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Apr 9 2017 08:51pm
http://www.hearthpwn.com/decks/799544-ungoro-quest-combo-warrior

Currently running the list I posted in the link above, except with these changes:

-2 Alley Armorsmith
-2 Direhorn Hatchling
-1 Beardo (I don't have him yet)

+2 wild pyromancer
+2 blood warriors
+1 brawl

This post was edited by Canadian_Man on Apr 9 2017 08:56pm
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Apr 9 2017 08:53pm
why u keep making new threads lol


I think it sounds like it would work
too slow for me though
quest warrior is sort of slow but I would try a pirate agro / taunt stall combo deck
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Apr 9 2017 08:56pm
You have cards like public defender and shield bearer to stall the board and have no way to actually clear it.
You're going to be getting smashed in the face by a full board and your upgraded hero power won't do shit.

Oh you added pyro and brawl... Bit better.

This post was edited by FroggyG on Apr 9 2017 08:57pm
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Apr 9 2017 08:57pm
Quote (FroggyG @ Apr 9 2017 07:56pm)
You have cards like public defender and shield bearer to stall the board and have no way to actually clear it.


Auctionmaster combo clears it. Shield slams + executes cycle thru quicker than usual.

Still working on that.

Typing out changes as I go. Made the deck ~30 minutes ago, just getting flow of deck down before I put in contingencies (clears).

This post was edited by Canadian_Man on Apr 9 2017 08:58pm
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Apr 9 2017 08:59pm
Quote (Canadian_Man @ Apr 9 2017 08:57pm)
Auctionmaster combo clears it. Shield slams + executes cycle thru quicker than usual.

Still working on that.

Typing out changes as I go. Made the deck ~30 minutes ago, just getting flow of deck down before I put in contingencies (clears).


Auctionmaster combo wouldn't be until way further into the game
Plus Auctionmaster is 3 mana and your hero power is 2 mana. At most you'll get 2 hero powers off. 3 with inner rage. (Basically 1 extra)
He'll definitely die before your next turn

It's a weak card unless you can reduce the cost of your hero power.

This post was edited by FroggyG on Apr 9 2017 09:03pm
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Apr 9 2017 09:03pm
Quote (FroggyG @ Apr 9 2017 07:59pm)
Auctionmaster combo wouldn't be until way further into the game
Plus Auctionmaster is 3 mana and your hero power is 2 mana. At most you'll get 2 hero powers off. 3 with inner rage.


Other idea is to go with arcane golem instead of beardo.

If you drop beardo on a turn with 2 spells in hand (0 cost, 1 cost), you have:
beardo = 3
first spell power = 2
spell #1 = 0
second spell power = 2
spell #2 = 1
third spell power = 2

Combo result = 3x rag shots of 8 damage, a 3/4 on board, 2 spells cast. Follow-up on next turn is minimum 8 damage, if not the combo over again for 3-4x rag shots.

This post was edited by Canadian_Man on Apr 9 2017 09:03pm
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Apr 9 2017 09:06pm
Quote (Canadian_Man @ Apr 9 2017 09:03pm)
Other idea is to go with arcane golem instead of beardo.

If you drop beardo on a turn with 2 spells in hand (0 cost, 1 cost), you have:
beardo = 3
first spell power = 2
spell #1 = 0
second spell power = 2
spell #2 = 1
third spell power = 2

Combo result = 3x rag shots of 8 damage, a 3/4 on board, 2 spells cast. Follow-up on next turn is minimum 8 damage, if not the combo over again for 3-4x rag shots.


You haven't pressured your opponents once the entire rest of the game
They will definitely have an answer for Beardo so you will not get to use him longer than 1 turn

Your entire combo basically gets 1-2 uses out of your hero power for 3 cards played
Standard quest warrior just puts up taunts that actually have attack so they can contest the opponent's minions. Then the hero power works a lot better against a much smaller board.

This post was edited by FroggyG on Apr 9 2017 09:08pm
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Apr 9 2017 09:22pm
Quote (FroggyG @ Apr 9 2017 08:06pm)
You haven't pressured your opponents once the entire rest of the game
They will definitely have an answer for Beardo so you will not get to use him longer than 1 turn

Your entire combo basically gets 1-2 uses out of your hero power for 3 cards played
Standard quest warrior just puts up taunts that actually have attack so they can contest the opponent's minions. Then the hero power works a lot better against a much smaller board.


Yep that's another big issue.

Build priorities go:
1. Flow
2. Answers
3. Viability in meta

I'm looking for help with 2 & 3, while keeping flow as good as possible. I think the deck has potential. Not in my iteration, but generally the idea of primarily cheap taunts instead of expensive ones, with lots of drawing.

Other ideas I'm toying with:
- sleep with the fishes
- run just 1x or 0x gadgetzan & using commanding shout
- idk yet

I'm thinking pressure won't be the biggest deal. Instead, the focus is on managing your hand, health, and armour. Then clear the board when you're ready to go sulfuras, and be ready to put pressure on from that point forward.

This post was edited by Canadian_Man on Apr 9 2017 09:33pm
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Apr 9 2017 09:35pm
Quote (Canadian_Man @ Apr 9 2017 09:22pm)
Yep that's another big issue.

Build priorities go:
1. Flow
2. Answers
3. Viability in meta

I'm looking for help with 2 & 3, while keeping flow as good as possible.

I think the deck has potential. Not in my iteration, but generally the idea of primarily cheap taunts instead of expensive ones, with lots of drawing.


The hero power being random is a huge issue. The only thing you can rely on for your hero power is for face damage. If you use it as a main means of removing minions then you risk missing what you want to hit and losing. (This is against aggro and mid range. Against control you have plenty of time to hit that hero power over and over)

Spamming small taunts that can't contest won't get you anywhere because you allow your opponent to build up a huge board (Murloc decks, Elemental decks, any deck with good deathrattle)

Ones like Tar Creeper are much better because they actually contest the opponent's minions by being high in stat value

Also Dirty Rat is huge this meta because of how combo oriented a lot of decks are right now. Forcing the Rogue to drop the card instead of playing it, or forcing the quest mage to drop their babbling book / antonidas / giants, or making hunter drop their 1 drops

These are some of the better taunts at lower costs I think


This post was edited by FroggyG on Apr 9 2017 09:35pm
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Apr 9 2017 09:43pm
After I took that and added removals, draw, armor it looked like this

Since you have so many taunts you have a lot of life to use as control
Fool's Bane both acts as removal for the smaller cards while also helping you eliminate useless hero power targets



This post was edited by FroggyG on Apr 9 2017 09:45pm
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