Sounds like zoo or hunter.
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I always build a Budget Mage for that. The best minions, the best class cards and spells.
To be fair the deck consists of 12 mage spells. Not that I don't own most classic mage cards (such as Mana Wyrm) but I enjoy making an all-gold deck every once in a while without any additional cost or drawback gameplay-wise. I use this deck to climb from 25 to 20 whenever I am down there. Just to give my enemies a fighting chance or at least show them I am not outclassing them with cards they cannot have.
Spoiler### Custom Mage
# Class: Mage
# Format: Standard
# Year of the Mammoth
#
# 2x (1) Elven Archer
# 2x (2) Acidic Swamp Ooze
# 2x (2) Bloodfen Raptor
# 2x (2) Frostbolt
# 2x (2) River Crocolisk
# 2x (3) Arcane Intellect
# 2x (3) Shattered Sun Cleric
# 2x (4) Chillwind Yeti
# 2x (4) Fireball
# 2x (4) Polymorph
# 2x (4) Sen'jin Shieldmasta
# 2x (4) Water Elemental
# 2x (5) Gurubashi Berserker
# 2x (6) Boulderfist Ogre
# 2x (7) Flamestrike
#
AAECAf0EAA9NWtgBuwKFA4sDqwTgBPsElgWABooH7AfZCpYNAA ==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
I just wish Hearthstone's minions where a bit more effect-heavy and less buff. Or at the very least the Mage Minions. I really liked the 3 mana 2/1 C'thun buff dude.
Yeah, and vanilla minions seem to contribute more to curvestone.
When it comes to mage, I feel like they started with Magic's Blue, realized that large amounts of it went against their "don't screw with your opponent's stuff" philosophy, excised everything but secrets and freezing, and filled in the rest with efficient cards like Fireball and Water Elemental.
Both of those are answer cards. Gnomeferatu getting a bit lucky is an effective way for a deck to deal with certain strategies (death knight priest most notably) in a class that otherwise lacks a real answer to that problem. Skulking Geist, similarly, was printed as an answer to Jade Idol for every class. It's a very poor card in terms of stats for cost, it gets run because the effect it's offering is so critical to counter certain strategies such as Jade and inner fire priest to a lesser extent.
Basically, although I don't know how well Hunter will hold up considering all the nerfs it took over time. Another big go-to though would be Midrange Shaman - it got a lot better with Naxx, which kind of blurs together with the classic-only period in my memory, but I'm pretty sure it was good back then as well. And all of the good Control decks of the time either can no longer exist (Handlock, Force + Savage Druid) or can't exist without epics and legendaries (Control Warrior, Freeze Mage), so you're basically looking for midrange and aggro decks.
Classes that were weak and probably shouldn't be bothered with are Paladin and Priest.
Created a crappy midrange hunter deck; they said no legendaries, but I was able to put in two Highmanes. I pulled off the old Knife Juggler + Hunter's Mark + Unleash the Hounds to clear my opponent's board.
Tempo Rogue seemed pretty good, but I think he also drew like a god.
I understand why they're there. I just think the game is less fun when cards in hand can be removed before they are played.
The lack of offensive discard was one of the things I greatly preferred about Hearthstone over MtG. Skulking Geist makes me concede games if I'm playing certain archetypes. That's anti-fun.
Geist could also preemptively disassemble a Mysterious Challenger in Wild, I guess.
Who cares which decks are hit hardest? It was refreshing and nice that Hearthstone didn't have cards which can explicitly remove opponent cards from the game before they are played.
That refreshing character is gone now, and I'm angry that it was taken away.
Geist kills a Discover Un'goro deck (I mean, the card was already terrible, but Geist makes it even worse).
Geist also hits Silence Priest really hard since the Inner Fires are 1 mana cards; Malygos Rogue also cries, since Geist hits the Sinister Strikes. I guess old school Miracle Combo Rogue would get hit since the Cold Bloods get removed. (some kind of Leeroy + Faceless play)
I lost like 4 cards in my Razakus Priest deck when someone dropped a Geist on me (Binding Heal, Potion of Madness, Power Word: Shield, Pint-Size Potion).
Were you also annoyed by someone milling cards from you with Coldlight Oracles?
I'm meh on Gnomeferatu. Maybe it'd be a little nicer if it stuck the card on the bottom of your deck instead of removing it entirely, but that's a pretty minor difference.
Skulking Geist though, is terrible. Its very existence lowers the value of all 1 cost spells, because it increases the chance that they aren't just cards missing from your deck, but completely dead cards. It explicitly targets certain cards in a way that Gnomeferatu doesn't, bringing up the question if it is really worth putting those cards in your deck in the first place. It's the worst kind of punish card, because at least if you're a pirate or murloc deck, those evil crabs only destroy one of your cards. You've got more. The plan can still go on. But if Geist is played, any strategy that may have revolved around 1 cost cards is taken out back and shot.
The only words that can express my feelings on Skulking Geist cannot be said on this forum.
Yeah, basically this. Gnomeferatu's not a big deal at all, it does nothing that couldn't already be done by Coldlight Oracle, Naturalize, abuse of a poorly-timed Acolyte of Pain or Northshire Cleric, etc. It's a minor effect that you just hope lucks out and hits something important. And importantly, it only affects your deck, never your hand.
Skulking Geist, hitting every card of a narrow category in both the deck and hand, is another story entirely, and I still feel it shouldn't have been printed.
And I still feel like it's a largely irrelevant tech card.
A card can have bad design and a negative impact on the game while not being all that great a card to actually use.
Especially in those cases, I'd say. If no one includes Skulking Geist because they actually find its effect fun, and multiple people do because they feel like they have to in case the opponent is playing Jade Druid, that's bad all around.
Valeera also turned out to be useful, but not for combo decks.
so i start a new arena run and what do i run into game 1?
turn 8: Frostlich Jaina
turn 9: The Lich King
turn 10: Ysera
:smallsigh:
Game 1 of an arena run tends to be a complete crapshoot. You have no clue when going up against an 0-0 deck if they tried for a synergy draft and never got their pieces or if the system threw them a hoard of top tier legends and the best removal cards for their class. It tends to be easier to read after that. Once you're getting to people with 5+ wins, a good rule of thumb is if there's a good card that you're worried they might be holding, assume they have it and play around it.
Even at high wins it can be a bit of a crapshoot - the deck quality is a lot better to be sure, but there's good decks and the absolute nuts. I'll often run into insanity at 7-8 wins followed by an utterly crap deck that either drew badly or the player running it is just good/lucky.
I am having a blast in this brawl running a Gnomeferatu/Deathlord deck
only way i lose is to an insane swarm deck IF i draw no gnomes/deathlords
and to jade druid if he shuffles idols in...but just squeaked by one when my 2nd gnome got his idol before he shuffled any 8)
I got my brawl pack using a (very) poor man's version of Amaz's Astral Communion spellbook deck. The innervate nerf hurt a lot but I was still able to win.
Sidenote - is Ice Block still allowed in this Brawl? Seems like it would be broken. The only way to beat it would be by destroying it, Uther, or just praying they have a turn where they can't refresh it.
Also, what does Skulking Geist do to this brawl?
I find I both like and dislike this Brawl. I threw together a Mage deck focused on a few spell-synergy minions (Mana Wyrm, Flamewaker, and Medihv the Guardian), got some wins with that, enjoyed it. I played a lot of others who threw together similar mage decks, and a few other types of decks that were perfectly fine and fun to play against.
Then you run into gimmicky decks that quickly get annoying, like a Warrior deck that went for winning just by playing a weapon and picking every Upgrade he could get. Or decks running cards like Deathlord or Gnomeferatu, which just outright break this format. Those ruin it and aren't worth the time it takes playing against them, win or lose.
Ice Block is allowed, but you just can't count on always having it. You only get three options out of ten cards each draw, which isn't great odds to keep getting the same card every time. Plus falling far enough behind that you need it probably means you also need something else to catch back up, which you can't get if you need to keep picking Block.
And the same thing he does everynighttimePinkyPsyren - at least, I'd assume, I haven't seen him used. Probably because 1-mana spells aren't likely to be popular in this format. Unless Jade Druid has taken over since I played the other day, I guess.