and good druid players would play around that spell, if they want to be competitive with that combo deck.
It won't, since there isn't anything to destroy. Same with Never Surrender!, Competitive Spirit etc.
Allow me to quote myself:
And in the case of Archmage Vargoth - the mage player has to play Time Warp first and then summon the 2/6 legendary.
Hmm, I honestly forgot about Mecha'thun Druid. I admit this spell has the potential to counter that deck, but if the druid player wants to be safe against the secret, he could include a 0-cost minion and play it on the final turn, so that the weakling could die in favour for the 10-drop. In other words you would do something in the lines of - summon the 0-drop, cast an Innervate/Floop's Glorious Gloop, summon Mecha'thun, cast the second Innervate and finally kill the legendary with Naturalize.
Yes and no. Since the card description states "after", if you cast only one spell and manage to kill Mecha'thun with it, his deathrattle will trigger before the secret comes into play. In wild you could potentially counter Mecha'thun warlocks with it, but only if they aren't careful. If they play the 10-drop, followed by Bloodbloom, the mech would be vulnerable to the destruction effect. If however the warlock plays BB first and then follows up with Mecha'thun and Cataclysm, the game is over for you.
Regardless, props for noticing this interaction.
Extremely good against control decks, since you will most likely kill a taunt, but kinda meh against aggro (with The Coin). In the latter case you are mostly going to kill 1-drops for 2 mana, but I guess the downsides pale before the highroll potential.
[edit] In wild this would be an auto-include in spell hunter, since it counters the popular decks - tempo/miracle mage and big priest. Curious to see whether spell/secret hunter would make a comeback there.
I meant with deathrattle minions who heal the opponent (Hench-Clan Shadequill) and you can use the 2/3 to instantly kill those minions. Like I said in the previous post, I am aware that such combos are weak and hard to pull off (and in wild players can utilize cheap cards like Circle of Healing and Zombie Chow, Corrupted Healbot + Twilight's Call). I just wanted to share this little information with the users, so that we could use it, when priest gets more deathrattle minions that heal the opponent for a bunch in standard.
Testing
[edit] Thanks, Chimera, once again for the tips. I agree with Esperanta, that there should be a guide for custom tooltips so that users would be able to make their decks more flashy. I would gladly make a thread quoting the things you said, if you have more important things to do, because imho most users skip the "Feature requested" threads and aren't aware of the things you wrote above.
Heal Priest, Heal Dudu, Arena, but no one thought of Auchenai-Heal Priest (where you use the healing to kill the opponent). The last interaction might be admittedly weak or hard to pull off, but it's still something worth noting.
I personally think, that this is very strong. It reminds me of Smuggler's Run, but the buff is bigger (if you have taunt minions that is). If Fire Plume's Heart and Stonehill Defender were still in standard, warriors would create a mid-rangy list, which would have aimed to be more aggressive in the mid-game. Curious to see how the SOU quest would look like.
Unlicensed Apothecary synergies. Kappa
[edit] The card is very sweet and arguably way, way better than Vex Crow stat- and effect-wise. After seeing this, I am confident to suspect, that a mid-rangy zoolock would appear some day, which would run both Riftcleaver and Diseased Vulture. Maybe Duskbat would be included there as well.
Big thanks for the info; I will gladly follow those tips.
Heya!
Back in hearthpwn I loved to mess around with the different buttons in the tools bar, which helped us make our decks more imposing. Since the admins are open for ideas for improving their site, here are my thoughts:
- Could you make the "font sizes" option so, that we could manually set the size of our texts and not just choose between the 7 given possibilities? Sometimes I feel like those are a bit too restrictive and in the cases, when I want to make different captions, they end up being either too small or too big. So I would appreciate having the ability to write my own desired size number in the aforementioned tab.
- Can you implement the eraser again (i.e. the ability to remove all links from a copy/pasted word and set its size, colour, font family to default)? Right now, if I quote something from wikipedia for example, I have to left click on the word with an external link, chose the "insert/edit link" button, manually erase the link and repeat this process for the next one.
- Speaking of quoting, can you add the option of inserting a blanc quotation text box as well?
- The following is not really important and is probably the least of your concerns, but can you make it possible for a word/phrase to show the picture of a card, if it's linked to its respective OOC card page? Example - 4 mana 7/7 should show Flamewreathed Faceless, when the user places the mouse cursor on the bolded word.
- Spoilers. I know, I know, another user made a thread about them a little while ago and people have been asking for this feature ever since hearthstation was born, but I decided to include it in the list.
And something, which wa neither an option in the tools bar nor was a thing on hearthpwn - may we please have the ability to pin a post in the comment sections of our deck pages? Right now I would like to make a post, which people would immediately see once they scroll under the deck description, without having the fear that it would be lost somewhere in the comment section, if users wrote a lot of posts after its publication. I don't have this problem yet, because people aren't active on my decks and I can always delete the desired post (btw thanks for implementing that) and paste it once again, in order for this to appear on the top. But this is a change in the future, when the site becomes more popular and more and more people come here to view hot decks and express their opinions on them.
That's all I can say. If people have other ideas on how to improve the site, you can share them here.
Nice explanation. I would give you more upvotes, if I could.
Like I said in my previous post (I have edited it, so you probably didn't see it), I suspect that the things you wrote in your second paragraph most likely reflect the reality. But on a second thought, I am almost 100% sure that the Cultist's code is really based on an "if" conditional. I guess that minions with a targeted destructive battlecry or a combo (Vilespine Slayer) are coded differently and only the animation triggers twice like you suspect.
Your statement is very logical and I suspect this is most likely the case, but please take a look at Blade of C'Thun. I have watched enough Dane's videos to know, that in combination with Brann Bronzebeard the 4/4 kills a minion twice and gives twice as many stats to C'Thun.
I think dormant creatures may actually help us trigger the cultist's battlecry. Reliquary Seeker states, that the player must have 6 other minions on the board, in order for the 1/1 to receive the buff. But if you go to the following page:
https://hearthstone.gamepedia.com/Permanent#Notes
you would see, that dormant creatures narrow down the board space and the seeker gets buffed regardless, if you control 5 minions or less. Another example would be the case with Mind Control Tech, where the battlecry doesn't activate, if you have only 3 minions and a permanent. All of the above makes me believe, that the condition could be cheated by having a bunch of dormant creatures on the board.