In brawl so far I am 2-1. 2 wins with a Warrior and 1 lose with a Priest. Priest Hero power seems like it would make the higher HP beasts pulled that much better (and it has holy novas), but the actual removal of Warrior seems much stronger and Warrior has rampage in the deck which is just awesome.
Oh also, the Tavern Brawl is great for finishing a "play 30 minions with mana cost 2 or less" quest really quickly. Got 28/30 in my first brawl game.
Yeah, I think I'm going to farm this brawl for dailies until ranked calms down.
My alloted hearthstone time today was 30 mins. 25 of those were spent in a control warrior mirror match at rank 17. We both ran out of cards and I had a life advantage, but I had to play Deathwing and he still had Sylvannas left. So my hearthstone matches today were 100% getting killed by my own Deathwing.
From what I've read, the pack rewards are temporary, but with an undetermined end date.
They basically said, "Brawls will give out on free pack per week... until they don't." I would guess they have no specific plan to turn that off -- they're just hedging.
Okay, I keep seeing the term and I had hoped I'd catch on to what it means, but like a doof I haven't. So:
What's "tempo?"
Tempo, in its most basic form, is simply using your mana more efficiently than your opponent.
To broaden the concept a bit:
This is a game about resources. At a fundamental level the game only has one starting state consisting of three initialized variables: Life, Hand size, and Mana. There are also only two forced actions a turn: gain a mana crystal and draw a card. Because these two rules fundamentally limit our actions in the game, being able to break those rules is typically very powerful (drawing more cards, gaining more mana). Ultimately, though, our goal is to win the game which requires dealing damage to our opponent (or running them out of cards, thus forcing them to take damage). To achieve this objective, we must play cards. And playing cards is the most critical element of the game.
More cards drawn per turn (or using your cards more efficiently than your opponent) is called "Card Advantage". The idea is that the longer the game goes on, the more cards you will have, the more options you will have to try to win. In the long game, the one card per turn rule is a hugely limiting factor, because as you spend cards they are lost. Card Advantage becomes the means of obtaining more options to refill those lost cards.
Gaining more mana than your opponent, or using your mana more efficiently is generally referred to as "Tempo". (There is one minor nitpick here in that life can be a tempo resource, but it gets complicated to explain). The idea here is that in the early game everyone is heavily mana constrained. Most of the cards in your deck are uncastable on turn 1, and thus you need time (tempo) to gain more mana so you can play your cards. Aggro decks try to take advantage of this by playing cheap cards, so they can "curve out" and play threats every turn more efficiently than their opponent can remove them. Control decks, by contrast, want to play more expensive and more powerful cards. So they need to supplement those spells/minions with cards that will help them buy time so they can reach the mana requirements for their more expensive cards.
At its primal level, the game is about exchanging one resource for another. You spend mana to play cards. Cards can then turn into more mana, or more damage, or more minions, or more life, and even more cards! All of these resources flow into each other and can be exchanged back and forth. Mana can be converted into minions, which can be turned into damage sources, which are then worth cards when your opponent spends his own mana and cards to kill it. Or with a card like innervate, you can directly turn a card into mana, into a creature or spell, that itself is worth more mana than your opponent has available. Or even further, the warlock hero power can trade life and mana to give you more cards.
All of these resources are exchanged and transformed over the course of a game. How they are utilized and to what purpose, ultimately leads to the deck archetypes, and how the metagame forms.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Okay, I keep seeing the term and I had hoped I'd catch on to what it means, but like a doof I haven't. So:
What's "tempo?"
Tempo, in its most basic form, is simply using your mana more efficiently than your opponent.
To broaden the concept a bit:
This is a game about resources. At a fundamental level the game only has one starting state consisting of three initialized variables: Life, Hand size, and Mana. There are also only two forced actions a turn: gain a mana crystal and draw a card. Because these two rules fundamentally limit our actions in the game, being able to break those rules is typically very powerful (drawing more cards, gaining more mana). Ultimately, though, our goal is to win the game which requires dealing damage to our opponent (or running them out of cards, thus forcing them to take damage). To achieve this objective, we must play cards. And playing cards is the most critical element of the game.
More cards drawn per turn (or using your cards more efficiently than your opponent) is called "Card Advantage". The idea is that the longer the game goes on, the more cards you will have, the more options you will have to try to win. In the long game, the one card per turn rule is a hugely limiting factor, because as you spend cards they are lost. Card Advantage becomes the means of obtaining more options to refill those lost cards.
Gaining more mana than your opponent, or using your mana more efficiently is generally referred to as "Tempo". (There is one minor nitpick here in that life can be a tempo resource, but it gets complicated to explain). The idea here is that in the early game everyone is heavily mana constrained. Most of the cards in your deck are uncastable on turn 1, and thus you need time (tempo) to gain more mana so you can play your cards. Aggro decks try to take advantage of this by playing cheap cards, so they can "curve out" and play threats every turn more efficiently than their opponent can remove them. Control decks, by contrast, want to play more expensive and more powerful cards. So they need to supplement those spells/minions with cards that will help them buy time so they can reach the mana requirements for their more expensive cards.
At its primal level, the game is about exchanging one resource for another. You spend mana to play cards. Cards can then turn into more mana, or more damage, or more minions, or more life, and even more cards! All of these resources flow into each other and can be exchanged back and forth. Mana can be converted into minions, which can be turned into damage sources, which are then worth cards when your opponent spends his own mana and cards to kill it. Or with a card like innervate, you can directly turn a card into mana, into a creature or spell, that itself is worth more mana than your opponent has available. Or even further, the warlock hero power can trade life and mana to give you more cards.
All of these resources are exchanged and transformed over the course of a game. How they are utilized and to what purpose, ultimately leads to the deck archetypes, and how the metagame forms.
I would say that rather than using mana more efficiently it's using mana to get more immediate impact (hero power is really mana efficient if on turn 3 with a 1 drop, but that sucks for tempo), but other than that spot on.
0
VariableMouth CongressStroke Me Lady FameRegistered Userregular
edited July 2015
I've lost one game today going from rank 16 to rank 9 now and in said game I had no plays for 3 or 4 turns against a hunter.
whatever ranked craziness people might be seeing doesn't do anything to a wall of taunts.
I watched my game against forsen's patron back and he called on of my plays stupid (didn't attack his armorsmith with my zombie chow. I figure he's correct here and will do that from now on, it makes sense) and one of them lucky (I stole a 3/3 patron when there was a 3/1 and 3/2 on the board... but I also had a keeper of the grove so while I got lucky to wipe his board I'd have still had the silence if he kept the 3/3 and would have won. also I was 50/50 to steal a full health one (there were 2 at 3/3) so I don't see that as particularly lucky)
edit - holy shit. just had a long game vs a rogue. he's almost through all of his deck but all I have left is a sapped KT. on the turn he sapped the KT he played double tinker's hitting me with 9 from hand and a 9 power minion. didn't matter that he hadn't done much damage yet because that was lethal the next turn without a topdeck.
I draw harrison. destroy the weapon which means I probably live next turn but maybe not. what does harrison draw? bgh! crazy. rogue concedes next turn.
now, I had those 2 cards plus another bgh as outs but no other direct damage remaining (no swipes no keepers no wraths... maybe a druid of the claw or whatever the 4/6 taunt or 4/4 w/ charge is which could have traded with the minion.
I'm playing it now if you want to come watch me fail.
I started with oil rogue right away since I'm back at R18 so I don't really care about standing. Played a few games, here are my results so far.
2 tempo mages, 1-1. Lost only because I miscounted lethal. Was ahead the whole game and then botched it at the end. Should have won that one.
1 warrior, 0-1. Just couldn't really do anything, he had too much armor by the time I was ready to burst, and he controlled my board well.
2 hunters, 1-1. When I won, I got there faster. Pretty simple.
1 priest, 1-0. Poor priest.
Control warrior and hunter are tough matchups for oil rogue.
I'm up to rank 14 so far today with Malylock. I'm running the version with 2 gang bosses, 2 abusives, and 2 bgh's. It's a fun deck. It has great tempo plays, answers for everything, and draws a lot of cards. It doesn't need the Maly combo to win, but it's fun when it happens and it's clutch when the game goes long. Probably 3/4 of my wins I get by out-tempoing the opponent and burning them down before I even have the cards or mana to do the Maly combo.
From what I've read, the pack rewards are temporary, but with an undetermined end date.
They basically said, "Brawls will give out on free pack per week... until they don't." I would guess they have no specific plan to turn that off -- they're just hedging.
I think it's a nice way to get new players up to speed, and it's nice for the rest of us who are still digging for epics and legendaries in the classic set.
So, did a Brawl, me as Hunter vs. a Paladin. Got the card that gives a beast Inmune and a stat boost, got me the tempo by letting me kill his Gah'zilla with my Malorne. After that, dropped a Core Hound, he got me low, but I topdecked a Explosive Trap, he got greedy and wiped his board. GG.
This brawl is kind of dumb, you just very slowly win or lose depending on what you RNG pull. Random can be fun if it doesn't take forever.
Or you win a game with a Core Hound.... at one health... because you top decked a sap the turn prior to sap his web spinner and sac a stampeding kodo into his Emperor Cobra...
Bad Screen shot he just set down two spinners to try to confuse
Weirdest win ever. This brawl makes for funny combos so far.
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I played a brawl against a warrior who got no less than three Gaz'rillas.
I got the itch to PUT MY FAITH IN THE LIGHT today so I whipped up a Midrange Paladin deck.
With a key difference though.
SEKRITZ! Well, Avenge, at the very least.
Pretend Tirion's in there too. I don't have him yet (about 300 dust shy!), but he absolutely belongs in there.
Anyway let's talk about Avenge. Avenge is so good, you guys! It's a ridiculous tempo gain. +3/+2 is some goddamn good value. Turn a Hero Power token into a 4/3, or a Shielded Minibot into a 5/4. IT'S GREAT. So that was the crux of the deck. I wanted to try out Avenge and Mad Scientist, and the result has been incredibly good. I remember back when Avenge came out and everyone was shit talking it, including myself. After trying it out for a bit I take it all back. Gives you board advantage, puts more pressure on the board, enables better trades. So much value.
Oh hmm I also noticed Thaurissan is missing too. Deck might be fine without him though? Can usually curve out pretty well. Still might try to fit him in, but the decklist is kinda tight as is. Maybe take out Sylvanas? But she's so good, so I dunno.
Battle.net Tag: Dibby#1582
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I got the itch to PUT MY FAITH IN THE LIGHT today so I whipped up a Midrange Paladin deck.
With a key difference though.
SEKRITZ! Well, Avenge, at the very least.
Pretend Tirion's in there too. I don't have him yet (about 300 dust shy!), but he absolutely belongs in there.
Anyway let's talk about Avenge. Avenge is so good, you guys! It's a ridiculous tempo gain. +3/+2 is some goddamn good value. Turn a Hero Power token into a 4/3, or a Shielded Minibot into a 5/4. IT'S GREAT. So that was the crux of the deck. I wanted to try out Avenge and Mad Scientist, and the result has been incredibly good. I remember back when Avenge came out and everyone was shit talking it, including myself. After trying it out for a bit I take it all back. Gives you board advantage, puts more pressure on the board, enables better trades. So much value.
Oh hmm I also noticed Thaurissan is missing too. Deck might be fine without him though? Can usually curve out pretty well. Still might try to fit him in, but the decklist is kinda tight as is. Maybe take out Sylvanas? But she's so good, so I dunno.
I'd say drop the second Quartermaster first. That's usually one of the first cards I've seen cut from higher-tier pally decks.
Also, that deck title severely disappointed me. It's not secretadin without a minimum of six secrets and gazlowe :P
Edit: That said, I did just open Bolvar... might make a low-end secret/deathrattleadin deck with secret keeper/creeper/scientist/harvest golem/shredders with Bolvar as a big finisher.
I got the itch to PUT MY FAITH IN THE LIGHT today so I whipped up a Midrange Paladin deck.
With a key difference though.
[img -breaking this tag for quoting- http://i.imgur.com/dwmh0vR.png [/img]
SEKRITZ! Well, Avenge, at the very least.
Pretend Tirion's in there too. I don't have him yet (about 300 dust shy!), but he absolutely belongs in there.
Anyway let's talk about Avenge. Avenge is so good, you guys! It's a ridiculous tempo gain. +3/+2 is some goddamn good value. Turn a Hero Power token into a 4/3, or a Shielded Minibot into a 5/4. IT'S GREAT. So that was the crux of the deck. I wanted to try out Avenge and Mad Scientist, and the result has been incredibly good. I remember back when Avenge came out and everyone was shit talking it, including myself. After trying it out for a bit I take it all back. Gives you board advantage, puts more pressure on the board, enables better trades. So much value.
Oh hmm I also noticed Thaurissan is missing too. Deck might be fine without him though? Can usually curve out pretty well. Still might try to fit him in, but the decklist is kinda tight as is. Maybe take out Sylvanas? But she's so good, so I dunno.
I wouldn't take out Sylv. I feel that deck looks good enough without Thaurissan.
Considerations:
With Avenge only costing 1 as it is, I don't feel the mad scientists carry their worth. Yes, they're tutors but sometimes you draw the avenge before them and that is just sad. I'd prob replace them with either Zombie Chow or Knife Juggler. Also if you do take out the Scientists you could run a single redemption because that is just insane with Tirion/Sylv/Sludge and most people don't expect it.
You're short on draw. Midrange Paladin makes good use out of Vigil, imo, so I'd try to fit at least one in. Probably for the second quartmaster.
I would try to keep track of your weapon usage. You have 5 weapons in there (although two are mostly bad) and with Tirion that will be 6. You could replace the coghammer with a Defender of Argus.
You only have one BGH target, so it could make sense to replace Boom with Ysera or something. That makes the deck slower though, so it changes some matchups. The other option is to do like this guy did and put in Sea Giant: http://teamarchon.com/strategy/63-in-defense-of-blessing-of-wisdom
I got the itch to PUT MY FAITH IN THE LIGHT today so I whipped up a Midrange Paladin deck.
With a key difference though.
[img -breaking this tag for quoting- http://i.imgur.com/dwmh0vR.png [/img]
SEKRITZ! Well, Avenge, at the very least.
Pretend Tirion's in there too. I don't have him yet (about 300 dust shy!), but he absolutely belongs in there.
Anyway let's talk about Avenge. Avenge is so good, you guys! It's a ridiculous tempo gain. +3/+2 is some goddamn good value. Turn a Hero Power token into a 4/3, or a Shielded Minibot into a 5/4. IT'S GREAT. So that was the crux of the deck. I wanted to try out Avenge and Mad Scientist, and the result has been incredibly good. I remember back when Avenge came out and everyone was shit talking it, including myself. After trying it out for a bit I take it all back. Gives you board advantage, puts more pressure on the board, enables better trades. So much value.
Oh hmm I also noticed Thaurissan is missing too. Deck might be fine without him though? Can usually curve out pretty well. Still might try to fit him in, but the decklist is kinda tight as is. Maybe take out Sylvanas? But she's so good, so I dunno.
I wouldn't take out Sylv. I feel that deck looks good enough without Thaurissan.
Considerations:
With Avenge only costing 1 as it is, I don't feel the mad scientists carry their worth. Yes, they're tutors but sometimes you draw the avenge before them and that is just sad. I'd prob replace them with either Zombie Chow or Knife Juggler. Also if you do take out the Scientists you could run a single redemption because that is just insane with Tirion/Sylv/Sludge and most people don't expect it.
You're short on draw. Midrange Paladin makes good use out of Vigil, imo, so I'd try to fit at least one in. Probably for the second quartmaster.
I would try to keep track of your weapon usage. You have 5 weapons in there (although two are mostly bad) and with Tirion that will be 6. You could replace the coghammer with a Defender of Argus.
You only have one BGH target, so it could make sense to replace Boom with Ysera or something. That makes the deck slower though, so it changes some matchups. The other option is to do like this guy did and put in Sea Giant: http://teamarchon.com/strategy/63-in-defense-of-blessing-of-wisdom
I was thinking about removing Mad Scientists initially but decided against it. Even though Avenge only costs 1 mana, Mad Scientist still removes the card from your deck. Meaning you won't draw into it, increasing the chance you draw into something more useful. I'll take that, even if the mana cost is negligible. That aside, though? Often I find that I'm playing on curve, meaning there isn't really a good time to be playing Avenge without making a suboptimal play (play this Sludge Belcher on 5 mana vs play Avenge plus 2 or 3 drop, answer seems pretty clear).
I've never found lack of card draw to be an issue either. Like I said, it curves out well, and by the time I do actually need card draw, I have Lay on Hands. I did definitely think about Solemn Vigil or even a Cult Master, though.
Coghammer is incredible vs aggro, I actually consider it non-negotiable in that respect. It has won aggro matchups all by itself for me. I can't see myself cutting it. Weapons overall are fine I think, I barely consider the 1/4 from Muster a weapon anyway. The 1/4 is more like a bonus, Muster's main benefit is getting the three 1/1s. It's nice to have I mean, but as soon as I'm able to use a better weapon I replace it without any second thought.
I think Boom is way too good to drop, even if it is my only BGH target. Frankly I'm of the mindset that you need to just play as if they don't have it. Drop Boom on 7, challenge the BGH. If they have it, oh well. If not, you get a huge lead.
I'm actually pretty fond of double Quartermaster (makes drawing into it more reliable, gives you even more board pressure) but I could see myself dropping it. Either that or one Equality.
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Gonna beat one more out when Asia comes back up, and then NEVER AGAIN.
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Battle.net: TheGerm#1430 (Hearthstone, Destiny 2)
My alloted hearthstone time today was 30 mins. 25 of those were spent in a control warrior mirror match at rank 17. We both ran out of cards and I had a life advantage, but I had to play Deathwing and he still had Sylvannas left. So my hearthstone matches today were 100% getting killed by my own Deathwing.
Seems to be standard for brawls to give you a pack for your first win and nothing else.
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https://www.youtube.com/watch?v=t_goGR39m2k
They basically said, "Brawls will give out on free pack per week... until they don't." I would guess they have no specific plan to turn that off -- they're just hedging.
Tempo, in its most basic form, is simply using your mana more efficiently than your opponent.
To broaden the concept a bit:
This is a game about resources. At a fundamental level the game only has one starting state consisting of three initialized variables: Life, Hand size, and Mana. There are also only two forced actions a turn: gain a mana crystal and draw a card. Because these two rules fundamentally limit our actions in the game, being able to break those rules is typically very powerful (drawing more cards, gaining more mana). Ultimately, though, our goal is to win the game which requires dealing damage to our opponent (or running them out of cards, thus forcing them to take damage). To achieve this objective, we must play cards. And playing cards is the most critical element of the game.
More cards drawn per turn (or using your cards more efficiently than your opponent) is called "Card Advantage". The idea is that the longer the game goes on, the more cards you will have, the more options you will have to try to win. In the long game, the one card per turn rule is a hugely limiting factor, because as you spend cards they are lost. Card Advantage becomes the means of obtaining more options to refill those lost cards.
Gaining more mana than your opponent, or using your mana more efficiently is generally referred to as "Tempo". (There is one minor nitpick here in that life can be a tempo resource, but it gets complicated to explain). The idea here is that in the early game everyone is heavily mana constrained. Most of the cards in your deck are uncastable on turn 1, and thus you need time (tempo) to gain more mana so you can play your cards. Aggro decks try to take advantage of this by playing cheap cards, so they can "curve out" and play threats every turn more efficiently than their opponent can remove them. Control decks, by contrast, want to play more expensive and more powerful cards. So they need to supplement those spells/minions with cards that will help them buy time so they can reach the mana requirements for their more expensive cards.
At its primal level, the game is about exchanging one resource for another. You spend mana to play cards. Cards can then turn into more mana, or more damage, or more minions, or more life, and even more cards! All of these resources flow into each other and can be exchanged back and forth. Mana can be converted into minions, which can be turned into damage sources, which are then worth cards when your opponent spends his own mana and cards to kill it. Or with a card like innervate, you can directly turn a card into mana, into a creature or spell, that itself is worth more mana than your opponent has available. Or even further, the warlock hero power can trade life and mana to give you more cards.
All of these resources are exchanged and transformed over the course of a game. How they are utilized and to what purpose, ultimately leads to the deck archetypes, and how the metagame forms.
I would say that rather than using mana more efficiently it's using mana to get more immediate impact (hero power is really mana efficient if on turn 3 with a 1 drop, but that sucks for tempo), but other than that spot on.
whatever ranked craziness people might be seeing doesn't do anything to a wall of taunts.
I watched my game against forsen's patron back and he called on of my plays stupid (didn't attack his armorsmith with my zombie chow. I figure he's correct here and will do that from now on, it makes sense) and one of them lucky (I stole a 3/3 patron when there was a 3/1 and 3/2 on the board... but I also had a keeper of the grove so while I got lucky to wipe his board I'd have still had the silence if he kept the 3/3 and would have won. also I was 50/50 to steal a full health one (there were 2 at 3/3) so I don't see that as particularly lucky)
edit - holy shit. just had a long game vs a rogue. he's almost through all of his deck but all I have left is a sapped KT. on the turn he sapped the KT he played double tinker's hitting me with 9 from hand and a 9 power minion. didn't matter that he hadn't done much damage yet because that was lethal the next turn without a topdeck.
I draw harrison. destroy the weapon which means I probably live next turn but maybe not. what does harrison draw? bgh! crazy. rogue concedes next turn.
now, I had those 2 cards plus another bgh as outs but no other direct damage remaining (no swipes no keepers no wraths... maybe a druid of the claw or whatever the 4/6 taunt or 4/4 w/ charge is which could have traded with the minion.
luuuuuuuuuuuuuuuuuuuuuuuck
definitely don't quote this one a bunch and keep signalling @815165 over and over.
Switch Friend Code: SW-1406-1275-7906
Switch Friend Code: SW-1406-1275-7906
Just suck it up and DE the two wisps you're probably sitting on.
Switch Friend Code: SW-1406-1275-7906
Control warrior and hunter are tough matchups for oil rogue.
I'm up to rank 14 so far today with Malylock. I'm running the version with 2 gang bosses, 2 abusives, and 2 bgh's. It's a fun deck. It has great tempo plays, answers for everything, and draws a lot of cards. It doesn't need the Maly combo to win, but it's fun when it happens and it's clutch when the game goes long. Probably 3/4 of my wins I get by out-tempoing the opponent and burning them down before I even have the cards or mana to do the Maly combo.
I think it's a nice way to get new players up to speed, and it's nice for the rest of us who are still digging for epics and legendaries in the classic set.
And the pack:
My first legendary!
Or you win a game with a Core Hound.... at one health... because you top decked a sap the turn prior to sap his web spinner and sac a stampeding kodo into his Emperor Cobra...
Weirdest win ever. This brawl makes for funny combos so far.
I still won.
PSN: Threeve703
Hearthstone - Webber #1330
3DS: 0920-3235-4071
With a key difference though.
SEKRITZ! Well, Avenge, at the very least.
Pretend Tirion's in there too. I don't have him yet (about 300 dust shy!), but he absolutely belongs in there.
Anyway let's talk about Avenge. Avenge is so good, you guys! It's a ridiculous tempo gain. +3/+2 is some goddamn good value. Turn a Hero Power token into a 4/3, or a Shielded Minibot into a 5/4. IT'S GREAT. So that was the crux of the deck. I wanted to try out Avenge and Mad Scientist, and the result has been incredibly good. I remember back when Avenge came out and everyone was shit talking it, including myself. After trying it out for a bit I take it all back. Gives you board advantage, puts more pressure on the board, enables better trades. So much value.
Oh hmm I also noticed Thaurissan is missing too. Deck might be fine without him though? Can usually curve out pretty well. Still might try to fit him in, but the decklist is kinda tight as is. Maybe take out Sylvanas? But she's so good, so I dunno.
Battle.net Tag: Dibby#1582
I'd say drop the second Quartermaster first. That's usually one of the first cards I've seen cut from higher-tier pally decks.
Also, that deck title severely disappointed me. It's not secretadin without a minimum of six secrets and gazlowe :P
Edit: That said, I did just open Bolvar... might make a low-end secret/deathrattleadin deck with secret keeper/creeper/scientist/harvest golem/shredders with Bolvar as a big finisher.
Origin: KafkaAU B-Net: Kafka#1778
I wouldn't take out Sylv. I feel that deck looks good enough without Thaurissan.
Considerations:
With Avenge only costing 1 as it is, I don't feel the mad scientists carry their worth. Yes, they're tutors but sometimes you draw the avenge before them and that is just sad. I'd prob replace them with either Zombie Chow or Knife Juggler. Also if you do take out the Scientists you could run a single redemption because that is just insane with Tirion/Sylv/Sludge and most people don't expect it.
You're short on draw. Midrange Paladin makes good use out of Vigil, imo, so I'd try to fit at least one in. Probably for the second quartmaster.
I would try to keep track of your weapon usage. You have 5 weapons in there (although two are mostly bad) and with Tirion that will be 6. You could replace the coghammer with a Defender of Argus.
You only have one BGH target, so it could make sense to replace Boom with Ysera or something. That makes the deck slower though, so it changes some matchups. The other option is to do like this guy did and put in Sea Giant: http://teamarchon.com/strategy/63-in-defense-of-blessing-of-wisdom
I was thinking about removing Mad Scientists initially but decided against it. Even though Avenge only costs 1 mana, Mad Scientist still removes the card from your deck. Meaning you won't draw into it, increasing the chance you draw into something more useful. I'll take that, even if the mana cost is negligible. That aside, though? Often I find that I'm playing on curve, meaning there isn't really a good time to be playing Avenge without making a suboptimal play (play this Sludge Belcher on 5 mana vs play Avenge plus 2 or 3 drop, answer seems pretty clear).
I've never found lack of card draw to be an issue either. Like I said, it curves out well, and by the time I do actually need card draw, I have Lay on Hands. I did definitely think about Solemn Vigil or even a Cult Master, though.
Coghammer is incredible vs aggro, I actually consider it non-negotiable in that respect. It has won aggro matchups all by itself for me. I can't see myself cutting it. Weapons overall are fine I think, I barely consider the 1/4 from Muster a weapon anyway. The 1/4 is more like a bonus, Muster's main benefit is getting the three 1/1s. It's nice to have I mean, but as soon as I'm able to use a better weapon I replace it without any second thought.
I think Boom is way too good to drop, even if it is my only BGH target. Frankly I'm of the mindset that you need to just play as if they don't have it. Drop Boom on 7, challenge the BGH. If they have it, oh well. If not, you get a huge lead.
I'm actually pretty fond of double Quartermaster (makes drawing into it more reliable, gives you even more board pressure) but I could see myself dropping it. Either that or one Equality.
Haha, I can't think of any cool original names for my decks so I just name them according to functionality. :P
Battle.net Tag: Dibby#1582
this is a cruel thing to do, friend
i'm sure @Variable wishes you all the best!
Ohhh man, I am all about cake.
Also I love this brawl, but again I wish there were more rewards beyond the first win.
No combo, no BGH targets. I swap second BGH in and out for MCT and Kezan as I run into different things.
also has a harrison
CHICKEN has leveled up to BIG GAME
this value