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Rarst

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About Rarst

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    Knight
  1. Been trying out 2x Dark Iron Dwarf (instead of Shredder and Loatheb). While Shredder is stickier, Dwarfs ability has very good synergy with using smaller discard-able minions to trade. Also I have a subjective feel that opponents struggle/hesitate more with removing Dwarf, ability aside Shredder has low health for a 4-drop.
  2. Loatheb is one of those legendaries that have absolutely unique function. There is no functional replacement for it. I would say go for more of the Zoo's same (annoying sticky minion) or a tech card that will give you the edge against your specific meta environment.
  3. Hellfires hurts your own board and the problem with Grim Patron is that it just keeps coming back, it's not limited to doing the trick once. I saw an interesting Zoo build with Shadowflame, but have yet to try it. The Shadowflame seems to be an unorthodox choice in Zoo, although on the surface it makes sense to me (reasonable mana cost and usually there are creatures to sac).
  4. Anecdotally Warrior is a second worst matchup for Zoo in my own stats. Grim Patron is (arguably) strongest deck at the moment and Control Warrior isn't exactly easy to aggro either.
  5. Kezan also counters itself. Playing as secrets class you also get to steal your own secrets back if opponent snatches them. This makes it less of a dead card if meta is secret-heavy and other classes are teching it in too.
  6. Just my impressions. It's like Spellbreaker vs Owl — same effect, former comes with a better body, latter is much more flexible to fit into turn due to mana cost. I saw builds with Greenskin around, just feeling this one is too low curve to run it.
  7. Opened Captain Greenskin and tried it out for a bit. Don't feel it's good in this build. It's too expensive for early game and it's a bad topdeck later when you really want a burst to finish on the spot. Having a weapon AND greenskin AND enough mana to play it all is too conditional to come together reliably.
  8. I got to rank 4 with the deck last season. It works, but I feel that newer Zoo builds are headed a little more into a lock direction (ZooLock, DemonLock, that Void Terror build) and have an edge over this "basic" variant. I lack cards to try those out, so no direct comparison playing them. I would say the important aspects to pay attention to are: 1. How do you distribute minions on board 2. Getting good value out of knife jugglers 3. Knowing the kill zone (power overwhelming and doomguard from hand = 9 damage on top of the board) and carefully pushing opponent into it
  9. The mage gets enormously weaker without strong finish option (Ragnaros, Antonidas, etc). I pretty much stopped playing mage in ranked until I get one of those. There are aggro versions of mage (mech or flamewaker either) without late game, but in my opinion they are inferior in current meta.
  10. Warrior quest again and few more games on top. Had a better feel for the deck now and went 8:1 in casual this time. The only lost game was Zoo bursting me down while having 1 life left. I think the challenge is same as how people describe playing Face Hunter - it seems trivial, but in reality you need to have a very good feel for how much damage you can deal (and receive) couple turns ahead. Also playing for burst is a little unusual after other decks, sometimes I overlook having lethal because I don't expect myself to have like 8+ extra damage on low mana in hand.
  11. I think you missed "for quests" part :) I don't want to play rogue competitively at the moment (until I have proper cards for Oil), but sometimes I need to play Rogue for quests. As I said my only point was that trying to make this deck work without Oil engine isn't worth the time. I wasted time trying to, so could as well say that for others benefit.
  12. Affordable option for casual/quest. I have zilch good warrior cards and was struggling to put something together before it. Still lack some cards (second arcane golem, couple more), but I went 5:5 and few lost games were extremely close (opponent winning with 1-3 health left).
  13. Any advice on adjusting against handlock? It's pretty unique deck to play against and I tend to be few points short to burst before it goes into dropping 2x Healbot and out of my killing range.
  14. I was looking to build a Rogue Mech deck for quests, having no cards needed for Oil, and tried to tinker this one into working couple times... Well, I think Tempo Mech is misnomer for this one. It is still Oil, that relies primarily on Oil cards, and falls apart without them. So if you are in a same position like me and looking to build cheap/casual Rogue Mech — look for deck lists that actually are mech. :)
  15. Ehm? I am playing Zoo lately and if opponent warlock stalls early game I get nervous immediately, because I know handlock to be a bad matchup for me (tracking says my winrate against is 40%). I think experienced handlock players can really pummel aggro into dust.
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