RavenSunHS
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1,472 totalHaven't tried because it's (2) do nothing on the same turn, and no body.
I'll try it out tho. Just few more games with the thief, just to be sure she's not worth her slot. ;p
PS: I …
In Wild there is always room for Control.
Ofc not any Control, and you can't always expect to smash the meta with a Control deck, but you should always get away with decent winrate, as long as you know …
I kinda hate Illucia but I can't even be mad at her usage in this deck.
Removed [card]sap[/card] and included 1x [card]counterfeit coin[/card] (too often I find myself short of mana for swings), and 1x [card]beneath the grounds[/card] (let's counter those Control Reno decks)
Depending on how the meta evolves, 1x [card]vilespine slayer[/card] could be …
Well, I built this deck for fun but also trying to make it effective in ladder (this is my typical approach).
It's a revamp to Oil Rogue with a focus to Combo cards (which I deem the best fun …
Leeroy is absolutely fine.
I have some playtesting against some meta decks at D5 and it proved fair enough, but no extensive results at higher ranks after the expansion hit (so many ideas to try).
Btw, I just came up with a smart nerf for [card]lightning bloom[/card]:
REFRESH 2 mana. Overload (2).
That's still a decent tool for some swings, but it doesn't break the Curve anymore. EZ.
Curve breaking ie Ramping …
Current quest-based gold system is already quite of a grind.
Having it turned into an xp-based continuum looks pretty at first glance, but it's actually just a worse grind.
I am ok with xp giving cosmetics and perks, …
Quote From LyraSilvertongue Quote From RangDipkin Quote From RavenSunHS
- [card]Mindrender illucia[/card] is just no fun. Having key cards stripped away from hand is just abominable, and doing it for (2) is dirty cheap. …
[card]Goody two-shields[/card] is far from OP once the meta knows how to deal with it (basically a double ping) AND Paladin needs strong cards.
Same thing goes for [card]high abbess alura[/card].
I mean, it's not like the game …
I am speaking from a Wild pov, but I guess what is not broken here is fine in Standard too.
[card]Secret Passage[/card] is an ok card. It looks busted but it isn't. Because you need a pretty low curve …
Quote From RavenSunHS In Wild, [card]kingsbane[/card] is still inconsistent, despite [card]secret passage[/card].
You can find lethals out of nowhere, but you lose the board too easily, and Reno decks can Control you pretty well. I'm afraid the …
I have just realized that the forced attack from [card]lunar crescent[/card] is free: this means the minion can still attack normally afterwards, if it survives ofc.
Basically a minor version of windfury, board-wide.
Or, otherwise said, a …
In Wild, [card]kingsbane[/card] is still inconsistent, despite [card]secret passage[/card].
You can find lethals out of nowhere, but you lose the board too easily, and Reno decks can Control you pretty well. I'm afraid the good ol' Oil/Miracle days are …
Here's one. I already tested it pre-Scholomance, and it worked to some extent. Not sure now, but with new cards it should be better.
It's a token deck, but more Tempo than pure swarm (which I generally don't like, …
[card]Tour guide[/card] is gonna revamp EVERY Odd deck in Wild with the sole exception of Priest and Warrior.
[card]Manafeeder Panthara[/card] is going to do the same with Even decks.
[card]Secret Passage[/card] is basically the new take at Miracle Rogue, now that powercreep has ruled [card]gadgetzan auctioneer[/card] out of meta.
The card's actually more exciting than several legendaries in the expansion.
Let me add my Odd Token Druid:
[deck]18113[/deck]
I'm intrigued by Token Odd Druid, using the plethora of new 1-cards: the idea is to make a defensive Tempo deck, hoping that the other Aggro decks (chiefly Odd DH and Rogue, which I can hopefully counter) can crush the …
Yeah, Loatheb is possibly more powerful, but my point was that Loatheb is the correct comparison. Much more than Lazul, despite the nearly identical spying effects.