Demon Hunter with Twin Strike, Battlefiend, Summon 2/2 Goat Demons, and the 2/2 Lifesteal weapon.
I did mine with Demon Hunter with battlefiend, goat demons guy, outcast 2/1 guy, and one day I’ll be a real knight. Fuck, I don’t even know any card names anymore.
I did DH with Twin Slice, Battlefiend, Sigil Runner, Altruis.
I think I played against a baby seal. He banned Battlefiend. He was a hunter running Jeweled Macaw, Crackling Razormaw, Dire Frenzy, and ????. I banned Razormaw.
I was on the coin, his turn 1 was a pass. My turn 1 was Outcast Sigil Runner.
His turn 2 was hero power. My turn 2 was 2 Outcast Sigil Runners.
He conceded turn 3 having done nothing but one hero power.
So is the general wisdom that, unless you are playing Priest, control decks are kinda bad? I was jamming away with highlander druid and it just did not line up well with any strong control deck. I was able to eek out ~50% winrate against Priests, but every game was a struggle that I had to play as close to perfect as I could get. And maybe highlander druid is kinda mediocre, in which case, what other control decks should I consider besides Priest? The game seems very aggro and midranged focused right now.
Quick note, I don't really consider the Galakrond decks control, if others do. Again, except Priest, they all seem like tempo decks.
Largely yes. The slowest non-Priest decks are Reno Hunter/Mage/Rogue and Galakrond Rogue/Warlock/Shaman. Galakrond Warlock and Reno Mage are the slowest of that lot, the rest are either midrange or on the border between midrange and control.
Tournament meta is usually pretty control heavy, but even those are fairly aggressive right now. A pretty typical lineup for GM is something like Token Spell Druid, Face/Reno Hunter, Galakrond Shaman, and Murloc Paladin. Which is pretty interesting in how different that is from what people are playing on ladder.
Hm, that’s interesting that the other galakrond decks are considered control decks. They operate pretty differently from most traditional control decks. GRogue becomes much more proactive in the mid game. And GWarlock can get a lot of stuff on the board quickly. I see people playing it almost like aggro sometimes. Maybe that’s wrong. But it’s seemed effective.
IlpalaJust this guy, y'knowTexasRegistered Userregular
All cards are legal so you can have fun with tunnel trogg, totem golem, jade claws, and jade lightning. For some reason people kept banning lightning but I feel like that's way too slow and claws or trogg were the much better bans
FF XIV - Qih'to Furishu (on Siren), Battle.Net - Ilpala#1975
Switch - SW-7373-3669-3011
Fuck Joe Manchin
I did DH with Twin Slice, Battlefiend, Sigil Runner, Altruis.
I think I played against a baby seal. He banned Battlefiend. He was a hunter running Jeweled Macaw, Crackling Razormaw, Dire Frenzy, and ????. I banned Razormaw.
I was on the coin, his turn 1 was a pass. My turn 1 was Outcast Sigil Runner.
His turn 2 was hero power. My turn 2 was 2 Outcast Sigil Runners.
He conceded turn 3 having done nothing but one hero power.
Thanks for the pack!
My opponent had Pharaoh Cat, Edwin, Pogo Hopper, and ???
I banned Pogo. The mystery card turned out to be Togwaggle's Scheme.
Thanks for the pack!!!
Battle.net Tag: Dibby#1582
+1
ObiFettUse the ForceAs You WishRegistered Userregular
My brawl deck is
ShadowJeweler Hanar
Blackjack Stunner
Cheat Death
Bamboozle
My go to brawl build for this format has been
Power Word: Glory
Seance
Shadow Vision
Mogu Cultist
Power Word Glory is the real f*ck you card as I just let them fill their board and just make all their minions heal me and run the game into fatigue. Seance allows you to get anything useful from their board and if you need extra healing just before the end when fatigue you just drop a minion and use power word glory.
If you get to keep Mogu Cultist then you just wait until you have 7 in hand or 6 and a Seance and 10 mana and you play 7 in one turn.
I have never had Power Word Glory be the card removed.
You're already being an asshole with this deck so please don't rope on top of it.
I've been having a lot of luck with a new build of Galakrond Priest. Basically I was sad every game when I didn't start with Disciple in my opening hand, so I decided to really lean into that:
2x Disciple of Galakrond
2x Psychic Conjurer
2x Renew
1x Reliquary of Souls
2x Envoy of Lazul
2x Thoughtsteal
2x Penance
2x Shadow Word: Death
2x Breath of the Infinite
1x Madame Lazul
2x Holy Nova
2x Fate Weaver
2x Shield of Galakrond
2x Time Rip
1x Soul Mirror
1x Priest Galakrond
2x Plague of Death
Basically I cut everything expensive except for the board wipes. It turns out all the cheap steal/copy stuff dudes give you a board presence early, and provide enough fuel to out lategame control decks and enough presence to make it to lategame vs. aggro decks. The really nice thing about all the steal/copy stuff is that vs. aggro it gives you cheap cards so you can keep up with their tempo, and vs. control it gives you big bomby things to keep up with their bomby stuff.
I have not missed Kronx yet in a game, maybe that's a mistake, but I've felt more than fine without him so far.
XBL: Morgan Coke Yes, there is a space, not an underscore. I'm old school like that.
Battle.net: morgancoke#1589
My go to brawl build for this format has been
Power Word: Glory
Seance
Shadow Vision
Mogu Cultist
Power Word Glory is the real f*ck you card as I just let them fill their board and just make all their minions heal me and run the game into fatigue. Seance allows you to get anything useful from their board and if you need extra healing just before the end when fatigue you just drop a minion and use power word glory.
If you get to keep Mogu Cultist then you just wait until you have 7 in hand or 6 and a Seance and 10 mana and you play 7 in one turn.
I have never had Power Word Glory be the card removed.
You're already being an asshole with this deck so please don't rope on top of it.
Why is no one banning Glory? That seems like the obvious ban, here, although 1 in 4 times I guess it's going to be hidden. Still, if I saw the other 3 cards alone I wouldn't be worried at all and I'd just ban the mystery card assuming it was some sort of sustainment plan for surviving to a hand full of Cultists.
Any of the aggressive decks (which most people seem to play in these brawls) should be able to ban Glory and just run this over. Does it work against other slow decks?
Also I think SR gains/losses in BG should be scaled according to relative power level of the hero (average result of that hero at that SR level).
It would give some incentive to playing a more varied set of heroes rather than the same heroes over and over.
+1
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
This highlander druid I found absolutely dumpsters rogues. I don’t stat tracker but every match against them is such a breeze. And since they’re about 1/3 of what I see I’m having a pretty ok time of things.
I assumed it would just work like all Dormant minions and stay on the board but not count against the 3/4/5/6 minion limit. Wow she seems pretty bad hearing that it doesn't work that way.
Do they have absolutely no one on the team above 5k in BGs who could have told them that? How could they not see how bad that is?
We're talking about the same team that had Whizbang occupy one of the set's Neutral Legendary Slots despite not actually being a legendary minion you put in your deck.
We're talking about the same team full of Johnnies that print awful fucking cards like an 8 mana 12/12 Can't Attack Heroes because they "tell a story".
WE'RE TALKING. ABOUT THE SAME TEAM. THAT DIDN'T PLAYTEST SKULL OF GUL'DAN IN AGGRO DH DECKS.
Do they have absolutely no one on the team above 5k in BGs who could have told them that? How could they not see how bad that is?
We're talking about the same team that had Whizbang occupy one of the set's Neutral Legendary Slots despite not actually being a legendary minion you put in your deck.
We're talking about the same team full of Johnnies that print awful fucking cards like an 8 mana 12/12 Can't Attack Heroes because they "tell a story".
WE'RE TALKING. ABOUT THE SAME TEAM. THAT DIDN'T PLAYTEST SKULL OF GUL'DAN IN AGGRO DH DECKS.
Yeah but that's all just some weird, variant minigame offshoot of Battlegrounds. You wouldn't expect them to put much effort into that.
It takes up a minion slot and blocks that slot from being rerolled. She is seriously absolute trash tier.
It even takes away a slot the turn it goes into hand. It’s a god awful ability because it hurts you in the beginning, which is the only time it could be good.
+3
zepherinRussian warship, go fuck yourselfRegistered Userregular
edited May 2020
I fucking stomped with Maev. You get a +1 +1 minion of your choice for 1 gold and all you have to do is wait 2 turns. It is heavy value early on. In this game I used the ability almost every turn.
I fucking stomped with Maev. You get a +1 +1 minion of your choice for 1 gold and all you have to do is wait 2 turns. It is heavy value early on. In this game I used the ability almost every turn.
i mean, even a broken clock is right twice a day....
All you have to do is wait 2 turns and have your drafting pool be reduced for 2 turns.
+2
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited May 2020
You have kalecgos, two razorgores, and nadina. If you can't win with that you can't win with anything.
edit: I realize this sounds very dismissive of your playing ability, which is not my point. My point is, hero powers show their use when you don't get a god comp and just wafflestomp the lobby. Any hero gets 1st place (or second if someone has divine shield poison murlocs) with this pool of minions given to it.
3cl1ps3 on
+3
zepherinRussian warship, go fuck yourselfRegistered Userregular
You have kalecgos, two razorgores, and nadina. If you can't win with that you can't win with anything.
edit: I realize this sounds very dismissive of your playing ability, which is not my point. My point is, hero powers show their use when you don't get a god comp and just wafflestomp the lobby. Any hero gets 1st place (or second if someone has divine shield poison murlocs) with this pool of minions given to it.
True that was a savage end game build, but I started murloc, and went with a weird hybrid mid game build of mechs and murlocs.
And I just didn’t have any issues.
Edit: and I get what you are saying, but you end up playing a bit slower to capture the +1+1 especially at the beginning.
I've been having a lot of luck with a new build of Galakrond Priest. Basically I was sad every game when I didn't start with Disciple in my opening hand, so I decided to really lean into that:
2x Disciple of Galakrond
2x Psychic Conjurer
2x Renew
1x Reliquary of Souls
2x Envoy of Lazul
2x Thoughtsteal
2x Penance
2x Shadow Word: Death
2x Breath of the Infinite
1x Madame Lazul
2x Holy Nova
2x Fate Weaver
2x Shield of Galakrond
2x Time Rip
1x Soul Mirror
1x Priest Galakrond
2x Plague of Death
Basically I cut everything expensive except for the board wipes. It turns out all the cheap steal/copy stuff dudes give you a board presence early, and provide enough fuel to out lategame control decks and enough presence to make it to lategame vs. aggro decks. The really nice thing about all the steal/copy stuff is that vs. aggro it gives you cheap cards so you can keep up with their tempo, and vs. control it gives you big bomby things to keep up with their bomby stuff.
I have not missed Kronx yet in a game, maybe that's a mistake, but I've felt more than fine without him so far.
There's a good chance you run into an enemy Galakrond. Swap out a Conjurer for an Acidic Ooze and break your opponent's claw.
You have kalecgos, two razorgores, and nadina. If you can't win with that you can't win with anything.
edit: I realize this sounds very dismissive of your playing ability, which is not my point. My point is, hero powers show their use when you don't get a god comp and just wafflestomp the lobby. Any hero gets 1st place (or second if someone has divine shield poison murlocs) with this pool of minions given to it.
Yep. Even Galakrond and Putricide get 1st place once in a while, but that doesn't make them good picks.
My go to brawl build for this format has been
Power Word: Glory
Seance
Shadow Vision
Mogu Cultist
Power Word Glory is the real f*ck you card as I just let them fill their board and just make all their minions heal me and run the game into fatigue. Seance allows you to get anything useful from their board and if you need extra healing just before the end when fatigue you just drop a minion and use power word glory.
If you get to keep Mogu Cultist then you just wait until you have 7 in hand or 6 and a Seance and 10 mana and you play 7 in one turn.
I have never had Power Word Glory be the card removed.
You're already being an asshole with this deck so please don't rope on top of it.
Why is no one banning Glory? That seems like the obvious ban, here, although 1 in 4 times I guess it's going to be hidden. Still, if I saw the other 3 cards alone I wouldn't be worried at all and I'd just ban the mystery card assuming it was some sort of sustainment plan for surviving to a hand full of Cultists.
Any of the aggressive decks (which most people seem to play in these brawls) should be able to ban Glory and just run this over. Does it work against other slow decks?
I find that many people forget that Glory can be used on opponent minions and also forget that it heals the caster, not the owner of the minion. The cultist ends up getting all the attention and will usually take the ban.
It utterly fails against Bomb or Evolve decks for obvious reasons.
Old: Battlecry: If you control a Secret, return a minion to its owner’s hand. It costs (2) more. → New: Battlecry: If you control a Secret, return a minion to its owner’s hand. It costs (1) more.
Imprisoned Scrap Imp:
Old: Dormant for 2 turns. When this awakens, give all minions in your hand +2/+2. → New: Dormant for 2 turns. When this awakens, give all minions in your hand +2/+1.
Mostly good changes, although the Bloodsworn Mercenary change does nothing. They could have made her a 1/1 and it would still see play since she is a burst finisher card.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
+3
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Mostly good changes, although the Bloodsworn Mercenary change does nothing. They could have made her a 1/1 and it would still see play since she is a burst finisher card.
She has substantial use cases as a midgame pressure card, this does help with that.
+2
SaldonasSee you space cowboy...Registered Userregular
did you know that demon hunters remembered that priestess of fury is a card still? and that it's still a very very good card?? and that they're now running them again??? and that it's a fuckin' bullshit card that has to be answered on the spot or you just lose right away??????????
fun times. fun how people just completely forgot about that card. fun how it completely slipped the nerf radar.
Would you nerf it so it does 3 damage instead of 6 or nerf it so it only damages enemy minions?
3 pings would be unplayable, minions only would actually make it more difficult to remove.
I'd change the stats. 6/7 is fucking insane. 7 damage is not an easy target to hit! There are not many things in this game that can cleanly deal 7 damage!!! I'd make that like, a 6/5.
So is Silence Priest a thing again or did I just run into someone playing a one-off crap deck hitting its nut draw highroll?
0
ObiFettUse the ForceAs You WishRegistered Userregular
edited May 2020
:mad:
Blackjack Stunner did not need a nerf. If Rogue needed a balance pass, not sure BJ Stunner is the place to look. And Hanar died (or was silenced) often at 5 health when dropped on turn 2 or coined out on 1.
Gala Rogue is the second most popular deck, has been pretty consistently strong since the rotation, and has avoided the last two rounds of nerfs. Considering this patch is hitting 3 of its few counters, I'm pretty sure they wanted to preemptively ensure it doesn't become too dominant.
Posts
I did mine with Demon Hunter with battlefiend, goat demons guy, outcast 2/1 guy, and one day I’ll be a real knight. Fuck, I don’t even know any card names anymore.
I think I played against a baby seal. He banned Battlefiend. He was a hunter running Jeweled Macaw, Crackling Razormaw, Dire Frenzy, and ????. I banned Razormaw.
I was on the coin, his turn 1 was a pass. My turn 1 was Outcast Sigil Runner.
His turn 2 was hero power. My turn 2 was 2 Outcast Sigil Runners.
He conceded turn 3 having done nothing but one hero power.
Thanks for the pack!
you cannot outtempo that!
i did went 4-0 with my demon hunter before that (satyr, fiend, twin slice and the + 2 dmg draw a card one)
Hm, that’s interesting that the other galakrond decks are considered control decks. They operate pretty differently from most traditional control decks. GRogue becomes much more proactive in the mid game. And GWarlock can get a lot of stuff on the board quickly. I see people playing it almost like aggro sometimes. Maybe that’s wrong. But it’s seemed effective.
I don’t think I’ve ever seen a GShaman.
Switch - SW-7373-3669-3011
Fuck Joe Manchin
My opponent had Pharaoh Cat, Edwin, Pogo Hopper, and ???
I banned Pogo. The mystery card turned out to be Togwaggle's Scheme.
Thanks for the pack!!!
Battle.net Tag: Dibby#1582
ShadowJeweler Hanar
Blackjack Stunner
Cheat Death
Bamboozle
Its very fun
Power Word: Glory
Seance
Shadow Vision
Mogu Cultist
Power Word Glory is the real f*ck you card as I just let them fill their board and just make all their minions heal me and run the game into fatigue. Seance allows you to get anything useful from their board and if you need extra healing just before the end when fatigue you just drop a minion and use power word glory.
If you get to keep Mogu Cultist then you just wait until you have 7 in hand or 6 and a Seance and 10 mana and you play 7 in one turn.
I have never had Power Word Glory be the card removed.
You're already being an asshole with this deck so please don't rope on top of it.
2x Disciple of Galakrond
2x Psychic Conjurer
2x Renew
1x Reliquary of Souls
2x Envoy of Lazul
2x Thoughtsteal
2x Penance
2x Shadow Word: Death
2x Breath of the Infinite
1x Madame Lazul
2x Holy Nova
2x Fate Weaver
2x Shield of Galakrond
2x Time Rip
1x Soul Mirror
1x Priest Galakrond
2x Plague of Death
Basically I cut everything expensive except for the board wipes. It turns out all the cheap steal/copy stuff dudes give you a board presence early, and provide enough fuel to out lategame control decks and enough presence to make it to lategame vs. aggro decks. The really nice thing about all the steal/copy stuff is that vs. aggro it gives you cheap cards so you can keep up with their tempo, and vs. control it gives you big bomby things to keep up with their bomby stuff.
I have not missed Kronx yet in a game, maybe that's a mistake, but I've felt more than fine without him so far.
Battle.net: morgancoke#1589
Titan's Creed: Jump first, don't ask questions, punch everything
Any of the aggressive decks (which most people seem to play in these brawls) should be able to ban Glory and just run this over. Does it work against other slow decks?
It would give some incentive to playing a more varied set of heroes rather than the same heroes over and over.
i was under the impression it either would go into hand as a dormant minion or vanish from the board and you'd just get it 2 turns later
are you telling me
that it stays on the board
and prevents you from rerolling
???
that's. not good!!
edit: or does it let you reroll and just permanently occupies a minion slot instead? that's also crummy!
Battle.net Tag: Dibby#1582
Edit: This. If you couldn't reroll at all she would literally be the worst BG hero ever.
We're talking about the same team that had Whizbang occupy one of the set's Neutral Legendary Slots despite not actually being a legendary minion you put in your deck.
We're talking about the same team full of Johnnies that print awful fucking cards like an 8 mana 12/12 Can't Attack Heroes because they "tell a story".
WE'RE TALKING. ABOUT THE SAME TEAM. THAT DIDN'T PLAYTEST SKULL OF GUL'DAN IN AGGRO DH DECKS.
Battle.net Tag: Dibby#1582
It even takes away a slot the turn it goes into hand. It’s a god awful ability because it hurts you in the beginning, which is the only time it could be good.
i mean, even a broken clock is right twice a day....
Battle.net Tag: Dibby#1582
edit: I realize this sounds very dismissive of your playing ability, which is not my point. My point is, hero powers show their use when you don't get a god comp and just wafflestomp the lobby. Any hero gets 1st place (or second if someone has divine shield poison murlocs) with this pool of minions given to it.
And I just didn’t have any issues.
Edit: and I get what you are saying, but you end up playing a bit slower to capture the +1+1 especially at the beginning.
There's a good chance you run into an enemy Galakrond. Swap out a Conjurer for an Acidic Ooze and break your opponent's claw.
I find that many people forget that Glory can be used on opponent minions and also forget that it heals the caster, not the owner of the minion. The cultist ends up getting all the attention and will usually take the ban.
It utterly fails against Bomb or Evolve decks for obvious reasons.
https://playhearthstone.com/en-us/news/23426180
Text dump:
On May 18, we’ll be releasing a 17.2.1 balance patch that includes updates for a dozen cards in Standard, as well as a bug fix for Ethereal Conjurer.
Balance Updates
Aldor Attendant:
Old: [Cost 2] 2 Attack, 3 Health → New: [Cost 1] 1 Attack, 3 Health.
Torrent:
Old: [Cost 5] → New: [Cost 4].
Shattered Rumbler:
Old: 4 Attack, 6 Health → New: 5 Attack, 6 Health.
The Lurker Below:
Old: 6 Attack, 3 Health → New: 6 Attack, 5 Health.
The 8 cards below will be eligible for a full dust refund until June 1.
Priestess of Fury:
Old: 6 Attack, 7 Health → New: 6 Attack, 5 Health.
Crimson Sigil Runner:
Old: 2 Attack, 1 Health → New: 1 Attack, 1 Health.
Scavenger's Ingenuity:
Old: Draw a Beast. Give it +3/+3. → New: Draw a Beast. Give it +2/+2.
Shadowjeweler Hanar:
Old: 1 Attack, 5 Health → New: 1 Attack, 4 Health.
Blackjack Stunner:
Old: Battlecry: If you control a Secret, return a minion to its owner’s hand. It costs (2) more. → New: Battlecry: If you control a Secret, return a minion to its owner’s hand. It costs (1) more.
Imprisoned Scrap Imp:
Old: Dormant for 2 turns. When this awakens, give all minions in your hand +2/+2. → New: Dormant for 2 turns. When this awakens, give all minions in your hand +2/+1.
Bloodboil Brute:
Old: 6 Attack, 8 Health → New: 5 Attack, 8 Health.
Bloodsworn Mercenary:
Old: 3 Attack, 3 Health → New: 2 Attack, 2 Health.
Game Improvements and Bug Fixes
Ethereal Conjurer will now function correctly and will no longer lock the game state when played.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
"They will never catch damn, they caught me!"
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
She has substantial use cases as a midgame pressure card, this does help with that.
Switch: SW-1493-0062-4053
Guess who saw the future!!!!
DIBBY THE PROPHET
Battle.net Tag: Dibby#1582
Also a dozen card changes? That's nuts. I don't think they've ever changed that many cards before in a patch.
Blackjack Stunner did not need a nerf. If Rogue needed a balance pass, not sure BJ Stunner is the place to look. And Hanar died (or was silenced) often at 5 health when dropped on turn 2 or coined out on 1.
Boo those changes. Boo.