1222370:I played a guy at worlds that had an interesting renewal of life combo deck. He was playing an alliance shaman and his win condition was spark. He played all of the allies with find treasure to throw cards in the yard to dig to the combo faster and he played all of the guys with inspiring presence so that when his ring popped and all of his characters came into play he got to find treasure all over again to dig deeper to find a spark and it put all of the inspiring presence guys on the field so he was doing 5-6 per ally with spark. It was pretty fun to play against and actually pretty consistant. You can achieve some pretty nutty things with Renewal of Life.
-Kama
This idea makes a lot of sense since really combo decks want to win the turn they go off. Never give your opponent a chance to respond if you can help it.
So far the deck over all has been doing pretty well. The biggest issue surprisingly is against aggro since unless you manage to ring for some specific fatties their overwhelming board presence (barring a tendrils targeting yourself to heal for 20+) can let them steal wins if they are holding even a single sudden death, puncture, wub's, or whatever. Wrynn would be great as a come into play sweeper.
Back to the inspiring presence spark idea I guess it'd look something like:
Zorin of the Thunderhead (I guess?)
11 Quests
4 You, Robot
4 Elder Achillia
4 Hunter Xenia
4 Ossus, the Ancient
4 Elder Tomas
4 Gromble the Apt
4 Grudum Trove Guardian
4 Mordric Sternbeard
1 <Other Find Treasure Dude>
4 Short John Mithril
4 Field Repair Bot 74A
4 Renewal of Life
4 Spark
I have no idea if you really need the aegis or something similar, but to ensure spark goes off against something with counters I guess you need it? For now I am putting in lots of IP guys to test. Shocks may be more appropriate or I'm missing the obviously (more likely). I figure before you could just renewal for lots of big dudes and you'd be find vs. mage barring combustion. Now you need to resolve 2 key spells: renewal, then spark. Doing so may be difficult.
There are a lot more protectors to keep you in 1 piece against aggro so that is a plus. I kept the quest base the same and the combo finders since I haven't really thought about it much. The list is more of a baseline so we have a place to start rather than just mulling around the idea in the 'ol noggin. I dropped oilfist for more IP/FT dudes so we'll see.
Actually I can almost say for sure it isn't, but I'll wait to see what others have to say.
EDIT: I realized the quest base is probably terrible for a build of this type so I set it generically for now.
EDIT 2:
Unrelated to the IP/spark version I have again been digging and trying to find things that may help the horde "fat" version (one that only uses fatties as the kill as opposed to arena dudes). I ended up trying out this:
Emek, the Equalizer
3 The Ring of Blood: Broken Toe
4 A Donation of Mageweave
4 A Donation of Silk
4 You, Robot
3 Akama
2 Lor'Themar Theron
3 The Abominable Greench
4 Doomwalker
3 Lok'Holar the Ice Lord
4 Short John Mithril
3 Field Repair Bot 74A
4 Retainer Marcus
3 Ra'waza Stonetusk
4 Renewal of Life
4 Vampiric Tendrils
4 Mental Anguish
4 Lose Control
The changes were:
+3 Ra'waza
+4 Retainer Marcus
+1 Lok'Holar
-3 Mist of Corrosion
-4 Oilfist
-1 Repair bot
I haven't really had too many problems finding a ring so I figured I could do without oilfist who really isn't all that exciting. Similarly mist has been less than great and the spare repair bot generally isn't needed. I wanted to replace them with dudes to both take advantage of ring but also to potentially attack.
Well the attacking part didn't end up happening, but I needed a protector that was cheap (came down before ring) and was durable. Sadly ra'waza was what I selected. Retainer was on a whim. I figured" well meddling mage was pretty good", retainer not so much. I haven't played this game all that long so I feel like I am constantly leanring lessons people already know, marcus teaching me the latest. Retainer was intended to help combat counters. Unfortunately merrick and kil'zin don't give a damn and just plow through him.
I'd say the merrick match was a fluke since he had double taste for my first ring on turn 5, and then a 3rd spell suppression later for the 2nd ring, (I hit marcus naming suppression) after he had eventually killed the scryer. However despite that I didn't feel very comfortable while playing, it was far too easy for the merrick player to both deal with the rings and quickly end the game. Had I even combo'd I believe I would've recurred a greench and another fatty but myriam would've just shot around them and ended it.
So yeah the changes were probably a net negative. I am unsure how well the arena version of the deck will work, although I'd venture to guess that it is stronger since you can trade dudes early on with decks and them when you combo just kill them outright in 1 turn. Not quite as fun as slamming doomwalker, lor'themar, akama, greench, and lok'holar onto the table in 1 turn but possibly more stable. For the 1 turn win you still require 2 cards (similar to the alliance version) to win Right Now so i am not quite happy with that just yet but we'll see.
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wingedweasel on MWS/Lackey
winged weasel on xbl