I haven't gotten much time lately to get into my Hearthing due to my full-time schedule at both my job and my school (the schoolwork being much more taxing on my time). However, I did finally get around winning enough brownie points (read: dust) doing Arenas to get Cairn Bloodhoof.
As such, I've left the All-In Huntard deck behind. I'm done with it.
I built druid right away after acquiring Cairn and, even though I could still use some more legendaries to make the deck work somewhat more fluidly, it feels infinitely better than the facerolling I had to do with Hunter. It actually feels like my decisions matter and I have an impact on the game's outcome. I immediately started winning again and, outside of the druid mirror match (where having those legendaries is actually incredibly relevant, as the game always reaches the late-game where they dominate), I feel like most matchups are favorable or at least not unfavorable.
Well, except for the couple of times I've been Leeroy/Shadowstepped. Still get frustrated to get gotten from 20 points to 0 in one turn from an empty board.
I did build a Warlock aggro deck too, though I'm not sure how much I like it or dislike it, as I've only gotten in 3 games with it. It's similar to last season's in that it plays a bunch of 1-drops (and isn't mindlessly just trying to deal as much damage as possible like the Hunter deck) but now that I have Leeroy Jenkins, I feel that I can probably do somewhat better with the deck. It went 2-1 in the three games I played, beating a Rogue and splitting a pair of games with the same guy playing a control Hunter deck (basically, I assumed he was playing the FOTM Hunter deck in game 1 and kept my hand/played cards accordingly at first. Won the 2nd game when I knew what the deal was).
Here's the list, if you're interested.
2 Leper Gnome
2 Young Priestess
2 Abusive Sergeant
2 Flame Imp
2 Youthful Brewmaster
1 Bloodmage Thalanos
1 Loot Hoarder
2 Knife Juggler
2 Harvest Golem
2 Shattered Sun Cleric
2 Defender of Argus
1 Dark Iron Dwarf
1 Leeroy Jenkins
2 Argent Commander
2 Demonfire
2 Soulfire
2 Mortal Coil
As I haven't gotten too many games in, I'm not sure about the Demonfires. I might replace one with a Black Knight; Power Overwhelming is another consideration, especially with cards like Harvest Golem, Loot Hoarder, Bloodmage Thalanos, and Leper Gnome that don't mind dying as much as they normally would. Also, the whole "play Leeroy, give him Power Overwhelming, attack for 10. Or, Play Leeroy, give him some power, attack, bounce back to my hand with Youthful Brewmaster, replay for 16 damage. It's not quite shadowstep, but Brewmaster does give some late-game burst potential (in addition to allowing us to reset our own Defenders of Argus, Shattered Sun Cleric, or Abusive Sergeant for unexpected points of damage).
I like this deck much more than the Hunter deck simply because it fits with how I want to play the game: incrementally building a board state that overwhelms the opponent (versus: "Steady Shot, Steady Shot, Steady Shot... ok now big burst of damage that depends on the lack of a taunt minion..."). This deck doesn't roll over to taunt minions or life gain nearly as much as the Hunter deck; not even close, actually. This deck can use its early advantage to push through multiple taunt minions and the lifegain isn't as relevant when you still have a healthy amount of sustained pressure to simply turn that Healing Touch into a mini speedbump on your way to dancing your war dance all over their face.
The best part? The Warlock ability to draw cards fits perfectly here, as you normally don't care about your life total; your opponent's resources have to be dedicated to stopping your onslaught. The difference is, you've taken away their ability to liberally use their life total as a resource while you are free to continue drawing twice as many cards per turn and still pressuring their life total (since your cards cost so little, it's very easy to use your ability and play both cards you've drawn that turn starting around turn 5 or 6, just as they think they're going to be able to stabilize).
This may seem obvious to higher ranking Warlocks from last season, but if you haven't played the deck (and you have played Hunter), keep in mind that even though both say "Aggro" in the deck title that they're vastly different. One aims to get the life total from 30 to 0 as quickly as possible through the use of Steady Shot and burn spells (ie, Arcane Shot, Kill Command, and Charge creatures) while the other wants to build a board state that overwhelms even the heartiest opponent.
That's it for now...
Shoc
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