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Helioshadow

DecksFavoritesPlayersComments

Helioshadow's Comments

Lab Recruiter

Literally Gang Up with a body minus the spell tag. I love this card. If only Coldlight didn’t rotate out ;-;

Has some cool synergies with Myra’s. Refilling your deck after using Myra’s is an interesting concept, and I completely forgot about the potential with Gang Up in wild when theorycrafting Myra’s. But now that I think about it, using Myra’s with Quest and Lab Recruiter could be interesting with copying a draw mechanic.

Besides Mill, I don’t remember any other Standard deck which played Gang Up. I tried a couple in wild with Arcane Giant miracle flooding the board in one turn with gang up and cycling into more giants, and I also did some Jade Rogue which copied Jade Spirit and Aya to maximize the ramp-up potential of the deck. Besides those, idk. With newfound cards, an interesting idea would’ve been using this to copy weapon buff cards for Kingsbane after rushing through your deck with a potential Myra’s to compensate for the burned buffs.

Also has some fun potential with Brann in wild. I reckon Dane’s gonna have a field day with experimentation with this lol.

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Wild Even Jade Rogue ft. N'zoth

Interesting deck. Rogue doesn’t really get that much off the 1-mana Hero Power tho… But cool deck! 😀

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odd hadronox

I’m a bit skeptical of a few of these cards…
Ixlid isn’t really a good drop in this deck, since it takes up a potential Dragonhatcher pull from Oakheart, plus you still need to PLAY the minions, which you’d much rather pull from Oakheart. Corridor Creeper’s a bit contradictory to the deck, since you’re playing a more controlling deck and shouldn’t have minions consistently dying (specifically in a control matchup). Plus it’s a beast, which adds inconsistency to Witching Hour. Crypt Lord isn’t good, since you aren’t consistently building a wide board. It’s better off in token and aggressive flood decks than control Taunt decks. Trogg Gloomeater is just a bad card. It’s still bad even if you pull it from Oakheart.

I’d take out the former to make room for some other high-end dragons (even if they don’t have perfect synergy, like Malygos, they still add consistency to Dragonhatcher), and I’d throw in at least one (but more likely two) Drakkari Enchanter to get the double-pull from the Oakheart-Dragonhatcher play. Maybe a couple low-end taunts (Tar Creeper). It’s a bit difficult to make the deck odd as you’re missing a few key cards (Ironwood Golem, Primordial Drake, Lich King), but eh. Gl on deck building!

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Kingsbane Mill Rogue with Myra's Unstable Element

Win-con’s a bit fuzzy and vague, but I can see it. Draw into Fatigue, Togwaggle > Prep > Myra’s to set both players at Fatigue, and double up on Kingsbane via Valeera DK, so if your opponent trades back, you still have the second one to double up and prevent 100% of fatigue. But you also risk your opponent stealing your buffed Kingsbane, so it’d be better if you buff AFTER your opponent Ransoms. But then you’re at a small disadvantage with your opponent having a big weapon, not to mention you’re at a disadvantage all game without a buffed Kingsbane. So it’s weird.

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Myra's Unstable Element

“Five mana do nothing” refers to the fact that you’re essentially spending 5 mana to not affect the board in any way in reference to tempo and aggression, which is really important for Odd Rogue. But it also allows you to win matchups in which you run out of steam easily.

I only really mention other decks to see all sides of the card and what it could potentially do in each archetype. Buuut it does have its uses in each; whether or not they’re good enough to consider putting Myra’s into the deck is another question.

And honestly, what’s the pain in taking 1 or 3 more damage if you’re just going to win the game within a couple turns anyway? x3

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Myra's Unstable Element

I meant that you had to pay the complete 5 mana without much follow up besides a smaller not-so-impactful minion; not that you play it on turn 5.

If you are suggesting that someone who would look at every current Rogue archetype in depth in reference to a certain future card would think playing a card that does nothing but nuke your deck on turn 5 in a tempo-aggro style deck (in which you have plenty of other 5-drops or 3-drops + hero power) is a good idea, I have no words for you.

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Myra's Unstable Element

This card is… interesting. A bit underwhelming for a Rogue Legendary spell (Rogue being one of the spell masters tbh), but I can see this reviving Miracle. A bit. I mean, Miracle’s always been a thing, but this could give it a tiny boost that Gadgetzan has been failing in. Fal’dorei Strider gets a bunch of value with this, you can potentially draw into a full Leeroy/Cold Blood Combo, or just hyper-buff a Questing Adventurer or Edwin with a hand of cheap spells. Not to mention the fact that Rogue can completely bypass the Fatigue problem with Kingsbane. Of course, there will be moments in which you burn every key card in your deck, but I reckon the pros can potentially outweigh the cons.

As for Kingsbane Rogue, it accelerates the game immensely once you draw your key cards (aka Kingsbane, maybe a couple buffs if you’re really paranoid of the Mill). You create the infinite Kingsbane loop so much more quickly that the deck picks up a ton of consistency that Coldlight’s rotation went away with.

I doubt it’ll make any impact in Odd Rogue, but we’ll see. 5-mana essentially do nothing is REALLY bad for a Tempo-Aggro deck, but the reload can throw you back from a lost game into a Leeroy-Cold Blood combo for the win. Of course, you lose the versatility of Prepping out Myra’s in playing Baku, but it might be worth losing a few of the better matchups to vastly up your winrate against your worse matchups.

Also, Togwaggle > Prep > Myra’s. Not a meta combo by any means, but it should be of SOME note x3

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Last Week in Hearthstone – July 2nd - 8th, 2018

Eyy I made it! 😀
MUM GET THE CAMERA! I’M ON THE INTERNET!

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Tavern Brawl Top 2 - Standard

Honestly had tons of fun stomping the meta decks with Bring it On + Warpath. Beats all minion decks, destroys spell-burn decks, and beats Mill Druid (explanation later in the comment). You essentially have a full board clear in one card as well as 150 armor’s worth of cards in your deck.
It destroys decks which spam minions, since Warpath kills basically everything that a meta deck would run, and Bring it On gives you enough sustain to last past the early flood. After that point, they’re in topdeck mode and you’ll have a good-sized hand, and if you count the minions they play and Warpath accordingly (trading 1-for-1 against a deck with half minions, and 1-for-2 against a deck which runs all minions).
Against Mind Blast Priest, simply weave in Hero Powers and Bring it On when you recognize they’ll have lethal with the perfect hand. Warpath on the Radiant Elemental is easy, especially if they commit on Mind Blasts over healing Radiant Elemental. Your 150 armor will easily outdo their measly 75 (as you’re trading 10 for 5), and they’re never going to get anything safe on the board past turn 5. As for Twig/Starfire Druid, they’re not going to be able to deal more than 45 damage burst, and by then you would’ve already brought it on at least 2x (and even then, they’d need to get extremely lucky). I’d say the same thing about other burn decks if there were any, but I don’t think there is. But on the off-chance that Fireball + Pyroblast is a thing in an extremely fast paced Brawl, then I’d say you’re facing a difficult matchup.
Mill Druid is an odd matchup, but if they’re running Naturalize + Branching Paths or Feral Howl, they won’t be able to clear their hand of Naturalize (since it requires a minion, and neither of you have minions) and thus mill some of their cards (preferably their non-Naturalizes). You out-armor their Feral Howl (since it 1: costs more, meaning you can weave in more hero powers, and 2: if they’re greedy on hand size, they’ll probably Mill, since they can’t get rid of naturalize and Feral Howl adds another card to your hand). Branching Paths is a weird matchup, but you’ll out-armor them because you do the same thing for 4 mana and one card (including your hero power), plus they’ll still Mill due to the overabundance of Naturalize.

The best thing about the deck is that it doesn’t get countered by anything in the meta. Deck-shuffle cards aren’t really a thing in the brawl since it usually entails a loss in tempo (a valuable asset to most meta decks), and a Mill Druid that’s also runs minions is too slow for the fast-paced meta, feeds the enemy minions, and doesn’t have enough survivability nor card draw to survive for long. And the decks which do more damage to your face than you could possibly have in your deck (mostly Mage with late-game damage) are too slow for the meta.
The only matchups which I’d fear are either the mirror (which will probably end in a draw if not get down to the wire and end up in the favor of whoever uses their Hero Power more), Upgrade Warrior (which I don’t really see but can pose a big threat), or some sort of Dead Man’s Hand abomination (which doesn’t exist in the meta).

Yes, I spent too much time on this when the brawl ends in a few hours… But I wanted to show how smart I was x3

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HCT Europe Summer Playoffs 2018 - All Deck Lists & Results!

*looks at most used cards*
Hm… Warlock, warlock… Warlock counter… Neutral card that works in Warlock… Seeing a bit of a trend…
*looks at participants’ decks*
Hm… Only 4 people NOT using Warlock… Ok… Nah, no problem here.

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Quest Rogue Deck List Guide - Witchwood - May 2018

Yes, Echo minions will, but the only echo minions available to Rogue at the moment cost 3, which is a pretty hefty cost for a below-average body and little instant effect.

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How-to Beat Captain Shivers Boss Guide - Tracker's Monster Hunt Nemesis!

Beat him with Secret package, without even needing to mill Kingsbane. Just kept outpacing him, eventually chugging out upgraded Spellstones with my Hero Power (yes, the UPGRADED Spellstone x3), and he couldn’t really clear. Funnily enough, he ended the game with 1-attack and lifesteal on the weapon lol

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Tracker Tips and Tricks Guide - Best Cards, Treasures, Equipment!

Well rip, my tablet sent my comment before I finished… So imma finish
Should be of note that the Hero Power gives you the UPGRADED Spellstone, meaning you can constantly pump out 5-mana for 4 3/3’s without needing any secrets beyond the first couple if you roll well. Should also be of note that (I’m pretty sure) the spells you roll are biased towards the more-used spells, so try, if you can, to only play two secrets, then pump out as many Spellstones as possible.

Obviously there are other ways (probably more efficient ways) to beat the run, but I had tons of fun with Secrets x3

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Tracker Tips and Tricks Guide - Best Cards, Treasures, Equipment!

Funnily enough, my first win w/ Tracker was with Secret synergy. It should be of note that the Hero Power gives you the UPGRADED Spell

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Houndmaster Tips and Tricks Guide - Best Cards, Treasures, Equipment!

Funnily enough, I beat Glinda in Fatigue with Hadranoxes, Staff/Scepter of Summoning (forgot the name lol; 5+ mana minions -> 5 mana), and Lunar Signet (I think… The one which makes Deathrattles proc when played). Made a deck with a few midrange minions, a good amount of taunts, and a couple Hadranoxes to top it off lol.

Rarely used my Hero Power; as much praise as it’s getting in the thread, it’s possible to beat the run if you end up not rolling the Bloodhound buffs and synergies, so long as you play yer cards right and optimize trades and synergies (most notably, Lunar Signet and Hadronox x3).

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Cannoneer Tips and Tricks Guide - Best Cards, Treasures, Equipment!

Easily the easiest for me; finished the run first try, getting lucky w/ Dragonfire Ammo and Tactical Reinforcements, picking up Inspires and Maiden of the Lake whenever possible. Simply try to optimize the cannon, killing as many things as possible, then Maiden (with Tactical Reinforcements proc) into a huge ping turn. Was insanely fun; probably the most fun I had during the entire Monster Hunt lol

The only thing I didn’t like was that the pack quest wanted 10, so I had to win two rounds and quit (cuz I wanted to speed through the thing lol).

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How-to Beat Hagatha the Witch - The Final Boss of the Monster Hunt!

Picked Lunar Signet (I think that’s what it’s called; the Deathrattle one :p), Double Time, and Weapon treasure on Cannoneer. Didn’t even need to use the Tracker. Just get ahead on board, Double up on Call of the Wild, make sure you don’t play into the Amalgam spell. Took me two tries: one in which I lost because I had no idea she used the Amalgam spell (still think it’s out of character, but aw well), and one to win after she Amalgam’d two 3/3’s. Of course Hagatha might’ve gotten screwed on her spells, but idk (she used up all four charges of Ritual Dagger without playing spells, so I reckon that’s it).

Tbh had an infinitely harder time beating the Toki run lol

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Time-Tinker Tips and Tricks Guide - Best Cards, Treasures, Equipment!

Was the most difficult for me (even Hagatha only took me 2 tries lol). Took me 38 Dungeon wins before I actually beat the run (with Infinite Toki at the end). Used Mechs if you were curious; just zerg the board, stay ahead, and keep popping her in the face, hopefully winning before turn 10. Rinse and repeat if you don’t get her before 10. Had to endure the reset once, but ‘twas smooth sailing from there.

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Some of Our Favorite Moments of Ben Brode

*insert laugh-montage of Ben Brode* 😀

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[Theorycraft] Big Rogue, Tess Edition

Yeah, tested it, and seemed like it didn’t work. But meh, this is basically a dead guide, so too lazy to edit it x3

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