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The Raid Deck Thread!
Last post 11-19-2009, 12:10 AM by kobradin. 111 replies.
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07-20-2009, 4:09 PM |
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gamwich
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Joined on 01-06-2007
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Posts 30
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Re: The Raid Deck Thread!
My team is currently trying to take down Black Temple with 3 in the epic version. I will tell you guys what we used and how it went after it is finished. The reason Im not saying anything yet is because this is kind of a bet with our local judge, and he might be spying here ;-) It should be done before September (hopefully). Sorry for the long wait, but now u have something to look forward to ;-)
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07-20-2009, 7:00 PM |
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hordeoverseer
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Joined on 03-31-2008
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Posts 155
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Re: The Raid Deck Thread!
Just got back home from DMF. My team was trying to take down BT 3 man with Traitor Priest, Traitor Mage and Holy Paladin for two days straight. No such luck unfortunately. To our surprise, the only team that seemed to have made it passed Illidan was a team consisting of a Holy Priest Healer, a Warrior tank, and the Horde Demon hero as DPS. To have everything on Ferocity and Eyeball Jones as your reusable gouge/hammer of justice is pretty clever.
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07-21-2009, 8:52 AM |
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gamwich
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Joined on 01-06-2007
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Posts 30
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Re: The Raid Deck Thread!
Im sorry, are oyu talking about the not modified version? I found that to be really easy with my team tbh. Tomb of Ice the allies, Hammer the Bosses, interrupt key abilities, doe some dps, and when you reach Illidan make sure you have stuff like felsteel reaper.. Oh and don't forget some aoe in every deck to get past the ghost ^^ (and the council).
Edit: I don't see why people ar always saying you need a tank. The raid boss will always choose the same opponent. That is your tank, just heal/protect him/her. I think it is also highly optimistic to think that your taunts will stay around....
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07-21-2009, 11:16 AM |
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Deathfist
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Joined on 01-11-2008
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Posts 1,093
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Re: The Raid Deck Thread!
The Black Temple Raid is not a cakewalk for sure. I ran three Raid Deck events on Friday at DMF: Boston and had only one group get to Illidan. (And then they got smashed having lost one of the raiding party)
I really had alot of fun playing the raid deck. And I'm pretty sure the players who faced me had a blast too.
~DF
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07-21-2009, 12:06 PM |
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JadefalconAvenger
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Joined on 11-22-2008
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Eastern Pennsylvania, United States
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Posts 228
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Re: The Raid Deck Thread!
From Jades Guide to the Campus: Magtheridon Raid Guide
Magtheridon is the third WoW TCG release by Blizzard and
Upper Deck Entertainment. The deck features a fight against Magtheridon in
Hellfire Peninsula.
Introduction
Magtheridon is a different fight than your typical “spank and tank” boss; he
features manticron cubes which attempt to keep the raiding party busy. If not
exhausted, these cubes will deal a total of 10 damage to every hero and ally. The
entire raid cannot face this consequence or a wipe will ensue. The boss player
will always attempt to increase their blood pool- the more bloods they have,
the more powerful Magtheridon becomes (in both attack power and the
requirements of his abilities).
Recommended Setup
The recommended setup for this raid is one tank, one dps and one to three DPS.
To deal with the channelers, it is highly recommended a mage or warlock play
because of their AOE spells. Warlocks may also gain control of Abyssals
Magtheridon may summon and can even banish powerful adds summoned by the boss.
Warlocks: you shine in this fight.
Magtheridon is a healer intensive battle, especially in the early game. If the
tank takes approximately 4+ turns to
prepare, boss players are instructed to go at the healer, or at the DPS if DPS
is active. A well made rogue deck can decimate magtheridon (in playtesting, two
pilfers dealed 20 damage in one turn, or 20% of Magtheridon’s health). For a
healer, a priest is recommended with ability removal.
Early Game
The game starts with the player on the far left. Every player during their
first turn may mulligan as normal, then draw a card. Not much can be done in
the first turn because everyone is setting up for the middle game. DPS can
damage the channelers if possible, but it is recommended AOE spells be cast to
remove the channeler problem. Left unchecked, the channelers are a swift kick
because they grow more powerful as another is destroyed, AND they can heal.
There isn’t much Magtheridon can do in the early game save a few abilities.
Some abilities should be interrupted by a mage or destroyed by a priest. To be
any good, the boss player needs to be unleashed and increase his or her blood
pool. Cards you may see in the early game include Fiery Pits (15 damage divided
up by raiding groups choice), Violent Reflex (Mag deals 1 dmg back to any
source of dmg), Blood Siphon (boss draws three cards), Terrifying Presence
(opposing allies enter exhausted, GET RID OF THIS!), and Cleave Apart (destroys
ability, ally, equipment of one player).
Mid Game
The middle game begins on turn 5. Magtheridon will become unleashed and gain a
blood. Now most of his abilities will become a problem. The tank should be attempting
to take cubes, and if the tank is a paladin, this is a good time to Thud!
Magtheridon. DPS should avoid taking cubes (so they can concentrate on
Magtheridon) and healers, if they aren’t doing damage, should always take
cubes. Magtheridon draws two cards per turn and the more blood he places, the
more powerful he becomes. He only has 100 health, and three DPS is more than
enough to take him down. Mages will also find water elemental handy in taking
down channelers and adds (and preventing them from attacking!).
Late Game
Priests should play Darkest Before the Light by turn 8 to return everyone and
everything to full health. You should be rapping up this game soon before
Magtheridon gains 15 blood. By then, he can play his super ultra mega combo
ability that kills everyone in one hit (cannot interrupt it). Tanks, if they
have them need to bring out big weapons and DPS needs to accelerate the pace.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Casual/Constructed Raider Deck Builder _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
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07-21-2009, 2:46 PM |
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JadefalconAvenger
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Joined on 11-22-2008
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Eastern Pennsylvania, United States
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Posts 228
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Re: The Raid Deck Thread!
Edit: I don't see why people ar always saying you need a tank. The raid
boss will always choose the same opponent. That is your tank, just
heal/protect him/her. I think it is also highly optimistic to think
that your taunts will stay around....
Because without a tank, you are putting more responsibility on the healers and DPS, (and this next part is in my opinion) than what they were designed for. By saying to "protect the DPS and healers" you are inevitably adding tanking elements. A tank should be responsible for directing attacks and (depending on class) make board changes, such as warriors crowd control or Paladin's exhaustion moves (stop the boss!). This way, DPS and heals can focus on their jobs and not "stop" to do that "other" thing. It is optimistic to say taunts will stay around- that is why they have developed the specs.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Casual/Constructed Raider Deck Builder _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
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07-25-2009, 3:27 AM |
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Frozen Throne
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Joined on 03-25-2009
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Behind You
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Posts 408
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Re: The Raid Deck Thread!
Okay so naxx is definetly being made into a raid
well i wasn't on the site all summer what did i miss
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07-25-2009, 5:15 AM |
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oxudes
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Joined on 09-25-2007
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Posts 92
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Re: The Raid Deck Thread!
Well, I don't know about problems with illidan - the people I raid with (I play the raid deck) have managed to kill him twice now I think (played about 6 raids in total, so not many attempts).
The key to my demise is a local player who only plays rogue. Imagine jonas deck, just without the traitor cards but based around vigor and find weakness. Other than that he ran loads of drawpower, zomm hopeslayer as hero, along with the 5 cost horde ally that flips your hero faceup and quite a few reshuffling quests.
Illidan healing? I never got out of gouges and thuds. I died in a few turns with find weakness out. Vestments, detect traps and other candy make rogue a welcome guest to any raid.
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07-26-2009, 6:39 AM |
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JadefalconAvenger
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Joined on 11-22-2008
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Eastern Pennsylvania, United States
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Posts 228
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Re: The Raid Deck Thread!
2571123:Okay so naxx is definetly being made into a raid
Naxxramas has been confirmed as the next raid deck.
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07-26-2009, 7:39 AM |
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JadefalconAvenger
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Joined on 11-22-2008
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Eastern Pennsylvania, United States
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Posts 228
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Re: The Raid Deck Thread!
Snippet from our WoW TCG Campus Mailist: Healer Talk
The World of Warcraft TCG has expanded to 9 booster sets now, a few
mini sets, and four raid decks. We have an entire new block to go (to
usher in Lich King content) which is three boosters, then Upper Deck
(who makes the game) has confirmed Naxxramas as the 5th raid deck
release for September 2009. Onto today's discussion- healers.
Healers What
is there to explain? this player is going to remove damage taken in a
raid or battle group. There are a couple of play styles to healing, the
main spec/classes that can heal are as follows: Restoration Druid, Holy
Paladin, Holy Priest, and Restoration Shaman.
_______________________________________________________________ Restoration Druids rely on classic heals and specialize in HOTs, or heal over time.
every time it is the druid's turn, any attachment anywhere will heal
its target. For this reason, druid healers should sit to the far left
in the raid. Currently Druids lack a wide pool of HOTs to choose from,
but they do exist.
Holy Paladins rely on flash heals, "get out of jail" cards such as Lay on Hands,
and cards which heal and accelerate their card draw. This type of
healer does best with the Holy spec as a hybrid, alone it can heal, but
not as well as the other classes.
Holy Priests are
the ultimate healers, containing area heals and major one target heals.
Priests also have Darkest before the Light which heals everyone and
everything to maximum health (not the enemy of course!). Priests also
pack some ability removal which makes them prime candidates for healing.
Restoration Shamans
specialize in area healing. Shamans also have the only exclusive
ability card in the game which allows them to ressurect themselves to
14 health. Shamans are also very good at reviving dead allies. They
also have totems to assist in healing, and are amazing as 75/25 hybrids
(75% Restoration, 25% something else). _______________________________________________________________
Since
Fields of Honor was released, I am looking to upgrade my raid healing
deck. I chose to go with a Restoration Druid because I like some of the
modifiers that lower the cost of restoration abilities (cheaper heals
for the same healing value). Restoration Druids are great at laying
HOTs down on the tank and keeping them alive and can also set
themselves up to play cheaper heals by popping into tree form.
The
first and foremost mission of a healer is to keep the tank alive,
because he is taking all of the damage! There are two modes of healing,
single target healing and raid heals. Raid heals are area heals which
Shamans are amazing at. Always stay on the tank, but your secondary
mission is to keep up raid heals. Here is the deck I am working on;
since the healer won't be dealing much damage to the boss (DPS and
tank, that is your job) there won't be much need for offensive allies,
so we can increase our ability pool. Here is my deck:
____________________ Hero Tahanu Brinkrunner
Allies (4) 4x Blood Knight Kyria
Abilities (34) 3x Energize 3x Healing Touch 3x Innervate 4x Invigorating Touch 3x Natural Genesis 4x Regrowth 4x Revitalize 3x Tranquility 4x Tree of Life
Equipment (4) 4x The Essence Focuser
Quests (12) 4x Forces of Jaedenar 4x Information Gathering 4x Proving Grounds ____________________
A
modified version of this deck took part in 3 manning Ragnaros and
Onyxia (yeah, you try it, it is hard! [two raid decks]). I don't own
this actual deck, but to get it all I need is a playset (4 copies) of
Regrowth. This is a horde version of the deck, I like making modular
decks so at a moments notice we can convert to alliance if necessary
(simply swipe out the hero and blood knight kyria).
It is
always a good idea to play the max limit of a certain card [4] for core
cards, however as you can see with this deck, I played around a bit. If
you lower that amount to 3, you can have certain cards appear more than
often. This deck is all about HOTs, raid heals, and amplification. Tree form heals +1, lowers cost by one to a minimum of one, and The Essence Focuser heals +1 every time a heal ticks off.
Even
if you don't totally understand every avenue of the card game yet, that
is ok. Look these cards up [www.wowtcgdb.com] or
[www.cardgameorganizer.com] and see what each of them does, then figure
out why I put them in this deck, and what their purpose will be. Healer
can be a challenging slot to play... because if the tank dies, it is
more than likely the healers fault. Likewise tanks can also get a lot of
rap if the healer dies or cannot maintain aggro [aggro means the boss,
in the game's technical terms is more likely to hit one person over
another].
If you want to get into healing, this is a good
template to follow, 8 or fewer allies (opinionated), around 30
abilities and 12-16 quests. The rest is for your tastes.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Casual/Constructed Raider Deck Builder _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
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07-28-2009, 9:56 AM |
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Frozen Throne
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Joined on 03-25-2009
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Behind You
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Posts 408
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Re: The Raid Deck Thread!
2415247: 2571123:Okay so naxx is definetly being made into a raid
Naxxramas has been confirmed as the next raid deck.
Well now that it is true that means another theme has being done Think about it Onxyia and MC are Fire Mag is Demon and Black Temple is magic and now Naxx is icy
well i wasn't on the site all summer what did i miss
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07-28-2009, 4:48 PM |
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rezaziel
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Joined on 04-04-2008
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Burr Ridge, IL
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Posts 416
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Re: The Raid Deck Thread!
2571123: 2415247: 2571123:Okay so naxx is definetly being made into a raid
Naxxramas has been confirmed as the next raid deck.
Well now that it is true that means another theme has being done Think about it Onxyia and MC are Fire Mag is Demon and Black Temple is magic and now Naxx is icy
I'd say Black Temple is definitely demon themed too, given that almost every boss is in fact a demon. Demons are closely related to magic in the warcraft universe. As far as naxx. . .it'll probably be much more undeath than icy. I expect constructed usable deathknight cards to be included in it, similar to how they did it with traitor cards.
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07-29-2009, 8:47 PM |
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JadefalconAvenger
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Joined on 11-22-2008
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Eastern Pennsylvania, United States
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Posts 228
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Re: The Raid Deck Thread!
As far as naxx. . .it'll probably be much more undeath than icy. I
expect constructed usable deathknight cards to be included in it,
similar to how they did it with traitor cards.
I agree with this suspicion. There is more undeath than there is ice in Naxxramas, but make no mistake there are both of these elements in Naxxramas. Can someone from the development team or Upper Deck confirm Naxx's release date? I remember hearing a few store owners claiming information they received from Upper Deck that Naxxramas was to be released in September 2009. Previous comments have indicated that Sept 2009 is a viable release date. A friend and I sat in a local comic shop. He bought a box of Fields of Honor and I sorted through it with him. I am NOT liking the level of power creep being brought into the game (ie, Naxx is going to be hard!!)
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07-29-2009, 9:16 PM |
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JadefalconAvenger
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Joined on 11-22-2008
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Eastern Pennsylvania, United States
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Posts 228
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Re: The Raid Deck Thread!
Death Knights, Tanking and the Raid Scene
A buddy of mine was disappointed with the Death Knight Deluxe Starter. I don't
think he really looked at it, and I had to admit to myself that I took a quick
look, played my knight, then set him back in my bag. Someone earlier in the
thread asked how Death Knights did in raids. While I cannot back up my findings
with testing (evidence), I did construct a deck that can potentially tank. The
issues? 1) Death Knight lacks a large card pool and 2) Early game protection.
Hero
Saeryn Dusksorrow
Abilities (23)
4x Frost Presence
4x Icy Touch
4x Death Grip
4x Mind Freeze
3x Raise Dead
4x Blood Boil
Allies (14)
3x Vanessa Fairgraves
4x Rantuko Grimtouch
4x Blood Knight Kyria
3x Zalan Ragewind
Equipment (8)
4x Blackout Truncheon
4x Greathelm of the Scourge Champion
Quests (15)
3x Hazardous Materials
4x Darkness Calling
4x Proving Grounds
4x The Sigil of Krasus
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07-30-2009, 10:10 PM |
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Amaranth
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Joined on 03-18-2007
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Posts 5
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Re: The Raid Deck Thread!
I'm currently putting together a DK deck very similar to the above deck. I'm very much looking forward to see it in action.
Atm our raiding party consists of three deck. A priest healing deck, a Black ice/Myriam mage deck and my DK tank deck. Does this sound like a viable setup for the "easy modes" of raiding? Of course as we get more people to play we hope to move beyond easy modes.
Also can anyone critique the heal deck? any suggestions/replacements would be most welcome. The only stipulations being that it must remain both horde and priest :)
Priest Deck: Hero: 1 Mojo Mender Ja'nah
Ally: 4 4x Blood Knight Kyria
Abilities:38 4X Binding Heal 4X Circle of Healing 4X Dispel Magic 4X Greater Heal 4X Holy Nova 4X Prayer of fortitude 4X Renew 2x Flash Heal 4x Lesser Heal 4x Salvation
Equipment: 4 4x Essence Focuser
Quests: 14 4x Forces of Jaedenar 4x Information Gathering 4x Proving Grounds 2x Blueleaf Tubers
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