Thanks so much for the feedback! Here is the new version, I think the art was definitely an issue. After further thinking about balance, I think reducing the number will make it too easy to have a one card win condition vs slow decks as you don't have to devote your whole deck to it unlike Mechathun which requires a combo. With having to only have few cards that are not Essence of Doom the turns before you win, you have to balance when you are ready to add Essences of Doom to your hand and maybe even slow decks can win before then. On the other hand, this makes it easier for fast decks to win as you have less hand slots for cards but you can run them out of value with control tools and set up a taunt wall before going for the win condition. I think this will be more fair and interesting than Mechathun as Mechathun goes off before turn 10 consistently in warlock. You usually try to draw through your deck as soon as possible and then just win. With this, the fact that it clogs up your hand and spends mana makes it so that it is not always the best choice to play every turn.
edit: I tried to add a watermark but it does not get added, I am using hearthcards.net
Any thoughts on how to improve this? The effect is very powerful but it takes a minimum of 10 turns to achieve and it can be tough to manage your hand without burning cards at the end as you need to fill your hand with Essences of Doom. Maybe it is actually too weak?
If anyone is playing C’thun shaman it is updated and much more competitive now, make sure to remove Emperor Thaurissan and Doomcaller and put in two Fencing Coaches, they let you double your [Hearthstone Card (C’Thun) Not Found]’s damage on turn 10 and make the Shudderwock combo guaranteed infinite the first time you play it and all the other times, because Shudderwock will replay its battlecry.
This deck has been updated: For much better competitiveness make sure to remove Emperor Thaurissan and Doomcaller and put in two Fencing Coaches, they let you double your [Hearthstone Card (C’Thun) Not Found]’s damage on turn 10 and make the Shudderwock combo guaranteed infinite the first time you play it and all the other times, because Shudderwock will replay its battlecry.
The nice thing about ashes of outland which makes reno exodia more consistent is that you can use maiev shadowsong to make a minion dormant and have only one of zola or brewmaster bounce a minion, and then when the minion is not dormant anymore you can do the combo with garrison commander. So out of the three bounce or dormant cards you can keep any two for the combo and use one for tempo or to bounce something like reno. Against a deck like secret mage bouncing reno plus having tempo and removals can win without the combo.
I saw it a couple times in the last couple of months, this is the list I made for it that wins a decent amount (it's reno for anti aggro and tempo but has a lot of card draw for consistency, it can sometimes win without the combo just with tempo too). https://outof.cards/hearthstone/decks/15448-reno-exodia-paladin
Have you ever tried reno druid, that's one of my favorite decks as well that's sort of competitive.
Also, I am still testing changes to this deck and will update it tomorrow, but if you are trying it today fencing coach is a good include instead of emperor thaurrisan and Doomcaller should be taken out.
I'd like to add you if you're on US server, I try to add anyone who likes interesting decks in wild other than tier 1 decks. My tag is Swizard#1993 (if anyone is reading this comment and likes unique wild decks feel free to add, I usually play to wild Legend first few days and then play fun decks for the rest of the month)
This deck will be updated soon. I am testing out the following changes, and if anyone has any ideas about whether those changes would make the deck better or worse please comment:
Spirit of the Frog draw with some low cost spells might be a good alternative to draw faster and improve versus aggro, I will try to replace some cards with Spirit of the Frog and low cost spells and see if that's better.
Fencing Coach will be substituted into the deck instead of Emperor Thaurissan, it seems that Fencing Coach is a much better combo piece as it takes only 3 mana to set up your infinite Shudderwock turn later. However, remember that there is a high chance of the Shudderwock combo working if you had two doppelgangsters played and a decent chance if one was played, so if you are against a fast deck it is better to risk your Shudderwock not going infinite and playing it earlier. Sometimes even one Shudderwock is enough to get your C'Thun to otk levels.
Finally, I am experimenting with taking Doomcaller out of the deck as it is in mostly to protect against dirty rats which are not prevalent in the meta now. You don't need to replay your C'Thun many times because if you play it once your Shudderwock can go infinite and deal damage.
I would love to hear any thoughts regarding any of the changes or how this deck is working out for you.
That worked.
Thanks so much for the feedback! Here is the new version, I think the art was definitely an issue. After further thinking about balance, I think reducing the number will make it too easy to have a one card win condition vs slow decks as you don't have to devote your whole deck to it unlike Mechathun which requires a combo. With having to only have few cards that are not Essence of Doom the turns before you win, you have to balance when you are ready to add Essences of Doom to your hand and maybe even slow decks can win before then. On the other hand, this makes it easier for fast decks to win as you have less hand slots for cards but you can run them out of value with control tools and set up a taunt wall before going for the win condition. I think this will be more fair and interesting than Mechathun as Mechathun goes off before turn 10 consistently in warlock. You usually try to draw through your deck as soon as possible and then just win. With this, the fact that it clogs up your hand and spends mana makes it so that it is not always the best choice to play every turn.
edit: I tried to add a watermark but it does not get added, I am using hearthcards.net
Any thoughts on how to improve this? The effect is very powerful but it takes a minimum of 10 turns to achieve and it can be tough to manage your hand without burning cards at the end as you need to fill your hand with Essences of Doom. Maybe it is actually too weak?
next: a warlock demon with pirate synergy
next: goblins vs gnomes spell that does a lot at once (like Ultimate Infestation)
next: powerful build around hunter legendary
Tyrantus
next: more dinosaurs
make it have large stats, can be elemental or beast
How about this?
Thoughts / balancing ?
It’s sometimes used in even hunter as well.
If anyone is playing C’thun shaman it is updated and much more competitive now, make sure to remove Emperor Thaurissan and Doomcaller and put in two Fencing Coaches, they let you double your [Hearthstone Card (C’Thun) Not Found]’s damage on turn 10 and make the Shudderwock combo guaranteed infinite the first time you play it and all the other times, because Shudderwock will replay its battlecry.
This deck has been updated: For much better competitiveness make sure to remove Emperor Thaurissan and Doomcaller and put in two Fencing Coaches, they let you double your [Hearthstone Card (C’Thun) Not Found]’s damage on turn 10 and make the Shudderwock combo guaranteed infinite the first time you play it and all the other times, because Shudderwock will replay its battlecry.
creepiest art
magnetic synergy
next: anything
The nice thing about ashes of outland which makes reno exodia more consistent is that you can use maiev shadowsong to make a minion dormant and have only one of zola or brewmaster bounce a minion, and then when the minion is not dormant anymore you can do the combo with garrison commander. So out of the three bounce or dormant cards you can keep any two for the combo and use one for tempo or to bounce something like reno. Against a deck like secret mage bouncing reno plus having tempo and removals can win without the combo.
I saw it a couple times in the last couple of months, this is the list I made for it that wins a decent amount (it's reno for anti aggro and tempo but has a lot of card draw for consistency, it can sometimes win without the combo just with tempo too). https://outof.cards/hearthstone/decks/15448-reno-exodia-paladin
Have you ever tried reno druid, that's one of my favorite decks as well that's sort of competitive.
Also, I am still testing changes to this deck and will update it tomorrow, but if you are trying it today fencing coach is a good include instead of emperor thaurrisan and Doomcaller should be taken out.
I'd like to add you if you're on US server, I try to add anyone who likes interesting decks in wild other than tier 1 decks. My tag is Swizard#1993 (if anyone is reading this comment and likes unique wild decks feel free to add, I usually play to wild Legend first few days and then play fun decks for the rest of the month)
next:
Demon Hunter beast
ignore this I posted a few seconds after someone else
next:
Overpowered card to push an underplayed archetype
This deck will be updated soon. I am testing out the following changes, and if anyone has any ideas about whether those changes would make the deck better or worse please comment:
Spirit of the Frog draw with some low cost spells might be a good alternative to draw faster and improve versus aggro, I will try to replace some cards with Spirit of the Frog and low cost spells and see if that's better.
Fencing Coach will be substituted into the deck instead of Emperor Thaurissan, it seems that Fencing Coach is a much better combo piece as it takes only 3 mana to set up your infinite Shudderwock turn later. However, remember that there is a high chance of the Shudderwock combo working if you had two doppelgangsters played and a decent chance if one was played, so if you are against a fast deck it is better to risk your Shudderwock not going infinite and playing it earlier. Sometimes even one Shudderwock is enough to get your C'Thun to otk levels.
Finally, I am experimenting with taking Doomcaller out of the deck as it is in mostly to protect against dirty rats which are not prevalent in the meta now. You don't need to replay your C'Thun many times because if you play it once your Shudderwock can go infinite and deal damage.
I would love to hear any thoughts regarding any of the changes or how this deck is working out for you.
I like it a lot now!
Seems way too powerful, in wild token druid filling a board with 2/2s makes your mana crystals go away. You should make it cost more.