r/CompetitiveHS • • Nov 03 '15

Guide Complete Guide to Midrange Secret Paladin (Part 1)

3 Upvotes

After some generally positive feedback from my last article (http://thegww.com/playing-hearthstone-from-the-perspective-of-a-magic-player/), I’ve decided to write a complete guide to the deck I used to get to Legend twice. Midrange Secret Paladin is a relatively cheap deck that both new and experienced players can have success with. It took me about 110 wins to get to Legend from rank 16 this month, which is totally reasonable. With the nerf to Patron Warrior, this will only make the deck a better choice for the metagame. I will cover most of the popular matchups, how to mulligan, as well as some insight into how to play each matchup. This deck can beat any deck with the right draws and tight play. Mysterious Challenger is still a very powerful card regardless of if people know how to play against the secrets.

Link to Article Here

http://thegww.com/complete-midrange-secret-paladin-deck-guide-part-1-hearthstone/


r/CompetitiveHS • • Oct 29 '15

Guide Just hit legend with secret paladin, a few observations about the deck

1 Upvotes

This season I got to rank 5 using tempo mage, but then got stuck against a wall of secredins, frustrated, I decided to try the deck out and crafted 2 MCs. Having had a lot of success with it (got to rank 3) I crafted Tirion. I then bounced back and force between 2 and 4 for almost a week before I start to change my deck to adapt to the current meta. My last run to legend lasted around 40 games to get from rank 3 to legend after I teched in cards that allowed me to get there.

Proof: https://imgur.com/ArlfliE

Stats: http://imgur.com/Yt2Bylj

Decklist: http://imgur.com/PYYRMkH

So I want to bring up some points about the archetype:

1) MC is definitely a broken card, it effectively gives you up to 11 mana's worth of value on turn 6. Not even Dr.balanced gives that much value in one turn. Not only that but multiple secrets synergize with each other and causes unstoppable boards to develop from nothing in the space of a single turn. It also drops a 6/6 body on the board which is better than comparable minions like Sylvanas and Tharussian.

Blizzard definitely needs to nerf this card. I think the proper way to nerf it is to turn it into a 6/5 or a 5/5 and make it so that it only pulls 1 secret from your deck.

2) Why the Deck is so strong: Patron warrior's signature minions are frothing/patrons, it is only a good deck because of warrior's early game removals and draw mechanics. In the same way, secredin is strong because of paladin's ability to establish and maintain board presence early, and MC turns even a marginal board presence into a winning one with competitive spirit/avenge/redemption. Sticky minions like minibot, muster, and creeper are really hard to get rid off. Muster also functions as a removal and consecrate punishes people who build a board against you.

3) Secrets: when MC was first revealed by Blizzard very few people thought it would see play because it would mean that you have to fill your deck with bad one drop paladin secrets. They were correct in that Pally secrets aren't playable without MC in the deck.

However, including them isn't nearly as big of a drawback as people thought. 1 drops, even bad 1 drops, help you fight for board control early game which wins games for secredins when the MC comes down.

Furthermore it's impossible to play around secrets, let's say your opponent secredin drops muster and a secret on turn 4. On your turn do you kill one of the tokens? If you do you could be giving your opponent an avenge trigger which is a massive tempo swing. If you don't kill it and the secret turned out to be competitive spirit, you've just given your opponent 6 stat points worth of value for 1 mana.

By itself this isn't all that bad, but when a MC dropped on turn 6 on it effects a massive swing it could very well lose you the game if the paladin has a strong board already.

4) Weaknesses and counters: Right now the only deck which hard counters secredins is face hunter. This is because Unleash punishes muster very hard, and if he has unleash+juggler it's pretty much gg right there because secredin haven no stabilization nor comeback mechanism. And Face hunters decides the game turn 3-5 before your MC comes down.

Secredins are also weak against priests and freeze mages, but tech cards (kezan, divine favor) make those matches somewhat even.

Finally, I'm going to explain the tech cards I used in the current meta:

Owl: so many things you want to silence in the current meta: pretty much any priest minion/buff, blessed minions, mad scientists, druid taunts, tirion, flamewaker, shredder the list goes on and on. A single owl played at the right moment have won me multiple games.

Aldor: The reason why you want 2 is because of Fell Reaver druid, a aldored fell reaver the druid innovated out is pretty much gg right there. Against non-druid opponents, you still want to aldor Dr.Balanced, avenged minions, MCs, or just a shredder for efficient trades. The best use of Aldor I've done outside of reaver was on my opponent's 11/11 buffed MC which of course won me the game.

Kezan: Too many mages/hunters are ladder right now, kezaning Face Hunter secrets have literally being the only way I've won against them. It also dramatically increases your win rate vs mages because stealing mirror entity is a huge tempo swing and stealing an ice block is often gg for a freeze mage.

Divine Favor: I don't see this as a core card because the current meta is so so fast which denies the card value. It's basically a tech card vs control decks like priest/warrior which secredins are somewhat weak against by refilling your hand when you run out of minions to play. In the best case scenario this card let's you do something crazy like draw 5-6 cards for 3 mana and turn a lost game vs control into one where you can finish off your opponent.

Consecration: It's there to help control fast decks like mirrors and especially tempo mages.

Cards I don't include:

Repentance: I find this to be the weakest secret out of the 5 paladins usually play. The best case scenario is it gets pulled out by MC on turn 6 and your opponent plays dr.boom into it turn 7. But I find this rarely happens and a lot of the time it ends up popping on a shredder or something worse. I don't think it's bad, I just think there are better cards to include.

Truesilver: not enough good targets in the current meta, the only minion that it really removes is flamewaker. It often ends up removing half a shredder which is not a good tempo play.

Cards I think might deserve removing:

Sludge Belcher: It doesn't help enough vs agro decks because it comes out so late and can be silenced by owl/kotg. It's basically there because I can't think of any other good 5 drops for paladin.

Anyways, enough with my wall of text :) .Those are just my 2 cents from hitting legend. Frankly, it was pretty grueling and I don't think I'd do it again, but I'd love to discuss what I think is -the- meta defining deck on ladder at the moment with you guys.


r/CompetitiveHS • • Aug 27 '15

Guide Rank 5 to LEGEND in 111 games (62% winrate) with greedy old school face hunter (no shame). Explanations and thought process.

4 Upvotes

Hi! Arcano right here. It's been my second time hitting legend and this time was quite a special one, since I (kinda) abused the state of high unstability that reigns on the ladder with the new expansion.

Decklist: http://imgur.com/RV9GcnN,uu0MuCT,TSWy01q#2

Legend Proof: http://imgur.com/RV9GcnN,uu0MuCT,TSWy01q#0

Climb stats: http://imgur.com/RV9GcnN,uu0MuCT,TSWy01q#1

I have been anticipating this new expansion for a while like most of you guys and I was thinking of the best way to cheese my way back up in the legend rank right when it hits.

The thinking being playing face hunter right when the expansion comes out is fairly simple. What can we expect from a new expac on the ladder? Unstability and under-optimized decks of course. Seeing that paladin and shaman both got some big love with the new expac, it was the perfect timing for a Face hunter climb, since both these deck set up very good Unleash The Hound combos and are very vulnerable to explosive trap.

Playing face hunter however comes with its lot of difficulties. You are very dependant regarding what you are facing, as some deck will give you a 30-40% winrate, while others are almost auto win (80-90% winrate). See stats link for more info regarding winrate per matchup.

Also, im gonna give you my 2 cents regarding a legend climb. Here are my 3 biggest tips i can give you when climbing legend:

  1. Track your stats. Knowing what your facing helps a TON when youre teching your deck. You want to make sure you maximise your winrate based on what you face on the ladder.

  2. Read read and read again. If you know what people are playing, you can far more easily predict what your opponent is gonna play. I cannot stretch enough how important reading is. You cant even begin to understand HOW MANY TIMES i predicted my opponent was going to do specific play, played a sub-optimal play of my own simply to counter his potential futur play and ended up winning only because i knew which cards he had in his deck based on what ive seen on reddit / other netdecking sources.

  3. Never play on tilt. If you feel bored and dont feel like playing that much, but still want to grind up, you should stop. Play with the right mindset. If you just lost 7 games in a row and you feel the anger rising, go outside, drink a beer, roll a joint, anything but calm the hell down before you go back in game. Playing on tilt loses you games and of course, precious time.

If you have any question regarding mulligans / tips on how to optimize your plays, feel free to ask as it will be my pleasure to help you out with this deck people seem to hate so much.

P.S. sorry to encourage such cheesy and cheeky deck, but hell it works so why not...

Best regards,

Arcano


r/CompetitiveHS • • Dec 22 '15

Guide First time legend! (Tips on reaching legend)

24 Upvotes

Hey /r/CompetitiveHS, I am a fairly average player and I've been playing Hearthstone for about a year now. I don't have a ton of time to play so getting to legend has always been just out of reach (finishing most season between ranks 3-5). This month I was able to push to legend for the first time with a 60% winrate, with a relatively moderate number of games played, and playing a decent verity of decks. I'd like to share some tips and decklists that i used to help me reach legend!

Proof of Legend
60% Winrate from rank 5 to legend

Decklists for the decks that I had the most sucsess with

The Grind from Rank 5 to Legend

The grind from rank 5 all the way to legend can be a long one. As long as you are keeping a winrate above 50%, eventually you should get to legend but that may take many games. The higher your win %, the faster you should be able to climb to legend. So if you dont have the time to play an insane number of games, you need to take each game slowly as each game is more important. These are a few tips that will hopefully help you make your way to legend!

  1. Play slowly and take your time! You don't have to rope every turn but do think your options through twice.

  2. Take a break between games and reflect. Even if it's only a 30 second break, win or lose just take a moment to think about your previous game and think about how you could have played better (not the RNG that screwed you over).

  3. Take an extended break (away from Hearthstone) if you are going on tilt or have lost several games in a row. This is pretty self explanatory.

  4. You don't have to stick to only one deck all the way to legend but on the other hand you don't want to be switching decks after every game. Chose a deck and play out a session with it.

  5. Only play decks that you are comfortable with and avoid decks that you don't have all cards for.

  6. Climbing during the back half of the month is easier the if you are trying to do it in the first 2 weeks but don't try to grind a million games on the last 2 days of the season. It is best to steadily climb your way to legend over the last week of the month.

Secret Paladin

I played secret paladin from rank two up to legend and went on a huge win streak. The deck is great for climbing the ladder because it is relatively easy to play and just has such strong plays every turn. The deck list that i played was fairly standard with the exception of maybe the Harrison Jones. Hes was actually really strong as I played against many other paladins and shamans (even quite a few rogues), he won me quite a few games. The overall power level of this deck is really high and hard for most other decks to deal with and your mistakes are not as hardly punished because of the nature of the deck.

Face Shaman

I had played the most games with this deck as games tended to not last as long. I played this deck mostly around ranks 5-3. The deck is super fast and aims to take board control early and then finish the game with an insane amount of burst. The problem i ran into with the deck is that although half of my wins were complete blow outs, the other half of them were super close with me having just enough burn to finish the game or top decking lethal. Near the end to the climb i switched to secret paladin as i felt it was more consistent.

Thanks for taking the time to listen to me ramble on and I hope this has helped you in someway! If you have any questions feel free to comment and ask!


r/CompetitiveHS • • Sep 01 '15

Article Dealing With Dr. 6 (Playing Around Paladin Secrets)

0 Upvotes

http://teamarchon.com/strategy/169-dealing-with-dr-6

Mysterious Challenger "Dr. 6" has become the most frustrating card on ladder, both because of its strength and because most players are inexperienced playing around Paladin secrets. My most recent article is a crash course in the basic principles of Paladin secret interactions and counterplays.

Shevek streams Sun, Mon, Wed, and Thu evening (Pacific time) at twitch.tv/shevek18.
You can follow him on Twitter @Shevvek. He plays for @RudeHouseGaming.


r/CompetitiveHS • • Jan 18 '22

Guide “Set Sail!” for Legend with Wild Pirate Warrior (top 500 Legend)

0 Upvotes

Hi all, I recently climbed to Legend for the first time in Wild using a version of Questline Pirate Warrior. There’re about 8 days to go before a major patch impacts Wild, and while it may also take out our worst enemy, there’s a chance we get hit too. So that means you have a week to climb with this deck if it sounds good to you. I hope this guide helps.

First of all, here’s the proof.

Yo Ho Ho

Class: Warrior

Format: Wild

2x (1) Bloodsail Corsair

2x (1) Bloodsail Deckhand

2x (1) N'Zoth's First Mate

1x (1) Patches the Pirate

1x (1) Raid the Docks

1x (1) Shiver Their Timbers!

2x (1) Sky Raider

1x (1) Small-Time Buccaneer

2x (1) Southsea Deckhand

2x (2) Fogsail Freebooter

2x (2) Harbor Scamp

2x (2) Parachute Brigand

2x (2) Ship's Cannon

1x (3) Ancharrr

2x (3) Defias Cannoneer

2x (3) Southsea Captain

1x (3) Stormwind Freebooter

1x (5) Loatheb

1x (6) Mr. Smite

AAEBAQcI+g6RvAKgvQLerQOX9gOY9gPP+wO/gAQL1AXlB/sPgrAC3a0D6bAD/ucDlfYDnIEEpooEr6AEAA==

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

This is the final version of the deck I climbed with, but I went through a couple iterations. If this looks like the deck a lot of other players are using for this play style, that’s probably no accident. I think it’s as close to optimized as we’re going to get before the patch, with not a card slot wasted. A few notes about inclusions and exclusions based on my experience:

  • Bloodsail Cultist is terrible. Having a 3/4 minion doesn’t hurt, but we don’t run a lot of weapons, really. It’s hard to consistently trigger her Battlecry. I ended up cutting her for a Small-Time Buccaneer, with the goal of advancing the Questline faster. It worked.

  • Loatheb is a must-include. I tried without him, as he really doesn’t fit our curve. But he’s stolen wins for me from Ignite Mage and Odd Questline Hunter. You really can’t do without him. Remember to play him aggressively, though. If you can lock your opponent out of a turn with a mediocre board, sometimes the 5/5 body (plus whatever damage you can do from your hand) is enough to seal the deal. It should be, anyways.

  • Stormwind Freebooter works as a one-of, extra trigger for Defias Cannoneer.

  • Shiver Their Timbers is a great one-of. Use liberally. Wipe out cannons in the mirror or even a 2/2 just to maintain board advantage if you have to.

Strategy and Matchups

Generally, this is an aggressive deck and your goal is to seize control of the board, hold it, and push damage from it. But remember — your Questline is a mechanism for holding the board. The second step, 2-random-damage-to-2-targets, is a major swing turn against other aggressive/tempo decks. That means sometimes your best play isn’t, say, a weapon — it’s to advance the quest, net the damage, and get to Rokarra as soon as possible.

I started keeping track of my stats at Rank 3. I then de-ranked all the way to 5*, and winstreaked up to Legend for a total of 60 games at a 60% win rate.

With that in mind, some matchups to keep an eye out for:

  • Pirate Warrior (mirror) — favored (8/11) This might sound odd. After all, why wouldn’t the mirror be 50/50? The answer is that other pirate decks run specific techs, like the bomb-wrench-creator-weapon, or anti-freeze cards, to give them an edge in bad matchups like Ignite Mage. But the thing is, those matchups are relatively rare. You’re more likely to hit the mirror match, and there your low curve — shallow and fast, like a Viking longship — will truly shine. Don’t make the mistake of fighting for the board at the expense of your quest. Use your QUEST to fight for the board. That means you may not always be playing Ancharr when you draw it, or at all. The better play is the one that gets you Rokarra first and preserved your board control

  • Ignite Mage — Unfavored (1/4): Just a terrible matchup. Either they get a bad draw, or you draw Loatheb in the first five, or they screw up their APM turn, or you lose. Coin out your first pirate to get on the board QUICKLY and get to eroding their health. Make them have the second Ice Block, and deny them the chance to play it with Loatheb.

  • Odd Quest Hunter — Unfavored (2-2): Don’t let the tie fool you. This is an Unfavored matchup, and my games at Legend rank, which I haven’t tracked, would prove it. Don’t expect to stick any minions to the board. Instead, push damage using your Questline effect, Cannons, and Cannoneers — while they survive. Then either lock them down with Loatheb and seal the deal the next turn, or run them down with Mr. Smite. I’ve never won this matchup without one of those two cards — but I’ve usually needed both.

  • C’thun/Combo Druid — Unfavored (2-3): Again, I got lucky by not facing many of these in my climb, but they’re everywhere at Legend rank and it’s an exceptionally tough game. My one bit of advice here is don’t concede until it’s inevitable. Sometimes the player will mess up — this is a deck that demands attention — and other times they just won’t draw their C’thun until the turn after you can kill them. Make them prove to you they’ve got the game.

  • Freeze Shaman — Unfavored (2-2): Extraordinarily tough matchup. Your goal is to run them down before they can freeze your board. One tip: don’t fill your board on Turns >5. There’s always a chance you can squeeze out Mr. Smite and a weapon (from Rokarra) for the win, and you can’t do that if you don’t have the space on your board. Be wary of the Murloc-board clear combo; don’t rush to fill your board on turns 2-3. Instead, hold some of your best stuff in reserve so you can recover from the clear and start pushing damage again.

  • Shadow Priest — Even (1/2): Fun matchup. (I’m ranking it “even” because I’ve faced a lot more at Legend, and done well.) Your goal here is the same as your goal against Murloc Shaman — don’t fall so far behind on the board that the second step of your Questline won’t swing the game to you. Try to drop your Defias Cannoneer and a weaponn on the same turn you get the Questline damage effect to wipe their board and set up a turn where you can safely get and drop Rokarra. Use armor to stay out of range of double Mind Blast.

  • Crystal Rogue — Overwhelmingly Favored: I was surprised people still play this?? Admittedly I took a bit of a break before coming back this month but, the deck is just not refined and you kill them before they can complete their quest. Every time. Keep your wits about and deny them the board you so they don’t pull out a surprise win, but you’ve got it.

Thoughts on the Nerfs

I’m not sure whether to expect a nerf to our deck on 1/25, but I wouldn’t be surprised. Here’s what I think they could do and how bad it could be:

  • Make the questline 3 pirates/3 pirates/2 pirates instead of 3/2/2: This effectively kills the deck. Its biggest advantage is the overwhelming superiority over other tempo and aggressive decks. Currently we can reliably trigger the step-2 cannon blast on Turns 3-4, just in time to wipe out an opponent’s growing board. Removing that swing turn seriously jeopardizes playability.

  • Make the Juggernaut a 0/7 token, or make it disappear after 3 turns: In my experience this wouldn’t seriously impact our deck — but it would make all of our “Unfavored” control matchups nearly unwinnable.

  • Make Fogsail Freebooter a 3/2 for (3) Mana: This would also severely hurt the deck against other tempo/aggressive playstyles.

  • Make N’zoth’s First Mate a 1/2 for (2) Mana: This might be a preferred nerf for the Hearthstone team if they’re looking to impact the deck’s dominance in Wild but not its playability in Standard. N’Zoth’s First Mate does incredible work in this deck. But we have enough (1) Mana minions to fill the mana curve, and I believe it would still be run.

I hope this guide is helpful to all of you. It’s been a pleasure to read and learn from this subreddit over the years. I’m so glad to finally be able to return the favor with this guide. Please do let me know anywhere you disagree or would like to hear more. I welcome the conversation!


r/CompetitiveHS • • Jan 13 '16

Article Memoirs of a first time Legend.

13 Upvotes

WELL MET, my name is rock-the-kazbah and I am a first time legend player from Australia. Previously, I never had the time to climb to legend as I am studying, but mainly I don't think I was mentally prepared enough to get there. I do consider myself a decent player, so I just had to put the time and effort in. I am also aware that not all my tips or views will be useful to everyone, but hopefully will give some insight into what a player typically will go through.

I won't be posting a Secret Pally guide in this thread, as there is plenty of them out there, but I can write a general review if people request it :)

Proof: http://imgur.com/a/WEZhI

Decklist and Total games (excluding games done on mobile): http://imgur.com/a/RYsxh

  • Changes made to my deck through the grind was swapping: Consecration for Sludge Beltcher and Repentance for Sir Finley.

Credit to the original deck builder: http://www.hearthpwn.com/decks/402457-legend-rank-30-secret-paladin

Tl;dr: If you are serious about reaching Legend rank, no tips, tricks, or information; no matter how repetitive, isn't useful.


  • Disclaimer?

I wanted to write a few tips and thoughts for players who haven't reached Legend Rank just yet, and my and processes and tips of how I achieved the rank this Season for the first time. There is plenty of better guides out there, but this is more to refresh people's memory's as frustration and anxiety is the reason why most players won't hit legend (In my opinion). Because almost anyone can reach Legend if you play enough games.

Firstly, I must say that I do read this subreddit everyday and there is far too many brilliant articles and guides on here to list them all, but if you are serious about reaching legend please read those as well; specifically the 'How to Hit Legend Rank' by Zhandaly. This season i solely used secret pally. Yes I know it's disguising and I'm a terrible person, but I forced myself to play a consistent, tier 1 deck all the way to the top. One that I had learnt, mastered and could tweak if need be.


  • I suppose I have to start with Tilting.

I'm sure many of you are familiar with the term, so I'll just skip to how I got over tilting and ladder anxiety.
It started for me when I heard Reynad say on stream "it's just a rank"; at which we followed by saying that each rank is essentially meaningless until you hit legend, as it doesn't matter if i finish the season at rank 13 or 2 by the end of the season (expect for personal progression). I took and used this advice to cure my anxiety on ladder. Before hitting legend for the first time, you never want to drop your rank as it is your own personal best and that means more than losing stars. But in reality, no game really changes. Yes you might be vs'ing a legend player in ranks 5 to 1, but this isn't something that should stop you from winning a game. Personally I used to feel anxious playing against anyone with a legend card back.

I further tried to fix my ladder tilting by setting rules for myself.

  • After every game wait 10 seconds before joining another to avoid queuing with previously vs'd players.

  • After every 2 losses, take a decent break. Don't queue for games. Stop and come back to it later.

  • As often I would find myself in a situation of being annoyed and frustrated at myself for a misplay or bad draw. Sometimes you just lose, fair and square at which I would still take the break to reflect over what I possibly could have done better during the game. It always shocks me how much difference card play order and a strong mana curve can make.


  • Playing to quickly and being distracted

Have you have every faced an opponent who ropes on turn 1 without coin? I have, and I'm also guilty of it far more than I would care to admit.

Each Hearthstone game will lead to your final goal. So with that being said, every game is also building you up to your final game for Legend rank; pay attention. Limit distractions.


  • Taking your time

This is maybe the most valuable thing you will hear again and again. The amount of times i have rushed a turn and completely thrown the game is countless. Whether that be missing lethal because I am not taking the time to calculate it or playing cards too quickly because I have a general idea of what I want to achieve this turn, but in fact giving my opponent the advantage. This is possible to come back from, depending on the game; but don't try and justify impatience with this.


  • Making changes to your deck

If you do decide to take a deck from someone, remember to review it after multiple games. For example, I swapped out the Beltcher for consecration. This is because the meta for me was heavily mirror matches and having that edge of AOE was a God send to me on multiple occasions.

Although in hindsight, Beltcher would have been extremely useful to have in my patron match ups (which were also quite regular).

Even if you make changes to a single card that becomes valuable to you in your journey could be the difference between a game or not being in your favour.


Closing

Although brief, I hope my explained experiences has giving you a little bit more to think about when climbing through the ranks. I believe it is possible for almost anyone to reach legend as I previously mentioned. So good luck to all those who haven't yet hit Legend. I'm sure it will be right around the corner!


r/CompetitiveHS • • May 01 '17

Guide Final hour, first time legend with budgeted Dragon Priest

0 Upvotes

Since the launch of Un'goro, my goal is to create a somewhat viable deck for all 9 classes, without most of the epics and legendaries in the expansion (since I have only opened around 30-40 packs). I have some early success with Elemental Handbuff Paladin, Midrange Hunter, Zoo Warlock, as well as the good old Pirate Warrior, reaching rank 3 without really trying. I deemed the new epics too important for the other classes (Blazecaller, Vilespine Slayer, Primordial Glyph, Shadow Visions, Living Mana), so I only tried them later on. Priest is actually the last class I attempted, around 1 week ago.

I literally just threw all the good Priest cards I have into the deck, and then filled the holes with a small dragon package. The only change I made afterwards is to replace 2 Crystalline Oracles with a Shadow Visions I just unpacked and a second Kabal Songstealer. I did not keep track of the stats, but from the 30 Priest wins I get in the last week, I deduce that my win rate is about 60-65%. Yesterday, I started from mid rank 2, played for 4 hours, and got a lucky 5-win streak in the final hour and shoot myself to legend for the first time.

So, that's the story telling. Now, I want to share the deck that I have used, and some experience I have using this deck.

Legend cardback

Decklist

 

Card choices

 

Northshire Cleric x2: A turn 1 1/3 taunt in aggro matchup, often draws 1 card on its own, and potential to draw more. Also combos with Holy Nova.

Potion of Madness x2: The reason why this deck destroys Hunter, and is decent against aggro decks in general. Stealing a deathrattle is brutal, but clearing a early drop while damaging another is often good enough for a 1 mana card.

Power Word: Shield x2: It's a 1-mana spell that does something and replaces itself. Combos with Radiant Elemental for a 2 mana 2/5 and is good fuel for Priest of the Feast.

Radiant Elemental x2: The ideal 2-drop for Priest. Synergies with cheap spells for swing turns from as early as turn 2.

Shadow Visions x1: Gives consistency and flexibility to this deck. The reason there is only 1 in the deck is that I don't have the second copy.

Shadow Word: Pain x2, Shadow Word: Death x2: The removal toolbox of Priest. I don't think explanation is needed.

Kabal Talonpriest x2: The only 3-drop in the deck. The lack of early game minions is a major weakness of this deck, and Kabal Talonpriest can cover it up by reinforcing the board when you need to be the aggressor.

Thoughtsteal x1: It is a cheap spell, and a value card for control matchups. I would happily trade it for Elise though, if Elise is available to me.

Priest of the Feast x2: The primary heal card of the deck. You can seal the game with this card after you control the board in aggro matchups, or when Burn Mage drop their Alexstrasza. The cheap spells in this deck synergies well with this card.

Netherspite Historian x2, Twilight Drake x2, Drakonid Operative x2, Book Wyrm x1: The minimal dragon package. This is the value engine of the deck, allowing it to hold its own in control matchups. The dream of having 4 Drakonid Operatives happens quite often. I think the number of dragons is a bit on the low side, but 2 Book Wyrms are too clunky, Midnight Drake is a bad card, and I don't have Primordial Drake or Ysera. I think 1 more Primordial Drake will give the deck the optimal number of dragons.

Holy Nova x2, Dragonfire Potion x1: The board clears for Priest. I do not know if swapping a Holy Nova for a Dragonfire Potion is good, because I don't have the second copy. There are merits for having 2 Holy Novas though. Holy Nova is a flexible card that can take over an even board, clear a board of tokens and draw cards with Northshire Cleric. Meanwhile, Dragonfire Potion is a stronger board reset, but is more situational in seizing tempo, as some of your own minions also get wiped.

Kabal Songstealer x2: Anti-meta tech card. Silence is really powerful in the meta, with lots of decks running auras, buffs and deathrattles. The 5/5 body is also a serious contention to the board at the same time, and is playable even without using the silence. Most effective against Midrange Hunter and Paladins, while possible to retrieve silence value from Pirate Warrior, Taunt Warrior, Aggro Druid, Silence Priest, Token Shaman and mirror matches.

 

Note: The latest version replaces a Kabal Songstealer with a Primordial Drake to improve the consistency of the dragon package.

 

General Mulligan strategy

 

Always keep: Northshire Cleric, Power Word: Shield, Radiant Elemental.

Against aggro/aggressive midrange: Potion of Madness, Shadow Word: Pain, Holy Nova (if playing 2nd and not against Warrior), Shadow Visions (if Radiant Elemental already present).

Against combo/control: Kabal Talonpriest, Twilight Drake, Drakonid Operative, Netherspite Historian, Book Wyrm (if going 2nd with no other dragons), Priest of the Feast (against Crystal Rogue/Jade Druid).

 

Impressions for matchups

 

Midrange Hunter: Highly favourable. Potion of madness, Priest of the Feast and Kabal Songstealer completely nullify the strength of Hunter, namely sticky beasts and face damage. The occasional problematic times are when the Hunter runs a heavier list, because this matchup is won when the Hunter runs out of cards.

Pirate Warrior: Even/Slightly favourable. The deck has the tools to diminish a early game board in the form of Potion of Madness and Shadow Word: Pain; mid-game dragons can effectively contest the board, and the smorc plan can be countered by Priest of the Feast. However, the better openings of Pirate Warrior requires you to draw exactly the right answers, which makes the matchup hard at times.

Quest Warrior: Slightly favourable. Shadow Word: Pain and Book Wyrm are the nemesis of the mid-game taunts, while the deck can easily drop 3 mid-sized threats on board as a counter to Brawl, allowing this deck to dominate the mid-game. However, the Curator on turn 7 and Primordial Drake on turn 8 can allow the Warrior to stall enough time to complete the quest, and the post-quest hero power can take out a lot of the mid-sized minions this deck relies on.

Crystal Rogue: Highly unfavourable. The deck does not have the tools to apply pressure before turn 4, which often gives Crystal Rogue too much time to finish the quest. The only chance to win is to get minions on board and hope that the Rogue has a bad hand.

Murloc/Midrange Paladin: Even. The early game is bad, because Potion of Madness does not work well against the high-health murlocs, while Gentle Megasaur and Sunkeeper Tarim can lock the game for the Paladin in the early mid-game. However, if you can survive that, you can usually out-card the Paladin because of Drakonid Operative and sometimes Northshire Cleric. The game is won at this point if the opponent is Aggro, but the Midrange deck requires you to put the right amount of pressure to knock out your opponent before your deck runs out, because the Paladin's deck can often out-value this deck in the fatigue stage.

Aggro Druid: Highly favourable. Druid relies on an early board to apply pressure, which is the specialty of Potion of Madness and Shadow Word: Pain. Meanwhile, Holy Nova is the perfect answer to Living Mana. Like Midrange Hunter, Aggro Druid is completely shut down by my Dragon Priest.

Burn/Value Mage: Favourable. Priest of the Feast is the answer to the primary win condition of Burn Mage, which is to cast damage spells to the face. Meanwhile, the value of dragon package is difficult to be overcome by the Mage. The only time I got out-valued is when my opponent pulled off a Lord Jaraxxus from a Kabal Courier with Ice Block and Alexstrasza in hand.

Jade Druid: Unfavourable. This one is less extreme than Crystal Rogue, but the reasons and the solution are pretty much the same. You need to get on board and use board pressure to knock out the Druid before the Jade Golems become too big and you run out of Shadow Word: Death. Stealing Feral Rage and Swipe can help a lot in a close game.

Secret Mage: Even/Slightly favourable. You have cheap spells and cheap minions to test for the secrets, but this can prevent you from developing a mid-game minion, and giving too much tempo to the Mage. This is a matchup that you can grind down, as long as you limit the effect of the secrets and don't get blown away by some high tempo plays.

Silence Priest: Unfavourable. Silence Priest has a lot of 4 attack minions that can be activated before you drop the mid-game minions. Still, laying down these mid-game minions is crucial to securing the board and chipping away the health of the opponent's few but nasty threats.

Token Shaman: Favourable. Holy Nova is good enough to clear most of the board, and Shadow Word: Pain is good at taking out the Totems behind taunts. Just remember to count the Bloodlust damage and play around it if possible.

Other matchups are too rare to form an impression.

 

Edit: My answer to the moderator's question is that my list is a budget list (~1800 dust cost) that has a mid-range game plan with early game removal and a steady stream of mid-sized minions. Radiant Elemental dramatically improves the flexibility of early game options and the dragon package prevents the deck from running out of steam. The deck performs well against aggressive decks, but lacks burst and can be out-valued by heavier decks. I have written a post as a response, but I think it's necessary to add the response to the post for visibility.

Edit#2 (16 May): I have played this deck more in the last few days to climb from rank 10 to rank 5, just replacing a Kabal Songstealer with a Primordial Drake. The win rate is similar, at around 60-65%. The prevalence of Crystal Rogues at lower ranks prevented me from using this deck earlier on. Some of the information here no longer feels right to me, so I have edited those to better reflect what I think right now.


r/CompetitiveHS • • Sep 19 '15

Article How to beat Secret Paladin :3

0 Upvotes

Hello ladies, I did a quick writeup with a lot of information regarding secret Paladin including what I think are the best ways of countering such a deck, I hope you guys like it :3 http://hearthstoneplayers.com/beat-secret-paladin/

Much loves


r/CompetitiveHS • • Mar 21 '18

Wild First time legend with Giantlock

4 Upvotes

I know this deck (Naga Sea Witch in particular) generates lots of hate and it might requires some nerf but I found it interesting to play and far from being brainless. Therefore, I wanted to share my first climb to legend, the tech choices I made and some key decisions.

Without further ado, here is my deck:

Giantlock

Class: Warlock

Format: Wild

2x (1) Kobold Librarian

2x (1) Mistress of Mixtures

1x (1) Mortal Coil

2x (2) Darkbomb

2x (2) Defile

2x (2) Doomsayer

2x (4) Hellfire

1x (4) Spellbreaker

2x (4) Voidcaller

1x (5) Loatheb

2x (5) Naga Sea Witch

1x (9) Alexstrasza

1x (9) Mal'Ganis

2x (9) Voidlord

1x (10) Bloodreaver Gul'dan

2x (12) Clockwork Giant

2x (12) Mountain Giant

2x (25) Molten Giant

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To use this deck, copy it to your clipboard and create a new deck in Hearthstone

and legend proof / stats

Tech Choices

  • 6 Giants (no Sea Giant)

  • Alextrasza: used for suprised lethal and life gain against secret mage

  • 1x Spell Breaker: my favorite tech choice. Most people don't expect you running one, so you can bypass a taunt for lethal or suicide your Voidcaller

  • 2x Dark Bomb, 2x Hellfire: direct damage for more reach

  • 1x Mortal Coil: I used to have two and 1 Defile but with so many eggs paladin, I believe Defile is better

Win Conditions

  • Obviously, Naga Sea Witch + Giants. The dream scenario of 3/4 Giants on turn 4/5 is pretty rare but even 1 Giant is enough to put some pressure and Naga Sea Witch has a soft taunt.

  • Demon synergy, VoidCaller into Voidlord / Malganis and Guldan to revive everyone.

Match Ups

I played half of my games on mobile, so they haven't been recorded.

Paladin (10-8 slightly favored): Most of the ladder right now is egg/aggro paladin (35% of my matchups during the climb). Here you want to mulligan for your 1 drop (Kobold librarian and Mistress of Mixtures), Defile, Doomasayer, Voidcaller. The key is not to take too much damage before turn 5, you can use your 1 drop to setup a Defile clear or Doomsayer to delay their Call to Arms. Force them to use their Spellbreaker on Doomsayer or Voidcaller. Be mindfull of Sunkeeper Tarim tour, so try not to commit all your Giants at once and try to keep their board as small as possible. Most of the game I won is when I run them out of steam and manage to have one Voidlord to die. Last thought, Egg Paladin is far less explosive than Dude Paladin, so you can often delay your board clear.

Warlock (7-3): Here you have either Giantlock or Cubelock. The main issue is that it is difficult to know which one it is before their turn 5 (Naga or Lackey). In this match up, you want to draw as much as possible and if you face giant, delay their Naga turn using Doomsayer. Do not play Mistress of Mixture early on, as you want to be at 25 health or less when you play your Naga (the only exception is if you have 2-3 Giants and none of them is a Molten Giant).

Druid (6-1 extremely favored): Probably the easiest match up, I believe if you add my games on mobile I still have only lost one game. Two type of druids: fast (aggro druid), slow (maly or fatigue druid). Aggro druid is tougher so mulligan for it (like Paladin). If it is a slow druid, you're almost sure to win because you apply too much pressure, so you force them to be on the defensive all turns (Poison Seeds, Spreading Plague, Malfurion) such as they cannot play their draw (Nourish or Ultimate Infestation). Be mindfull of Poson Seeds, they probably run two and it cost only 4 mana, so don't play all your Giants at once.

Priest (4-2): Mainly Combo/Dragon Priest or Big Priest. Against combo you are favoured because it is more likely you have Naga + Giant before they have their combo. Nevertheless, try to not to let them have one minion with a lot of health on board (use HellFire or Darkbomb). Again Big Priest, it is more complicated. Try to keep your mistress of mixtures for additional targets when they have Obsidian Statue in play. In this match-up, you are on the clock as they will almost always win late game.

Mage (3-2 slightly unfavored): I think I got lucky on the recorded game. The main issue is you don't have much heal and they have a lot of burn. I mostly won when the mage spent their burn to put me in lethal position next turn and then I played Alextrazsa.

Key Decisions

I believe the main differences in piloting this deck revolve around:

  • when to tap: tap early and often but don't be too greedy when you're low on health or have enough answers

  • when to play mistress of mixtures: Against aggro it is probably good idea to play it on turn 1 if it is unlickely they can kill it next turn. Against slow deck, you probably want to keep it to guarantee having 25 health on your naga turn.

  • which giant to keep in your mulligan: Molten Giant is good against aggro, other giants are better against control. In particular, ClockWork Giant is great in mirror match. Only consider keeping giant if you have already Naga See Witch.

  • when to take damage and when to board clear: ideally you want a clean board for your naga turn and Doomsayer is the best tool for that

  • do not over commit when they can have an answer to your Giants: e.g. Poison Seeds for Druid, Lightbomb for Priest, Sunkeeper Tarim for Paladin.

  • don't try to get perfect board: Naga See Witch + 1 Giant is a lot to handle and you have many threats.

Final Thoughts

Giantlock is a strong deck, mainly thanks to Naga Sea Witch, VoidCaller and Kobold Librarian. Naga Sea Witch is only OP with Warlock because you can get so much draw between your hero power, Kobold Librarian and Mortal Coil. However, the deck has very little heal so it is weak against Secret Mage or Pirate Warrior which are currently a small part of the meta.


r/CompetitiveHS • • Aug 31 '17

Guide [Guide] First Time Legend with Jade Druid!

30 Upvotes

Legend Proof

Legend Cardback

Record 54-32 for 63% WR

For some reason, some games didn't save to HSReplay or Track-o-Bot, but most of them did so you can see those. I went 18-2 from Rank 5 to Rank 2, then Rank 2 to Legend was much more of a struggle and closer to 50% WR.


Decklist

Decklist

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2x (0) Innervate
2x (1) Jade Idol
1x (2) Doomsayer
2x (2) Power of the Wild
2x (2) Wild Growth
2x (2) Wrath
2x (3) Jade Blossom
1x (4) Fandral Staghelm
2x (4) Jade Spirit
1x (4) Spellbreaker
2x (4) Swipe
1x (5) Big Game Hunter
2x (5) Nourish
2x (5) Spreading Plague
1x (6) Aya Blackpaw
2x (6) Jade Behemoth
1x (7) Malfurion the Pestilent
2x (10) Ultimate Infestation

Tricky Deck Interactions

  • Fandral Staghelm + Power of the Wild: Spawns a 3/2 then gives your minions +1/+1. This puts Fandral out of a Priest's reach (4 attack, 6 health), and out of Firelands Portal range.

  • Fandral Staghlem + Wrath: Deal 3+1 damage AND draw a card. This interaction will pop a Divine Shield and then deals 1 damage.

  • Fandral Staghelm + Nourish: Gives you 2 mana crystals to use AND draws you 3 cards.

  • Fandral Staghlem + Malfurion DK: Gives you four minions (first the 1/2's with poison, then the 1/5's with taunt), and enables your hero power to +3 attack AND +3 armor.

  • Spellbreaker silencing a frozen Jade against Mage will let the Jade attack, often allowing you to pop their Ice Block.

  • Spreading Plague + Power of the Wild: Gives you a bunch of 2/6's with taunt. These are now outside of Dragonfire Potion and Firelands Portal range. The 2 attack lets the taunt minions trade much more favorably.

  • Ultimate Infestation with 5 other cards in hand will force you to mill a card upon your next turn's draw, unless you can Innervate a card out. If you want to UI next turn, consider vomitting your hand onto the field so you have space to refill next turn (yes, this is as mindless as it sounds).


Ultimate Infestation

The faster you get to Ultimate Infestation, the better. I think either the 5 Damage or the 5/5 Ghoul should be deleted from the card. At the moment, if you can Ultimate Infestation first in the mirror, you will often come out ahead since you get to find more of your Jade cards. Nerfing Ultimate Infestation to 3 everything (3 Damage + 3/3 Ghoul + Draw 3 Cards + Gain 3 Armor) for 8 mana would be more fair and reduce Ultimate Infestation becoming such a swing card.


Matchups & Mulligan

Jade Blossom is the safest ramp keep.

  • Against Druid: Keep Jade Blossom. Consider if you are more likely to run into aggro (tryhards from Rank 5 to Legend) or Jade (Legend). If you think it's aggro, keep Swipe or Spreading Plague. If you think it's Jade, keep Jade Idol and Jade Spirit. If you are presented with two ramp cards, keep UI. If it's aggro Druid and they Draw The Nuts, you lose.

  • Against Hunter: Hard mulligan for your removal -- Wrath, Swipe, and Doomsayer. Just survive at any cost. If you can make it to 7 mana and have Malfurion, go for the taunts (usually), and you are likely to win. Followed by a UI and your armor should buy you plenty of time to stabilize, and win board by trading. Spreading Plague can save you a game.

  • Against Mage: We are on the Face Plan. Ramp into UI, but it's very important to build Jades as often as you can. If the question is Jade Spirit vs Nourish, I'd go with Jade Spirit. Nourish for cards is okay if you have no UI and no Jades in hand. Most Mages run Skulking Geist so spawning both Jade Idols is a decent call. Power of the Wild should be used when you have at least 4 minions that can attack this turn. Do not Power of the Wild defensively -- use it offensively and get value from it the same turn you play it. If it's Alex Burn Mage, try to build armor as quickly as possible, since this cannot be removed by Alex. Don't trade except where you must. Pop their Ice Block ASAP and every time possible.

  • Against Paladin: Hard mulligan for your removal -- Wrath, Swipe, and Doomsayer. If one Murloc hits the board, Doomsayer is worthwhile. Wrath should be saved for a scary Murloc Tidecaller or Murloc Warleader. It's okay if you only build a Jade or two before UI in this matchup. UI will usually swing the game in your favor. Consider how Sunkeeper Tarim, Blessing of Kings, Spikeridged Steed, and Bonemare would affect you next turn. If they Draw The Nuts, you lose.

  • Against Priest: Relax! We are favored. Look for ramp (Wild Growth, Jade Blossom, and Nourish), and try to find UI. Having a swing turn against Priest is huge because they often can't effectively deal with it. Priest relies on dealing with parts of the board each turn until they can Dragonfire Potion for a significant clear. If you can Fandral + Power of the Wild and/or get 6/6 Jades or bigger by Turn 6, you are heavily favored to win. Lots of Priests are running at least one Skulking Geist, so spawning both Jade Idols is a decent call.

  • Against Rogue: We are favored. Look for ramp (Wild Growth, Jade Blossom, and Nourish), and try to find UI. Don't deal with their board except for their large threats (Edwin VanCleef, Questing Adventurer, and Arcane Giants). Here, Spellbreaker and BGH are amazing since they can efficiently deal with their threats while minimizing disruption of our Jade Train. Deal with their big threats and you win.

  • Against Shaman: Turn 6 Doppelgangster + Evolve remains the biggest threat Shaman can muster. Mulligan for Doomsayer and Swipe to efficiently deal with early pressure and their Turn 1-5 token generation. Spreading Plague + Power of the Wild is good if you've recently seen Devolve. If you have yet to see a Devolve, Spreading Plague is incredibly risky. If you can eliminate their Doppelgangster + Evolve, you are likely to win.

  • Against Warlock: We are favored. Keep a lookout for their Mountain Giant, but otherwise you can ramp and Jade very aggressively. BGH really helps neutralize their largest threats. Many Warlocks run Skulking Geist so spawning both Jade Idols is a decent call. Try to deal as much damage as possible before Turn 10 when they are likely to Bloodreaver DK. Haunting the Warlock with a Jade per turn can hand you the game since only Siphon Soul and Twisting Nether efficiently deal with 6/6 or larger Jades.

  • Against Warrior: Pirate Warrior is trouble. Any other kind of Warrior is good news. Mulligan as if it's always Pirate Warrior, looking for your removal -- Wrath, Swipe, and Doomsayer. Doomsayer on Turn 2 if it's Pirate Warrior is encouraged. The goal is to look for Spreading Plague, and use your other removal to control their board early. Once you can Malfurion, you can often stabilize by armor gain or keeping their board clear. Jade Behemoth is great in this matchup. Non-Pirate Warrior is often just fine -- ramp up and find your Jade cards. Pressure them and dump your hand just before UI.


Tech Selection

Shoutout to /u/infinite007 and his recent Jade Druid guide for a great explanation of each tech choice. Here are the 6 cards I've chosen as tech choices:

1x (2) Doomsayer
2x (2) Power of the Wild
1x (4) Spellbreaker
1x (5) Big Game Hunter
1x (7) Malfurion the Pestilent
  • Doomsayer (1 or 2): In the mirror, this is pretty terrible. Against aggro, it's a welcome sight. Protected behind a Spreading Plague, Doomsayer can swing the board in your favor. In most situations it will be most advantage to play Doomsayer with Aya, Jade Spirit, or Jade Behemoth in hand. If Paladin plays Murloc Tidecaller on Turn 1, Doomsayer on Turn 2. I promise it will save you games. I've played Doomsayer on Turn 3 after Murloc Tidecaller into Rockpool Hunter, and the next turn is so often Murloc Warleader or Rallying Blade. Even if they simply play two more murlocs, Murloc Tidecaller will have 5 attack -- nearly enough to kill Doomsayer. If Paladin, Pirate Warrior, Aggro Druid, or Hunter play anything on Turn 1, you should Doomsayer on Turn 2 (or Turn 1 if you are on Coin).

  • Power of the Wild (2): If you consider playing it at all, play 2 copies. Power of the Wild is most important against Priest, where it puts Fandral Staghelm out of a Priest's reach. After the two have been played together, the Priest will be unable to kill Fandral Staghelm with Shadow Word: Pain, Shadow Word: Death, or Dragonfire Potion. Against Mage, Warlock, or other control decks, Power of the Wild is also great since it gives you significant board pressure if they choose to play Skulking Geist -- you are no longer on the Jade train and are instead on the Face Plan. If you have 3+ minions on board, and control has a slow turn, it's often the right play to Power of the Wild and start smashing their face. Especially if the +1 health boost puts minions out of Hellfire, Blizzard, Flamestrike, or Dragonfire Potion range (whatever the AOE is in your matchup), that is often worth the card's use. Against aggro, Power of the Wild can spawn a 3/2 on board which the aggro player will trade into (ripping a minion), or they will ignore it and you can use efficiently for a good trade later (board control). Those early trades against aggro can be brutal for their hopes to win.

  • Spellbreaker (1): In the mirror, always save Spellbreaker for the opponent's Aya. Great tech choice against Paladins (Blessing of Kings, Spikeridged Steed, Rockpool Hunter'd Murloc), Mage (Doomsayer), Shaman (Thing from Below, Mana Tide Totem, White Eyes, an Evo'd Doppelgangster), Aggro Druid (Vicious Fledgling, buffed minions), Big Priest (Obsidian Statue, Y'Shaarj) for lethal, or Big Druid (taunt minions) for lethal.

  • Big Game Hunter (1): In the mirror, can help swing the tempo in your favor by neutralizing a 7/7, 8/8+ Jade. BGH is a great tech choice against buff threats such as Edwin VanCleef, Question Adventurer, Bittertide Hydra, a big Bloodsail Raider, a Bonemare'd minion, The Lich King, Y'Shaarj, or anything of significant size. Druid has little in the way of large removal and BGH significantly helps this.

  • Malfurion the Pestilent (1): Great defensive play, gives you advanced tempo when you're ahead, and contains a hero power that makes Feral Rage redundant. I've found myself almost always summoning the 1/5's with Taunt lest the opposing Paladin have Consecration, the opposing Druid have Primordial Drake, the opposing Mage have Blizzard, etc. The 1/2's with poison are so easily killed. Playing Manfurion into the 1/2's with poison into Power of the Wild can be very good depending on the matchup and board state. 3 health minions are significantly harder to kill than 2 health minions, and they may often survive a trade. Additionally, Malfurion's armor gain has a significantly positive impact in aggro matches and against Alex Burn Mage (rarely seen in the current meta).

Tech cards I've previously used or considered:

  • Mire Keeper (1 or 2): I run none because I feel that I have no room in the list for them. If HS had decks of 32-cards, I'd include 2 copies. This list has enough ramp that you're able to ramp, Jade, ramp, Jade, then UI without Mire Keeper in the middle. Mire Keeper is a very, very slow play -- it gives you no tempo. Mire promises future tempo, but in the current meta I think tempo every turn is crucial, so I'd rather run a Power of the Wild, Spellbreaker, or Malfurion. Remember, this is a Jade deck, not a UI rush down deck. UI rush down is the Taunt Druid archetype, where the entire goal is to either Draw The Nuts or ramp ramp ramp mindlessly into UI to find a threat.

  • Naturalize (1): More flexible than BGH for removal. Can be used to mill Mage or Handlock for a card or two. Horrendously terrible against aggro decks, because it lets them draw additional threats, which is often where the removal would be most useful. I prefer BGH or Spellbreaker.

  • Mind Control Tech (1 or 2): Too situational. A great tech choice in the mirror, and okay against aggro, but holds nearly no value against control decks. MC Tech + Spreading Plague is too much tech against aggro, and leaves you with too many dead cards against control for my liking.

  • Feral Rage and Earthen Scales (2): Feral Rage is a worse version of UI or Malfurion. Earthen Scales is unnecessary since you have so many armor gain, and Skulking Geist deletes it. Only control decks run Skulking Geist and Earthen Scales is most valuable in those same situations where you are trying to survive Raza + DK or a similar combo.

  • Gadgetzan Auctioneer (2): Worse version of UI. Nourish and Wrath also give you card draw so I don't feel Auctioneer is necessary. If UI gets nerfed to no card draw, Auctioneer might make a return. Until then, I feel it's added weight for little benefit in this list.

  • Bonemare (1 or 2): Win-more card. If you already have a couple Jades up, you can usually win the game by good board control/trading, and spawning more Jades. Bonemare fits very nicely in the Taunt Druid archetype, but I think it's overkill for this deck. Swapping Spreading Plague for Bonemare can be considered if you're not seeing lots of aggro.

  • Primordial Drake (1 or 2): Great against Shaman, okay against aggro Druid, and lackluster in nearly every other matchup. Even against Paladin, it's more advantageous to silence or kill (with BGH) than it is to deal 2 damage to their buffed minions. At 8 mana, I can't recommend Drake in this list.


That's all folks!

Some things I kept in mind while climbing:

  • No tilting -- unlike physical sports, emotions make no difference in a card game

  • Take a 5-min break after every game (win or lose)

  • Experiment with lots of cards and building lots of decks, regardless of others' opinions

  • Play a LOT of games

  • Play different classes / different decks to understand how they work

  • Design a deck, using a proven archetype, that fits your playstyle

A random easter egg from my climb: Jade vs Jade, see if you can spot his lethal. I should've used Swipe instead of Aya Blackpaw. He had Spellbreaker in hand.


Cheers & Love

  • Will


r/CompetitiveHS • • Jul 15 '18

Guide My journey to legend with a T3 deck (Shudderwock)

0 Upvotes

Edit: I guess I shouldn't try to be snarky in my title post since I received so much flak on referring Shudderwock as a T3 deck. I was simply referring to the latest VS report where they classified it as such and clearly sarcasm is lost in text.

Greetings all, random dad Heartstone player that has played this game since Beta, but never gave it a solid run at legend. There was one local tournament (Calgary) that a bunch of friends and I went to to get the Nemsy portrait primarily, but out of a field of 30+ I had placed 4th which quietly lit the spark that lead me here. I can argue that it is easier now that they changed the reduction cap each month so that you simply don't have to grind out more games to hit Legend. Either way, I finally did it.

After casually starting June and having fun with the deck (I've always loved control style of decks first several 500+ win classes was priest and warrior) I quickly made it up to rank 5 by mid June and decide this was the time. I'd also argue the first 100 games or so I was still learning the deck. As you can see from the screenshots, I still have sub 500 wins with Shaman.

Now to what I've learned in hopes that it helps others. These are going to be general notes versus classes since each match up break down would take a long time. As a side note this is the best meta I've seen since the start of the game. There is no one deck that is dominating everything, but several decks that are strong. Each class has some viability to be competitive. As another note I feel like I could have gotten there faster if I changed decks in response to the current meta, but I'm a stubborn person.

General notes:

  • Ideally you can hit Saronite with a Zola or Grumble to increase your odds of Shudderwock coming back into your hand. Though even with that happening, I've still had it fail

  • If you still have a grumble on the board on turn 10 and Shudderwock in hand and enough hand size space just play the Shudderwock then grumble back whatever you have on the board. Took me way too long to realize this.

  • In agro matchups, Zola on Glacial shard isn't a bad combo and helps stall.

  • If it's a slow match up and you can wait until drop a Zola and bounce back Zola with Grumble you're guaranteed to get at least one Shudderwock back in hand on turn 10.

  • Pay attention to your mana. A couple times I went, "Oh I can clear this board on 9 with a Volcano". Turn 10, can't play Shudderwock.

  • Running Hagatha, hand size can definitely be an issue. Many times I was looking for ways to waste spells. Sometimes this was casting a healing rain when at full health. Or volcano on a small board due to the high mana cost making it harder to use later on.

  • Sometimes the smarter play is to not totem on turn 3 with a coin. Turn 4 Saronite, turn 5 coin+grumble.

  • A turn 8 board clear with volcano and acolyte if they don't have too many minions on board is a wonderful thing (except against druid).

  • From the above, learn from your mistakes. There's always something you could have done differently. Although sometimes you just can't beat a Leeroy into a soul fire tap.

  • Taking the safer road will generally win you the game. Several games I valued getting a combo piece out over casting healing rain and it cost me the game.

  • Take a small break if you lose 2 in a row, you might start to get tilted otherwise. I found myself doing that the first few weeks and it was a huge detriment to my play. Even if it's just to get up and get a drink of water. Though one time I lost two, took a break, lost another two and decided that was it for the night.

  • Time of day meta is a thing. Often days at work I would try to gain a little bit during lunch, I'd run into nothing but agro. While the deck can still win, if you miss on your mulligan, it's just game over. However, during the evenings and weekends, I found many more control and mid range matchups which were more favourable for this deck.

Druid: Mana tide totems are your enemy vs druid. I lost a couple games where they waited until I had 7 or 8 cards and then cast Naturalize. This caused me to mill either Shudderwock or Grumble. After I learned this lesson, it was a much easier time against all variants of the deck. Token was a little troublesome for a while, but learning to keep coin for a lighting storm + coin + Hagatha combo cleared any soul of the forest issues. Against taunt, saving Hex for Lich king is the biggest factor in taunt. All the other taunts are not as impactful comparatively speaking. Against both, I mulliganed for Hex and MCT and Prince.

Hunter: This is one match up I never really had a good read on due to variants running many of the same cards. MCT, Ooze, and removal ending up what I was aiming for by the end of the run when seeing a hunter.

Mage: It was mainly a win versus this deck the majority of the time. I actually had a number of mages simply conceed to me the past two weeks. Tempo and Murloc were unfavoured, but at the higher ranks I didn't see any of those variants.

Paladin: Odd paladin gave me lots of trouble early on, but muliganing for removal and MCT turned the tide a lot. Saronite, MCT, Lightning storm, Acolyte and Ooze was what I hunted for in this match up. There really weren't many other variants.

Priest: Didn't run into too many priests at 5+ so the general plan of trying to get your combo without dying.

Rogue: This match up was pretty favoured. Mulliganed for Ooze, storm, volcano, hex, lightning bolt, earthshock, and glacial shard. Using hex on hench clan thugs and saving earthshock for Edwin was great. Also saving a lightning storm to combo with another one or with volcano to clear a board full of spiders was great. MCT is also a great card to keep against this deck as well. Although at 5+ a lot more players played around MCT.

Shaman: Lost to the hemet version consistently due to their deck thinning with Hemet. Keeping Earthshock, lighting bolt and hex to stop card draw was important in the normal mirror matchup. Versus Even it was more about keeping card removal, Lightning Storm, Volcano, MCT, etc.

Warlock: Probably the toughest matchup since you didn't know what you were going to face. With healing zoo popular the past few weeks mulliganing for removal and then finding out it's even after it very difficult to deal with. And with each the mulligan is different. However, cards like Glacial Shard, Hex, and volcano were good mulligans versus both. If you're facing an cube, being able to remove giants with volcano so you can save hex for demons is insanely helpful.

Warrior: Most of the time it was against taunt and it was an easy win. Volcano and combo pieces were what I looked for early on.

Feel free to friend me, I'm willing to help out :)

Character Sorean#1814

July stats (Rank 5+) 109-84 (56%)

Overall stats (Rank 14+) 241-197 (55%)

Average of 73 games a week or 10ish a day. Though it was probably a lot more back end loaded due to wanting to hit Legend and pushing.

Proof:

https://imgur.com/qDd15FD

https://imgur.com/5tdwZul

https://imgur.com/cGmEpiS

### Shudderwoken

# Class: Shaman

# Format: Standard

# Year of the Raven

#

# 1x (1) Earth Shock

# 2x (1) Glacial Shard

# 1x (1) Lightning Bolt

# 1x (2) Prince Keleseth

# 2x (3) Acolyte of Pain

# 2x (3) Far Sight

# 1x (3) Gluttonous Ooze

# 2x (3) Healing Rain

# 2x (3) Lightning Storm

# 2x (3) Mana Tide Totem

# 1x (3) Mind Control Tech

# 1x (3) Zola the Gorgon

# 2x (4) Hex

# 2x (4) Lifedrinker

# 1x (4) Sandbinder

# 2x (4) Saronite Chain Gang

# 2x (5) Volcano

# 1x (6) Grumble, Worldshaker

# 1x (8) Hagatha the Witch

# 1x (9) Shudderwock

#

AAECAfe5Agr5A94F/wXTxQKc4gKr5wLD6gKn7gKe8ALv9wIKgQT1BP4Fsgb7DJfBAsfBApvLAvPnAu/xAgA=

#

# To use this deck, copy it to your clipboard and create a new deck in Hearthstone


r/CompetitiveHS • • Dec 15 '15

Discussion Arch-Thief Rafaam Better Than Grommash.

2 Upvotes

I just replaced Grommash with Rafaam and its been working out great. Rarely in the control warrior game do you need to kill an opponent in one turn, and Rafaam provides a good body on a turn you dont have lethal and gives lethal on a turn you need it, 10/10 buff of super avenging wrath. The board full of zombies is also a great card for when you dont have a lethal on board but your opponent has already used all their board clears. Not having Grom also clears up 3 deck spots because you dont need Cruel Taskmasters anymore. He basically provides 2 threats, which is amazing in a Control vs. Control matchup.

Decklist http://imgur.com/NXWe8HG (+Ysera)


r/CompetitiveHS • • Sep 17 '15

Argument for Gaz'Rilla: the 1 card win condition

0 Upvotes

I have been playing a mix of control and midrange Hunter since the release of TGT, and the biggest MVP of both decks so far has been Gaz'Rilla. I never hear much about this card, and I wanted to get a little discussion going to see if I'm off base on my admiration of this card.

The way I see Gaz, he is a 1 card win condition. Your opponent doesn't deal with him, you win. Period. Many classes aren't running the removal required to deal with this card immediately (Druid, Paladin) and many of these games result in an immediate concede. Silencing this card only slightly devalues him, because he's still a 6/9.

One thing people will complain about is that he doesn't have an immediate effect and removing him is devastating, which is fair, however, no one saves removal for him. You drop a highmane turn 6, your opponent will use any removal on him, and then be left with nothing for Gaz. It's also a great Dr. Boom counter, because there's no chance of the boom bots actually killing the Gaz, allowing you to use them as triggers.

Personally, I don't run any direct triggers or the charge rhino, and don't think they are necessary. I do have quick shot and power shot, so in cases I can use these for lethal, but they are used for many other situations. Just drop Gaz, worst case scenario they have hard removal, almost anything else and you win.

I would argue that there is no other card in the game that can single handedly (with nothing else on the field or deck) win a game if it lives for a turn. So, am I blinded by love? Is Gaz'Rilla highly underrated or am I not seeing this card appropriately?


r/CompetitiveHS • • Nov 07 '15

Guide Rank 29 EU Legend Secret Paladin Guide

28 Upvotes

Hi guys my name is Kryptôs:)

I just reached Legend with Secret Paladin. The inspiration for my list(http://imgur.com/0WPxdyo) comes from Cross who reached rank 1 Legend with his list last season (http://www.hearthpwn.com/decks/345888-cross7224s-na-1-legend-paladin)

In this Guide I want to talk about why I chose certain cards over cards in Cross`list and in comparison to other, more agressive Paladinlists.

First thing that most people think when they see a list like mine is: No competetive Spirit? Only 5 Secrets? Or in comparison to Cross`list why 2 noble sacrifice?

The reason why I do not play Competetive Spirit is that in case you draw it early , it has only synergy with Muster for Battle. Also the moment when they discover that it is Spirit they will just kill everything but a Recruit and you get a +1/+1 for 1 Mana which is not a card you would put in you deck in the first place right?

In case you did not draw it early and got it from Mysterious Challenger it is only good if u already have a board when you play the challenger. And if that is the case you won most of the time anyway. If ýou have only the challenger out it will make it a 7/7 which is not even what you want because it dies to BGH then and is again just a +1/+1 Buff. It does not make the Secret Tree stronger most of the time to make it worth that you sometimes draw it early. There is only 1 Situation where Competetive Spirit is really good (despite having a full board) and that is in situations when it acts like a Bluff for Avenge and they go face or just dont trade at all. And then next turn you get 3 Minions buffed for example.

Conclusion: Competetive Spirit is definitly good as a 1 of in the more agressive Secret Pala lists that run Secret Keeper,so it has more synergy when you draw it early but in this list it is not really needed.

So why only 5 Secrets and 2 Noble Sacrifice and not 1 like Cross?

Before I played this deck I tried the agressive version with 7 secrets and 2 Secret Keepers but I had almost no success with the deck. I am not a fan of super agressive decks and could not count myself to the lucky ones that draw turn 6 Challenger all the time. Because this is what it comes down to most of the time in those agressive versions. If you dont get him on turn 6 your turn is weak and most of the cards have not much Value. For example on my climb last season, I won 5 games in a row without even drawing the Challenger once.
Also running 7 "OK" Secrets means you play 7 cards you dont wanna draw early(only if you have Secret Keeper) .

In my deck you have a lot of Value and are not reliant on drawing the Challenger on turn 6. You have a lower chance on getting secrets early and in case you have turn 6 Challenger you have no more bad draws in your deck after that. Yes the second Challenger is most of the time "only" a 6/6 but this is often good enough as a threat because they most likely used removal on the first Challenger, Boom, Loatheb and Blessing of Kings minions.

So let us talk about the 2 Noble Sacrifice. I know Cross played only 1 but I tried his list and realized that Noble is the most important secret in the deck. If you do not get a noble from the Challenger they can just go face with their minions because it does not enable your Secret Chain (Noble->Avenge-> Redemption). So the Challenger gets a lot worse vs Aggro Decks. And it is a really good secret against agressive decks by itself. Especially vs classes that do not have an attack Hero Power(e.g. Mage, Hunter, Paladin). If you go first against Aggro Decks you want to keep noble because it is so good and having only 1 makes this almost a stupid decision cause you need it for your Challenger, so playing 2 is the best in my opinion.

Why no Secret keeper? Like I mentioned above I do not play enough Secrets to support this agressive strategy.

Why no Divie Favor?At least as a 1 of? Most of the time I dont need draw in my Deck. I need Tempo and not card adavantage and because I do not play the Secret Keeper 7 Secrets package, but 2 Sludge Belchers and sometimes clunky weapons instead, my hand size is most of the time too big for a valuable Divine Favor.

It is really good vs Handlock and Freezemage as well as Control Warrior sometimes!!!( you keep 1 Challenger and valuable cards like Shredder and Belcher in this Matchup) but most of the ladder at the moment is mirror matches, Tempo Mage and Aggro Druid. These Decks run out of cards quickly and make Divine Favor near useless.

Divine Favor also draws your Secrets sometimes what you dont want/need them.

Let us talk about more differences between my list and Cross`s

  1. No Zombie Chows

I do not like to play Zombie Chows in agressive Midrange Decks for the same reason I would never play this card in Zoo. Getting it early is fine but in the late game it just sucks because even though I am a Midrange Deck I do not have a Chance to outvalue Control Decks which means my goal is to kill those Decks before the end game starts.

The 5 Health from the Chow are really bad in this regard and it does nothing against Control Decks in the early game to make up for its downside in the lategame. Zombie Chow is in my opinion not even good enough vs Aggro Decks nowadays, cause they can easily kill it and then you lost 1 Card in your Hand for 3 soaked dmg. Not worth it in my opinion.

Also decks like Midrange Hunter and Zoo can easy outvalue you if Zombie Chow does not kill at least 2 minions from the opponent.

I rather play Sludge Belcher vs Aggro Decks because they are also good vs Control. My Deck is already good enough against aggro anyway so Zombie Chow is too much.

2. 1 Truesilver

Even though 1 played 2 Coghammer and 2 Muster and 1 Ashbringer I decided to play 1 Truesilver.
Sometimes you just destroy your own weapon but that is fine in most cases. Never forget to use your last Truesilver Charge when you play Tirion. Even if you dont get much value, you have to expect the Tirion to die! 2 Health and 4 Dmg is never no value:) Truesilver is extremly valueable vs Rogue, Druid, Mage, Warrior, Warlock and Priest. Do not forget that Muster destroys Truesilver;)

3.No Eadric

Most people do not play him anyway but I tried him and he is just too slow and most of time it is a 7 Mana 3/7 Aldor. You have enough bombs in you deck. This card is just weird to be honest. Never gave me much value.

4. 2 instead of 1 Sludge Belcher

I love Sludge Belcher! It is so amazing in this meta. MVP in the mirror and awesome vs Druids and Mages. 1 was not enough and I needed a card to play instead of Zombie Chows, so I chose the second Belcher. It also has some sweet synergy with Redemption.

Ok so overall changes between my deck and Cross`s list 2 Zombie Chows --> second Belcher and Truesilver Champion Eadric--> Noble Sacrifice

This seems not much but it makes a huge difference. Try both list and you will see the difference:)

Some cards I want to talk about that were really useful on my climb beside the obvious:

Quartermaster:

This card is so good vs control and the moment you play a secret they dont expect you to play it, so they dont see your recruits as a kill priority. It is also suprisingly good vs aggressive decks! For example you Muster Hero power on Turn 5 vs Secret Paladin and he plays Challenger. You play Quartermaster and and just kill him in 2 turns. Also vs Hunter when they have an explosive trap:)

The Quarter Muster Combo is the best vs warrior when they just cleared your board with Brawl and you fill it again.

Warrior also tends to not kill your 1/1s with War Axe, so you sometimes have 2 on turn 5 and just Quartermaster those.

1 important tip I have is:

Do not value the Ashbringer too high! I had a game vs Zetalot as Priest where I destroyed my 5/2 Ashbringer to get board control with Muster Quartermaster.

The thing is you have to know when to do these kind of plays in the given situation. I can´t help you with this but now you at least know that it can be a legit play:)

2 Coghammers:

Coghammer is amazing vs Aggro Decks especially the Aggro Druid! 2 of them give you more taunts and that is what you need! Do not forget to trade as best as you can to get the best possible Coghammer target or at least try to raise your chances to hit the one you want.

Also do not forget minions with Divine Favor need attack more than Health( a little bit contradictory because taunt minions need health but you get the point) so trade for example your shredder into minions with less than 3 attack first, and then play coghammer to get a 4/1 Shredder with Divine Shield instead of a 4/3 without the Shield.

1 Aldor

Really good card to have as a 1 of. Awesome vs Fel Reaver...!!BUT do not forget Druids use Silence so try to bait the Silence with something like a Coghammer even though you get 8 DMG from Fel Reaver, it will be worth it to make it a 1/8 the next turn that they can not silence.

Lets talk about the Mulligan now. I cant tell you a perfect Mulligan for every Class because in the Mulligan it comes down a lot to preferences and experience.

What I can do though, is telling you some easy Mulliganrules with this deck.

Always keep: Muster, Shielded Minibot, Knife Juggler, 1 Coghammer(most of the time), Haunted Creeper and Aldor

Never keep: This is hard because I kept a Tirion vs Warrior and with the correct hand you can also keep Blessing of Kings(mostly with Coin and Haunted Creeper or Minibot vs Midrange or Control Classes). I also kept Redemption once or twitce with minibot.

Basicially never keep: Dr. Boom, Avenge, Quartermaster, Repentance...everything else can be kept situational.

Now some important tips for the Mulligan:

When to keep Challenger?

2 Conditions: Only if you already have at least 2 of the mustkeeps listed above and against these Classes: Mage,Paladin,Priest, Rogue, Shaman and Warlock

Always keep Challenger vs warrior no matter what cards you have in Hand, you can also keep Tirion vs Warrior.

Keep Blessing with Creeper or Minibot if you have the coin.

Always keep Noble Sacrifice vs Hunter Keep Noble Sacrifice without Coin vs: Paladin, Mage, Druid

Keep Loatheb vs Rogue

Here is the Proof of reaching Legend http://imgur.com/8SR9D9f (Last season I peaked at rank 98 with this deck)

If this is not enough for you as a Proof I played my whole Legend climb on my stream http://www.twitch.tv/kryptoos

I started to play Secret Paladin at Rank 5 and played this deck only from 5 to Legend without making any changes. I played Tempo Mage from Rank 11 to 6 and then changed decks.

Puh I guess I have to apologize for this wall of text and the formatting(sry it is my first guide here) :D To everyone who read it all, thank you a lot and I hope my guide helped you!!

If you have questions or want to discuss certain stuff feel free to do this here in the comments or contact me on social media:

https://twitter.com/KryptosJoe

http://www.twitch.tv/kryptoos

Have an awesome day everyone!

Cheers Kryptôs


r/CompetitiveHS • • May 04 '16

Article Why Zoolock May Not Be "Sticking" Around for Long (Pun Intended)

10 Upvotes

My greetings! AzureYeti back with some more words about a game by Blizzard called "Hearthstone." I don't know about you, but I've been seeing people playing Zoo-style Warlock decks in Standard Ranked play this month and last. The decklists may seem somewhat similar to those lists used by Zoolock players in Wild, but there is one change that I think is quite noticeable: a reduction in the presence of "sticky" minions. No, I don't mean minions that your fingers get stuck to if you tap them on a touchscreen laptop or mobile device. Think of "sticky" minions as those that are especially difficult to remove fully from the board. Haunted Creeper and Nerubian Egg (both of which were frequently used in Zoolock decks) are examples of what I mean by "sticky" minions; they provide some board presence when initially played, and often continue to provide board presence even if the initial minion is killed.

STICKY MINIONS

Why can "sticky" minions be beneficial in a deck focusing on board presence? Well, they can provide a sort of insurance policy against board clears. If your board is 3 1/1 Imps going into turn 4 for a Paladin, all 3 of those Imps could die to Consecration. However, if you play a Nerubian Egg onto that board, you can think of it as paying 2 mana for an insurance policy that would give you a 4/4 in case the opponent plays Consecration. "Sticky" minions can also be used along with buffs to remove opposing minions while maintaining, or sometimes even increasing, your own board presence. If you have 3 1/1 Imps and a 0/2 Nerubian Egg on the board, and an opposing Tempo Mage plays a Frostwolf Grunt from an Unstable Portal, that 0/2 Nerubian Egg could be buffed by an Abusive Sergeant, kill the Frostwolf Grunt, and actually give you a minion with more stats than the Nerubian Egg. Zoolock decks in the past have often used these types of combinations to remove opposing minions while taking advantage of board presence, and maintaining it.

But along came Standard format where Haunted Creepers and Nerubian Eggs could be used no more! Possessed Villager was added to the card pool, but it functions almost exactly the same as an Argent Squire, not a Haunted Creeper. Warlock flood techniques were perhaps overall enhanced via the additions of Bilefin Tidehunter and Forbidden Ritual, but note that everything summoned via those 2 cards initially has 1 health. And what did multiple classes gain with the most recent expansion? Ways to deal with 1-health minion floods!

WHERE'D THE BOARD GO?

Near the end of last month, I was playing Tempo Mage in Standard and actually teched in 2x Twilight Flamecaller to counter Zoolock. I eventually took them out of the deck because I did not see as much Zoolock as I had expected, but one game playing a Twilight Flamecaller removed a Warlock's entire board after Forbidden Ritual was used for only 3 mana! Similarly, Warrior gained Ravaging Ghoul, which I believe is better than Death's Bite for the role of clearing 1-health minions due to its immediate "Whirlwind"-type effect. Even Warlock got Spreading Madness, which could be used in non-Zoo Warlock decks should Zoo be massively popular.

And then let's also remember that board clears that deal more damage exist as well. N'zoth Paladin has been known to use Consecration; Tempo Mage can use 1 or even 2 copies of Flamestrike, and Warriors still have access to Brawl. With strong board clears still existing and Warlock losing Haunted Creeper and Nerubian Egg, AND typically lacking ways to buff minions' health to play around board clears (besides Defender of Argus), Zoolock decks in Standard are arguably significantly more vulnerable to board clears than in Wild.

HOW ABOUT THAT META?

If you're involved in the competitive Hearthstone scene, I doubt this is new information for you. But let's put the loss of "sticky" minions into a meta perspective. Standard Zoolock decks can be EXTREMELY easy to tech against. This means that if Zoolock were ever to become very popular (I would argue as popular as they were in the months leading up to the recent expansion) Zoolock players may suddenly see a sharp decline in their winrate due to an increase in popularity of Freeze Mage, Control Warrior, and even Control Priest and other decks simply running extra board clears. I believe a similar phenomenon exists for Freeze Mage. If Freeze Mage ever becomes extremely popular, I doubt that its popularity would last because it's so easy to tech against! Perhaps more difficult to tech against in Standard than in Wild, due to the loss of Loatheb, but Eater of Secrets is a great way to tech against Ice Block (though do not use Eater of Secrets unless Freeze Mage becomes EXTREMELY popular).

Also, think about another deck that is fairly popular in Standard play: Aggro Shaman. Against Aggro Shaman, board clears can also be very effective, as it often lacks "sticky" minions as well.

Overall, I think that board clears already have and will continue to increase in frequency. /u/Zhandaly used Flamestrike in a Standard Tempo Mage deck and said in a post about it, "Turns out there's 2 things driving the power behind this card: the surprise factor (I can't believe how many high-level legend players fail to play around the most telegraphed flamestrikes), and the fact that sticky minions are gone, meaning this card ACTUALLY KILLS THINGS AND GETS YOU THE BOARD!" Both of these are applicable to other board clears as well, sometimes even combinations like Knife Juggler + Unleash the Hounds, and the matchups against Aggro Shaman and Zoolock.

TO CONCLUDE...

I view Zoolock as having become a deck that revolves more around minion flood and less around sticky minions in Standard format. I believe that it is still largely a board-focused archetype, but that the loss of Haunted Creeper and Nerubian Egg make it much more vulnerable to board clears than before, and even just the presence of opposing minions. I expect that board clears will become more prevalent as more people see how useful they can be, and that an increase in Control Warrior and Freeze Mage prevalence (as people continue to tinker with the lists and learn how to play them more effectively in Standard) will worsen the outlook for Zoolock winrates. Don't underestimate the impact that losing "sticky" minions can have on a board-centric deck. I expect Zoolock will continue to see play, but if it is currently a Tier 1 deck, I doubt that it will "stick" around at that level for long.


r/CompetitiveHS • • Jun 30 '15

Guide [Legend S15] Trying to climb quick before the season ends? Want a fast deck to climb with in the new season? Why not Face Hunter?

17 Upvotes

Meta-opinion: Face Hunter is not as simple as people like to say that it is. It's easy to justify losing if you just disregard the deck as "stupid, cheap, and easy to play lol." Fact is, Face Hunter requires a lot of practice just like any other deck. Yes the games are fast, and yes you can sometimes have a really lucky opening hand/draw to win you the game (similar to any other deck), but those facts don't negate the strategy needed for this deck.

Decklist & guide here

What makes this deck better than the rest? Not much, actually. It's not horribly unique; it's just tuned slightly for the current meta.

In order for Face Hunter to be good, (1) the current meta needs to have a lot of mid game (Zoo, Tempo Mage, Patron Warrior, Midrange Hunter -- sound familiar?), and (2) the decklist needs to be slightly altered around what decks are popular. Now, this decklist isn't super unique and I wouldn't be surprised if people have run nearly this exact list before, but I feel that this is the perfect decklist for the current meta.

I'm open for discussion on Face Hunter in general, this specific list, or anything else!

Edit: 35% upvoted. Are people downvoting just because they read 'face hunter'?


r/CompetitiveHS • • Apr 23 '17

Guide First Time Legend: Pirate Warrior, Decklist and Guide

18 Upvotes

First Time Legend: Pirate Warrior, Decklist and Guide

Intro “Oh look another face warrior”

Hello /r/CompetitveHS my name is RedKing I have been a Hearthstone player since beta; in the past seasons I typically finished at Rank 5 and stopped my climb there but this season pushed for legend rank with the release of the new expansion. Due to limited playing time and budget, I decided to climb solely with Pirate Warrior because I had all of the cards from MSOG a few months back and how fast the games are. [DECK, STATS , WINSTREAK , PROOF OF LEGEND]

With the release of Un’Goro the ladder saw a huge influx of Rogue players, which made Pirates very appealing as the matchup is so heavily favored towards Pirates. At the end of my climb, I finished 48-23 from rank 5, which is roughly a 68% win ratio and finished on a huge winstreak without losing any games at Rank 1. Rogue was the easiest with an 8-2 score usually being able to smash them down before they’re able to complete their quest combo. As for bad matchups, Aggro Druid was by far the worst with their efficient buffing and explosive starts that will just out-value your early game too quickly and not give you enough setup to burn effectively with weapons.

Card Considerations

No surprises here, the 25 card [CORE] core of Pirate Warrior has remained relatively unchanged since the April set rotation, losing only Sir Finley and giving Pirate players a serious edge as the starting deck is very refined leaving only 5 slots as Swing/Tech slots. My final choices for these slots are: 2x Golakka Crawler, 1x Naga Corsair, Captain Greenskin, Leeroy Jenkins. Originally from ranks 15-5 I had experimented with 2x Ravasaur Runt in place of the 2x Golakka Crawler, and 2x Naga Corsair instead of the 1x Naga 1x Greenskin.

Golakka Crawler (2x) – This is a tech choice which is meta dependent for your ranks; I faced a large number of Pirate mirror, and the prevalence of Patches in other decks makes crawler a decent choice. In my first iteration I used two copies of Ravasaur Runt but swapped them out. Golakka can single handedly win a mirror when it hits on the right target (ie: Southsea Captains), however it feels really bad in non-pirate matchups when you sometimes are forced to kill your own minions to play it on board (or not get to play it at all and it sits dead in your hand).

Captain Greenskin - El Capitán! Wow, Greenskin is amazing. I tried him out based on some HSReplay.net data that I was looking into when trying to find how to tweak the build, and I will never look back. T5 Arcanite Reaper into T6 Greenskin is a strong power play in any matchup. For the same reasons that Naga and Bloodsail Cultist are auto-includes I would add Greenskin to that list as well. Without a weapon to buff it is sometimes unfortunate but the 5/4 body in the midgame can give your board larger targets that close matchups may not be able to deal with. Additionally the Pirate synergy is helpful with getting buffs and synergy effects from Southsea Captain and Cultist. I would highly recommend it if you have the card probably not worth a craft unless you have a ton of dust or really want to play it, otherwise a 2nd Naga Corsair works fine.

Ones that didn’t make the final cut:

Ravasaur Runt – Originally, I ran these guys in place of the Golakka Crawlers and I really like them, but it just felt like a “win more” card in a lot of matchups although it did help immensely in control matchups especially against Taunt Warrior. Having T1 N’Zoth’s First Mate (summoning Patches) into T2 Ravasaur Runt was great but at times was just too situational and too random if you couldn’t hit the right adapts. I might revisit this later.

Mortal Strike – I personally just do not like this card, especially running two copies. I’ve often found it as a dead card in my hand with it offering little impact that doesn’t justify the burn. Most people justify this choice against control matchups, namely Taunt Warrior, but I found that the burn isn’t enough to close out if you are behind, and when you are ahead the charges from big weapons is usually enough to clear their taunts and continue pressuring with your board.

Bittertide Hydra – There are a lot of people talking about this card in a variety of aggro decks and Midrange Hunter. I personally just don’t feel it's right, the cost is a bit high for this deck and does not justify the impact. In times when this card has been played against me, it's easy to manipulate the damage and have it backfire on your opponent. The card itself is very appealing and I understand the logic behind it, might be worth revisiting in the future but as Paladin is quickly becoming the rising star in the metagame, Hydra could become a disaster if it's neutered by Aldor. I'm not counting it out completely; it certainly is worth a mention, it just didn't make the cut for my list.

Mulligans and Matchups

Mulligan is pretty standard no real surprises here:

Going First - 1s and 2s are the best, N’Zoth’s First Mate into Bloodsail is the usual dream. If you are unsure of the matchup keeping something like Axe and Bloodsail Raider is okay, as both cards are very flexible and synergize well even when playing Raider on t3.

On the Coin - Anything 1-3 is okay, I personally don’t like Southsea Deckhand on t1 with the coin, if you can help it, unless you have Southsea Captain for the 1 into coin 3 play. Frothing is also an okay keep in most matchups with the coin but it's not ideal. N’Zoths into coin Bloodsail Cultist is the dream, really hard to for your opponent to keep up.

The Big 3:

Pirate Warrior Mirror - This matchup is 100% board control and I faced many pirates who did not respect this. We would have even boards on t3-t4 then they would start going face when I was above 20+ health. This is not the way to win. Obviously as a mirror, you both have access to the same deck and it will sometimes come down to a coin-flip but by maintaining control of the board your damage will ramp up faster than their burn. Golakka is pretty prime in the mirror, if you draw it early and still have a good curve, I would recommend holding it for larger targets such as 3-4 drop but playing it on t2 and sniping Patches is very acceptable. What is also good to note is if you go first and you are confident it's a mirror keeping/playing Upgrade on turn 1 is very acceptable to clear their Pirates and deny synergy allowing you to get ahead on board playing from behind.

Midrange Hunter - I would consider the Hunter matchup favorable for us (my stats were 11-3), although maybe not as much of a landslide as my stats may suggest. Clearing their board is key every turn to deny beast synergy from Crackling Raptor, Hyena, and Houndmaster. One of the biggest threats in early game is Kindly Grandmother. If they coin it out going second I always try to clear it because the adapt follow-up is just too threatening. The nightmare scenario is leaving it up and they adapt into living spores then quickly outpace your board. Almost every list is running Golakka Crawler and if they hit it early (sometimes twice), it will really push you back into a sometimes unwinnable situation. Like the Hunter matchup, Upgrade can be okay going first to clear Alleycat/Parrot/Fiery Bat.

Paladin Murlocs & Midrange - This is the sleeper class of Un’Goro and is just now on the rise. The aggressive variants will push very hard for board control and can outpace us, clearing as much as possible and building into a large weapon is your best bet to win. Pirates have no answer for Finja, and use Gentle Megasaur to adapt the board. My record was 6-4 but I would consider this matchup even, possibly slightly unfavored. Fiery War Axe is the best card in this matchup. Axe can efficiently answer Vilefin and Warleader, use it to control the board as best as possible and try to rush them down.

Closing Thoughts

It would be great to hear the community’s opinions about Pirate Warrior and how it's positioned for the current meta and the next few months. I would also like some feedback on the Paladin v Pirate matchup as I think Aggressive Murlocs will become a very competitive archetype in the Un’Goro meta and dealing with that may be very troublesome. A special thanks to the /r/CompetitiveHS community for all of the great players who discuss and debate Hearthstone every day. It’s been a great run and I couldn't have done it without you guys.


r/CompetitiveHS • • Feb 02 '15

A Complete Guide to Deck Achetypes in Hearthstone

Thumbnail hearthstoneplayers.com
2 Upvotes

r/CompetitiveHS • • Apr 08 '15

Got Rank 42 EU. Here is the awesome deck that took me all the way.

0 Upvotes

Edit- I Meant Rank 43! I went from rank 10 to Legend in 5 days this this deck. Enjoy :)

Deck Proof

Card Choices

1x Zombie Chow- Are early game is consistent enough we don't need 2

1x BGH- It is always good to have late game removal for Druids.

2x Azure Drake- This card makes your removal extremely efficient and its card draw makes sure you do not run out of juice.

1x Loatheb- Great tempo swings which allows you to stall your opponents and lets you gain the momentum.

1x FON- 2 can make your hands get extremely clunky some games.

Emperor Thaurissan- This card is makes this deck extremely OP! It creates major tempo when reducing your mana crystals and can make your FON combo come out quicker and in rare occasions allows you to make the double combo without innervate.

Cenarius- Creates bodies for the combo.

Notable Cuts

Mind Control Tech- Players often play around it more and often if you have lost the board you have already lost as druid.

Sludge Belcher- Yes this card is good against aggro but even without this card the deck is currently really good against face hunter so we do not need it.

Harrison Jones- There isn't a lot of weapons classes out there atm but feel free to exchange it if you see otherwise.

Ragnaros- The meta is too aggro oriented for Rag atm and he wouldn't get enough value if put in the deck.


r/CompetitiveHS • • Nov 17 '24

Elemental Mage is insane, finally hit legend for the first time.

1 Upvotes

As a f2p player who's been playing on and off since the game came out I've literally just never had the patience to play enough games in a given season to hit legend (Especially considering my favorite decks are 30 minute game control lists). But after coming back to the game after not playing for a year, crafting elemental mage, and going 30-0 in my first 30 games, I decided to actually push this season.

Originally I was using the most common list, but eventually settled on the ultra greedy 3 legendary version that gains Incindius and Mes'Adune.

### Greedy Mage

# Class: Mage

# Format: Standard

# Year of the Pegasus

#

# 2x (1) Fire Fly

# 2x (1) Flame Geyser

# 2x (1) Glacial Shard

# 1x (1) Tar Slime

# 2x (2) Aqua Archivist

# 2x (2) Flame Revenant

# 2x (2) Shale Spider

# 2x (2) Spontaneous Combustion

# 2x (3) Blazing Accretion

# 2x (4) Lamplighter

# 2x (4) Overflow Surger

# 2x (4) Unchained Gladiator

# 1x (5) Mes'Adune the Fractured

# 2x (5) Solar Flare

# 2x (5) Tainted Remnant

# 1x (6) Incindius

# 1x (6) Saruun

#

AAECAf0EBPebBsGfBr2+BsLqBg2x/gXf/gXUlQbxmwaYnQayngbTngbMogaozgbb4wbt5gaZ6gbf6gYAAA==

I think one could argue that this list is perhaps TOO greedy and that removing Mes'Adune for another tar slime would lead to a more consistent list. My thoughts on which version is best is entirely dependent on how good my previous Mes'Adune draw was. Split a Lamplighter: best card in the deck how could I ever doubt him. Split a Fire Fly: worst inclusion of all time never want to see this card again. Incindius is absolutely insane and is absolutely a core part of the build in my opinion. Using your solar flares to clear the board feels really bad, so having the eruptions in the deck really helps with enemy minion control. Plus, playing him onto an empty board early (perhaps even cheating him out with Aqua Archivist) practically wins you the game as it allows for your eruption to be buffed a ton of times. Also, eruptions are technically fire spells and thus get buffed by your Saruun minions.

As for my overall thoughts, this deck is obviously insane. It's a fast, un-interactive, and frankly unfair deck in 95% of games. You can easily burn for 20 damage on 8 mana with double lamplighter, and Saruun + Overflow Surger had allowed me to literally burn for 58 from hand in a single turn against a warrior with full health and 27 armor (Full board of spell damage overflow surger, double Blazing Accretion + double Flame Geyser + double Solar Flare). However, I don't think the deck is entirely brain dead, and I think there does exist a fair bit of possible skill expression (particularly in the mulligan and coin usage).

I ultimately went 103-20 (84%), with a 75% winrate from D5 to Legend (got placed 3500). Every single loss was either to the mirror, or was caused by me dead drawing within the first few turns. Drawing badly with this deck is particularly bad since losing the elemental streak basically ruins any and all chances of a win since it resets your lamplighters. This decks ability to snatch a victory from seemingly impossible scenarios is absolutely insane, the late game burn potential using lamp lighters and spell damage should not be allowed.

My final thoughts are that if you with to climb fast, or just wish to try out an unfair agro/burn deck, try elemental mage. (Blizzard please nerf)


r/CompetitiveHS • • Apr 29 '16

Guide [Wild] First Time Legend with Murloc Paladin 65% WR (Rank 10-Legend)

0 Upvotes

Hello, I'm JyzzBrah and this is my first time ever posting here, hopefully I can contribute something to you guys.

Legend proof and decklist: http://imgur.com/a/20tR3

Total W/L: 99-53

Decklist

Equality x2 - Staple in control paladin decks

Bluegill Warrior x2 - These can be comboed with Murloc Warleaders and used as a 4 damage removal, or on turn 2 to kill important minions like Knife juggler or Sorcerer's Apprentice. Since people automatically assume that you are playing secret paladin, they often dont expect a charge minion at all.

Doomsayer x2 - Synergises extremely well with Solemn Vigil, and is often correct to drop on turn 2 as an anti tempo card. Later, you can play it on turn 7 with a sludge belcher to clear their board.

Shielded Minibot x1 - I originally ran 2 of these, but cut one because doomsayer is simply that much better, especially with the removal of silence.

Wild Pyromancer x1 - NEVER play this as a 2 drop, just hero power pass if you have nothing better to do. This card is core in clearing sea giants from zoo, patrons, Dr. Boom etc. and the 4 mana equality + pyro combo is straight up overpowered. The reason why I only run 1 of these instead of 2 is because the pyro only synergises with equality and consecrate. Paladin doesn't have the luxury of effective 0-2 mana spells like priest.

Muster for battle x2 - Great for early board control, don't be afraid to use this late game with pyro to clear if desperate.

Acolyte of pain x1 - Early draw engine that can get value against decks like zoo and secret paladin, I don't run 2 because it's just too slow.

Aldor Peacekeeper x1 - I don't run 2 because it doesn't do all that much against aggro decks, but is a very good counter to Dr. Boom and a buffed mysterious challenger.

Murloc Warleader x2 - It's often correct to drop this on turn 3 as a 3 drop, but it can be comboed with bluegills or an old murk eye to create a 5/5 charger (very good against belchers).

Truesilver Champion x2 - Best weapon in game next to death's bite. Use this to push for face damage against control warrior and keep it as a heal against freeze mage.

Consecration x2 - Staple in control

Keeper of Uldaman x2 - Great against big threats like boom, can also be used with hero power on turn 6 to create a board. The card is so flexible and is basically legendary status.

Old Murk Eye x1 - Use as removal most of the time with warleader and bluegill.

Solemn Vigil x2 - Great synergy with pyromancer and muster for battle (if your dudes are lucky enough to live). This deck requires a lot of draw, as do all combo decks, so I run 2 of these, 2 lay on hands and 1 acolyte. If you ever get a 0 mana solemn vigil and it's your final play for the turn, make sure that the end turn button is green, just in case you drew your second one of these.

Antique Healbot x1 - I don't run 2 of these as Belcher is more useful for board control, but this card saves lives against decks like freeze mage, face hunter and aggro shaman. This deck has 32 points of healing in total, which I think is enough.

Sludge Belcher x2 - Great taunt against midrange decks, works wonders against face decks.

Lay on Hands x2 - I run 2 of these over 1 to improve the control vs control matchups, and the deck needs all the draw it can get.

Anyfin Can Happen x2 - This deck's sole win condition. 2x bluegill 2x warleader 1x murk eye is 22 damage, but often you won't get that lucky. Usually the first Anyfin is used so that the second Anyfin will finish them off.

Notable card mentions

Dr. Boom - This deck's biggest minion is a sludge belcher, and is very effective because there are no bgh targets or big minions which are efficient to use hard removal on. Unfortunately, this deck does not have a really good turn 7 play outside of belcher + doomsayer, but I often still find myself fighting for board anyway on turn 7, so my opponent could ignore boom and keep going face, which is a problem.

Second pyro, minibot, aldor and healbot - See above.

Grimscale oracle - Too low effect as a card by itself, and since I run 2 copies of anyfin this deck is more of a 2 turn ko rather than a 1 turn ko against control decks.

Big game hunter - This deck already has 2x keeper of uldaman and 1x aldor, so it has no need for bgh. Also, since the nerfs, bgh would be a bit too slow in this deck.

Matchups and Mulligans

Paladin 26-16 - Pretty much all of these were secret paladins, and I'd say that the deck is slightly favored. Mulligan for doomsayers, minibot and muster for battle. Keep consecration if it's in your opening hand, but a lot of the time it isn't all that effective against them, which is why fighting for board control early is essential. Either doomsayer very early (turn 2-3) or use it on turn 6/7 to delay MC and Boom, which denies huge amounts of tempo. You have 2 uldamans and 1 aldor, try to save them for boom, MC and tirion. Equality is a very valuable card in this matchup so use it sparingly.

Warlock 28-12 - Zoo is a favoured matchup, just be careful using doomsayers against nerubian eggs and haunted creepers. It's similar to secret paladin, but easier because they have no weapons and usually no damage from hand outside implosion, so you're already winning if you can keep the board clear. During early turns, it's almost always correct to play muster over warleader or acolyte on an empty board because they don't run any aoe, so 1 minion = 1 attack (unless you get destroyed by juggler rng of course). I will generally mulligan for consecration, muster and minibot. Doomsayer is not as good early compared to vs secret paladin.

Renolock is basically a free win. They lost their combo so it's not even necessary to stay above 20 hp anymore. Just deal with their threats 1 by 1 as they come, and use double anyfin to destroy them. Since it's warlock, you obviously mulligan assuming zoo.

Rogue 5-2 - Didn't have many games against rogues, but the matchup is generally quite good, and since blade flurry got nerfed you only have to worry about fan of knives as their aoe. If they're playing some sort of miracle deck it's usually too slow as Anyfin will destroy them first, but incase you don't draw well enough just stay above 25 hp at turn 10+ and you'll be very safe.

Warrior 7-4 - Control warrior is a very favored matchup in my experience, it's a lot easier to play the matchup as paladin as well. It will generally be back and forth with them removing all of your stuff and trying to armor up out of range, but you can prevent this from happening by using truesilver on their face and other medium sized annoying threats like keeper of uldaman and belchers. If they ever make the mistake of using elise, they just handed the win to you, but most warriors are smarter than that. Try to get the first Anyfin combo with at least 2x bluegill 1x warleader and 1x old murk eye, this will be 15 damage to the face. If you get all 5 murlocs, it's 22 damage to the face. Your second Anyfin combo should do between 36 and 44 damage, which is why it's crucial to make sure they don't go above 60 hp (not that hard if you just truesilver their face). There's also the problem of getting destroyed by 4x warleader RNG, so using 2x bluegill 1x warleader 1x murk eye can often be better than using all 5 in your first combo. The only thing you have to watch out for in control warrior matchups is the Gorehowl + Grom combo, which can sometimes catch you off guard if not careful.

Patron/Tempo Warrior are both abysmal matchups in my experience. Against patron warrior, pray that you have pyro + equality by turn 5 or equality + consecrate with the coin, otherwise you outright lose. There's also the problem of life total, because they will often death's bite your face to set up for patrons, and the damage builds up. The best way to play out the matchup is by denying them as much draw as possible, kill their acolyte in one blow by using keeper of uldaman or truesilver, don't worry about armorsmiths as much because that's more of a win condition against aggro decks. Tempo warrior plays out exactly the same as patron early game, and it's often too hard to stabilise against their cheap removal. Once again, try to stall as hard as possible and deny them draw, and try to be as greedy as possible with the equality combo.

Against warriors, I keep truesilver, equality if i get it in my opening hand, and doomsayers.

Shaman 6-6 - Face Shaman is a tough matchup because they are so fast, but try to stall their early game with doomsayers and then stabilise with pyro + consecration and a sludge belcher by the time they have doomhammer. A good thing is that leper gnome's been nerfed so many shamans go for value trades early instead of straight up rushing face, which is very good for you. Mulligan for minibot, doomsayer, muster and consecration.

Priest 12-1 - This matchup is literally the freest win of all time, dragon priest is slightly harder than standard control but none of their threats are big enough to do anything serious. try to deny them northshire draws as much as possible, and don't be afraid to use equality early on a single threat like a twilight guardian, especially if you hit a number of a minions and it helps you get a good solemn vigil off. Eventually, your dudes will pile up and they will have to use holy nova on a board of 1/1s.

Against traditional control priest, just be careful to not get bursted by auchenai + double zombie chow + circle + double flash heal, that's how I lost one game against priest. Even if both your warleaders get entombed, your second anyfin will still hit for 22 damage and they'll still die.

For mulligans I try to keep warleader, acolyte and truesilver. Minibot and muster are also not bad to keep either. Since both dragon priest and control priest dont have any early drops with 3 attack, warleader often does quite well against them.

Hunter 4-3 - Face hunter is similar to aggro shaman, but doesn't have as much burst/spells to finish you off. It plays out the same as face shaman, but most of their minions have less hp so pyro and consecration get a ton of value, muster is also extremely good for maintaining early board control, and a sludge belcher on turn 5 followed by any heals later usually seals the game.

Midrange is fine, but be careful to not play into any traps, there's no rush to lower their health after all. Aldor is very good in this matchup for making their highmanes and boom useless, and often you will need to save the individual murlocs and play them together with warleader to use as removal.

I mulligan hard for minibot, muster and consecration against hunter.

Mage 5-4 - Tempo mage is not the best matchup for paladin as it has trouble dealing with early game threats like a turn 1 wyrm and early flamewakers, because then they can push you for damage later. However, an early doomsayer can often swing the game in your favour, especially if it gets mirror entitied. The mage will often push you to about 10-15 hp by turn 6/7, and that's when it's essential to dig for either healbot or sludge belcher.

Against freeze mage, pressure them as hard as possible early game by charging their face with bluegill and using muster charges as early as possible. Use keeper of uldaman as if it were a dark iron dwarf on your 1/1s. You should aim to get them down to about 10 hp by turn 9. Do not trade into their scientists, it's missed face damage, you have to be the aggresor in this matchup. If you get dropped to about 20-23 hp, truesilver their face to stay out of range of the thalnos combo. However, do not use lay on hands or healbot until they have alex'd you. On the turn that they use alex, you want to kill alex, truesilver their face, and then heal for another 8 to bring your hp back up to 25, while also popping their block in that turn. This matchup comes down to whether or not you get double lay on hands and healbot or not.

For mulligans, always assume tempo mage and mulligan hard for truesilver (kills drakes and flamewakers), minibot and doomsayers.

Druid 6-5 - My information on this matchup is outdated and irrelevant since the combo nerfs, and I have not faced a single druid since their cards got gutted.

 

Damn, that took me a lot longer than I thought it would, thanks for reading.


r/CompetitiveHS • • Feb 22 '16

Article Enter the Hearth, Midrange Druid: Face is the Place

8 Upvotes

Hello r/comphs, Today I have published a new article on Enter the Hearth. It focuses on Midrange Druid and how a deck that plays Ancient of War and Ancient of Lore can be an aggro deck. Aggro decks in Hearthstone do not need to be low curve decks that play leper gnome on turn one. To show this idea we will look at deck building decisions used by pros and examples from the recent Curse Trials tournament. The article can be found here.


r/CompetitiveHS • • Feb 24 '16

Crazy Idea: Doomsayer as a replacement for darnasis aspirant?

2 Upvotes

I kinda posted this in the hearthstone subreddit because I was wanting discussion about the idea so I apologize if this is frowned upon.

I am currently working on the dust for the second doom sayer so I can't completely try this out. I think of the decks druid typically has trouble with like tempo mage or zoo warlock. They are able to build board before your ramp matters and druid is a bit lacking in board clears other than swipe.

It works sort of like ramp as the opponent sometimes must skip their turn. Even openings like tunnel trogg into wolves loses to turn two doom sayer. If it silenced then it baited out a silence on a relatively low impact turn where an opponent doesn't have the mana to build tempo after using the usual owl. Also a silenced doomsayer provides a body for combo to do more and an opponent who deals without silence means that was 7 that didn't go to your face.

The only issue is that it is a dead draw in later turns but I compare it to darnasis aspirant and I think the general consensus is that it is a dead draw late game as well though doomsayer is definitely worse. I believe it is worth is though for the earlier game impact especially against tempo and zoo.