Man, is it me, or is Argent Protector really good?

I never really thought much of divine shield until trying this deck, especially because Hand of Protection seemed like such an albatross since it’s cheap but it takes up a space in your hand/deck.

But Argent Protector gives a nice little body that can hide behind a taunt to poke or take a blessing of kings, and also frequently lets you surprise-trade up an enemy minion. I never could force myself to use Hand of Protection because I wanted to save it for a really good shot, but being a battlecry means that I’m forced to use it, which means that I actually get use out of it.

Yeah, Argent Protector is absolutely very good, as long as you have another minion to put the divine shield on. It’s a pretty rare situation where you don’t.

Yeah, Protector is a boss for sure. Just don’t count on him as a tempo-positive turn 2 play unless you have a one-drop out before him (or coin something out first).

Yeah, he’s amazing in Arena. I haven’t tried him in constructed, but I can easily imagine finding a way to use him there, too.

does a spittake

Okay, I think I’m replacing Ysera with KT in my Shaman deck now.

Blessing of Wisdom is an interesting card.

Cast it on your own minions, and it’s basically Taunt.
Cast it on enemy minions though, and it seems like it just completely fucks with your opponent’s head. Cast in the early game on anything lower than 4 attack, there’s maybe 30% chance they’ll ever decide to attack with that minion again.

People will go to great lengths to avoid activating it. Card advantage is important, sure, but I can’t help but feel people over-value it in this case.

I had a guy put it on a decent enough card of mine that had windfury on it. Even with a 4 damage card, it completely screwed me over with card advantage. I really should have just counted that guy as dead.

Not convinced I am afraid. KT seems like a win more card. The shaman got into the position on the first place because the druid lost board control. If you looked at the druids card draw, i bet the shaman would have won even without KT.

I can see where it would seem to be a win more card, but so far for me when I play KT it’s more of a ‘now I win, since I didn’t let the game get out of hand before now’

Once he hits, if you have stuff out you should be able to apply enough pressure to win. If your board is empty he’s pretty awful obviously. I do think there are better choices, but he breaks a lot of board stall situations

Sure, but as a high-mana card likely to make a difference, I think KT has massive, massive synergy with my deck. Ysera is nice as heck, but lacks that.

And he’s not always terrible terrible even if you play him solo, since he has SUPERtaunt.

(Also if I’m at 10 mana and can combo him with either of ancestral spirit or even better reincarnate…2 mana spells I have 2 of each…I end up with 2+ KT’s, who will bring the /other/ back!)

For me a card with that high mana needs to win me the game. KT just doesn’t rise to that level in my decks, not yet anyway, but its still a decent card, even by stats alone its decent.

Oh and yeah i agree about blessing of wisdom giving cards is a huge mental barrier for some folks. I have been playing around with a druid deck that uses dancing swords & naturalize & mukla. It hasn’t worked well yet but I think Mukla maybe the weak link.

I’ve been wanting to try a deck just like that but had to craft other legendaries first. Mukla is next on the list so I’ll finally be able to give it a shot in about 400 more dust.

For what it’s worth, I’ve experimented with milling in Hearthstone quite a bit. If you want to fully lean on the gimmick instead of giving yourself an out of “Ok it’s a mill deck buuuuuuuuuuuut I have this 20 damage Leeroy combo” this gives the best results. Playing it properly is the hardest part, and obviously what you do with your cards depends entirely on your opponent. If you get matched against aggro then you absolutely don’t want to be bouncing oracles and giving 'em cards, shadowsteps are better served for farseers or agents (Or keeping 2/8s healed up).

Against control your win condition is usually just stopping him from doing anything and force feeding him cards until you kill him with a combination of fatigue and light slapping. Even though some Naxx cards work perfectly in the deck (Swords, Loatheb, deathlords) by and large the deck is a little weaker now after Naxx than it was before. Swarms of deathrattle make your board clears with full enemy hand vanishes and/or huge bladeflurries not quite as nice. It’s definitely a deck you play for fun, not for wins.

Another quick mention, Cho is bad for mill. BAD. You may end up with the ideal dream condition where you shove deadly poisons into the hand of a weaponless opponent, but more often than not you’ll give your opponent useful cards that can be dropped from their hand easily (Lookin at you, shadowstep) and worst of all, you’ll clutter up your hand with spells from your opponent. If you reach the point where you’re bouncing an oracle to send cards flying, you’ll have a hard time emptying your own hand anyway. It just gets worse if you’ve got more cards in it from Cho.

As Rod mentioned, Mukla’s a mixed bag. If you’ve got the mana to Mukla then cause enough oracle murgling to tear up some cards, great. It’s never worth shadowstepping Mukla to give your opponent more nanners though. They can be extremely cheaply played to free up hand space, so bananas are nice when you can force your opponent to tear up at least one card but beyond that, neh. The drawback game-wise is lessened a bit with double sap and vanish, though those are generally better served to either bounce some weak crap into your opponent’s hand before making him draw cards, or make him draw cards and then kill minions with sap/vanish.

Anyway, typed up enough about the deck. It’s fiddly but fun, and after a fair bit of working on it it seems to do as well as it can if I wanna lean fully into the gimmick.

The most dangerous mill deck I’ve run into has been Druid. You give up Shadowstep but get Naturalize and have a lot of strong removal options.

I think I was wrong about Kel’Thuzad. I threw together a crappy shaman weeny deck & minion buffs with him in it last night. Wow. I have been on a great run of wins. Particularly funny is if you get lucky enough to have a knife juggler out. Even if he dies when he gets reborn he gets to pop shots as every other minions gets razzed. very good.

Yeah I would take my time. So far he has not worked for me.

Squee & Garins thoughts are interesting.

Survivaldin: Kelthuzad yeah or nay?

He’s great theme-wise, but he does seem a little win-more. But there’s room for one or two high mana minions, and he does seem very appropriate, even if he only procs once or twice.

I think he’d work wonderfully. Only question for me is, what would he replace? I’ve already got Cairne, Tirion, and Lay on Hands on the upper part of my curve, with a Sludge Belcher and a Frostwolf Warlord at 5.

It could also be that I’m too bottom heavy at the moment.

After 10 months in the game I finally opened a pack with Leroy in it…

But, but Tink is golden! How can you give up that golden mustachioed genius? I’m still needing a 2nd highmane too, extra jealousy for that pack.