Awesome Loot

4 posts in this topic

This thread is for comments about our Awesome Loot guide.

Share this post

Link to post
Share on other sites

We will have to wait which cards are in the new expansion but I still think it will be hard to seriously play Marin. You would have to create a deck that can make sure you can destroy the treasure chest before you opponent can mess around with it.

You lose a lot of tempo by playing a 6/6 minion for 8 mana as well as putting your self into the situation where you have to kill an additional minion with a lot of health. But the potential reward is, as said, "Awesome" :D

Share this post

Link to post
Share on other sites

The wand is incredibly strong in control deck and everything value based. The tempo gained playing 3 high cost card for 3 mana is enough to win a game. However, playing 3 cards for 3 mana is really strong in every deck.

The crown is awesome too. Playing 2 deathwings or 2 Lich Kings can steal games. Yes, sometimes you'll be offered patches, zerus and lorewalker, but then at least you'll be sure to end on trollden (if you recorded it).

The goblet is good in faster deck. You have to have a small hand to gain an AWESOME advantage, so a midrange deck is better then a high control one. I have to say that everytime I played the goblet in priest, I losed hard. The tempo loss is big here.

The golden kobold is really random. I think it's the lest powerfull, as nowadays legendaries are not that strong anymore, we have lots of filler. Yeah, I'm talking of wild, mostly, but even in standard it can fulfill your hand of unplayable things.

Share this post

Link to post
Share on other sites

I really doubt it will see any serious play at all. The only failproof way of ensuring your loot is to combo Marin with Crazed Alchemist on turn 10+. Which implies the game lasts that long, you drew both, you weren't forced to use the Alchemists to survive and you better be ahead on the board because you can't play the loot immediately.


I am anticipating a couple of Trolden-tastic Priest comebacks with Potion of MadnessInner Fire and Divine Spirit; but that's it.

Share this post

Link to post
Share on other sites

Your content will need to be approved by a moderator

You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      There's an unexpected balance update coming today with Druid decks getting focused, with 1 mana cost increases for mainstays Wild Growth and Nourish, encouraging more diverse deckbuilding and making the cards feel less mandatory. Paladins also get a bit of a nerf with a similar 1 cost increase on Level Up!, while Leeching Poison gets the opposite treatment, having its cost reduced by one. Finally,  Saronite Chain Gang gets a tweak to make Shudderwock more difficult to play multiple times in a match.

      Check out the full details and developer commentary on the changes below and, as usual, you'll be able to disenchant the non-basic cards that got changed for their full Arcane Dust value for two weeks.
      December 19th Update (source)
      In an update scheduled to arrive December 19 PST, the following cards will be changed.
      Developer’s Note: This balance update is focused on improving the long-term health of both Standard and Wild. We've opted to make these changes earlier in the expansion cycle than we normally consider; we'd like to hear your feedback on the timing of this update, in addition to what you think of all the individual card changes.

      Wild Growth – Will cost 3 mana. (Up from 2)

      Nourish – Will cost 6 mana. (Up from 5)

      Wild Growth and Nourish have been present in every mid-range, combo, and control Druid deck since their introduction in the Basic and Classic set. When cards from the Basic and Classic set are too powerful, they can have negative long-term effects on the game. Continuously playing against these cards can start to feel repetitive, and they can feel so mandatory that they stifle creative deckbuilding decisions. By increasing the mana cost of both cards by one, we expect them to be considerations in late-game control Druid decks, but more difficult to fit in strategies that don’t directly take advantage of ramping mana.
      Level Up! – Will cost 6 mana. (Up from 5)

      Odd Paladin has consistently been one of the most powerful and most played decks since its introduction in The Witchwood. By removing Level Up from Odd Paladin, we still expect it to be a competitive board control deck, just with more consistent damage output that should be easier to play around.
      Saronite Chain Gang – Now reads: Taunt. Battlecry: Summon another Saronite Chain Gang.

      Shudderwock brings an interesting combo to the table, but playing Shudderwock multiple times in a single game can be frustrating. Changing Saronite Chain Gang makes playing multiple Shudderwocks in a game much more difficult. Shudderwock should now exist as a powerful one-turn effect rather than constantly copying itself with Saronite Chain Gang’s Battlecry.
      Leeching Poison – Will cost 1 mana. (Down from 2). Now reads: Give your weapon Lifesteal this turn.

      We love the fantasy of building a powerful weapon over the course of a game with Kingsbane, but granting it a permanent Lifesteal effect with Leeching Poison resulted in an endgame with few weaknesses, as well as conflicting with our philosophy that Rogues should not have persistent self-healing effects. Making the Lifesteal effect only active for one turn should address some of the power level issues with Kingsbane Rogue’s late game.
      Once these card changes are live, players will be able to disenchant the changed non-Basic cards for their full Arcane Dust value for two weeks.
    • By positiv2
      This thread is for comments about our Mage guide for Rumble Run.
    • By Zadina
      People found out that the yearly event has already began today on Asian servers and it is expected to go live in Europe and the Americas on Tuesday the 18th of December.
      Make sure to have one slot empty in your quest log as you will get a special Winter Veil quest to "Play 100 cards in Play Mode". The reward is 4 The Boomsday Project card packs.
      There is also a new Winter Veil Wonderland Bundle for 20€/20$ that contains 6 packs from each of the following expansions: The Boomsday Project, The Witchwood, Kobolds & Catacombs, Knights of the Frozen Throne and Journey to Un'Goro.
    • By positiv2
      This thread is for comments about our High Priestess Jeklik guide for Rumble Run.