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Indonesiasrd_275 years ago

Dragonflights with Freeze Mage: https://imgur.com/a/tJZC9ki AAEBAf0EApfBAvSrAw6KAawBwAGuA8kDywS8CIcP9Q/H0wLe0wK0/AKfmwPwsAMA

Straightforward deck. Flamecannon is good in early game, especially against the 5/4 Evasive Feywing.

Indonesiasrd_275 years ago

Rotwing with Token Druid: https://imgur.com/a/rwh5ub0 AAEBAZICAA/pAaIC9wPmBfoN6BWNrwLNuwKrwgKe0gLm7gL2/QK9pgP7sAOitwMA

I think it's the best class because of the cheap buffs making it easier to score lethal. And the important egg/buff deathrattles are neutral anyway. Consistently winning in turn 6-7, small chance to get turn 5 kill as well.

Notes:

  • Was thinking of putting Zealous Initiate (1-drop deathrattle of buffing a random friendly minion by 1/1), but seems it's just unnecessary animation time for a small buff.
  • Saboteur probably isn't useful cause the effect is only useful from turn 6, when the game's about to be over anyway
Indonesiasrd_275 years ago

Slipstream with Druid, using Linecracker + Bees: https://imgur.com/a/k0dglZG AAEBAZICAA+KAekBnAKhBvgHntICvdMC/eoCy+wCv/IC8IkDr6ID7rADhLED+bUDAA==

Not sure if the deck composition is optimal, but it's consistent so far. Often finished the fight in 10 turns or less as well. I mulligan for the early defense cards.

The cannons can't kill Linecracker after you play him, which makes this combo works 100%.

Notes:

  • AI doesn't play around Depth Charge, they'll play minions with the Charge alive. They do play around Doomsayer though. (One time Wanderer also used his Sharkbait spell on my Void Ripper instead of Depth Charge)
  • When AI plays the 0/4 rocket cannon on turn 1, it's better to play Scorp-o-matic instead of Crazed Alchemist. Because the Rocket will trade against your 1/2, while it won't against your 2/2, which saves you 5 HP.
  • Rising Winds are mainly used for the card draw
  • Don't need to use hero power if there's no need to attack, your HP isn't an issue usually

Edit: For Wanderer, I'll include Crystal Power & Wrath, replacing Gyrocopter and Novice Engineer. The fight is a bit harder because of his Parrot spell, which can kill a Doomsayer or Depth Charge from full health. Crystal Power could kill the 2-HP parrot or rocket, or heal Linecracker if it got damaged to <5 health. Decklist: https://imgur.com/a/DWJahk7 AAEBAZICAA+KAekBoQbEBvgHntICvdMC/eoCy+wCv/IC8IkDuZQDr6IDhLED+bUDAA==

Indonesiasrd_275 years ago

Dr. Boom with zoo: https://imgur.com/a/UVzaZwY AAEBAf0GAs4G8dACDtMB9wTCCMQI2Q3dD78UtKwC8tAC8fcClIAD+6QDgaUD+7ADAA==

Consistent and usually got kills in turn 7-9.

At first I tried zoo cause I thought eggs will be a good way to play around his board clears. But seems like it's better to just play straightforward minions and not worrying about his board clears.

Platebreaker turns out to be useful, got to use it on turn 5/6 for more than 50% of my attempts. I'll keep it in mulligan if I have it

Diseased Vulture turns out to be really good with all the other self-damage cards.

Haven't tried all zoo staple cards such as Fungalmancer or Soulfire. Also haven't tried any other midrange decks intensively.

Indonesiasrd_275 years ago

Sir Finley with aggro warrior: https://imgur.com/a/Meqd8hf AAEBAQcC7weRvAIOHKECsAK7A44FqAXUBecH0ZECgrACoL0Cl/MC6bADurYDAA==

This one works well, can consistently get a turn5-6 kill (usually turn 5).

Aggro warrior isnt as consistent for Reno though, cause he have lots of board clear Also cant work well against Dr Boom because he have 60 HP instead of 30 (and Dr Boom have board clears for small minions) Not sure what will be effective against those two, probably need to try a tempo deck

Edit: Updated the deck to include Frenzied Felwing now that it's out. Obviously a good addition to any aggro decks.

Indonesiasrd_275 years ago

Tried to tweak the Priest Grobbulus deck recently, I got around 90% winrate with this deck. cdn.discordapp.com/attachments/283236838347505666/659287770258341919/unknown.png AAEBAafDAwTFBNMK1Qq5sgINigGhBPgH1gr7DPwPt7sC0cEC6NACt/ECl4cD0awD8qwDAA==

Decided to drop the Dragonfire + Spirit Lash/Thalnos and went with Mass Hysteria and Breath of Infinite instead, since those two cards doesn't require comboing with other cards Breath of the Infinite really helps with early game consistency, Mass Hysteria isn't 100% effective though and I tend to use it when I don't have Psychic Scream in my hand. Also thought of adding 1x copy of Flash/Binding Heal for extra healing, but it dilutes the Shadow Vision pool, actually harms me once cause of it

For an alternative strat, can try out the highlander priest deck made by monk. More consistent but slower. https://docs.google.com/spreadsheets/d/1_RCQN10mQZQkt9fPJ66KAH42uRiFiqHHEP0Ky2Eayio/edit#gid=0

Indonesiasrd_275 years ago

Anubrekhan with Necrium Apothecary + Deathwing Dragonlord: cdn.discordapp.com/attachments/283236838347505666/665229436303573024/unknown.png AAEBAaIHCOsCmwPFBMIG1RGfsAKm8AKRsQMLtAHGBYYJsq0C9bsCyccC5tMC3voCl60Du64Dva4DAA==

Not a consistent strat since you need to get Necrium by turn 6, but really suitable for the first boss. The nerf doesn't really affect this deck, just makes the fight one turn slower if you have your Necrium early.

  • Sinister Strike is to have more combo activators for Necrium
  • 1x Witchwood Piper seems to be the right amount. Piper itself isn't ideal cause it can be countered by his Nerubar Weblord. Having 2 also gives the chance of Piper drawing another Piper, which sucks
  • Shadow Strike is good to clear one minion, especially Nerubar Weblord when you have Piper in your hand

This strat can be applied for few other bosses as well, though that'll make the run a lot more reset heavy. (Also credits to Hess who first tried this strat)

Indonesiasrd_275 years ago

Kriziki with 80-dmg Mind Blast Priest: https://imgur.com/a/NC9MBrV AAEBAafDAwYJoQTtBdYRirACkNMCDIoB+wGcAuUE+AfWCre7AsPBAtHBAujQAp+pA9GsAwA=

Think I'm happy with this deck. Strat is to just stall/draw/heal until you got the 80 dmg combo. (Thaurissan + Mirage Caller, into Velen + Mirage Caller + Volazj + Mind Blast)

Board Clears mainly rely on Psychic Scream & Plague of Death. Shadow Visions helps giving more board clears, and helps make it consistent to get Psychic Scream before turn 7.

I think Mass Hysteria/Lightbomb isn't that effective because of the Reborns. Easier to just use your heal or draw before using Psychic Scream on turn 7. I also want to avoid directly killing Albatross without silence.

Some extra notes:

  • Mirage Caller: Using only 1 Mirage Caller could also work, since he usually will give you the Caller back with his Diamond Wings. Can't guarantee this though if he have Chronobreaker or multiple minions on his board, so I still put two to be safe.
  • Mass Dispel: Not sure if it's needed, since board clears also act as a silence anyway. But this also helps in card draw anyway, and will help in situations where it's convenient to kill Albatross early. (Also note that AI seems guaranteed to have Albatross in turn 3)
  • Shadowreaper Anduin: Not sure if this is needed as well. Could help in having more board clear for late game, and hero power to kill the reborned minion. (Edit: I swapped DK Anduin with a Soup Vendor in my 41-min PB, Anduin isn't needed and the Soup Vendor helps in giving even more card draws)
Indonesiasrd_275 years ago

Post any ideas about heroic strats here.

Indonesiasrd_275 years ago

@ajfirecracker Welcome

As with the previous BRM tavern brawl event, we'll probably won't add it to the leaderboards since it's time-limited, and almost all players won't be aware of the leaderboards which will lead it to be very incomplete.

Ww'll probably still be interested in hearing people doing runs though. Feel free to talk about this brawl and share your run on the discord, maybe could get others interested in doing these runs as well :)

Hess les gusta esto
Indonesiasrd_275 years ago

Rafaam with Mage: https://imgur.com/a/Oqhn0v8 (Note, my recent 54:36 PB is still using a worse list with 'Cant Attack' minions)

I decided to try out Mage because playing around Rafaam 1 fight with Warlock recently gave me quite a lot of losses. Mage's hero power gives more early defense, and the Raven Idol spell discover tend to give decent spells as well.

Slight advantage of being able to use Research Project and Spirit of the Dragonhawk as well.

Made some discoveries about this boss's AI when testing this boss:

  • AI seldom plays the 'Can't Attack' minions, which makes it a bad decision to put these minions in his deck. Exception applies to Eerie Statue and Unpowered Mauler, which the AI likes to play. When I tried to replace the 'Can't Attack' minions with other 0-attack minions, AI used my cards more often than his portal cards, which makes it easier to get a quick fight where AI filled his board with useless minions.
  • AI seems to think that Eerie Statue as a high-priority target. Had a situation where AI use his 8/8 minion to kill my Eerie Statue instead of hitting face (when I have 18 HP left), or another situation where AI used his Aldor Peacekeeper on my Eerie Statue instead of my 7/4 Ancient Shade. This correlates with AI's behaviour who liked to play their Eerie Statue, probably thinking it's a good card.
  • I never saw AI played Arcane Watcher, Nat Pagle and Summoning Stone somehow.
Indonesiasrd_275 years ago

Steel Sentinel with Mechathun Warlock: https://imgur.com/a/WJMSCdw

A faster, easier and more consistent way of beating Steel Sentinel compared to the Majordomo & Treachery trick. All you have to do is just stall and draw cards as fast as possible until you're fatigued.

I added 2x Bloodbloom and Hemet Jungle Hunter to have a chance of even faster games, if I happen to draw the Hemet and one Bloodbloom early.

Indonesiasrd_275 years ago

New Naz'jar strats with Flame Ward: cdn.discordapp.com/attachments/283236838347505666/614159068071854092/unknown.png AAEBAf0EBNQFkbwCrrwCnccCDdMB5Qe8CMO0Asq/Avm/AsHBAvvTAtmJA7+kA4ioA9ipA/SrAwA=

You'll be able to draw Flame Ward within turn 3 most of the time, with Ancient Mysteries & Arcanologist.

Early game minions are to help reducing the health of any enemy minion with >3 health, so it'll die to the Flame Ward.

In mulligan, I'll aggresively look for one of the six secret cards. If I have one already, I'll keep any other early game cards.

Got around 70% winrate in my testing so far, significantly better than the old hunter deck. Almost all of my wins are due to Flame Ward, while most of my losses are due to not drawing Flame Ward on time. Fight usually takes around 3.5 minutes.

Some of the tech options could be tweaked around, such as changing the amount of early or late game cards in this deck.

hilo: The Site
Indonesiasrd_275 years ago

Will be good if the default theme is night mode for newcomers to this site, since custom themes are only for night mode anyway. It'll be awkward that newcomers will probably have no idea the themes exist.

Imaproshaman les gusta esto
Indonesiasrd_275 years ago

Made some changes to Omnotron deck recently as per Herrabanani's suggestion.

Main change is that the deck only have 2 spells, Sound the Bells and Prismatic Lens. The Prismatic Lens will guarantee a Sound the Bells draw since there's no other spells. Overall this variant seems to be a bit faster cause you don't need to cast bunch of spells to get your OTK.

Another new addition is putting in Arcane Golem and Booty Bay Bookie. Using it in turn 3 will make opponent summon their Electron faster since they will have 4 mana one turn earlier.

Decklist I used: https://imgur.com/a/NVouFR7 Deckcode: AAEBAZ8FAA/7AZwCoQLSA4gF4wWhBvgH+wz8D4m0AvnsAvz8AsaJA8GYAwA= Herrabanani's spreadsheet sumarising the deck variants: https://docs.google.com/spreadsheets/d/1V5LnPZ2WRzjX31VWP1K_V19E-CcaYwT--fnrKbjgpVU/edit?usp=sharing

Indonesiasrd_276 years ago

Realspartan came up with a newer strat for Chromaggus last weekend, using Auchenai combined with green curses to kill Chromaggus. Demo video: youtube.com/watch?v=cZdQN-1Ikfk

My most recent iteration for this strats have some differences.

  • I added Deathwing to the Chromaggus Priest deck, as a third win condition besides the two Auchenais.
  • I replaced Tar Creeper with Explosive Sheep, cause another 2-drop is useful. Playing Tar Creeper at turn 3 is also not optimal since AI won't trade his 2/3 Dragonkin on the Tar Creeper

Decklist and deckcode for my most recent iteration: cdn.discordapp.com/attachments/283236838347505666/588114779118370845/unknown.png AAEBAa0GBAnCBtMK6NACDYoB7QGSD/wP2MEC5sIC0dMC0tMC3tMC4/cCl4cD64oDmJsDAA==

Indonesiasrd_276 years ago

cdn.discordapp.com/attachments/283236838347505666/585818279612776448/unknown.png AAEBAa0GAq/CAp+3Aw6QAuUEoQaKB9cKjQ+UD74PkBCZEIgU8LsC5fcCzIEDAA==

Tweaked my Thaurissan priest deck, since I think the deck could've had more heals and also recent buffs helps this deck. Not sure how optimised this list is, but seems it's still fast and consistent overall. Seldom goes to more than turn 10.

Added Light of the Naaru for an extra healing, can use it in turn 3 since you'll get damaged for at least 6 health by Moira.

Extra Arms replaced Velen's Chosen. Thought of keeping 1x Velen's Chosen, but I think I rather have other cards.

Replaced Toxic Sewer Ooze with Acidic Swamp Ooze. Rather have the 2-drop instead of 3-drop now, easier to play other cards on curve with the 2-drop Ooze. (Could've added 1x Toxic Ooze as well if I want to, but weapon removal isn't that important I think)

Added Snip-snap as well, decent card overall, and I already have quite a lot of mechs on the deck. Don't think I want to add any other mechs though, since there's not so much mechs that are good by itself.

Removed Silence, almost never used it on my previous attempts

Indonesiasrd_276 years ago

AAEBAf0GBN0P9Q+90wKggAMN0wH3BKEGzgfWB9kNkBThugKPxwL3zQLy0ALe0wL96gIA cdn.discordapp.com/attachments/283236838347505666/584368239434530837/unknown.png

Have been testing Razorgore by making tweaks in my warlock deck lately. The deck I used last time still have some chance to lose, since some of the cards are win-more cards.

Newer AI also made this boss a bit harder, since AI sometimes use Cruel Taskmaster on turn 1 on his own egg, which gives him really strong tempo. Bad early game draw will kill you quickly.

The version I used right now tried to add more solid mid-games and a bit of heals. Very unlikely to get a kill below turn 9 now, but also less likely to have the game being very slow thanks to my mid-game cards. So I'm not sure if the average speed is slower than before or not, but much less variance though. Still not sure if my deck composition are optimal or not.

Removed cards:

  • Darkshire Councilman and Fungalmancer: Win-more cards.
  • Mind Control Tech: Effect isn't that consistent.
  • Vulgar Homonculus: Not sure if it's right to remove this, but this card doesn't help in removing his first egg. Also won't kill the first egg if enemy will buff it with a turn 1 Cruel Taskmaster.

New cards:

  • Kooky Chemist: Solid stats for mid-game, and removes an egg instantly
  • Corrupting Mist: Good for early/mid game if you aren't in an ideal situation, as per Monk's suggestion. Can't be used to remove his first egg though.
  • Despicable Dreadlord: Solid mid-game minion
  • Zilliax and 1x Healbot: Need healing sometimes if things aren't ideal, so I can keep using Life Tap (This boss have Wolfrider, Bloodlust and Dragon's Breath). Don't want to put more since other healings besides Zilliax doesn't build your tempo.

Also tried to use Sightless Ranger, thought it'll be a more sustainable version of Imp-losion. Prefer to have Dreadlord and Doomguards as 5-drops though

Don't know if there are other decks besides zoolock that is better for this boss. Warlock have lots of tools to deal with the eggs, and Life Tap to keep more consistent tempo in mid/late game. Tried Odd and regular Paladin a bit but they don't have good tools to deal with the eggs

Indonesiasrd_276 years ago

Lich King Shaman with Scaled Nightmare and Kelthuzad Taunt trick: cdn.discordapp.com/attachments/283236838347505666/572492250274332713/unknown.png AAEBAaoIBuIGgg7ErgKwrwLHwQK0zQIM8gH7AZwCgQT+BfgH/A/SE8fTAvPnAsvsAsWZAwA=

  • Hex could be used to remove an enemy taunt after clearing Souls, or to create a taunt for yourself when you already have a kelthuzad on board with only one taunt
  • mulligan for an early defensive tool, card draw or Mossy Horror/Abusive Sergeant kelthuzad might be kept as well in mulligan, i guess
  • if you have both the "Scaled Nightmare + Cryostasis" and "Kelthuzad + Taunt" combo, play the Scaled Nightmare combo first. LK will ignore the frozen Scaled Nightmare, so your game will be one turn faster
  • Attempts usually ranging between around 4:00 to 5:10 evolve shaman could be faster when things go really well, but i think it's still slower on average than using Scaled Nightmare
Hess les gusta esto
Indonesiasrd_276 years ago

Lich King Rogue with turn 6 Chef Nomi: https://imgur.com/a/BPfa3X1 AAEBAaIHBLQBkrYCy+wC0pkDDYoBxgWIB4YJ+asCsq0C9bsC/MECm8gC0OMCt/UCo/cCvYwDAA==

With only 5 minions in the deck, and a Coin from Swashburglar, you can trigger Chef Nomi's effect on turn 6. (Unless if you draw your Swashburglar in turn 6, which means you won't be able to have 7 mana in turn 6. And the game will be slowed down by at least 1 turn)

There's still a very small chance of losing, if enemy have a good early game and an Obliterate on your Doomsayer.

If you want to be riskier, could also play 2x Swashburglar. This means having only 4 minions in the deck to get an empty deck by turn 5. Not so consistent because you need to draw your cards in the right order, although still have a much better chance to get a pre-Frostmourne kill compared to using Murloc Rogue.

Demo video: www.youtube.com/watch?v=z9CgKICcSmI

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