After reviewing items daily over the past few months I keep coming across the same awkward situation. A card comes up that I have pegged as bad but have little to no actual experience with. Is this card actual garbage or a diamond in the rough? Well wonder no more. I am going to pick 1 not commonly played card each week and try to break it in half or at the very least bend it a little. I will iron out the kinks as I play and post the final build the following week. I am open to suggestions and ideas for future cards to work with. Anything is fair game. Weird cards, cards nerfed to heck, as long as it doesn't see the light of day and isn't plain awful like Little Zap I am willing to try out those cards so that you don't have to. Spoiler: Schedule 1. Advanced Battlefield Training 2. Inspiring Presence 3. Entangling Roots 4. Frost Jolt and friends 5. Path of Knives 6. Force Cannon 7. Mind Worm 8. Whirlwind 9. Dodge/Jump Back/Reflexive Teleport 10. Curse of Fragility 11. Inspiring Armor/Heavy Armor 12. Smoke Bomb 13. Chop
I've had moderate success with Trained Flexibility, usually giving Parry and/or Strong Hack to another character. For your next adventure: I'd like to see a build with at least two priests running Oak Roots.
For the inaugural outing for what I hope will be a long-running series, I am going with Advanced Battlefield Training. I keep on calling it card disadvantage but it's not card disadvantage if your target is dead. This is what I'll be starting with. Spoiler: Downward Facing All Out Attack on Your Face Lorgav Level 21 Human Warrior Crazy Sal's Halberd Trickster's Maquah Blazing Shortsword Perilous Ringmail Parrying Buckler Tough Leather Cap Hawkwind's Moccasins Perfect Flexibility Superb Bruising 1 x Flimsy Block 2 x Devastating Blow 3 x Feinting Strike 1 x Clumsy Chop 1 x Reliable Mail 3 x Polearm Slash 1 x Dash, Team! 2 x Dangerous Maneuver 2 x Advanced Battlefield Training 3 x Blind Rage 1 x Powerful Hack 2 x All Out Attack 1 x Stab 1 x Combustible 1 x Escaping Run 1 x Traveling Curse 1 x Thickened Mail 3 x Fiery Stab 1 x Toughened Hide Strips 2 x Bruiser 3 x Parry Growler Level 20 Human Warrior Trickster's Maquah Blazing Shortsword Troll's Ire Perilous Ringmail Eeygonnic's Shield Tough Leather Cap Dorimer's Boots Perfect Flexibility Superb Bruising 1 x Flimsy Block 2 x Devastating Blow 3 x Feinting Strike 1 x Toughened Hide Strips 1 x Clumsy Chop 1 x Reliable Mail 2 x All Out Attack 2 x Sundering Strike 2 x Strong Hack 2 x Advanced Battlefield Training 2 x Blind Rage 1 x Powerful Hack 1 x Stab 1 x Combustible 1 x Escaping Run 1 x Traveling Curse 1 x Quick Run 1 x Thickened Mail 3 x Fiery Stab 1 x Dash, Team! 1 x Surging Shield Block 2 x Bruiser 1 x Flanking Move 2 x Wounded Block Winsla Level 20 Human Warrior Crazy Sal's Halberd Trickster's Maquah Blazing Shortsword Perilous Ringmail Parrying Buckler Tough Leather Cap Hawkwind's Moccasins Perfect Flexibility Superb Bruising 1 x Flimsy Block 2 x Devastating Blow 3 x Feinting Strike 1 x Clumsy Chop 1 x Reliable Mail 3 x Polearm Slash 1 x Dash, Team! 2 x Dangerous Maneuver 2 x Advanced Battlefield Training 3 x Blind Rage 1 x Powerful Hack 2 x All Out Attack 1 x Stab 1 x Combustible 1 x Escaping Run 1 x Traveling Curse 1 x Thickened Mail 3 x Fiery Stab 1 x Toughened Hide Strips 2 x Bruiser 3 x Parry The basic premise of the deck is to assemble a Feinting Strike + 2x All Out Attacks though just one copy of All Out Attack should be enough to severely cripple anybody.
1) Reading the title, I thought you were gonna post about you brewing beer... me = disappoint 2) Awesome idea, tons of cards in CH are far too quickly judged as useless/sub-par, but hold much potential. 3) I suggest a build revolving around Cold Spells. Cause, you know, almost nobody use those nowadays.
I don't know about you all but if I hear the word "viable", then I understand that "probability that it is the best possible build is > 0". Also, do Battlefield Trainings still reveal what cards are being transferred?
Which is on Forceful Teleportation, which . . . is that the worst Arcane Skill? EDIT: nope. Apprentice Teleportation is less desirable, IMO.
Correct, the Battlefield Training cards have been changed as follows since game launch: • both are range 6 • both are cantrip • neither reveals the cards transferred
I am currently 7-3 with the build. There have been multiple Advanced Battlefield Training assisted kills. Best one was a 38 point death blow (Feinting Strike + 2x All Out Attacks + Blind Rage) on a dwarf warrior through 2 Defender's Blocks. Worst kill attempt was a similar attack on an elf warrior with a hidden Jump Back. Control wizards are a problem so I may need to use new boots.
Another 10 games another 7-3 record. I am having trouble against wizards. In addition to control wizards, Combustible can really hurt against burning wizards and burst wizards in particular can pressure me into charging in prematurely. I can't afford to wait for the full combo since Blind Rage is often active and the cards I want to hold on to are all attacks. Combined with the ability to hit me in cover and I'm in the red fast. I'm not sure what I can change without diluting the combo. I will try switching out the shields. Since I'm going all in on attacks I don't really need to out attrition my opponents. Going to miss those Parrying Bucklers. With the token I can either put it towards Sparkling Cloth or Immovable boots or switch out Blazing Shortswords for Maquah Of Ancient Blood. The former will give me a little more game against wizards and the latter will improve the odds of drawing a hard to block attack for the combo while getting rid of Combustible. Any suggestions?
If wizards are the main problem, then boots seem like the way to go? Sparkling seems good as it'll help you close the gap -> maybe you can minimize Combustible damage by dropping a wizard. You can also compromise and go Maquah of Ancient Blood + Possessed Shoes/Goat Boots for no Combustible and Immovable. I'm not as concerned about Maquah raising your hard-to-block attack count because your Dash, Team!'s can let you gang-up and surround one guy and whack them to death the old-fashioned way.
If you're worried about Combustible, then get it out of your deck by all means. Fire wizards (be it of the burst variety or not) are very common in the current meta, so I can see drawing combustible being a big problem. Anyway, a 70% winrate is extremely good no matter the way you putt it. If you're worried about giving up the parrying buckler, you might also opt for a slightly worse token-free weapon instead. Unbalanced Doloire or Nifty Halberd, for instance, are pretty cool for their tokens cost, and even a Weak Chop can be put to good use in a deck featuring a good dose of Blind Rage. Edit: also since Mind Srinker is in DD, I suggest a Mind Worm build for your brewing endeavors
You must think I have a hoard of gold to fritter away. Well I do...because I don't buy stuff like Mindshrinker. I guess I'll be buying the awful legendaries so you don't have to too.
I've been trying an Entanglecano deck for the past week using two draw priests with Oak Roots and a mage with a Mordecai's and a Blazing Sparks. It works great when it works, but if a deck is too fast before I draw the Entangles or there are mages, my deck dies a slow death. Doesn't help that moves like Sprint Team and Dash Team go thru Entangle. As for underused cards-- I'd like to see how you would center a deck around the Whirlwinds.