My goal is 15 by the end of the month without having to dust anything non-extra. I've finally reached the point where aside from getting all characters to 10 and getting 100 wins, I've used up the beginner content and am now at 60 gold with no arena runs left. I've got 9 levels to go as priest and shaman, 2 as rogue, and 6 as hunter. Since I've been doing this in ranked, it's taking longer than if I had just grinded against ai. The upside of that is gold, since I've had 18 ranked wins basically responsible for the sum total of all my gold right now. I would say I'm at least 2/3 of the way to the 300 gold at 100 wins, and I've opened 10 packs so far. Not that bad for less than 3 days when I suck at arena.
Joined: Sep 22, 2013 Posts: 5419 Location: somewhere btwn Achilles and the tortoise
Preferred Pronoun Set: ♀
So, before TGT, I was running a Mech Aggro Druid that focused on using Innervate and Mechwarper along with a ton of cheap Mechs to flood the board. Power of the Wild and Savage Roar pumping them up, Jeeves for when emptying my hand so early killed my steam, and Mimiron's Head topping out the curve for the trollface kill (which actually happened a lot more often than you might think). Turn 1 Innervate Mechwarper Anodized Robo-Cub Clockwork Gnome was always so satisfying to open with. It happened the first time I ever played the deck (and admittedly only once since), but I've never looked back.
When TGT came out, it got Living Roots over Wrath, and I considered putting Mulch in over my singleton Naturalize for the obligatory removal that combos with Jeeves, but since it was so devoted to Mechs and Clockwork Knight is too high for its curve, all the minions stayed the same. And I wanted to put a new twist on the deck to accommodate the new cards.
Putting the Mech frame on a Discard Warlock frame ended up being the perfect fit. I sacrificed incredibly explosive opening turns for a Hero Power that could save me when I didn't draw Jeeves for the 3-card refill, and a higher curve for greater overall consistency and mid-to-late-game staying power.
The decklist (as it stands now) is:
Fist of Jeeves
1 Cogmaster 2 Flame Imp 2 Power Overwhelming 2 Soulfire 2 Annoy-o-Tron 2 Mechwarper 2 Micro Machine 1 Succubus 2 Tiny Knight of Evil 2 Harvest Golem 1 Sense Demons 2 Spider Tank 2 Fist of Jaraxxus Gormok the Impaler 2 Jeeves 2 Doomguard Mimiron's Head 1 Sea Giant
It's an incredibly fun deck. I don't exactly climb the ladder with it, but I do get to Power Overwhelming my V-07-TR-0N and occasionally summon a Doomguard dropping both Fists, and frankly there's nothing I find more fun than that.
I think the Druid version is still more-powerful overall. The single biggest problem with the Discard deck is when you have more than 1 discard card in your hand, you can't empty your hand to avoid the drawback. A Soulfire/Soulfire/FoJ hand means that the difference between dealing 12 for 2, and 4 for the crippling cost of killing one card and rendering the other inert, is a coin flip. And when that happens, that coin flip will decide the game. This has happened less since I cut a Succubus, and sometimes I get lucky, but when it doesn't turn out in my favor, it's always incredibly unsatisfying.
My friend who's way better at this game then me says I should make room for Void Terror and Voidcaller (by cutting some combination of Cogmaster, Succubus, and Gormok), which I'll probably do, since I'm already running Power Overwhelming and Pit Lord anyway. But the point is, I've worked hard creating this deck and have had a lot of fun playing it, so if any of y'all have any thoughts about it, I'd love to hear 'em!
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Last edited by ParadOxymoron on Sun Sep 13, 2015 10:18 pm, edited 1 time in total.
"Totem Shaman remains in the dumpster this week as players struggle to find a refined list in this Paladin heavy meta. This week Loyan demonstrated just how over hyped some TGT cards are. This list opts to run no Tuskar Totemic and one Thunder Bluff Valiant. The omission of Tuskar Totemic shows just how much Shaman cannot afford to lose tempo early, and when Tuskar is a 3/2 and 0/2 for 3 mana it just isn’t good enough against aggro. One Thunder Bluff demonstrates how slow the card is, which is a shame because the card would be incredibly strong and a staple at 2 in a slower meta. Sludge Belchers see play over Azure Drake largely due to the aggro as well as Drake being vulnerable to Death's Bite and Piloted Shredder. In order to make up for the lack of cycle, Neptulon was added, which in turn makes Healing Wave a little more consistent. BGH is always a good card to include, and with the addition of Mysterious Challenger in Secret Paladin, the pivotal minion is just shy of being a BGH target. BGH does allow you to be more reckless with your Hexes to fight for tempo against Control Warrior, Druid, or Handlock."
^ While they are not the end all be all, I don't know of any popular site that puts totem shaman at tier 2 or higher. The class as a whole is "in the dumpster", with mech shaman not even registering apparently (seems I was wrong and it's really really bad off).
As Priest? Why would I care about Justicar? They're probably the class least concerned about their opponent's life total, unless you play those silly combo variants.
Joined: Jun 04, 2014 Posts: 15599 Location: Freedom
Preferred Pronoun Set: they
I'm looking to dust some stuff to kickstart my way to a good deck. I got rid of all the stuff from that guide Jack posted, what are some other good dust targets? especially rare+. are murloc decks a real thing or can I just dust my enablers for that? because I have Warleader and that's a lot of dust.
also I'm mostly buying GvG to build a mech deck so things from that that are good dust targets would be good to know.
Joined: Jun 04, 2014 Posts: 15599 Location: Freedom
Preferred Pronoun Set: they
yeah once I have a passable deck I'll stop, but I mean even if I dust everything now I can eventually get a complete collection down the road. but I've been trying to grind out things with all-basic decks in casual and that's just painful. so I'd like to skip to decent-deck land asap because that gives me the resources to get more things faster and net myself a better collection overall.
A lot of good cards are in the adventures too, and are therefor uncraftable.
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