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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 1799324 in reply to 1797936

    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 ;-)
  •  07-20-2009, 7:00 PM 1799403 in reply to 1799324

    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.
  •  07-21-2009, 8:52 AM 1799683 in reply to 1799403

    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....
  •  07-21-2009, 11:16 AM 1799772 in reply to 1799683

    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

  •  07-21-2009, 12:06 PM 1799799 in reply to 1791891

    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.



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  •  07-21-2009, 2:46 PM 1799880 in reply to 1799683

    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.

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  •  07-25-2009, 3:27 AM 1802225 in reply to 1799880

    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

  •  07-25-2009, 5:15 AM 1802234 in reply to 1802225

    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.
  •  07-26-2009, 6:39 AM 1802742 in reply to 1802225

    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 1802760 in reply to 1799880

    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.

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  •  07-28-2009, 9:56 AM 1804159 in reply to 1802742

    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

  •  07-28-2009, 4:48 PM 1804425 in reply to 1804159

    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.

  •  07-29-2009, 8:47 PM 1805275 in reply to 1804425

    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 1805285 in reply to 1805275

    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 1806012 in reply to 1805285

    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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