Drafted an okay Warlock deck, was 3-1 before this lost. Round 11 is the questionable round of my choices, it was also the round I got Pally down to 5hp. I was at 21hp and he finished me off 3 rounds later.
If any other rounds I made mistakes, please point them out. Thanks
Take this advice with a grain of salt, it's extremely easy to be critical after the game is over and you can see what all the cards were. But I think the biggest mistake you made was actually on turn 9. On turn nine you played the Drake, drew the engineer, played the engineer, and tapped. You ended up adding a combined 5/5 worth of tempo that turn and drew 3 cards. You could have instead played the ooze and the Doomguard and ended up with 9/10 worth of tempo on the board that turn as well as discarding the drake. Knowing that he holds a Grimestreet Protector, it would be correct to trade into the Kraken, but to be honest I probably wouldn't have done that so the net value in tempo wouldn't have been that big of a difference, but you would have still had the ooze on board instead of a 1/1 after he free traded the doomguard and he would have been down to 10 instead of 15. Even after loosing the board there, you might have had enough to push through and kill him before he completely stabilized. It's important to remember with this matchup that Paladin cannot do much of anything as long as Warlock holds board control (and you play around consecration a little bit). After turn 7 you have to assume they will have the Protector and you have to be able to handle that tempo swing if you leave a big card on the board going face.
Note taken. My deck wasn't so great, figure I would lose the value game. With his grimstreet protector and seal of champion card, that likely would have happened. I was trying to set up a two turn finish. Saving the Doom guard as the finisher. If it wasn't for a taunt with divine shield, my plan would have worked out, if only I could have ping that divine shield. But I see what you mean about putting more tempo on turn 7. Guess I was trying to get that Azure Drake draw a card value, lol.
I'd say the only blatant misplay came at turn 11, when the game was slowing down but you simply wasted 4 cards to get rid of a 6/6. At that point you simply play your ogre brute, mistress, and hold back soulfire and shadowflame and see what he does. You can always clear later with Shadowflame, since he's obviously gonna play more stuff than a 6/6 taunt on board.
Speaking of turn 9, I would've draked and ooze'd. He clearly didn't have a weapon and will need to topdeck a weapon, so you play the 4/3 for sure to have more tempo on board. The novice and tapping is useless with 4 mana left since you can't do anything with the new cards anyway. I do not agree with Doomguard on turn 9, since that's a bit too early to go all in.
https://hsreplay.net/replay/9xPvg6cqeajUVMn3c5fD74
Drafted an okay Warlock deck, was 3-1 before this lost. Round 11 is the questionable round of my choices, it was also the round I got Pally down to 5hp. I was at 21hp and he finished me off 3 rounds later.
If any other rounds I made mistakes, please point them out. Thanks
Take this advice with a grain of salt, it's extremely easy to be critical after the game is over and you can see what all the cards were. But I think the biggest mistake you made was actually on turn 9. On turn nine you played the Drake, drew the engineer, played the engineer, and tapped. You ended up adding a combined 5/5 worth of tempo that turn and drew 3 cards. You could have instead played the ooze and the Doomguard and ended up with 9/10 worth of tempo on the board that turn as well as discarding the drake. Knowing that he holds a Grimestreet Protector, it would be correct to trade into the Kraken, but to be honest I probably wouldn't have done that so the net value in tempo wouldn't have been that big of a difference, but you would have still had the ooze on board instead of a 1/1 after he free traded the doomguard and he would have been down to 10 instead of 15. Even after loosing the board there, you might have had enough to push through and kill him before he completely stabilized. It's important to remember with this matchup that Paladin cannot do much of anything as long as Warlock holds board control (and you play around consecration a little bit). After turn 7 you have to assume they will have the Protector and you have to be able to handle that tempo swing if you leave a big card on the board going face.
Note taken. My deck wasn't so great, figure I would lose the value game. With his grimstreet protector and seal of champion card, that likely would have happened. I was trying to set up a two turn finish. Saving the Doom guard as the finisher. If it wasn't for a taunt with divine shield, my plan would have worked out, if only I could have ping that divine shield. But I see what you mean about putting more tempo on turn 7. Guess I was trying to get that Azure Drake draw a card value, lol.
I'd say the only blatant misplay came at turn 11, when the game was slowing down but you simply wasted 4 cards to get rid of a 6/6. At that point you simply play your ogre brute, mistress, and hold back soulfire and shadowflame and see what he does. You can always clear later with Shadowflame, since he's obviously gonna play more stuff than a 6/6 taunt on board.
Speaking of turn 9, I would've draked and ooze'd. He clearly didn't have a weapon and will need to topdeck a weapon, so you play the 4/3 for sure to have more tempo on board. The novice and tapping is useless with 4 mana left since you can't do anything with the new cards anyway. I do not agree with Doomguard on turn 9, since that's a bit too early to go all in.
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