Quote:
Originally Posted by LonelyBox
Have you tried deckhand with 4 weapons? Sometime it also can be a mediocre turn 1. I wish I could change it, but then again when I draw it later in the game it most likely always have charge. I don't understand why stealhed could be better?
The stealthed is just better on turn one. It wont get pinged by mages, and druids will have to heropower turn 3 if you played it 2nd to act, if they want to remove it that way. It gives you better consistency with getting the buff off glaivezooka(or abusive) on turn 2 as well. By a certain way of looking at it, the stealthed one has "charge" in the sense of that it will allways get to attack (yes there are cases where it will get holy novad or knife juggled, but you get the point). Its for the most part guaranteed 2dmg damage with a one turn delay, whereas a charger is guaranteed damage in the current turn. Also, in terms of getting the charge ability for the southsea, Id encourage you to try to get statistics on how likely you are to have a weapon up on turn 2 or later.
Quote:
Originally Posted by LonelyBox
Cutting Wolfrider and Arcane Golem are key cards, since they are Charge dammage direct in the face.
Wolfrider and arcane golem are fine. A much stronger card is animal companion. 1/3 of the time it gives you a beast-version of arcane golem that doesnt give your opponent a mana crystal. Obviously insanely good. 1/3 of the time it gives you a 4/4 taunt beast, which is ridicolously good stats for 3 mana. It will protect your other small minions and ensure damage. Also very good. And the last 1/3 of the time you get a 2/4 beast that gives ALL your other minions +1 attack. Thats probably the worst one. But even that is good. All of the 3 outcomes contribute to dealing "dammage direct in the face". And on average they do so better than wolfrider or arcane golem. And they activate kill command.
Quote:
Originally Posted by LonelyBox
Owl get rid of taunt and activate Kill Command. Haunted Creeper and Animal Companion just feel too slow. I'm trying to build a cancer that end most game before turn 6.
Its true that owl gets rid of taunt and activates kill command. These are reasons you should run one owl. Owl is a situational card. Situational cards are good in certain situations, and bad otherwise. Its fine to have one owl sit in your hand and wait for the right situation, but two is too much. Sure, there are games you wish you had two owls, but you got to realize that playing too many situational cards comes at a great cost. Which brings me to why you should run haunted creeper. You NEED to consistently be able to play something good on turn 2. Right now you only have 4 cards that are acceptable to play on turn 2 100% of the time (knife juggler and mad scientist. Yes glaivezooka is allright i guess, but you need the buff, otherwise its sort of a failure). Yet you have 7 cards that are acceptable to play on turn 3 a 100% of the time. The curve is built wrong. Having good 2-drops is vital. Half the time you have the coin, meaning that you have two alternatives: turn1=1drop into turn 2=2drop, or turn1=coin+2drop into turn2=2drop. This should showcase how important twodrops are. If you dont play something good on turn 1, into good 2-drop, into good 3-drop with facehunter, you probably lost. Adding two haunted creepers would help you make this happen. You might think that the 1/2 body doesnt do much damage, but consider this: The deathrattle helps you against boardclears, and gives increased consistency with glaivezooka/abusive buff. When the front half of creeper dies, and you have knife juggler up, you shoot two knives. The 1/2 front half will almost allways die, and your specktral spiders will also deal damage. The front half activates kill command.
Last edited by fityfmi; 01-09-2016 at 11:35 PM.