I have no idea. I've just crafted one of him (i had one already) because he seems to be a must for current control decks, but how does one use him effectively? Like in what situations is he good to play and when not? Sorry if it seems to be a stupid question.
Yeah his main use is keeping your opponent from developing a board early on, don't expect to actually wipe a strong with him (unless you are playing freeze mage). Paladin also occasionally can combo it with Humility to wipe a board.
Lategame, it's also often a good idea to hold onto him until you get him twice and play both against a decent board of your opponent. dealing 14 dmg is a lot harder than dealing 7, worst case he'll spend a good amount of reach and/or removal to get rid of them.
A part of me feel that players like you doesn't deserve help. Do you research before crafting, not after.
For now, just trial and error until you get it. Hope i qeueu into you.
Seriously dude?
so not necessary, but anyway, usually gets used to swing tempo in the early game if you seem to be falling behind on board and it seems as though the opponent will be snowballing his advantage or about to play a big minion.
Be sure to think the play through though before just dropping a doomsayer, i.e. does the opponent maybe have a power overwhelm, shadow word pain etc. and what you going to do if he removes the doomsayer.
And as Morv said, it can be used in the late game as a 7 health heal, if your opponent values his board he will want to remove the doomsayer and hence not smash you face.
You can also use it to gain initiative, e.g. play a taunt and tuck it behind the taunt and ensure that you get to play a minion the next turn on an empty board, if the doomsayer goes off. Doing that on turn 7, and clearing the board then dropping a RAG on turn 8 type of thing.
Also works well if you dont have any minions on the board and your opponent has a big board and plays Sylvanas, you can basically play doomsayer, kill off Sylvanas and make the opponent steal you doomsayer, and it will activate at the end of your turn. i.e. garanteed kill
I usually play it on turn 2-3 against shaman, and most classes cant kill it on turn 3
aggro decks are running crazed alchemist to deal with it, and if you play it against paladin after turn 4 you're mostly likely giving them value for Stampeding Kodo.
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"In this world some people born are like keys that move the world and exist having no connection to the social hierarchy established by man."
Also works well if you dont have any minions on the board and your opponent has a big board and plays Sylvanas, you can basically play doomsayer, kill off Sylvanas and make the opponent steal you doomsayer, and it will activate at the end of your turn. i.e. garanteed kill
I came here to say this. This is one of the greatest moves to pull off. You can just feel your opponent's head hit the keyboard.
Also works well if you dont have any minions on the board and your opponent has a big board and plays Sylvanas, you can basically play doomsayer, kill off Sylvanas and make the opponent steal you doomsayer, and it will activate at the end of your turn. i.e. garanteed kill
I came here to say this. This is one of the greatest moves to pull off. You can just feel your opponent's head hit the keyboard.
LUL hard to pull off sometimes but all worth it if it works
Also works well if you dont have any minions on the board and your opponent has a big board and plays Sylvanas, you can basically play doomsayer, kill off Sylvanas and make the opponent steal you doomsayer, and it will activate at the end of your turn. i.e. garanteed kill
This can often be the correct play but keep in mind this gives your opponent the first play after the doomsayer.
Common scenario from dragon paladin deck I play with doomsayers.
Matchup is vs shaman. I mulligan hard for doomsayers (usually throw anything 4+ away and hope for a doomsayer). Ideally I get a Doomsayer and Blackwing Technician. Turn 1 I pass. Turn 1 he plays Tunnel Trogg. Turn 2 I play Doomsayer.
Now he is in a tough spot. He wanted to coin and play Feral Spirit or just play a Totem Golem. But now he has to deal 7 damage or bust. How can he deal 7 damage? Lightning Bolt alone would only get him 5. He would need double lightning or lightning + rockbiter or Flametongue Totem and lightning. It's a very difficult scenario and the odds are he can't do the damage. Even if he can kill it he is forced to use spells inefficiently! double lightning is 6 + trogg is 9 damage, so he has to blow 2 damage. Rockbiter plus lightning plus trogg damage is 8 still bad, plus he wanted to rockbiter later with his doom hammer. This is a nightmare scenario for shaman. So he hits me for 1 and then passes. His board dies. I play Blackwing Technician. I am now in fucking optimal position. I can start fighting for the board, and my consecrate / equality / pyro will come up a little later to take it back again should he get out of control. Doomsayer is a boss, you should craft another one.
Sadly, if your opponent turn 1 play tunnel trogg, you gotta coin the doomsayer.otherwise the doomsayer will just save 7 health in the good case or get hexed
Also, against mage you can sometimes understand he has mirror entity, so you can use doomsayer for him to copy it, and the board will be cleared :)
The ofc the most important use as a priest, silence it, double health twice and make him 28 attack. Works with another buffs. Its good in rank 25-22. Maybe 21 with 0 stars
Doomsayer is really good, I just added 2 or 1 depending on the version of my ramp druid I use. My win % has gone up quite a bit. It can be used either turn two to get board control back or some breathing space again'st aggro or it can force your opponent to skip a turn. Or they invest burst cards to deal with it like PO or Lava burst.
It depends on the match up. As Control Warrior it usually only gets value vs Zoo, Tempo Warrior and Shaman. My favorite thing in the world is when Shaman coins Golem and you play it turn 2 into shield block or something. Vs Zoo you want to play it on as small a board as you can, whether it is turn 2 or 3 (turn 3 is risky though if they played) or after you clear with a revenge or whirlwind effect. Against Tempo they usually have a slow start and they don't have buffs so a doomsayer right after they play a 3 drop like Fierce Monkey or if they coin Bloodhoof Brave is awesome. Sometimes if they really don't want to lose initiative they will execute it which is awesome.
I have no idea. I've just crafted one of him (i had one already) because he seems to be a must for current control decks, but how does one use him effectively? Like in what situations is he good to play and when not? Sorry if it seems to be a stupid question.
turn 2
edit: i mean that seriously, seems to get the most use there. or late game as a heal for 7
A part of me feel that players like you doesn't deserve help. Do you research before crafting, not after.
For now, just trial and error until you get it. Hope i qeueu into you.
"Put your face in the light!" - Tirion Fordring
Yeah his main use is keeping your opponent from developing a board early on, don't expect to actually wipe a strong with him (unless you are playing freeze mage). Paladin also occasionally can combo it with Humility to wipe a board.
Lategame, it's also often a good idea to hold onto him until you get him twice and play both against a decent board of your opponent. dealing 14 dmg is a lot harder than dealing 7, worst case he'll spend a good amount of reach and/or removal to get rid of them.
use of doomsayer:
1. combo clears with Frost Nova or Conceal
2. heal for 7
3. play on turn 2 or 3 to trigger him with 100% probability.
4. If he triggers you take initative.
5. Assume that opponent have key minion in hand. Play doomsayer to force opponent to summon it turn later + waste 1 mana crystal.
6 play it with weapon or secret for even more tempo gain.
doomsayer is not difficult to clear nowadays. i pack one and even not considering to craft another
Part of me saying that you are a sad person that only brings negativity
Also works well if you dont have any minions on the board and your opponent has a big board and plays Sylvanas, you can basically play doomsayer, kill off Sylvanas and make the opponent steal you doomsayer, and it will activate at the end of your turn. i.e. garanteed kill
I usually play it on turn 2-3 against shaman, and most classes cant kill it on turn 3
aggro decks are running crazed alchemist to deal with it, and if you play it against paladin after turn 4 you're mostly likely giving them value for Stampeding Kodo.
"In this world some people born are like keys that move the world and exist having no connection to the social hierarchy established by man."
Feel free to PM me for help or advice.
Common scenario from dragon paladin deck I play with doomsayers.
Matchup is vs shaman. I mulligan hard for doomsayers (usually throw anything 4+ away and hope for a doomsayer). Ideally I get a Doomsayer and Blackwing Technician. Turn 1 I pass. Turn 1 he plays Tunnel Trogg. Turn 2 I play Doomsayer.
Now he is in a tough spot. He wanted to coin and play Feral Spirit or just play a Totem Golem. But now he has to deal 7 damage or bust. How can he deal 7 damage? Lightning Bolt alone would only get him 5. He would need double lightning or lightning + rockbiter or Flametongue Totem and lightning. It's a very difficult scenario and the odds are he can't do the damage. Even if he can kill it he is forced to use spells inefficiently! double lightning is 6 + trogg is 9 damage, so he has to blow 2 damage. Rockbiter plus lightning plus trogg damage is 8 still bad, plus he wanted to rockbiter later with his doom hammer. This is a nightmare scenario for shaman. So he hits me for 1 and then passes. His board dies. I play Blackwing Technician. I am now in fucking optimal position. I can start fighting for the board, and my consecrate / equality / pyro will come up a little later to take it back again should he get out of control. Doomsayer is a boss, you should craft another one.
Sadly, if your opponent turn 1 play tunnel trogg, you gotta coin the doomsayer.otherwise the doomsayer will just save 7 health in the good case or get hexed
Also, against mage you can sometimes understand he has mirror entity, so you can use doomsayer for him to copy it, and the board will be cleared :)
The ofc the most important use as a priest, silence it, double health twice and make him 28 attack. Works with another buffs. Its good in rank 25-22. Maybe 21 with 0 stars
Doomsayer is really good, I just added 2 or 1 depending on the version of my ramp druid I use. My win % has gone up quite a bit. It can be used either turn two to get board control back or some breathing space again'st aggro or it can force your opponent to skip a turn. Or they invest burst cards to deal with it like PO or Lava burst.
It depends on the match up. As Control Warrior it usually only gets value vs Zoo, Tempo Warrior and Shaman. My favorite thing in the world is when Shaman coins Golem and you play it turn 2 into shield block or something. Vs Zoo you want to play it on as small a board as you can, whether it is turn 2 or 3 (turn 3 is risky though if they played) or after you clear with a revenge or whirlwind effect. Against Tempo they usually have a slow start and they don't have buffs so a doomsayer right after they play a 3 drop like Fierce Monkey or if they coin Bloodhoof Brave is awesome. Sometimes if they really don't want to lose initiative they will execute it which is awesome.
Sure I'll see you on ladder. Assuming u get past rank 20.