You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Quest: 14
Blueleaf Tubers x2
The Haunted Mills x4
It's a Secret to Everybody x4
Torek's Assault x4
Strategy:
I like to have my allies rush into them, while my abilities take care of their protectors/hard hitters. I have Gellrin so that, when they try to hit him with a spell of some sort, I just sack him in response. Also, I have a good deal of low-costing allies so I can complete The Haunted Mills with no qualms or concerns. The idea is to always have a Shadowburn/Steal Essence on the defense, and a Shadow Bolt/Shred Soul for my offense, so my allies have nothing to stand in their way.
Main concerns:
1) One major change I think I will be making is losing the Sarmoth for something with Ferocity (probably Outrider Zarg) because it is all together too easy for people to bypass Sarmoth, and I'd rather have an ally hitting for 4.
2) Another is the Infernal. I understand the awesomeness of having one, but can you recommend any better 6-drops?
Any comments/questions/concerns/complaints please feel free to let me know!
Moko is a good 6 drop. i'd consider a saurfang or 2. he's a hard hitter and can wipe out your opponent's hard hitters.
I'd also consider touch of chaos, since u run so many abilities. Or a magiskull cuffs (I think that's the one that let's u pay 1 less for ur abilities). You can also lock down your opponent with curse of tongues, making it near impossible to play more then one ability per turn. Eye of killrog let's u take out the ferocity allies before they hit the field. With only 16 allies, you'll get a lot of use out of counterattack.
Moko is a good 6 drop. i'd consider a saurfang or 2. he's a hard hitter and can wipe out your opponent's hard hitters.
I'd also consider touch of chaos, since u run so many abilities. Or a magiskull cuffs (I think that's the one that let's u pay 1 less for ur abilities). You can also lock down your opponent with curse of tongues, making it near impossible to play more then one ability per turn. Eye of killrog let's u take out the ferocity allies before they hit the field. With only 16 allies, you'll get a lot of use out of counterattack.
take out shadow bolt for 4 random allies, take out rose for 2 random allies, hellfire is pretty bad but itseems apparent you really wanna play it so keep it in but i advise to take them out for 2 random allies.
blue leaf tubers are terrible especially if you're horde. theres a better quest if you wanna be blue leaf tubinggggg. its a secret in a slower deck is really terrible it creatures no card advantage every quest you have in a slow deck should give you card advantage.
I agree with killing the tubers, and killing the secrets to everybody. This deck wants to be able to find stuff when it needs it. It shouldn't be concerned about decking out (especially with your very small card draw) nor deck stacking (again the small card draw).
Zapped giants should go in, Maybe a new plague for more ally control.
I don't agree on dropping the heckfires, nor the shadowbolts. Do what you think is best on those. The roses can go or stay, matters on how they test.
Quote : Originally Posted by Profparm
Enemy of My Enemy
Quest
To complete this quest, discard an ally.
Reward: Search your deck for an ally with a different race than the character you discarded.
Flavor Text: As the Draenei and the Humans allied at last, cries of outrage from the Horde community could be heard all across Azeroth, claiming that the treaty was "broken".
Ok so I will work on the quests. I agree they aren't where they should be. So do you think I should drop the 2 Infernals for 2 Moko's, and the 2 Zy'lah's for 2 Saurfangs?
After some more playtesting, I've decided to remove a bunch of cards, and add in others. (the madness to my thinking is described at the bottom of the post)
Remove:
Voss Treebender x4
Shred Soul x1
Shadow Bolt x1
Shadowburn X2
Mooncloth Robe x2
It's a Secret to Everybody x4
Blueleaf Tubers x2
Add in:
High Overlord Saurfang x1
Elder Moorf x4
Shattering Blow x2
Gift of the Elven Magi x2
Poison Water x3
Counterattack! x3
Madness to my thinking:
High Overlord Saurfang: I just pulled him in a pack today, and I think it'd be fun to play with him, so in he goes!
Elder Moorf: I've had a goal for quite some time now, of having a 1-drop that I wouldn't mind seeing on turn 1, turn 5, or turn 10. Elder Moorf just might be that guy
Shattering Blow: As I said earlier, equipment kicks my butt. I might lose some other cards to make it 4 Shattering Blow
Gift of the Elven Magi: Most of my deck is abilities anyways, and I can drop this bad boy much sooner than I would be able to drop a Mooncloth Robe (because I almost NEVER drop the robe till a turn I can use it, like turn 6 or more)
Poison Water: Why Blueleaf when I can selectivly shuffle back in, or just draw a card if I'm stuck in a pinch?
Counterattack!: After playtesting, I started noticing that my opponent almost always had more allies than me. That got me thinking. Then, when several reccomendations were made to add it in, I gave in!