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08-17-2015 , 11:11 AM
healbot and hope you are lucky enough that he doesnt have any of the like 10 cards that can win
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08-18-2015 , 11:18 AM


Hey guys quick question how important is card advantage during a match? I was faced with this decision and was not sure if I should shadow madness a loot hoarder exchange with ooze and exchange our dragons leaving him with a loot hoarder on board to my nothing.

Or just deal with the fact he will get three cards next turn and shadow madness the ooze to exchange with his dragon and go face with my dragon.
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08-18-2015 , 11:22 AM
I would definitely make the shadow madness loot hoarder play here since he only has 2 cards in hand and denying him draws is huge at this point. After that, I would actually kill his other loot hoarder with drake and then heal it since I know I can deal with his other minion next turn with the SW: D.

Last edited by WildBobAA; 08-18-2015 at 11:28 AM.
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08-18-2015 , 12:36 PM
Quote:
Originally Posted by arukidinme


Hey guys quick question how important is card advantage during a match? I was faced with this decision and was not sure if I should shadow madness a loot hoarder exchange with ooze and exchange our dragons leaving him with a loot hoarder on board to my nothing.

Or just deal with the fact he will get three cards next turn and shadow madness the ooze to exchange with his dragon and go face with my dragon.
Oooh this is a fun decision. This is a case of leveraging new cards/denying card with leaving minion power on the board.

In one scenario you're left with no board, full life, you draw a card, and he'll have 3 cards in hand and a loot hoarder on board. In the other scenario, you can shadowmadness the ooze into volcanic, keep the 4/4 on board, and heal it up, so you're at 29 life and have a 4/4 (and future spell damage obv) vs a 2/1 loot hoarder and an opponent who will draw a 4th and then 5th card. (To your 6)

It's close, really, and not clear cut. My reaction is I would rather have current board presence as a priest, so shadow madness on the ooze seems accurate to me, use a drake to clear a hoarder, and utilize the hero power.
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08-18-2015 , 02:45 PM
madness loot hoarder into ooze, attack the other loot order with drake, heal drake
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08-18-2015 , 05:42 PM
Quote:
Originally Posted by dkgojackets
madness loot hoarder into ooze, attack the other loot order with drake, heal drake
this seems reasonable too ^
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08-21-2015 , 11:19 PM
Need opinions from the board braintrust, sorry if this isn't the right thread but I didn't see a "rate my deck" thread (maybe someone should make one whatever)

This is the ONLY deck I've been able to sniff > 15 with ainec. I have access to all the Naxx and BRM cards but my options beyond that are limited as I'm still somewhat new to the game and don't have enough dust to craft badass cards. I've had more success with this deck than any other, and if possible I'd like to improve it.



Not pictured: Emperor Thaurissan x1

Things I like about it: Good synergy between the mechs, fantastic early board presence, Grim Patron hard to overcome when played correctly (and w/ a little luck)

Things I dislike about it: Gets pwned a lot by Flamestrike (but what doesn't?) or really any good removal spells, no weapon removal, no silencing minions, relatively little card draw, poor removal (I recently dropped 1x Spider Tank in favor of 1x Brawl due to this), no taunt

Any suggestions on obvious upgrades that I am missing?

Last edited by Namath12; 08-21-2015 at 11:44 PM.
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08-22-2015 , 12:04 AM
Well very little taunt
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08-22-2015 , 12:56 AM
Namath,

The best answer is to search for available netdecks, and modify based around your collection. I know this answer may not feel the most pure or w/e, but deck building is kinda complex and beginner/basic level decks are somewhat capped (independent of player skill) as far as power rating.

This deck has a combination of mech theme and grim patron going on, which doesn't really exist in the meta. That is not to say it CANT be a thing, but Mech Warrior was tried, and the supporting cast just isn't strong enough. You're also going in a few different directions, with the combo-wombo GP, but also some defensive control mechanics, and half-in, half-out card draw/survival.
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08-22-2015 , 11:47 AM
The reason that GP decks are very rigid in their build is because every card in there has an express purpose. In GP, your main damage sources to the opponent are the Patrons and Frothing Berserkers. It's rare they have a win where one of those two cards contributes heavily to the face damage on the other hero. They aren't really interested in building a board outside of the Patron/Frothing/Warsong combo. You have some cards that try to build and compete for board control early, but the Patron combo often works better when the other player has control of the board.

Also, any version of Patron Warrior needs Warsong Commander to work. It's just not effective if the Patrons can't all charge on the same turn.
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10-19-2015 , 06:12 PM
What is my choice here?



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10-19-2015 , 06:32 PM
I like Ass Blade over Deadly Poison because its better mana usage. It looks like you already have tools for early game so DP isn't as needed.
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10-20-2015 , 04:32 AM
I like deadly poison there
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11-12-2015 , 01:49 PM
Here's a spot I was unsure about (sorry, no screenshot. ..) :

Playing aggro tempo mage vs control warrior.Villain is at 20 hp vs my 30. Turn 9 or so.

Board :
My Tirion (from portal) vs his sylvanas and belcher. (All full health)

My hand :
Archmage
Fireball
Missiles
Mind blast (from slinger)
One spare part (not cloak).


Villain has not played any big minions yet qnd only one shield slam.

What's my play ?
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11-12-2015 , 01:52 PM
Big difference between turn 8, 9, or 10. Which is it?
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11-12-2015 , 01:58 PM
I don't remember so let's say 9. Also Tirion still has shield if it matters.
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11-12-2015 , 02:04 PM
Spoiler:
We can't let him steal Tirion, right?

First thought: Hit Tirion into Sludge Belcher, yolo arcane missiles into his board, hoping one hits the 1/2 sludge. If so, ping it, fireball your own tirion, hit Sylvanas with weapon, pass turn. Empty board, you have a 5/2 weapon and health advantage. If not, ping Tirion to put it at 5 health, pass turn.

Note that this is probably terrible and I'm probably missing something much cleaner.
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11-12-2015 , 02:04 PM
Ping tirion, attack Belcher, pass?
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11-12-2015 , 05:49 PM
I think you jam Antonidas if your spare part is something other than timewinder (already know it isn't cloak) Run Tirion into sludge. Arcane Missiles.

My rationale is he can steal either tirion or antonidas. But with 3 fireballs and Mindblast you have more than enough burn in hand to clear either of them. In the case of him stealing tirion I think you could win in a few turns. He might get ashbringer, but ashbringer isn't a Grom activator.

If you have timewinder I'd go with JustASpectator's line.
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11-12-2015 , 05:53 PM
Quote:
Originally Posted by Clinger
Ping tirion, attack Belcher, pass?
This
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11-12-2015 , 07:54 PM
Also matters if slyvannas was played before or after tirion
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11-13-2015 , 03:02 AM
Bobbo : not sure why it matters but Tirion was played first (can't imagine many situations where I'd risk playing him into Sylv).

PaulD : yeah sorry, spare part was also not timewinder (if it was I think kill belcher, rewind tirion, fireball sylv is the best play).

So there are 3 suggestions :

1) tirion into belcher, missiles+HP on 2nd half, fireball on tirion, clear Sylv with weapon.
This is the safest option because we're guaranteed to keep the weapon. In the 30% when missiles don't work we're not so good but we can still clear Sylv the following turn so not horrible. When the missiles work out, we then have 27 dmg to deal over the next 2 turns unless he has 2nd belcher, which has a chance to be enough.
There's actually also option 1b) which is to leave Sylvanas and go face with the weapon. Then we have 32 dmg to deal. It is a bit risky since we may not survive two more turns (in particular if he Alex's us next turn we die, but he might not realize that he's on a clock).

2)kill Belcher, ping Tirion, pass.
Decent option since he can't get Tirion for free and we get to keep the fireball. That said with the 2nd half of belcher up we won't be in position to play archmage the following turn. So we basically pass 2 turns in a row which in this matchup feels bad. Also if he plays brawl next turn, he gets Tirion 50% of the time which is huge.

3) Play archmage and two 1 mana spells.
With this one we only have 23 dmg to deal and he steals either Tirion or Antonidas. I think this is the worse option by far. PaulD you say we can clear minions with the fireballs from Anto but given that Villain still has decently high health we should be focusing on face damage (we will never win if the game lasts 4 more turns).

fwiw in game I took option 1.
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11-13-2015 , 04:10 AM
You're playing against a warrior.

What exactly are you expecting to accomplish late game by playing safe with them?

You're most likely never generating more than 2 fireballs at any point further. Assuming it's CW and not FW, you're very likely going to have to use burn spells on minions in the match up the later you get into the game.

I might play differently depending on what cards I know were used by both players. But around turn 7 or 8 in the warrior match up with tempo mage I know I'm on the clock to burn them down asap or I'm not gonna have fuel to do it once Justicar is played.
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11-13-2015 , 07:49 AM
Yeah we must have misunderstood each other because it was exactly my point, that we need to focus on getting enough face damage quickly and not need to fireball minions. Playing anto now we still cannot win next turn and makes it more unlikely we survive until the following turn, and we have less guaranteed total damage.
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11-13-2015 , 09:10 AM
I understood you. Think you're missing my point. The further along in the game you go the faster you need to accumulate stuff. Putting off Antonidas because you may have to fireball down him or Tirion the next turn may be even more risky than not playing him.

If the warrior has Tank Up and armoring up every turn your fireballs are only really netting 2 damage. If he doesn't have Tank Up 4 damage.

So 2 Fireballs aimed at his face + 1 Fireball for minion > 3 Fireballs by putting off playing Antonidas in cases he starts Tanking Up after playing Justicar.
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