I don't think Kel'Thuzad is very good, but it might be decent in that Reincarnate deck (I think he revives the minions you kill intentionally, right?)
Ancestral Spirit/Reincarnate/Reincarnate on Leeroy. Chaos shall ensue. (In fact, if my math is correct, that's 36 damage)
I also don't think Feugen and Stalagg are very good because you
have
to draw both of them for them to be good and Thaddius is extremely susceptible to hard removal as well as bounce effects like Sap and Freezing Trap (and Kidnapper). Although Feugen has a decent statline, Stalagg's is pretty bad since on Turn 5 it'll die to basically everything. If you had to take anything out for Kel'Thuzad, I'd look here (and add a second Faceless Manipulator).
In post 826, Human Destroyer wrote:I also don't think Feugen and Stalagg are very good because you have to draw both of them for them to be good and Thaddius is extremely susceptible to hard removal as well as bounce effects like Sap and Freezing Trap (and Kidnapper). Although Feugen has a decent statline, Stalagg's is pretty bad since on Turn 5 it'll die to basically everything. If you had to take anything out for Kel'Thuzad, I'd look here (and add a second Faceless Manipulator).
As a counterpoint to that, I'm usually happy drawing either on T5. People panic and use removal/silence stuff on them. Plus, a ton of decks are running Feugen now on the ladder, so even just having Stalagg means I get to combo off of their shit.
In post 826, Human Destroyer wrote:I also don't think Feugen and Stalagg are very good because you have to draw both of them for them to be good and Thaddius is extremely susceptible to hard removal as well as bounce effects like Sap and Freezing Trap (and Kidnapper). Although Feugen has a decent statline, Stalagg's is pretty bad since on Turn 5 it'll die to basically everything. If you had to take anything out for Kel'Thuzad, I'd look here (and add a second Faceless Manipulator).
As a counterpoint to that, I'm usually happy drawing either on T5. People panic and use removal/silence stuff on them. Plus, a ton of decks are running Feugen now on the ladder, so even just having Stalagg means I get to combo off of their shit.
I would hate drawing Stalagg on T5 (Feugen would be fine).
Also why would they silence the first of the duo? I'm pretty sure you only need to silence the one that's actually summoning Thaddius (assuming they die at different times).
In terms of removal, Feugen is actually nice in that it's very difficult to remove (4/7 is amazing stats, see Injured Blademaster) but Stalagg is ridiculously frail and will probably die to Soulfire or Shadow Bolt or Spellpower Wrath/Frostbolt, not to mention that a lot of hard removal is made for high Attack minions rather than high Health minions.
I did forget that Feugen and Stalagg trigger off your opponent's Feugen and Stalagg though. That's too inconsistent for me to consider personally but it might work for some people I guess.
Hello. I'm bored, so I'm going to say hi to this thread.
I'm at rank 3 atm, hoping to get legend (haven't gotten there before). Got there using (pretty) standard midrange hunter. But then i got
sick of perpetuating the meta
bored of it, so I just made this in reaction to seeing something similar and saying "this will probably be fun to play" (this is like the second draft):
Thoughts? The senjin and harvest golem replacing I think 1x duplicate and 1x ethereal arcanist was a kneejerk reaction to a loss where it felt like I didn't have enough threats that I could play into an empty board.
I don't have rag yet (though I do have 2555 dust). I haven't actually drawn the ethereal since replacing one of them.
Sjow's deck is decisively more aggressive than mine. It also has a focus on different synergies. It's funny that all of the additions are undertakers and minions with deathrattle. I'm gonna mess around with it in a more controlly style a bit before inevitably deciding it's bad and going Sjow's route.
They can't change any mana costs on the secrets, otherwise it defeats the purpose of the secret since people would know what you played if its mana cost was different.
They could easily give mage a set of 4 mana secrets and tweak one or 2 of the existing ones to be at that cost instead. This would likely be a future expansion idea. right now it might be 1 for paladin 2 for hunter and 3 for mage, but there is no reason mage/hunter couldn't get a wider range of secret costs as long as their are multiple options at each.
Duplicate being nerfed to 4 mana won't change anything about it. It's either played late enough that the extra mana won't matter, way too slow anyway, or cheated out with mad scientist/kirin tor.
I don't think it'd be great to make 4 mana mage secrets because of kirin tor mage effectively allowing ramp into them.
In post 844, xRECKONERx wrote:They can't change any mana costs on the secrets, otherwise it defeats the purpose of the secret since people would know what you played if its mana cost was different.
Understood. Thanks for explaining the obvious to me
It's unfortunate that good oral sex excuses bad chemistry. - Korts