Jump to content
FORUMS
Sign in to follow this  
Vlad

Big Bad Wolf

Recommended Posts

Guest Fouling the AI

One Abomination is enough to foul the AI after it losed its three Grannies not to attack. But don't play a secound one.

Share this post


Link to post
Share on other sites
6 hours ago, Guest Fouling the AI said:

One Abomination is enough to foul the AI after it losed its three Grannies not to attack. But don't play a secound one.

If you run 2 copies of Abomination, you have a higher chance of drawing it. That's why it's included twice.

Share this post


Link to post
Share on other sites
Guest Roar

Moat Lurker, which I believe you get from one of the previous bosses of this adventure (Normal or Heroics, not sure), is incredibly useful for this Heroic fight. It kills a minion, and then when it dies, resummons that minion. Best part is, the resummoned minion is back to full strength. I used it to kill my Piloted Sky Golem, get a free 4-cost minion from the Deathrattle, and then when Moat Lurker died, I got back a 6/4 Sky Golem. =) Sylvanas Windrunner would be another great target for this card, or any powerful Deathrattle minon for that matter. It pretty much single-handedly won me this fight, so I hope it helps you!

  • Like 1

Share this post


Link to post
Share on other sites
11 hours ago, Guest Sylvermyst said:

You have Bestial wrath in a Druid deck...

That deck actually belongs to the wolf. The deck even contains an uncollectible weapon, Big Bad Claws, which should make clear that it is the wolf's deck. 

Share this post


Link to post
Share on other sites

I did not try paladin, but I found luck with one of my shaman decks. Morgl triumphed with just one attempt.

SOFdSTB.png

The deck includes 2x Earth Shock. Starting with one or both of these is ideal. They effectively neutralize the Kindly Grandmothers that Big Bad Wolf starts with. I also have a Hex in there which proved useful. I used Harrison Jones and also included Acidic Swamp Ooze to destroy his Big Bad Claws. Damage spells such as Lightning Bolt and Lightning Storm are extremely helpful for spot and mass removal. Lightning Storm paired with Wrath of Air Totem is a beautiful sight. Feral Spirit is a great card too. With it being a spell, the 2/3 taunts remain as such, buying needed time to stabilize. A single Healing Wave provided the much needed healing to outlast the Wolf. Using cards like Master of Evolution and Evolve, you can turn your little 1/1s into full-sized minions. In the screenshot above, I am holding onto Evolve because I had such a favorable setup with Thunder Bluff Valiant and buffed totems. Once I gained board control, the rest was pretty simple. With an empty board and hand, he wasn't much of a threat. I was praying that he didn't draw a Swipe though... That's the only card that could have done me in. Lol

Edited by CaptLando

Share this post


Link to post
Share on other sites
Guest Boz

Didn't have enough of the cards in the guide to do this with Paladin. Took a few goes but got it with the constructed Barnes-YShaarj Hunter deck.

Share this post


Link to post
Share on other sites
6 hours ago, Guest Boz said:

Didn't have enough of the cards in the guide to do this with Paladin. Took a few goes but got it with the constructed Barnes-YShaarj Hunter deck.

Nice one. Do you mean the one from our site? If so, here is a link to the deck.

Share this post


Link to post
Share on other sites
Guest Boz
On 12 September 2016 at 9:17 AM, Blainie said:

Nice one. Do you mean the one from our site? If so, here is a link to the deck.

Yes, that deck. Have been playing it a bit in constructed. Just keep restarting until you have turn 1 Barnes. That cancels out his starting advantage, then stall until Call of the Wilds. Explosive Trap was pretty useful if I recall right.

Share this post


Link to post
Share on other sites
9 hours ago, Guest Boz said:

Yes, that deck. Have been playing it a bit in constructed. Just keep restarting until you have turn 1 Barnes. That cancels out his starting advantage, then stall until Call of the Wilds. Explosive Trap was pretty useful if I recall right.

Very cool. Glad to hear people finding new ways to beat it from the site! Thanks also for giving some pointers for those that might try it.

Share this post


Link to post
Share on other sites
Guest Erible

Jade cards still ramp, and minions with battlecry that summon other minions work just fine, e.g. big-time racketeer.

I did heroic with Druid using standard Jade, big-time racketeer, wobbling runts, ancient of war, cenarius, ragnaros, etc. Hogger was also quite useful.

Good luck!

 

Share this post


Link to post
Share on other sites

I just did it with the same deck, or very similar. In case someone is interested: (I wanted to import the deck but Icy veins tells me "several cards on hearthpnw for Jade Idol") maybe a little bug that the feature does not know which version to use :) )

 Jade vs Wolf Druid

  • 2x (0) Innervate
  • 2x (1) Jade Idol
  • 2x (2) Wild Growth
  • 2x (2) Wrath
  • 2x (3) Jade Blossom
  • 1x (3) Mark of Nature
  • 2x (4) Jade Spirit
  • 1x (4) Shellshifter
  • 2x (4) Swipe
  • 2x (5) Cult Apothecary
  • 2x (5) Druid of the Claw
  • 2x (5) Nourish
  • 1x (6) Big-Time Racketeer
  • 2x (6) Gadgetzan Auctioneer
  • 2x (6) Jade Behemoth
  • 1x (7) Ancient of Lore
  • 1x (8) Primordial Drake
  • 1x (9) Cenarius
     
Edited by Caldyrvan

Share this post


Link to post
Share on other sites
22 hours ago, Caldyrvan said:

I wanted to import the deck but Icy veins tells me "several cards on hearthpnw for Jade Idol") maybe a little bug that the feature does not know which version touse :)

Thanks for pointing this out! I tested it and it turns out this goes for other cards that are tokens as well (WrathRaven Idol, Druid of the Claw...), and Damien is investigating it already. Thanks again for pointing this out!

  • Like 1

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...
Sign in to follow this  

  • 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...