Jump to content
FORUMS
Vlad

Hearthstone Arch-Thief Rafaam

Recommended Posts

Guest 808_puma

The mage deck that was suggested for normal mode has a card that players won't have until they've beaten Rafaam Unleased. That card is Eerie Statue. The "Cheap Arch-Thief Rafaam Mage Deck (Normal and Heroic Mode)" can only be fully played in Heroic mode. Please suggest a replacement card for those playing in normal mode.

Share this post


Link to post
Share on other sites

I have used this deck:

 

2 Circle of Healing
2 Angry Chicken
2 Dragon Egg
2 Flash Heal
2 Light of the Naaru
2 Power Word: Glory
1 Sir Finley Mrrgglton
2 Ancient Watcher
2 Lightwell
2 Nerubian Egg
2 Wyrmrest Agent
2 Coldlight Oracle
1 Emperor Cobra
1 Illuminator
1 Auchenai Soulpriest
2 Eerie Statue
2 Jeeves
 
The AI has only healing spells, can't remove your weapon and can't activate the watcher/statue.

Share this post


Link to post
Share on other sites

This is your deck btw.

4x Wisp

2x Footman

2x Statue

2x Shade

2x Peddler

2x Scarab

2x Ooze

1x Nesingwary

1x Harrison

2x Hat

2x Torch

1x Entomb

2x Mind Vision

2x Raven Idol

1x Flare

2x Rare Spear

Share this post


Link to post
Share on other sites

Sir Finley and Sideshow Spelleater don't work when Arch-Thief plays them. Tried and tested both of them.

Share this post


Link to post
Share on other sites
Guest Ironshaft

On Heroic, Sir Finlay is a dead card in his hand. He will not play it even if he is in fatigue. Not sure about normal.

Share this post


Link to post
Share on other sites

I highly suggest replacing Eerie Statue with Zombie Chow. When he is killed, Zombie Chow restores health to YOU. You shouldn't need the heal, as the deck is pretty bad, but it'll be there if you do.

Share this post


Link to post
Share on other sites

File the Heroic version of this under 'not fun'. 

Repeat

    <exercise in futility>

Until (<he consistently draws bad random cards> && <your Discoveries are excellent>)

Share this post


Link to post
Share on other sites

I highly suggest replacing Eerie Statue with Zombie Chow. When he is killed, Zombie Chow restores health to YOU. You shouldn't need the heal, as the deck is pretty bad, but it'll be there if you do.

You don't need heals. Chow has too high value to be worth it. Especially not when your deck contains a 1/2 Goldshire. 

Share this post


Link to post
Share on other sites

 

I highly suggest replacing Eerie Statue with Zombie Chow. When he is killed, Zombie Chow restores health to YOU. You shouldn't need the heal, as the deck is pretty bad, but it'll be there if you do.

You don't need heals. Chow has too high value to be worth it. Especially not when your deck contains a 1/2 Goldshire. 

 

Chow is a pretty bad card... a 2/3, with a deathrattle to heal his opponents hero.

I agree you don't need the heals, not unless he gets lucky with his portals... But Eerie Status is impossible, so when i looked through my collection for a worthless card to take its place, that stuck out at me.

Either way, it worked perfectly and I finally crushed him.

Edited by AussieEevee

Share this post


Link to post
Share on other sites

He can and will silence Eerie Statues when he gets Owls (or whatever) from Portals. I wouldn't give him ESs or Watchers. Having said that, no matter how dire the deck I give him is I still get killed by the Portal cards. I know it's not impossible, but I'm struggling to believe it!

 

Edit: Him - Turn 4 Dr Boom. Turn 5 Ragnaros. My hand - 2 x Wisp, Raven Idol, Eerie Statue.

Come oooooooon! Really???!

Edited by Chacal

Share this post


Link to post
Share on other sites
Guest YourGod

I made a rogue deck with a ton of weapon buffs, but no weapons. (Deadly poison, Tinkers sharpsword oil) I also added cards like Deathlord and zombie chow to grant me benefits, as long as cards that could hurt him, like ancient shade. Lastly, I added cards with terrible attacking capabilities, like stones kin gargoyle and ancient watcher. It worked brilliantly.

Share this post


Link to post
Share on other sites

I made a rogue deck with a ton of weapon buffs, but no weapons. (Deadly poison, Tinkers sharpsword oil) I also added cards like Deathlord and zombie chow to grant me benefits, as long as cards that could hurt him, like ancient shade. Lastly, I added cards with terrible attacking capabilities, like stones kin gargoyle and ancient watcher. It worked brilliantly.

Chow is a card that is played in constructed. I don't really think that Chow is a right choice for the deck.

Share this post


Link to post
Share on other sites
Guest zoom

This was a great idea thanks, worked first try and Zombie Chow worked out great.

 

 

Share this post


Link to post
Share on other sites
Guest Tom

I did this first try on heroic with giving Rafaam nothing but high mana legendaries, easy peasy. He discarded 5 cards, IMO much better than making a crappy deck.

Share this post


Link to post
Share on other sites

 

I did this first try on heroic with giving Rafaam nothing but high mana legendaries, easy peasy. He discarded 5 cards, IMO much better than making a crappy deck.

Haha. Well played sir!

I got there in the end. I won't be replaying this for fun in future though.

Share this post


Link to post
Share on other sites

I defeated Heroic Arch-Thief Rafaam with these F2P decks.

Rafaam will steal your deck and you will have to make do with a spare deck full of bad and situational cards.
Rafaam's hero power is Unstable Portal, making every match completely unpredictable.
There are two viable strategies to this fight:
1. Build a very expensive deck to overstuff Rafaam's hand, gain an early lead on the board and hope, that he does not get anything too powerful from his hero power.
2. Build a very cheap deck with Discard effects to empty Rafaam's hand quickly and hope, that he does not get anything too powerful from his hero power.
Whichever way you choose, you should include the most useless cards you possess, ideally Rares because of the Rare Spear you will get.
Your best (and possibly only) chance to win is to play Rare Spear on turn 1 and never use up all its charges.
It is unlikely that you will be able to keep board control. As soon as you have a big weapon and an Ancient Shade on the board, you should go face and hope for the best.

F2P Paladin (0 Dust)
Inspiration: http://www.hearthhead.com/deck=142304/loe-nocost-solver-rafaam

2x Humility
2x Light's Justice
2x Sacred Trial
1x Sir Finley Mrrgglton
2x Holy Light
2x Magma Rager
2x Ancient Shade
2x Eerie Statue
1x Nightblade
2x Stormpike Commando
2x Summoning Stone
2x Wobbling Runts
2x Core Hound
2x War Golem
2x Fossilized Devilsaur
2x Anyfin Can Happen

Mulligan for Rare Spear. If you cannot play it on turn 1: concede.
Try to gain early board control by putting high cost cards into your (then stolen) deck and gain value from the secret (Flare), weapon (Harrison Jones) and beast (Hemet Nesingwary).
Tokens synergise with Explorer's Hat. Make heavy use of this value generator.
Difficulty: Medium (may take up to 10 tries), IF you get the Rare Spear on turn 1, otherwise the fight's difficulty will be ridiculously high.

 

ia4Z2s9.jpg

Deck changes for Normal Mode: 2x Ogre Magi, 2x Darkscale Healer, 2x Archmage instead of 2x Eerie Statue, 2x Fossilized Devilsaur and 2x Wobbling Runts.


F2P Warlock (0 Dust)
Inspiration: https://www.youtube.com/watch?v=fvVYcdcN_Qg

2x Murloc Tinyfin
2x Sacrificial Pact
2x Corruption
2x Murloc Raider
2x Reliquary Seeker
2x Soulfire
1x Sir Finley Mrrgglton
2x Stonetusk Boar
2x Voodoo Doctor
2x Succubus
2x Magma Rager
2x Ancient Shade
2x Eerie Statue
1x Nightblade
2x Summoning Stone
2x Wobbling Runts

Mulligan for Rare Spear. If you cannot play it on turn 1: concede.
Try to empty the opponents' hand to minimze his options by including very cheap cards and Discard effects like Soulfire and Succubus in your deck.
Difficulty: Medium (may take up to 10 tries), IF you get the Rare Spear on turn 1, otherwise the fight's difficulty will be ridiculously high.

Deck changes for Normal Mode: 2x Elven Archer and 2x Grimscale Oracle instead of 2x Eerie Statue and 2x Wobbling Runts.

Share this post


Link to post
Share on other sites
Guest Aldo

Thanks for the paladin deck.  Worked first time (got the spear right away) although I was down to 4 life at the end.

 

Subbed in a couple of Nerubian Eggs and the AI ended up casting both eggs and both eerie statues.

Share this post


Link to post
Share on other sites
Guest Gavin

Thanks csarmi for the priest deck. Subbed in two Summoning Stone and a wobbling runts for two wyrmrest agent and a lightwell since I do not own the cards. 

 

Share this post


Link to post
Share on other sites
Guest ReverendDel

Killed him first time. Amusingly he got Sir Finley from his first portal and played it. Game was over from that moment forth.

Share this post


Link to post
Share on other sites

I let Heroic Rafaam use one of my Dreadsteed decks, and I won on Turn 4 of my 1st attempt!...however, Dreadsteeds had nothing to do with it. He killed himself by using Mistress of Pain. Lol

 

AidFYC3.png

 

Let me explain. On Turn 2, Rafaam played Auchenai Soulpriest that he got from Unstable Portal. Rafaam does not understand that this card turns heals into damage... On Turn 3, he played Mistress of Pain from my deck. When she was ready to attack on Turn 4, he hit me with her for 1...and she proceeded to ping him to death! Her ability first activated from the 1 dmg to me. Because of Soulpriest, the 1 life gain was turned into 1 dmg to him. Since the Mistress had just caused another damage (to Rafaam), her ability activated again...and again and again and again, until he was dead. She took him from 30 health +7 armor down to -3 health. (Idk why it went to -3 and stopped, but I'm glad it didn't get stuck and go forever!) In the image above, you can see the recap in the sidebar on the left- a long string of the Mistress of Pain inflicting damage upon her handler. tongue.png

Share this post


Link to post
Share on other sites

For Normal mode, I used Bob21117 paly deck, but made changes since I didn't have a few of the cards

 

Won on the first try:

 

2x Humility
2x Light's Justice
2x Sacred Trial
1x Sir Finley Mrrgglton
2x Holy Light
2x Magma Rager
2x Ancient Shade
2x Eerie Statue (didn't have so I used 1X Argent Watchment, 1X Reno Jackson)  *Probably should have used something else besides Reno, but he never came up 
1x Nightblade
2x Stormpike Commando
2x Summoning Stone
2x Wobbling Runts (didn't have so I used 1X Skeram Cultist, 1X Captured Jormungar)
2x Core Hound
2x War Golem
2x Fossilized Devilsaur
2x Anyfin Can Happen

Share this post


Link to post
Share on other sites

I played this 20 times and I never got through his armor. I've tried 3 or 4 different decks. It always seems like he has 4+ minions on board by turn 3 and somehow always has something like gruul on turn 5. This is just insanely unfun

Share this post


Link to post
Share on other sites
Guest Luxu

I found this deck way too expensive as I had only been playing a week or so. After going through what cards I did have I managed to make a much cheaper deck that won on multiple runs easily. 

Some of these cards I might have gotten by luck and therefore might not exist in everyone's deck, but if I can get them within a week of playing they can't be hard to obtain.

 

My goal was to pick the cards that would be most useless + all the "draw cards" so that they would continually draw those useless cards. 

 

Mage deck:

2 x Murloc Tinyfin

1 x Wisp

1 x Sir Finley Mrrgglton 

2 x Arcane Explosion 

2 x Shatter

2 x Ancient Watcher 

2 x Novice Engineer

2 x Arcane Intellect 

2 x Dalaran Mage

1 x Ironforge Rifleman

2 x Ancient Shade

1 x Cult Master 

1 x Evolved Kobold

2 x Gnomish Inventor

2 x Polluted Hoarder 

2 x Naga Sea Witch

2 x Stormpike Commando

2 x Venture Co. Mercenary

 

 

Naga sea witch is one of my favorites because there are no cards above 5 mana in here so by summoning this, you just make it worse because lower cards cost more - same theory for Venture co. mercenary. All the draw cards seemed like common sense and I had to make a decision about good cards that weren't impossible for me to destroy like Ironforge Rifleman or impossible to handle like Arcane Explosion. There are almost no spells so minions that offer spell damage + as their primary use were great. 

 

An alternative deck that seems like a great idea to me is the Druid deck where you fill the deck with stuff like Wild Growth and Innervate but don't actually put in useful minions to use with the increased mana.

 

A shaman deck full of + totem cards is great too if there is no way or fewer ways to get totems LOL. Deadly Poison is also useless as a rogue card if you don't have a weapon, it won't let you use it. The trick is filling as many of these useless cards as possible and determining what's useless enough and what's handle-able. The Mage deck I made is tried and tested several times though ;) it should work well, even better if you have better cards to substitute for stuff like Ironforge etc.

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about our Outlaw Rogue Leveling Guide.
    • By positiv2
      This thread is for comments about our Shadow Priest Leveling Guide.
    • By positiv2
      This thread is for comments about our Vengeance Demon Hunter Leveling Guide.
    • By positiv2
      This thread is for comments about our Holy Priest Leveling Guide.
    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

       
      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      AAECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      AAECAaoIFKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBNWyBODtBIqSBdWyBPuRBfSgBbzwBODtBArG+QPTgASVkgTblATgtQSWtwSywQTFzgS12QS22QQA
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      AECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
      AAECAaoIKKjuA6bvA6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBMb5A9OABJWSBNuUBNWyBOC1BJa3BLLBBMXOBMbOBLXZBLbZBODtBLzwBIb6A6/ZBPrsA/SgBcSsBNnsA4fUBIXUBLGwBJrUBLzOBIahBfigBYqSBfuRBQAA
       
×
×
  • Create New...