I first encountered the deck while I was on my Recruit Warrior, and I ran out of removal. It survived a Brawl, a Warpath, two Bloodrazors, and Scourgelord Garrosh. In the end, I was throwing Devilsaurs at the other board to try to slow it down, and failing. Since I started playing it I went up against the likes of Big Spell Mage, Taunt Warrior, and Spell Hunter, all of which died horribly. Maybe the meta hasn't adjusted yet and people didn't mulligan appropriately, but they were absolute beatdowns. I think that I literally lost only one game between rank 9 and rank 5 on my EU profile, against an Even Warlock that Defiled my board on turn 3, dropped an activated Hooked Reaver on turn 4, and a Mountain Giant on turn 5. And I still almost won - there were a few turns where if I drew a Leeroy or a Void Ripper or a Spellbreaker I could have won.
It can literally put 11 power on the board on turn 1. The God draw gives it a turn 3 lethal. The life gain of the deck means that it can basically tap every turn without putting itself in danger. The super-low mana curve makes it extremely consistent.
I gave it a shot. Second game was a turn 1 loss to an Even Warlock. I guess my extremely bad luck can overcome an extremely consistent deck, since my turn 5 hand had both Fungalmancers (and Dreadlord) in it and me with an empty board.
I first encountered the deck while I was on my Recruit Warrior, and I ran out of removal. It survived a Brawl, a Warpath, two Bloodrazors, and Scourgelord Garrosh. In the end, I was throwing Devilsaurs at the other board to try to slow it down, and failing. Since I started playing it I went up against the likes of Big Spell Mage, Taunt Warrior, and Spell Hunter, all of which died horribly. Maybe the meta hasn't adjusted yet and people didn't mulligan appropriately, but they were absolute beatdowns. I think that I literally lost only one game between rank 9 and rank 5 on my EU profile, against an Even Warlock that Defiled my board on turn 3, dropped an activated Hooked Reaver on turn 4, and a Mountain Giant on turn 5. And I still almost won - there were a few turns where if I drew a Leeroy or a Void Ripper or a Spellbreaker I could have won.
It can literally put 11 power on the board on turn 1. The God draw gives it a turn 3 lethal. The life gain of the deck means that it can basically tap every turn without putting itself in danger. The super-low mana curve makes it extremely consistent.
I gave it a shot. Second game was a turn 1 loss to an Even Warlock. I guess my extremely bad luck can overcome an extremely consistent deck, since my turn 5 hand had both Fungalmancers (and Dreadlord) in it and me with an empty board.
I thought I caught firebat saying on stream yesterday that the new zoolock deck dies to even warlock every time.
Personally I'm upset that they have so few tribal tags that they were debating whether or not a ghost bear should have a tribal tag at all
Yeah, I don't understand why we can't get more tribal tags. Why isn't Giant just a type, alongisde humanoid, treefolk, undead, etc?
if i had to hazard a guess, they probably don't want to put in new tags until they're actually doing something with them. cause otherwise what's the point of a tribal if there's literally nothing that interacts with it?
i mean, i agree with you, there should be more tribals, but at the same time, adding something for the sake of it doesn't really make sense. if at some point they add a card that plays off of giants then sure, shit yeah, add in that giant tag.
but for now it kinda makes sense not to have them
i mean if you're going to ask what's the point of a card if nothing interacts with it you might as well ask what the point of 90% of things that get printed are
it's fun to build a deck that's 30 goblin cards and yes you can do that now just going off the art but there's something about manifesting that makes it more Real and as such more Fun to people
Bare minimum they need to release the Gnome type, because I just got shit on in the solo adventure after one of the guys played a card that only summons Gnomes and the board was nothing but 4/4s on turn 4
Personally I'm upset that they have so few tribal tags that they were debating whether or not a ghost bear should have a tribal tag at all
Yeah, I don't understand why we can't get more tribal tags. Why isn't Giant just a type, alongisde humanoid, treefolk, undead, etc?
if i had to hazard a guess, they probably don't want to put in new tags until they're actually doing something with them. cause otherwise what's the point of a tribal if there's literally nothing that interacts with it?
i mean, i agree with you, there should be more tribals, but at the same time, adding something for the sake of it doesn't really make sense. if at some point they add a card that plays off of giants then sure, shit yeah, add in that giant tag.
but for now it kinda makes sense not to have them
i mean if you're going to ask what's the point of a card if nothing interacts with it you might as well ask what the point of 90% of things that get printed are
it's fun to build a deck that's 30 goblin cards and yes you can do that now just going off the art but there's something about manifesting that makes it more Real and as such more Fun to people
certainly not as much of a waste as freeze shaman
I remember people making 'dragon' decks before dragon synergy existed. Themes are cool even if they're not competitive.
I first encountered the deck while I was on my Recruit Warrior, and I ran out of removal. It survived a Brawl, a Warpath, two Bloodrazors, and Scourgelord Garrosh. In the end, I was throwing Devilsaurs at the other board to try to slow it down, and failing. Since I started playing it I went up against the likes of Big Spell Mage, Taunt Warrior, and Spell Hunter, all of which died horribly. Maybe the meta hasn't adjusted yet and people didn't mulligan appropriately, but they were absolute beatdowns. I think that I literally lost only one game between rank 9 and rank 5 on my EU profile, against an Even Warlock that Defiled my board on turn 3, dropped an activated Hooked Reaver on turn 4, and a Mountain Giant on turn 5. And I still almost won - there were a few turns where if I drew a Leeroy or a Void Ripper or a Spellbreaker I could have won.
It can literally put 11 power on the board on turn 1. The God draw gives it a turn 3 lethal. The life gain of the deck means that it can basically tap every turn without putting itself in danger. The super-low mana curve makes it extremely consistent.
I gave it a shot. Second game was a turn 1 loss to an Even Warlock. I guess my extremely bad luck can overcome an extremely consistent deck, since my turn 5 hand had both Fungalmancers (and Dreadlord) in it and me with an empty board.
I thought I caught firebat saying on stream yesterday that the new zoolock deck dies to even warlock every time.
This is not true. Lost as even warlock to the new zoolock because I failed to draw my hellfires or defiled.
Personally I'm upset that they have so few tribal tags that they were debating whether or not a ghost bear should have a tribal tag at all
Yeah, I don't understand why we can't get more tribal tags. Why isn't Giant just a type, alongisde humanoid, treefolk, undead, etc?
if i had to hazard a guess, they probably don't want to put in new tags until they're actually doing something with them. cause otherwise what's the point of a tribal if there's literally nothing that interacts with it?
i mean, i agree with you, there should be more tribals, but at the same time, adding something for the sake of it doesn't really make sense. if at some point they add a card that plays off of giants then sure, shit yeah, add in that giant tag.
but for now it kinda makes sense not to have them
i mean if you're going to ask what's the point of a card if nothing interacts with it you might as well ask what the point of 90% of things that get printed are
it's fun to build a deck that's 30 goblin cards and yes you can do that now just going off the art but there's something about manifesting that makes it more Real and as such more Fun to people
certainly not as much of a waste as freeze shaman
i don't disagree with you that they should add them, i'm just trying to look at it from a realistic point of view and probably also what blizzard is actually thinking
from the standpoint of flavor, it makes sense to add them. it helps give cards an identity, it's fun and flavorful and doesn't detract from anything else, and paves the way for future sets to utilize them.
but from a gameplay standpoint, it doesn't add anything and i can understand why they wouldn't want to tag shit until they actually plan on doing A Thing with them.
non-un'goro elementals were retroactively tagged because of the introduction of the mechanic. dragons were there from the start but that's also before they really started to utilize tribal synergies (outside of like, beasts/murlocs/pirates i guess? even back then pirates were more weapon-synergy then actual other-pirate synergy). so in that sense the dragon tag was retrofitted to become a synergy when blackrock was released. i think they realized they wanted tribals to be a thing with GVG and mechs though, because otherwise the vanilla set was just... them being flavorful, i suppose. which there's nothing wrong with and there's no harm in doing so. but GVG set a precedent going forward, i think, and now there's the expectation that new tribal = new synergies.
I first encountered the deck while I was on my Recruit Warrior, and I ran out of removal. It survived a Brawl, a Warpath, two Bloodrazors, and Scourgelord Garrosh. In the end, I was throwing Devilsaurs at the other board to try to slow it down, and failing. Since I started playing it I went up against the likes of Big Spell Mage, Taunt Warrior, and Spell Hunter, all of which died horribly. Maybe the meta hasn't adjusted yet and people didn't mulligan appropriately, but they were absolute beatdowns. I think that I literally lost only one game between rank 9 and rank 5 on my EU profile, against an Even Warlock that Defiled my board on turn 3, dropped an activated Hooked Reaver on turn 4, and a Mountain Giant on turn 5. And I still almost won - there were a few turns where if I drew a Leeroy or a Void Ripper or a Spellbreaker I could have won.
It can literally put 11 power on the board on turn 1. The God draw gives it a turn 3 lethal. The life gain of the deck means that it can basically tap every turn without putting itself in danger. The super-low mana curve makes it extremely consistent.
I gave it a shot. Second game was a turn 1 loss to an Even Warlock. I guess my extremely bad luck can overcome an extremely consistent deck, since my turn 5 hand had both Fungalmancers (and Dreadlord) in it and me with an empty board.
I thought I caught firebat saying on stream yesterday that the new zoolock deck dies to even warlock every time.
This is not true. Lost as even warlock to the new zoolock because I failed to draw my hellfires or defiled.
Well maybe you should have drawn them instead! My opponent warlocks have no trouble drawing their clears when I'm playing a dudey deck.
Well the event gave me 3350 in dust, so I guess that makes up for getting me to waste the dust I had on Even Pally earlier. My only problem is if i should join the dark side and use 1600 of it for Warlock to make a try at Legend or not. I'd feel kinda dirty doing it since Warlock has been such bull for so long.
I don't really understand why healzoo is doing so well; like you can have an explosive turn early on, but if the opponent can clear the board once it seems like you're kinda screwed
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I don't really understand why healzoo is doing so well; like you can have an explosive turn early on, but if the opponent can clear the board once it seems like you're kinda screwed
Lifetap is a really strong ability. It’s as simple as that. Odd Paladin is able to keep putting on pressure by putting a pair of 1/1 dudes down every turn, Healing Zoo does it by drawing an extra card every turn. Which also increases the odds of Keleseth showing up every turn.
Civics is not a consumer product that you can ignore because you don’t like the options presented.
I don't really understand why healzoo is doing so well; like you can have an explosive turn early on, but if the opponent can clear the board once it seems like you're kinda screwed
I tried it earlier and was able to keep momentum going through 4 board clears until turn 12-13 or so.
if you want to have some fun in this brawl, i've been running cavern shinyfinder into shadowblade.
you can cast unlimited draw spells like sprint for free, recycle the shadowblade with doomerang,
recycle cavern shinyfinder with shadowstep, hit like a truck with poison, huge edwin, etc.
edit: it's a slow deck, though. doesn't go off until t3-4.
man, nevermind, druid is just too busted. you can beat paladins and priests with sap tho.
Posts
I thought I caught firebat saying on stream yesterday that the new zoolock deck dies to even warlock every time.
i mean if you're going to ask what's the point of a card if nothing interacts with it you might as well ask what the point of 90% of things that get printed are
it's fun to build a deck that's 30 goblin cards and yes you can do that now just going off the art but there's something about manifesting that makes it more Real and as such more Fun to people
certainly not as much of a waste as freeze shaman
He mostly lost. I don’t recall that he won any.
I remember people making 'dragon' decks before dragon synergy existed. Themes are cool even if they're not competitive.
This is not true. Lost as even warlock to the new zoolock because I failed to draw my hellfires or defiled.
i don't disagree with you that they should add them, i'm just trying to look at it from a realistic point of view and probably also what blizzard is actually thinking
from the standpoint of flavor, it makes sense to add them. it helps give cards an identity, it's fun and flavorful and doesn't detract from anything else, and paves the way for future sets to utilize them.
but from a gameplay standpoint, it doesn't add anything and i can understand why they wouldn't want to tag shit until they actually plan on doing A Thing with them.
non-un'goro elementals were retroactively tagged because of the introduction of the mechanic. dragons were there from the start but that's also before they really started to utilize tribal synergies (outside of like, beasts/murlocs/pirates i guess? even back then pirates were more weapon-synergy then actual other-pirate synergy). so in that sense the dragon tag was retrofitted to become a synergy when blackrock was released. i think they realized they wanted tribals to be a thing with GVG and mechs though, because otherwise the vanilla set was just... them being flavorful, i suppose. which there's nothing wrong with and there's no harm in doing so. but GVG set a precedent going forward, i think, and now there's the expectation that new tribal = new synergies.
Battle.net Tag: Dibby#1582
Brawl-in-one.
My Brawl pack contained this asshole
How very fitting....
Battle.net Tag: Dibby#1582
that's why we call it the struggle, you're supposed to sweat
I tried it earlier and was able to keep momentum going through 4 board clears until turn 12-13 or so.
It's strong.
I made a priest with velen, malygos, all the dmg spells, lyra + divine spirit package and the rest minion based healing.
Stall, heal and lyra until turn 7/9, drop velen/malygos and kill your opponent with the 20 to 40 dmg you can drop from hand.
edit- oh, I thought this would be hard, but my Priest opponent conceded after I played a Witch's Apprentice on turn 1.
wyrms
Battle.net Tag: Dibby#1582
Snacks for Blood Elfs.
Evolution or a wizard did it?
you can cast unlimited draw spells like sprint for free, recycle the shadowblade with doomerang,
recycle cavern shinyfinder with shadowstep, hit like a truck with poison, huge edwin, etc.
edit: it's a slow deck, though. doesn't go off until t3-4.
man, nevermind, druid is just too busted. you can beat paladins and priests with sap tho.