Guys, convince me to not craft gazlow.
Going off what ZealousD said, Gazlowe doesn't win you games. He just has a chance to make them more interesting. You also need to support him with more than just Spare Part cards and sometimes you'll just run out of spells before you draw him. I have fun playing with him but it's not really that amazing. He's also best suited for a control deck since he's so slow where having extra cards wins you the game.Guys, convince me to not craft gazlow.
Noxious exits his apartment on the way to get coffee. He stops, as he does everyday, and says hello to the bum sleeping outside his building. "Sir, spare some change?" says the bum. "No, but I can give you a casting job"
Reynad won something. :O
Hell of a battle cry if you can recall and replay the card. Like a warrior did to me yesterday. LolWhat's the consensus on Iron Juggernaut? I want to like it but it doesn't seem very productive.
Kind of cool but since Warrior's game plan does not guarantee getting (close) to fatigue more often than not he's just a vanilla midgame drop - which is the type of minion CW has absolutely no use for. And at 5 health it's not even a particularly good one.What's the consensus on Iron Juggernaut? I want to like it but it doesn't seem very productive.
Kind of cool but since Warrior's game plan does not guarantee getting (close) to fatigue more often than not he's just a vanilla midgame drop - which is the type of minion CW has absolutely no use for. And at 5 health it's not even a particularly good one.
Glad I held off on crafting it.
Craft Gazlowe
I use him in 4 of my ladder decks atm heh. The best one atm is my MechRouge which is currently 9-2 this season. Such a fun card and pretty effective in the right deck. I think Rouge is one of the best classes for a spare part based mech deck. You can use the spare parts (and deadly poison) with Gazlowe and they also work really well with Van Cleef.
So apparently the ladder is all mages right now. What's the hard counter to mech mage?
Face hunter?
Face hunter.
Counter everything.
So apparently the ladder is all mages right now. What's the hard counter to mech mage?
I feel like a fatigue warrior is bound to happen eventually. I might even try doing it. I don't have iron juggernaut yet and that seems like it would be a pretty important component for making sure your opponent dies first.
I think I would first cut out execute and shield block. Execute generally takes 2 cards to work, and shield block, while great for the hp, just cycles itself. Maybe I would keep shield block cause its kind of like a lay on hands. This leads to a more interesting question, if shield block is cut, do I cut shield slam? Not sure. Instead of execute, I'd run crush. I also think the deck would have more minions than standard control warrior, so I would much more often have injured minions. Bouncing blades is another candidate.
One huge thing I would have to account for is that the hero power doesn't really help the board state. I am hoping that the card value of the right set of cards could make the difference. Kelthuzad, sneed's old shredder, pilotted skygolem + cairne, sylvanas, and black knight, gorehowl, would make up the mid/late game. No BGH targets allowed.
Early game would be... zombie chow (I'll admit I am infatuated with this card atm), armorsmith, maybe taskmaster, win axe, death's bite...
I am starting to like how this is forming. Thoughts? I have little experience with control warrior.
Fatigue warrior won't be a thing. There's nothing in the warrior's arsenal that can do fatigue better than Druid or Mage. No way to force your opponet to draw cards, so you're just trying to attrition them with your hero power, which isn't enough. Warrior excels best by forcing aggro and mid-range decks to run out of gas by efficiently trading with weapons while armoring up and using hyper-efficient removals with shield slam and execute. Then you finish the opponent off with Alexstrasza, Ragnaros, and most importantly, Grommash. There's no need to kill them slowly when you can kill them explosively.
Some people say Zoo counters Mech Mage. They can pump out minions while still having card advantage.So apparently the ladder is all mages right now. What's the hard counter to mech mage?
Damn that's a lot of legendaries and epics, good luck to ya
My fatigue paladin hit legend last season with a 68% winrate. It doesn't win by forcing card draw, it wins in a prolonged war of attrition. I also beat every fatigue mage deck I came across.
Some people say Zoo counters Mech Mage. They can pump out minions while still having card advantage.
That's not fatigue paladin. That's just a regular midrangey/control Paladin....
Fatigue decks have the specific goal in mind of depleting your opponent's deck more quickly than your own. Their win condition is forcing your opponent into fatigue and then using that fatigue damage to win. With that Paladin deck you can win way before that.
Nah man I have to agree with him, that's a control deck more so than a fatigue deck. If that was a Fatigue deck you would have something like Coldlight Oracle to do big damage when they reach Fatigue. You really don't have any card that takes advantage of the fatigue state. The only thing out of the ordinary is having 2 Healbots for the extra heals.
I have to agree with Mobius here - fatigue isn't defined by the presence or absence of Coldlight, but instead a general strategy. His deck's primary win con is fatigue damage, so it's a fatigue deck. It's ALSO a control deck, but control is a really broad archetype.
So apparently the ladder is all mages right now. What's the hard counter to mech mage?
It would have to be a 1/1 for that to be even close to fair.A suggestion for a change to Mad Scientist that nerfs its effectiveness while leaving it not only playable, but also allows other classes to play it:
"Put a random secret onto the battlefield."
A suggestion for a change to Mad Scientist that nerfs its effectiveness while leaving it not only playable, but also allows other classes to play it:
"Put a random secret onto the battlefield."
That would still be very good. The real reason why Mad Scientist is good is that it's a 2 mana 2/2 but you get a free 2 to 3 mana Secret card for FREE! You don't pay the mana to even cast it, it's cast automatically on death.A suggestion for a change to Mad Scientist that nerfs its effectiveness while leaving it not only playable, but also allows other classes to play it:
"Put a random secret onto the battlefield."
Yes this is a good fix. I would even settle with the Secret costing 1 mana less if they feel this would be too much of a nerf.That change would make mad scientist so much better it would be disgusting, lol.
It's pretty easy to fix, just make it add the secret to your hand. He gives crazy value due to saving you from drawing a secret and bypassing using the mana to cast it.
It would have to be a 1/1 for that to be even close to fair.
How about a weapon version of the Mad Scientist that automatically equips a weapon from your deck? That would be fun. Mad Weaponsmith.
Could make Mad Scientist work like the secrets themselves, and only activate on the opponent's turn, meaning the opponent has to kill it for it to activate.