The alternative choice was innervate. I really couldn't decide which would be the better so I opted for the one that gave me card draw. Thinking back on it, perhaps innervate might have been the better choice? Because I'm going second, being able to compensate a little for being the lagging strand might have been helpful. I'm not sure still which would be the better choice here.
I'm not sure if I played anything else there were outright misplays. He just had a better board and was very efficient and keeping me off it. If anyone notices any suboptimal plays it would be greatly appreciated.
Don't think coining out Bilefin Hunter on turn 1 is a good idea. Rogue has a lot of options in the first 3 turns, against them you usually won't coin out two drop because of Backstab. If you want to coin out a two drop, it must have more than 1 hp and that you have a follow up 2 drop. Otherwise your opponent will just dagger up to get a free trade, just like what he did in your game. And that your follow up is another one health minion, which has very weak stats and more importantly, you forgo the choice of daggering up. Usually playing a minion is better than daggering up, but in your case your minion won't stand a chance against your opponent's next slash. I would have just play reactively, dagger up and keep Bluegill for removal.
On turn five you should definitely innervate out a 3 drop to counter his Lotus Agents. Turns out he just have the removal to your own Lotus Agents. After that he just took the board completely and snowball to his win. Hope my words can help.
Turn 6- you should of played the 3/3 and 3/2. Playing the 5/3 is just saying you can have the board for another turn and develop anything you want onto a clear board (and you get to keep your 2/1 weapon). If you play the 3/2 and 3/3 its still a clear board for him but he has no weapon.
I also probably would have taken the 5 mana minion and not shiv. You are not starving for cards and how much is a ping going to help you on turn 7. Alternatively you could drop the 4/6 and hero power on turn 7, which also helps you reduce your giant cost.
Turn 7-I would have taken the discover card because given the board state you need an AOE (Lightning storm or Elemental destruction)
Thanks very much for the responses. I'll try saving the bluegill for directing 2 damage elsewhere going forward. I hadn't considered that as a general rule yet.
It looks like there were two good ways to approach turn 6, and unfortunately, shiv wasn't one of them. I have a hard time determining big picture planning and when looking at the board in a snapshot, it doesn't really help my situation.
I wasn't thinking about it when I was reviewing the game, but I do see now that taking the discover card would have been better since I'm looking for an out instead of delaying my demise for one turn. Very helpful. Thanks!
The very good players think many moves ahead. If you just start by thinking, whats my next turn look like that will greatly help you eek out more wins. Remember to always re evaluate when your next turn starts to see if what you drew changes things.
coining out bilefin is awful, his hero power gets free trade and you lost a coin and a 2 drop, basically you lost 2 cards for nothing..... then you play another 2/1 and more free trades lol
yeaaaaaaah, as ADWCTA said, rogue doesnt need 2 drops, since they can just hero power. all you did was feed the rogue's strength while weakening your own. game wouldve been significantly different if you held on to the coin. if you skipped turn 1, he would play 3/2, and your 2/1 charge takes care of it. he would have an awkward turn 3 and you can just lay down any 3 drop and youd be ahead on board.
the only instance i'd coin out a 2 drop is defias as rogue, or a 2 drop 2/3 against a rogue. these are the only 2 drops worth coining out against them, since 2/3 still requires them to dagger + waste backstab. if you coin out 3/2 its also extremely weak if they have backstab + their own 2 drops and is literally lose game on turn 1 if it happens. or they could just dagger the 3/2 down and you'd still be at a losing position.
the rogue's strongest turns is 3-4-5. this is because on turn 2 you usually daggers up so now you basically have 2 free damage for turn 3-4-5. Also around turn 4 you can start comboing and on turn 5 you have tons of options available with 3 drops, 2 mana spells, shadowstrike, lotus assassin, etc.
https://hsreplay.net/replay/YWeMVdbdo22ukaK5gJhnTo replay here.
Turn 6
The alternative choice was innervate. I really couldn't decide which would be the better so I opted for the one that gave me card draw. Thinking back on it, perhaps innervate might have been the better choice? Because I'm going second, being able to compensate a little for being the lagging strand might have been helpful. I'm not sure still which would be the better choice here.
I'm not sure if I played anything else there were outright misplays. He just had a better board and was very efficient and keeping me off it. If anyone notices any suboptimal plays it would be greatly appreciated.
Don't think coining out Bilefin Hunter on turn 1 is a good idea. Rogue has a lot of options in the first 3 turns, against them you usually won't coin out two drop because of Backstab. If you want to coin out a two drop, it must have more than 1 hp and that you have a follow up 2 drop. Otherwise your opponent will just dagger up to get a free trade, just like what he did in your game. And that your follow up is another one health minion, which has very weak stats and more importantly, you forgo the choice of daggering up. Usually playing a minion is better than daggering up, but in your case your minion won't stand a chance against your opponent's next slash. I would have just play reactively, dagger up and keep Bluegill for removal.
On turn five you should definitely innervate out a 3 drop to counter his Lotus Agents. Turns out he just have the removal to your own Lotus Agents. After that he just took the board completely and snowball to his win. Hope my words can help.
Turn 6- you should of played the 3/3 and 3/2. Playing the 5/3 is just saying you can have the board for another turn and develop anything you want onto a clear board (and you get to keep your 2/1 weapon). If you play the 3/2 and 3/3 its still a clear board for him but he has no weapon.
I also probably would have taken the 5 mana minion and not shiv. You are not starving for cards and how much is a ping going to help you on turn 7. Alternatively you could drop the 4/6 and hero power on turn 7, which also helps you reduce your giant cost.
Turn 7-I would have taken the discover card because given the board state you need an AOE (Lightning storm or Elemental destruction)
Thanks very much for the responses. I'll try saving the bluegill for directing 2 damage elsewhere going forward. I hadn't considered that as a general rule yet.
It looks like there were two good ways to approach turn 6, and unfortunately, shiv wasn't one of them. I have a hard time determining big picture planning and when looking at the board in a snapshot, it doesn't really help my situation.
I wasn't thinking about it when I was reviewing the game, but I do see now that taking the discover card would have been better since I'm looking for an out instead of delaying my demise for one turn. Very helpful. Thanks!
The very good players think many moves ahead. If you just start by thinking, whats my next turn look like that will greatly help you eek out more wins. Remember to always re evaluate when your next turn starts to see if what you drew changes things.
agreed with above.
coining out bilefin is awful, his hero power gets free trade and you lost a coin and a 2 drop, basically you lost 2 cards for nothing..... then you play another 2/1 and more free trades lol
yeaaaaaaah, as ADWCTA said, rogue doesnt need 2 drops, since they can just hero power. all you did was feed the rogue's strength while weakening your own. game wouldve been significantly different if you held on to the coin. if you skipped turn 1, he would play 3/2, and your 2/1 charge takes care of it. he would have an awkward turn 3 and you can just lay down any 3 drop and youd be ahead on board.
the only instance i'd coin out a 2 drop is defias as rogue, or a 2 drop 2/3 against a rogue. these are the only 2 drops worth coining out against them, since 2/3 still requires them to dagger + waste backstab. if you coin out 3/2 its also extremely weak if they have backstab + their own 2 drops and is literally lose game on turn 1 if it happens. or they could just dagger the 3/2 down and you'd still be at a losing position.
the rogue's strongest turns is 3-4-5. this is because on turn 2 you usually daggers up so now you basically have 2 free damage for turn 3-4-5. Also around turn 4 you can start comboing and on turn 5 you have tons of options available with 3 drops, 2 mana spells, shadowstrike, lotus assassin, etc.
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