Yeah, I threw together a paladin froglock deck, its pretty fun, surprisingly its winning some games as well.

I wish they would release modes where cards are limited to various eras. I.E. Only classic cards allowed etc. It would be a fun exercise, and it would be great for new players to get their feet wet without being overwhelmed by so many choices and facing OMGBBQ legendary packed decks. Once you built up your legs from the first expansion, you could progress to including the first 2, and so on.

I never played Magic the Gathering, but I see Magic veterans are often hoping Blizzard will put in a Magic feature called “Formats”, where games are limited to cards from specific eras and expansions. Apparently this is the most popular way these vets hope Blizzard will help new players approach the game as the number of expansions and adventure packs begin to race towards the double digits.

The new priest card, Entomb, is my favorite card ever. 6 mana, lifts an enemy minion from the board and puts it into your deck. Tirion? Yes please. Grommash? Why thank you! It doesn’t even trigger their deathrattle! So much fun, so many threats received.

I was really eyeing that card, as I play priest a lot, will give it a go today! My concern with it is, that if you don’t actually get to play what you lifted, it’s just a shadow word death that costs 3 more. Seems like it would actually be too slow, given how agro centric everything seems to be right now. Never the less, hard removal in any shape is usually a pretty good thing, especially for those super OP cards.

I definitely share your concern. Thus far though it’s proven to be very valuable not only in destroying minions, but in negating deathrattles and in providing my deck with more late-game opportunities. For example, I dropped Ysera for an Excavation Evil AoE to kill aggro, since I can just steal a 9-drop anyway! I’ve also used it to shut down Sludge Belchers to good effect.

Shadow Word Death triggers Death Rattle and various secrets and minion effects that cycle on minion deaths. Entombed just lifts the card out of play, puts it in your deck (bonus vs fatigue decks with that alone), and allows you to utilize the card’s battle cry should it come back into play.

It’s a juggernaut of a card.

Holy crap, I reworked my dragon priest deck and put an entombed in, just a couple of highlights.

  1. Played entombed on a Ysera, put a Chromaggus on the board (draw duplicate of card draw), next turn, drew Ysera. This was near end game so had 2 Yseras on the board generating cards, absolutely unbeatable.

  2. Played an entombed to remove lethal, next turn put out chromaggus and 2 power word shielded him…drew 2 shrinkmasters, and 2 cabal shadow priests, stole sludge belchers, won game lol.

Entombed is worth having in a priest deck just for Ysera. Having a ‘shadow word’ for a 4 attack minion really fills that gap that can crush you late game as a priest. It’s a knee slapping hilarious time when you also get to play it and win because of it.

Regardless of my win or loss rate going forward, it’s my favorite deck by a huge margin now just for the insane RNG swings it can produce.

It is a hilarious card. I was playing against another priest who thought he was going to win in fatigue against me because he had Reno Jackson. Entombed him, concede.

So…how do you beat this? I’ve been running the math for this for days, and I can not figure out for the life of me how you are suppose to beat this.

Control warrior:

Gorehowl x 1 3 removed

Crush x 2 2 removed

Brawl x 2 6 removed

Deaths bite x 2 4 removed

Firey x 2 4 removed

Execute x 2 2 removed (any)

Shield slam x 2 2 removed (any)

13 cards used 23 minions removed

I still have 17 card picks, after removing 23 of my enemies minions, instantly, and for low mana cost.

How exactly are you suppose to beat a class that removes over 2/3rds of your minions and still has 17 minions left? This becomes doubly ridiculous when you start looking at the mana costs vs value. There are so many trades that are at least 2 for one, if not 3 and 4.

/boggle.

If given a perfect hand, control warrior can’t be beaten. The key is to make the removals awkward. If they have a fiery war axe, play an x/4 minion. Only keep 1-2 minions on-board at a time to ruin their brawl. Go face to keep shield count low.

Disclaimer: my second favorite deck is control warrior.

Playing ladder tonight, just ran into a sea of face decks. Hunter, druid, mage…dead by turn 6 even with decent draws. The ridiculous back and forth of playing a minion, then using a spell to hard remove yours is just way too easy to pull off. The real problem is, because face decks are made up of all 2-3 mana minions, they always start with a great hand. My odds of pulling a starting hand that can deal with it are about 1 out of 3.

I could go back to playing my facetroller, but it’s just plain not fun, as it sucks against anything else and makes the game seriously one dimensional. Ah well.

The problem with this strat is, they also have a bunch of really cheap 1 damage insta casts that just fill in the blanks, not to mention procs off of weapons. /shrug. Warriors are OP in every game blizzard makes. WoW, hearthstone, HotS, Diablo, best class in every one of those games.

That being said, I actually have beaten control warriors a few times with my entomb deck, and I’d rather face one of those than a face deck. At least there’s a bit of game play before you get BBQ’d.

So another combo card gets nerfed (Savage Roar), but still no nerfs for the aggro cards, It’s as if Blizzaed wants everybody to play Face Hunter or Mech Mage.

Still this week’s Tavern Brawl is great fun and a real lesson in board control. I found Rogue to be surpisingly good if you use your weapon to help with controlling the board rather than hitting your opponent in the ace with it.

Are you talking about the Savage Roar change in patch 4.1.0? “Savage Roar is much less savage to the ears.” That isn’t a nerf. They broke the audio for the card last month and they didn’t fix it until yesterday.

If you’re talking about some other sort of change or nerf, I’d be interested in reading about it.

If you knew all this and you’re just being funny, then the joke went over my head.

Sorry ny bad, I just read the patch notes and assumed it was a nerf.

The heroic bosses for wing 3 were interesting. I ended up using a fatigue Rogue for the first two (based on this one), and was one turn away from beating the third with it as well. (Had her down to 7 with 4 minions on the board, but the RNG pulled up a Doomsayer! Never recovered.) Never got a draw that good again, and eventually gave up and went with the much easier Roar Druid for the third boss. I’ve never really played fatigue Rogue, so it was an interesting experience.

Ugh, every game takes so long now. You bash away for a while and eventually they bust out Reno and then the game goes on for another billion turns. I guess it’s a nice change from an aggro-heavy meta, but I’m just getting tired thinking about playing now…

Agree. I maybe reaching burnout. That is not a slam on the game, its amazing I have played it just about everyday since launch , but maybe I need a break. I am pattern recognizing a lot of stuff each time I play which makes me sigh rather than smile.

What level are you guys playing that you’re running into a lot of Reno decks? I’m running into nothing but agro, secret palie, or hand lock. It is interesting how different tiers of the ladder tend to be swamped with different builds, maybe it’s just the level I’ve been stuck at for a few days (13ish).

I did have one game where a mage kept playing 2 explosive sheep, a healbot, and then the card that duplicates your minions on the board. 2 turns of flamstrike, followed by 3 turns of 4 damage board clear…so annoying. I am getting really tired of all the gimicky insta from your hand stuff. Trying to keep a minion on the board at this point seems a bit fruitless.