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Aganej2's World Views
“The horde control deck is a wow tcg idea
I've been thinking about for a while, and I
think it could be quite successful. The
horde has plenty of ways to attack the
opponent's hand, and some ways of boosting
their own. With his discarding abilities and
pesky pets, radak should be able to get
control of the game quite quickly.
Red Control
Hero: Radak Doombringer
Allies (29)
Voss Treebender x 4
Mias the Putrid x 4
Samuel Grey x 4
Ophelia Barrows x 4
Sarmoth x 4
Helwen x 3
Hierophant Caydiem x 4
Fianna Spellbinder
Warchief Thrall
Abilities (18)
Life Tap x 4
Shadow Bolt x 4
Steal Essence x 4
Corruption x 3
Sever the Cord x 3
Equipment (none)
Quests (13)
Chasing A-Me 01 x 4
Kibler’s Exotic Pets x 3
Zapped Giants x 4
Counterattack x 2
Fianna Spellbinder and Nemesis
Skullcap/Ancient Cornerstone Grimoire would
make more appearances but I don't have
access to more.
I haven't actually tested it out yet, and I
don't know if the ratios are quite right
yet. Voss exhausts protectors so samuel grey
can get through, helwen takes control of
allies to attack suicidally (I'm assuming
that during your turn, you can take their
ally and attack with it that turn), while
sever the cord can tribute a controlled ally
when the opponent destroys helwen (2 for 3).
Shadow bolt and corruption can both gain
advantage while also helping to control the
field, and life tap speaks for itself.
Sarmoth just makes a pest of itself.
Please feel free to make any fixes: any help
is much appreciated. The ratios (aka quests
to allies) probably need fixing and I
probably missed out some good control
allies/abilities.
Cheers,
SpoonMan”
Well here’s an interesting challenge, making
a control deck out of horde. SpoonMan’s
quite right, horde does own it’s own brand
of control, who said alliance had all the
fun right? Going about it is a completely
different matter though, I believe that
SpoonMan was going in the right direction
and now he’s left it to me to take him the
rest of the way. Here goes!
I like the additions of Ophelia Barrows and
Sarmoth, to me those are two gigantic cards
in this format because Sarmoth acts as the
ultimate protector and Ophelia is currently
the only grave-control in the game. My plan
for the deck is to do something that is no
present in the current format, at least not
in one card in particular: mass removal. My
friends and I theorize that with mass
deletion a lot of the currently powerful
rush deck would disappear in the “blink” of
an eye., however because there’s no entity
in the online game that mirror the effect,
“destroy all allies” or “destroy all
opposing allies,” we imagine such a card
will never exist. So the name of the game
is: improvise.
What cards embody such an idea? Two come to
mind that are exactly what this deck is
looking for: Arnold Flem and Infernal. Both
of these cards have similar effects that
they each deal damage to multiple targets at
one time, truly infinite card advantage
because they are creatures and they can do
such awesome things. Both cards have a price
to their ability, so my spin this deck will
be to shape whatever I take out towards
tailoring the slots towards minimizing the
costs.
Fianna’s art is INCREDIBLE, I love it and I
really do hate to cut it but my reasons are
sound in that you can’t stop their draw for
the turn and at most you will stop them from
drawing a card from a quest. This may seem
like a boon because they put mana into this
ability and flipped a quest but on the other
hand you put out the cost of removing a
creature from the game and had mana sitting
around to boot. In the future, when cards
come out that have players draw more than 3
cards, this card will be worth it. So this
card goes.
-1 Fianna Spellbinder
Warcheif is a very tough call, just because
he’s a fantastic endgame card. Reasons to
cut this guy out is that he costs 9 mana, an
enormous amount of mana for one card but
with what support? I can imagine that the
lifespan of most of these allies are
fleeting and that they won’t be around when
he hits the board, if ever because he’s only
a one-of.
-1 Warchief Thrall
In go the Infernals. This ally is going to
be great, especially with Radak. The longer
he’s alive the more damage you can deal the
opponent. The draw back here is that you
need to discard a card to keep him, but in a
way, that’s not such a big draw back. Why?
Ophelia, discard a worthless pet or ally and
you now have fodder for her. Infernal’s a
big 6/6 beater and basically a huge
win/control method all for the cost of 6. If
that didn’t get this guy in the deck then
the reason he goes so well with the deck is
that you can chuck him at the opponent’s
head for 6 if you don’t want to discard the
card!
+2 Infernal
Hierophant Caydiem, I honestly do not see
the shine in this card. It is a weak ally
and the ability is less than significant. I
do see that it can be a constant source for
damage and recovery but if he is by his
lonesome, he is so vulnerable. Arnold Flem
in my eyes is an excellent substitute
because he can still do that one pt of dmg
but to every opposing ally and he does not
requite mana to use that effect. He has to
die of course but all that means is that
something else will be taking 4 dmg in the
process and if that something should
survive, say the hero, it takes 5 dmg. You
would always want to swing with this guy
just to blow him up.
-4 Hierophant Caydiem
+4 Arnold Flem
The quests seem decent, but I can see one or
two places for improvement. Torek’s Assault
is an excellent quest for horde because it
counts on one thing horde does best: hitting
the opponent. It’s something you’re bound to
do no matter what so it’s always a safe bet
to be used. I was looking at Zapped Giants
and all the other cards that search the top
for certain items and to me the best of them
all was It’s a Secret to Everybody. It’s one
of the shallower ones, being that it only
looks at three instead of four cards but it
allows you to pick any one of them. It’s
always to be played at the end of the
opponent’s turn though, this is a draw fixer
and not a draw card but still every bit
important. Counterattack is an excellent
quest, there’s a big reason
it’s short in stock… everywhere, but this
deck has close to thirty allies. Would there
ever be a time it’s to be used? Nice
substitute would be Your Fortune Awaits You,
general purpose draw card with decent cost,
can’t go wrong with that. To boost up your
quest count, I am going to make a choice and
take out two Life Tap. I’ve put in a lot of
safe draw tech than Tap so you should be
able to do without.
-2 Counterattack
-3 Kibler’s Exotic Pets
-4 Zapped Giants
-2 Life Tap
+4 It’s a Secret to Everybody
+3 Your Fortune Awaits You
+4 Torek’s Assault
One last thing, the pet count. A situation
you don’t want to caught in is that you have
to knock off a pet to let another one in, so
the best I can do for you to cut out a
Helwen and put in a Sever the Cord. This
still maintains the combo and it puts a
little more balance in the deck along with
more removal.
-1 Helwen
+1 Sever the Cord
Here’s the final cut, Enjoy.
Allies (28)
Voss Treebender x 4
Mias the Putrid x 4
Samuel Grey x 4
Ophelia Barrows x 4
Sarmoth x 4
Helwen x 2
Arnold Flem x 4
Infernal x2
Abilities (17)
Life Tap x 2
Shadow Bolt x 4
Steal Essence x 4
Corruption x 3
Sever the Cord x 4
Quests (15)
Chasing A-Me 01 x 4
Your Fortune Awaits You x3
Torek’s Assault x4
Your Secret Awaits you x4
Good Hunting,
Aganej2
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