02/24/2014 02:22 PM@Bogrim No need to be rude... Here's the current version of my main deck:
Posted by Monkey
It 'can' have kill potential on a rogue by turn 9, but more often than not the rogue is too good at controlling the board and I come up a bit short.
There's reason to be rude to you because that's what it took for you to post the problem. Your deck is terrible. The game should not be balanced around someone whose bad at making tactical decisions. Do you not understand this is the main source of the problem with most of the forum's feedback?
When you build your deck, you need to include win conditions. You need to pick cards that synergize with each other for greater effect. For example, you have Scarlet Crusader and Harvest Golem in your deck, but Noble Sacrifice instead of the Redemption that synergies incredibly well with both of them.
You play a control deck, but the bulk of your damage lies in your 3-drops, which isn't anything at all. All your deck really does is wipe the board once or twice, and then you die. You play a reactive deck, a deck that conserves cards until the proper moment like Equality + Consecration, but at the same time you play Divine Favor, a card draw that's only good when you are burning your hand in an aggro type of deck.
When you lose a game, you need to first and formerly ask yourself, "How could my deck have handled this kind of opponent better?" The reason the Rogue could execute you at turn 9 is because you had such little board presence that she could safely draw all the cards necessary to win the game.
Drop the following cards from your deck:
- Noble Sacrifice (2)
- Divine Favor (4)
- Harvest Golem OR Scarlet Crusader (6)
- Azure Drake (8)
With the 8 empty card slots, consider adding:
- 2 Mountain Giants and 2 Molten Giants (alternative: Boulderfist Ogres or Stormwind Champions)
- Optional: The Black Knight
- Optional: Sylvanas Windrunner
- Cairne Bloodhoof (alternative: 2 Chilldwind Yeti)
- Tinkmaster Overspark (replaces Big Game Hunter)
- Any 2 of the following: Tirion Fodring, Ysera, Ragnaros
- Lay on Hands (alternative: Blessing of Wisdom)
- Hammer of Wrath
- Argent Commander
When you look at those cards, you might freak a little. The reality is control decks are really expensive. If you're playing with board wipes, you're gunning for a late game. If you're playing a late game, you need minions that can win you the game when they are dropped on the board.
For example, the reason Giants are so great in a Paladin deck is because they can bait out removal to let you play your bigger cards like Tirion Fodring. I beat a real nasty Rogue deck the other day by setting Sylvanas up with a Taunt backed by a Redemption. He had to spend most of his hand just to get around that mind controlling <female dog> twice. Then I used Lay on Hands and won the game with the massive card advantage alone.
Paladins are a lot stronger than Rogues in the current meta. You just need to work more on your deck. There's plenty of deck guides if what I suggested doesn't fit your taste.