Odd rogue isn't off to a good start today. Some sort of control warlock with a partial discard package that rolled the nuts (early AoE removal, 7 health spellstones, Gul'dan on 10), followed by two odd paladins, which VS lists as a highly unfavorable matchup, which feels accurate since you get out-boarded easily and your hero power is inefficient for clearing their dudes.
So does Masked contender actually play the secret or does it work like Mad Scientist?
Havent seen it played yet but from the wording it should take it from your deck and put it into play.
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UnbrokenEvaHIGH ON THE WIREBUT I WON'T TRIP ITRegistered Userregular
Made a deck for each class with what cards I have, trying for things I haven’t played much before. Playing each deck until it loses and moving on to the next one in the list.
Aggro Rush Warrior and Aggro Elemental Shaman didn’t amount to much, but Even Pirate Rogue is 4-0 so far.
Went 3-0 in my Brawlisuem so what better way to curse my luck than by streaming the rest!
Join in on the fun:
+2
UnbrokenEvaHIGH ON THE WIREBUT I WON'T TRIP ITRegistered Userregular
Broke the “don’t craft anything for the first two weeks” rule suggestion to make Halazzi, because trying to make quest hunter work was my main goal from the start
Lynxswarm is the light, zero regrets
Also lynxes + Toxmonger are hilarious fun for the whole family
Well, let's do my Brawliseum. What's that? It's full of hunters and I should go Odd paladin? Okay, here we go!
Game 1: Turn 1 loss to Recruit Warrior. Awesome.
Game 2: Tempo Mage. He highrolled like a madman but I guess Odd Paladin must just be a counter since I won anyway. 10 health at the end though so it got pretty tense.
Game 3: Druid. Turn 2 Wild Growth, Turn 3 Oaken, Turn 4 Nourish, DK on Curve, both Swipes, Zilliax, Recovering 40+ health. He's playing fucking dial-a-card so I lose. Turns out he's the new Undatakah taunt druid.
Game 4: Mage. My mulligan is dogshit. He concedes turn 1. Well, thanks!
Game 5: Druid. Seems like the same deck as game 3. He doesn't nut draw. I win.
Game 6: Warlock. Looks like control. Perfect curve to start. Librarian, Gnomeferatu, Stonehill (destroys my Fungalmancer), Jeklik from Stonehill, Defile + Demonic Project. I get a Doomguard off it, which is a miracle. He has a Sac Pact ready for my Doomguard. Still, the 5 damage I got off the Doomguard ended up being enough for me to lethal him on the turn he plays DK Gul'dan.
Game 7: A Hunter finally! Turn 2 Keleseth. Must be deathrattle. Turn 3 MCT gets one of my dudes. Turn 4 Spider bomb + Play Dead. Turn 5 Zilliax. Turn 6 DK Rexxar. Turn 7 3/9 Grizzly. I win this game mostly off the back of a Purifier's Maul that saves my board (including raid leader) from the Rexxar clear.
Game 8: Rogue. Turn 2 Shinyfinder, he's Kingsbane. Turn 3 FoK and Kingsbane. Turn 4 Toxicologist + Leeching, but for whatever reason he kills my Acherus Veteran instead of one of my 4 dudes (I had to go all in on hoping he didn't have another FoK), so my turn 5 I get 4 Leveled Up dudes. That might have cost him the game. I win.
Game 9: Secret Hunter. Turn 1 Secretkeeper. Turn 2 Candleshot Coin Secret. Doesn't trigger from attacking minion, face, or playing a minion. Must be rat trap? Thankfully I can play around that pretty well. Fungalmancers carry me to victory.
Game 10: Odd Paladin. On turn 9 I see he's playing a mech variant. Absolute bloodbath of board trading. I got to go first though, and I ended up winning, despite my turn 1 hand having Divine Favor (unused) and Leeroy.
Game 11: Discard Quest Warlock. Turn 3 Dire Troll. Turn 4 Felhound. He's really curving out the big taunts. I get some value out of Raid Leader before he Hoots it. Thankfully I get good turn 5/6 Fungalmancers and burn him down just as he completes quest.
Game 12: Paladin. Coin Wild Pyro, Crystology, Stonehill Defender, Hammer of Wrath, Time Out, Thalnos + Consecrate. What is this? I'm assuming some form of OTK paladin. I turn 6 exact lethal him with Leeroy.
Game 13: Druid. Howl, Oaken, Starfall. Must be Malygos? Close game. He gets a full Spreading Plague, but I was lucky enough to get a Tarim from a Stonehill to clear it and then exact lethal him next turn.
Game 14: Final boss is a Rogue. He goes first. Turn 1 Prep Raiding Party Kingsbane. Turn 3 FoK for full clear. Turn 4 Leeching. Lucky Purifier's Maul for me on turn 5. I have a full Divine Shielded board. This game is going to come down to whether or not he has Vanish on 6. He doesn't! 4 dudes get Leveled up, another minion gets a Blessing of Might, hammer him down to 5 health. He concedes!
Well, that went better than expected after the hopeless 1-2 start!
I checked on Toast’s stream for a minute today. He was playing a ladder game as Shaman and had over 500 armor and a hand full of shudderwocks. His opponent was a “never fatigue” taunt Druid with astral tigers, undatakah, and hadro. Toast was out of cards in his deck and his next draw fatigued him for 20.
I checked on Toast’s stream for a minute today. He was playing a ladder game as Shaman and had over 500 armor and a hand full of shudderwocks. His opponent was a “never fatigue” taunt Druid with astral tigers, undatakah, and hadro. Toast was out of cards in his deck and his next draw fatigued him for 20.
One loss against an aggro mage who highrolled his acane missiles 2 times to clear 2 threats, managed to dodge my lehal yet again because i didn't draw a single + hero power minion and topdecked pyroblast.
can you describe like, the basic gameplan for that deck? i know you're obviously s'posed to hit face lots, but. are you supposed to be jamming HP every single turn? only on even turns? should you prioritize HP over minions? what the fuck do you do vs large taunts? mulligan?
i'd appreciate some insight or help since i could never for the life of me make that deck work despite it's insane winrate. hm.
Its kind of similar to Token Druid. Prioritize hero powering every turn (its often correct to coin hero power T1) and you'll force the opponent into using board clears inefficiently. Eventually they'll run out and you'll be able to stick the Level Up or Quartermaster. You are less resilient than Token, decks with 4+ clears will often be able to draw enough of them that you won't quite be able to close it out, but the clock your opponent on is often much faster. You'll be beating a lot of Rogues, Hunters, and other midrange decks and losing to a lot of control. Taunts are generally handled by either Owl or Void Ripper but sometimes you just bash them in with Vinecleaver.
Just so we're on the same page, this is the version I play:
There's a version that swaps out Leeroy for Liam -- presumably to trade the occasional but unreliable burst finish for something that can fight back a bit more consistently when games go longer -- but I don't want to spend 1,600 dust when I already have Leeroy.
For Odd Paladin mulligans, if I'm going first, I mulligan pretty hard for a 1 drop. Squire, Argent Protector, Fire Fly, Lost in the Jungle are the ideal turn 1s. Probably the only exception is Corridor Creeper, which is usually worth keeping since it'll be close to free by turn 5 or so if it's in your opening hand. If I already have a 1 drop, then I'll hang on to Unidentified Maul. Sometimes I'll keep Maul even if I don't have a 1 drop if I think it's going to be a matchup where I'll need the early board control that Maul provides.
If I'm going second, I still mulligan for a 1 drop but will hold on to Maul and usually Raid Leader, since, as Yilias noted, I can turn 1 coin hero power, turn 2 hero power if I don't end up with a good 1-drop after the mulligan. I will also consider hanging on to Level Up, especially if I've also got a Lost in the Jungle already. Against some slower decks I'll occasionally be able to have 3-4 dudes going into turn 4 with the coin and get a big early Level Up.
Probably mostly obvious, but things not to keep: Baku, Stormwind Champ, Vinecleaver, Leeroy, Fungalmancer, Divine Favor, Stonehill (bad tempo on turn 3), Blessing of Might.
Just so we're on the same page, this is the version I play:
There's a version that swaps out Leeroy for Liam -- presumably to trade the occasional but unreliable burst finish for something that can fight back a bit more consistently when games go longer -- but I don't want to spend 1,600 dust when I already have Leeroy.
For Odd Paladin mulligans, if I'm going first, I mulligan pretty hard for a 1 drop. Squire, Argent Protector, Fire Fly, Lost in the Jungle are the ideal turn 1s. Probably the only exception is Corridor Creeper, which is usually worth keeping since it'll be close to free by turn 5 or so if it's in your opening hand. If I already have a 1 drop, then I'll hang on to Unidentified Maul. Sometimes I'll keep Maul even if I don't have a 1 drop if I think it's going to be a matchup where I'll need the early board control that Maul provides.
If I'm going second, I still mulligan for a 1 drop but will hold on to Maul and usually Raid Leader, since, as Yilias noted, I can turn 1 coin hero power, turn 2 hero power if I don't end up with a good 1-drop after the mulligan. I will also consider hanging on to Level Up, especially if I've also got a Lost in the Jungle already. Against some slower decks I'll occasionally be able to have 3-4 dudes going into turn 4 with the coin and get a big early Level Up.
Probably mostly obvious, but things not to keep: Baku, Stormwind Champ, Vinecleaver, Leeroy, Fungalmancer, Divine Favor, Stonehill (bad tempo on turn 3), Blessing of Might.
so this one doesn't run owls or rippers, how does it deal with taunts? especially early taunts? do you jam everything in and lose board or keep building board and ignore it hoping you draw into something that can help bust through it (raid leader, maul, fungalmancer, level up, etc)?
Here's the version of odd pally I'm running right now. No corridor creepers because I disenchanted them back when they were nerfed for a full refund. Got me to rank 5 no problem.
### dudes
# Class: Paladin
# Format: Standard
# Year of the Raven
#
# 2x (1) Acherus Veteran
# 2x (1) Argent Squire
# 2x (1) Blessing of Might
# 2x (1) Glacial Shard
# 2x (1) Lost in the Jungle
# 2x (1) Righteous Protector
# 2x (3) Divine Favor
# 1x (3) Gluttonous Ooze
# 1x (3) Ironbeak Owl
# 1x (3) Mind Control Tech
# 2x (3) Raid Leader
# 2x (3) Stonehill Defender
# 2x (3) Unidentified Maul
# 1x (5) Fungalmancer
# 1x (5) Leeroy Jenkins
# 2x (5) Level Up!
# 2x (7) Vinecleaver
# 1x (9) Baku the Mooneater
#
AAECAZ8FBqICrwTeBdPFAtHhAp74AgxGpwX1BfkKl8ECm8ICg8cCuMcC48sClc4C1uUCteYCAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Just so we're on the same page, this is the version I play:
There's a version that swaps out Leeroy for Liam -- presumably to trade the occasional but unreliable burst finish for something that can fight back a bit more consistently when games go longer -- but I don't want to spend 1,600 dust when I already have Leeroy.
For Odd Paladin mulligans, if I'm going first, I mulligan pretty hard for a 1 drop. Squire, Argent Protector, Fire Fly, Lost in the Jungle are the ideal turn 1s. Probably the only exception is Corridor Creeper, which is usually worth keeping since it'll be close to free by turn 5 or so if it's in your opening hand. If I already have a 1 drop, then I'll hang on to Unidentified Maul. Sometimes I'll keep Maul even if I don't have a 1 drop if I think it's going to be a matchup where I'll need the early board control that Maul provides.
If I'm going second, I still mulligan for a 1 drop but will hold on to Maul and usually Raid Leader, since, as Yilias noted, I can turn 1 coin hero power, turn 2 hero power if I don't end up with a good 1-drop after the mulligan. I will also consider hanging on to Level Up, especially if I've also got a Lost in the Jungle already. Against some slower decks I'll occasionally be able to have 3-4 dudes going into turn 4 with the coin and get a big early Level Up.
Probably mostly obvious, but things not to keep: Baku, Stormwind Champ, Vinecleaver, Leeroy, Fungalmancer, Divine Favor, Stonehill (bad tempo on turn 3), Blessing of Might.
so this one doesn't run owls or rippers, how does it deal with taunts? especially early taunts? do you jam everything in and lose board or keep building board and ignore it hoping you draw into something that can help bust through it (raid leader, maul, fungalmancer, level up, etc)?
Generally the latter. As with most things, "it depends," but I hopefully have a Maul, Raid Leader, or Blessing of Might to allow me to take out a taunt without wasting everything. There are times where I will just have my board sit for a turn if I have no good way to deal with the taunt. I'll just hero power and keep filling up the board with Fireflies or Squires so that hopefully I have something to upgrade since one taunt can't clear your board. And yes, sometimes you will absolutely get wrecked by AoE from waiting it out, but in those matchups you were probably going to get wrecked anyway.
I don’t think owl is worth running just because not that many decks run large taunts, and raid leader is almost as effective at getting through them if you have some board (and you basically always should.) Stuff like tar creeper or chain gang you’re better off just punching through.
Void ripper is a little more interesting but you don’t have many high health targets for it; maybe as a tech choice vs spreading plague
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
Here's the version of odd pally I'm running right now. No corridor creepers because I disenchanted them back when they were nerfed for a full refund. Got me to rank 5 no problem.
### dudes
# Class: Paladin
# Format: Standard
# Year of the Raven
#
# 2x (1) Acherus Veteran
# 2x (1) Argent Squire
# 2x (1) Blessing of Might
# 2x (1) Glacial Shard
# 2x (1) Lost in the Jungle
# 2x (1) Righteous Protector
# 2x (3) Divine Favor
# 1x (3) Gluttonous Ooze
# 1x (3) Ironbeak Owl
# 1x (3) Mind Control Tech
# 2x (3) Raid Leader
# 2x (3) Stonehill Defender
# 2x (3) Unidentified Maul
# 1x (5) Fungalmancer
# 1x (5) Leeroy Jenkins
# 2x (5) Level Up!
# 2x (7) Vinecleaver
# 1x (9) Baku the Mooneater
#
AAECAZ8FBqICrwTeBdPFAtHhAp74AgxGpwX1BfkKl8ECm8ICg8cCuMcC48sClc4C1uUCteYCAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Yeah, I played odd paladin without Creepers for a while but eventually gave up and re-crafted them since they kept showing up in most lists. Interesting tech choices in yours, but only one Fungalmancer seems crazy to me. I guess if it worked for you anyway...
Officially the unluckiest CCG player ever.
0
UnbrokenEvaHIGH ON THE WIREBUT I WON'T TRIP ITRegistered Userregular
edited December 2018
New deck experiments continue. Egg Zoo Warlock is fun, and super cheap to craft.
Posts
Just sent you a friend request on NA from Cali#1543 if you still need a quest buddy.
Guess I'm gonna play some Hunter.
Aggro Rush Warrior and Aggro Elemental Shaman didn’t amount to much, but Even Pirate Rogue is 4-0 so far.
It does not. I watched a video of Firebat playing Secret Hunter, and playing Masked Confender did not upgrade his Spellstones.
Join in on the fun:
Lynxswarm is the light, zero regrets
Also lynxes + Toxmonger are hilarious fun for the whole family
Ended up 6-3, not too bad I guess considering I was likely playing against people who bought in. Thanks for those who tuned in!
Added you as a friend.
Steam: betsuni7
Game 1: Turn 1 loss to Recruit Warrior. Awesome.
Game 2: Tempo Mage. He highrolled like a madman but I guess Odd Paladin must just be a counter since I won anyway. 10 health at the end though so it got pretty tense.
Game 3: Druid. Turn 2 Wild Growth, Turn 3 Oaken, Turn 4 Nourish, DK on Curve, both Swipes, Zilliax, Recovering 40+ health. He's playing fucking dial-a-card so I lose. Turns out he's the new Undatakah taunt druid.
Game 4: Mage. My mulligan is dogshit. He concedes turn 1. Well, thanks!
Game 5: Druid. Seems like the same deck as game 3. He doesn't nut draw. I win.
Game 6: Warlock. Looks like control. Perfect curve to start. Librarian, Gnomeferatu, Stonehill (destroys my Fungalmancer), Jeklik from Stonehill, Defile + Demonic Project. I get a Doomguard off it, which is a miracle. He has a Sac Pact ready for my Doomguard. Still, the 5 damage I got off the Doomguard ended up being enough for me to lethal him on the turn he plays DK Gul'dan.
Game 7: A Hunter finally! Turn 2 Keleseth. Must be deathrattle. Turn 3 MCT gets one of my dudes. Turn 4 Spider bomb + Play Dead. Turn 5 Zilliax. Turn 6 DK Rexxar. Turn 7 3/9 Grizzly. I win this game mostly off the back of a Purifier's Maul that saves my board (including raid leader) from the Rexxar clear.
Game 8: Rogue. Turn 2 Shinyfinder, he's Kingsbane. Turn 3 FoK and Kingsbane. Turn 4 Toxicologist + Leeching, but for whatever reason he kills my Acherus Veteran instead of one of my 4 dudes (I had to go all in on hoping he didn't have another FoK), so my turn 5 I get 4 Leveled Up dudes. That might have cost him the game. I win.
Game 9: Secret Hunter. Turn 1 Secretkeeper. Turn 2 Candleshot Coin Secret. Doesn't trigger from attacking minion, face, or playing a minion. Must be rat trap? Thankfully I can play around that pretty well. Fungalmancers carry me to victory.
Game 10: Odd Paladin. On turn 9 I see he's playing a mech variant. Absolute bloodbath of board trading. I got to go first though, and I ended up winning, despite my turn 1 hand having Divine Favor (unused) and Leeroy.
Game 11: Discard Quest Warlock. Turn 3 Dire Troll. Turn 4 Felhound. He's really curving out the big taunts. I get some value out of Raid Leader before he Hoots it. Thankfully I get good turn 5/6 Fungalmancers and burn him down just as he completes quest.
Game 12: Paladin. Coin Wild Pyro, Crystology, Stonehill Defender, Hammer of Wrath, Time Out, Thalnos + Consecrate. What is this? I'm assuming some form of OTK paladin. I turn 6 exact lethal him with Leeroy.
Game 13: Druid. Howl, Oaken, Starfall. Must be Malygos? Close game. He gets a full Spreading Plague, but I was lucky enough to get a Tarim from a Stonehill to clear it and then exact lethal him next turn.
Game 14: Final boss is a Rogue. He goes first. Turn 1 Prep Raiding Party Kingsbane. Turn 3 FoK for full clear. Turn 4 Leeching. Lucky Purifier's Maul for me on turn 5. I have a full Divine Shielded board. This game is going to come down to whether or not he has Vanish on 6. He doesn't! 4 dudes get Leveled up, another minion gets a Blessing of Might, hammer him down to 5 health. He concedes!
Well, that went better than expected after the hopeless 1-2 start!
but it made me craft hagatha, so
That was enough of that stream.
One loss against an aggro mage who highrolled his acane missiles 2 times to clear 2 threats, managed to dodge my lehal yet again because i didn't draw a single + hero power minion and topdecked pyroblast.
He won with 2 health remaining.
That was kinda disheartening to say the least.
can you describe like, the basic gameplan for that deck? i know you're obviously s'posed to hit face lots, but. are you supposed to be jamming HP every single turn? only on even turns? should you prioritize HP over minions? what the fuck do you do vs large taunts? mulligan?
i'd appreciate some insight or help since i could never for the life of me make that deck work despite it's insane winrate. hm.
Battle.net Tag: Dibby#1582
Edit: 10-2 what is happening..
There's a version that swaps out Leeroy for Liam -- presumably to trade the occasional but unreliable burst finish for something that can fight back a bit more consistently when games go longer -- but I don't want to spend 1,600 dust when I already have Leeroy.
For Odd Paladin mulligans, if I'm going first, I mulligan pretty hard for a 1 drop. Squire, Argent Protector, Fire Fly, Lost in the Jungle are the ideal turn 1s. Probably the only exception is Corridor Creeper, which is usually worth keeping since it'll be close to free by turn 5 or so if it's in your opening hand. If I already have a 1 drop, then I'll hang on to Unidentified Maul. Sometimes I'll keep Maul even if I don't have a 1 drop if I think it's going to be a matchup where I'll need the early board control that Maul provides.
If I'm going second, I still mulligan for a 1 drop but will hold on to Maul and usually Raid Leader, since, as Yilias noted, I can turn 1 coin hero power, turn 2 hero power if I don't end up with a good 1-drop after the mulligan. I will also consider hanging on to Level Up, especially if I've also got a Lost in the Jungle already. Against some slower decks I'll occasionally be able to have 3-4 dudes going into turn 4 with the coin and get a big early Level Up.
Probably mostly obvious, but things not to keep: Baku, Stormwind Champ, Vinecleaver, Leeroy, Fungalmancer, Divine Favor, Stonehill (bad tempo on turn 3), Blessing of Might.
so this one doesn't run owls or rippers, how does it deal with taunts? especially early taunts? do you jam everything in and lose board or keep building board and ignore it hoping you draw into something that can help bust through it (raid leader, maul, fungalmancer, level up, etc)?
Battle.net Tag: Dibby#1582
Liam, really?
Edit: Oh thats not whats been posted as a working deck.
### dudes
# Class: Paladin
# Format: Standard
# Year of the Raven
#
# 2x (1) Acherus Veteran
# 2x (1) Argent Squire
# 2x (1) Blessing of Might
# 2x (1) Glacial Shard
# 2x (1) Lost in the Jungle
# 2x (1) Righteous Protector
# 2x (3) Divine Favor
# 1x (3) Gluttonous Ooze
# 1x (3) Ironbeak Owl
# 1x (3) Mind Control Tech
# 2x (3) Raid Leader
# 2x (3) Stonehill Defender
# 2x (3) Unidentified Maul
# 1x (5) Fungalmancer
# 1x (5) Leeroy Jenkins
# 2x (5) Level Up!
# 2x (7) Vinecleaver
# 1x (9) Baku the Mooneater
#
AAECAZ8FBqICrwTeBdPFAtHhAp74AgxGpwX1BfkKl8ECm8ICg8cCuMcC48sClc4C1uUCteYCAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Void ripper is a little more interesting but you don’t have many high health targets for it; maybe as a tech choice vs spreading plague
that's why we call it the struggle, you're supposed to sweat
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
you don't
isn't it in the URL of the image if it's using Muffinatron's imaginator?