Kind of mathy tho: if your opponent has too many cards left and too much health you have to time it really well On the other hand by the time you get drakkari emperor on 4/5 cards it's unlikely they will survive lol
Anytime one of these combos uses the card Treachery, I like to think it’s the opponents fault. “You shouldn’t have played a 12/12 that draws you 16 cards! What were you thinking?”
an interesting otk i came up with for standard (but hard to complete) is druid with knife juggler and bees, get knife juggler on board and then you need to get and play 2 copies of floops gloop and play elise with floop and bees in hand, target elise with the bees and repeat! Each time you do it you will refresh your mana and deal 5 damage to enemy board. If your draws go perfect you can complete it on turn 8 with coin&innervate. Only got combo going once after all day of trying to get it but opponent quit in middle, maybe you can get it, good luck!
I have an other one : As a Warlock You need 2 mana reductions from Thaurissan Play generous mummy (+1 mana) Play Treachery on it (+1 mana =2, now your cards cost 1 more less) Play Blood Troll Sapper (+4 mana =6) Play Glinda (+3 mana =9) Now your 1 mana echo minions are free Play elven archer Kill your elven archer with a new one (and loop that) Each time your Elven Archer dies, Blood Troll Sapper will deal 2 damage to your opponent That's an Exodia combo There may be better minions to use with that combo but that's the only ones I figured out (maybe Sanguine Reveler is better than Elven Archer depending of the animations speed)
There are better anti-combo tools now than there were in the height of the mecha'thun and shudderwock meta. If combo decks become popular, people will tech them in, and they'll go away.
@@JonathanRockway Will they, though? People thought the legendary weapons from KnC would be obsolete due to the amount of weapon removal, and look how that turn out. That's not even considering the draw rng. Sure, you teched against a combo, but if you don;t draw it before they complete it, or they draw better than you, then you're just fucked
I know that it doesn't really matter, but some plays annoyed me. 0:25 If you shived the welp, than you had exact lethal. 2:03 Cast the Power word:shield and divine spirit on High Priest Amet and then play the boar. Then you would have had a beefy amet and a huge boar. 3:10 Why trade the 1/1 Mogu cultist ? He would have died to the 20/20 nonetheless, and you would have saved a 1/1
@@3rdDanPrime yeah... Infinite mill is a lot harder to setup even if you do some crazy stuff once you do set it up... Note how you must have no extra cards in hand or it is not infinite anymore
I didn't realize I could build that Mecha'thun combo for Druid. I have all the cards but I didn't realize they work like that together. Maybe late game inclusion into Quest Druid as win condition? Otherwise I doubt Druid can survive long enough to draw enough cards. Still amazing combo, you need just few cards for it to work in any Druid.
I'm inspired by that infinite mill combo. Here's a much more complicated combo to OTK that should work in standard. You will need: Elise The Enlightened, Flobidinus Floop, Floop's Glorious Gloop, BEEES!, and a Moonfire. Starting from 10 mana with ONLY those cards in hand you'd Elise (10-5=5), then gloop twice (5-2=3), then BEEES! the Elise(4-3=1) the 4 bees dying refunds you 8 (1+8=9). This leaves you with 9 mana and a hand with Floop as Elise, the copy of Floop as whatever was played before Elise, the copy of BEEES!, and two Moonfires. From there you Floop!Elise (9-4=5), BEEES! the Floop!Elise (5-3=2), all four bees and Floop!Elise die refunding you 10 mana (2+10>10). Now you get to rinse and repeat the motion of playing two Moonfires, Floop!Elise, BEEES! on Floop!Elise, and playing two Moonfires again until your opponent surrenders or dies. APM Druid here we come? Combo too hard to do in one turn? Nonsense, here's a more conditional less APM-and-animation-intensive version. You will need your enemy to have no taunt minions up, Elise The Enlightened, Floobidinus Floop, Floop's Glorious Gloop, BEEES!, and claw OR pounce. Starting from 10 mana with ONLY those cards in hand you'd Elise (10-5=5), then gloop twice (5-2=3), then BEEES! the Elise(4-3=1) the 4 bees dying refunds you 8 (1+8=9). This leaves you with 9 mana and a hand with Floop as Elise, the copy of Floop as whatever was played before Elise, the copy of BEEES!, and two Claws/Pounces. From there you Floop!Elise (9-4=5), BEEES! the Floop!Elise (5-3=2), all four bees and Floop!Elise die refunding you 10 mana (2+10>10). Now you should have 10 mana and a hand with Floop!Elise, Other!Floop, BEEES!, and four copies of claw/pounce. Play one of the claws/pounces so you have 3 instead of 4 for hand space (and mana if it's claw). Now you get to repeat the motions of Floop!Elise into 3 claws/pounces into BEEES! on Floop!Elise until you have infinite damage on your face and one-hit-kill your opponent. Let's give Elise a phobia of bees this expansion!
@@marsovac Yeah I realized that by the time I finished writing that first combo out. That's why I thought of the second combo. It requires the opponent to have no taunt minions, but at least it doesn't fail from animation times since pounce and BEEES! takes less time than weaponing up and watching the fatigue animations. I was wondering if there's a way to sneak a Malygos into the first combo somehow. Maybe if you can use Gloop 3-4 times and moonfire the 5/1 Elise left over from the first BEEES! somehow? I dunno that seems like it'd take forever too, and I'm not sure if it even maths out that way. Maybe with more setup? Still no idea.
add an escape plan to mogu / ra combo if your going to deck burn anyway because then you activate it on the next turn 100% of the time instead of hopeing that the enemy puts down enough minions to let you kill your minions
Cinnamon Roll Archvillian Rafaam, turns all minions in your hand and deck into legendaries, great late game tool for quest warlock and you draw a 0 mana legend every turn
@@hitmanTilliMDeaD ah.... so that one, hm, let me see what i can dust, thanks for the info, if you could give me some other budget minion suggestions to work with this, thatd be awesome
When are they going to finally do something about Divine Spirit? They keep changing cards or moving them to the Hall of Fame based on being "too restrictive to card design". But, doubling a number, by its very nature, is restrictive to card design. You can't have any number that is above 6 for fear of there being a way for Divine Spirit to abuse it. It either needs to go to the Hall of Fame or (preferably) get nerfed to provide a specific flat amount of health.
@@Micin96 well that's because High Priest Amet is very relevant in a priest reborn aggro deck. The boar is just there for potential burst. Basically the boar is a single card used for a win condition in a deck where the synergy cards already are there and don't need to be added
I'm not trying to be rude, but it's hard to keep up when you're trying to show this stuff off but do it so quickly that it's nearly impossible to see the cards used without pausing it repeatedly. Other than that it was a great vid and hope to see more. Thank you!
I do wonder when Stonetusk boar is being halled of fame, I can't imagine it's going to last forever. Also for wild players all I can say is Me Hungry, you Yummy!