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Legend 293 Anyfin Guide for normal people

  • Last updated May 14, 2019 (Rise of Shadows)
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Wild

  • 21 Minions
  • 8 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Paladin
  • Crafting Cost: 11620
  • Dust Needed: Loading Collection
  • Created: 3/5/2018 (Patches Nerf)
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  • Total Deck Rating

    5

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Hi. This is not my Deck, just my version.
I never hit Legend before, as i am a normal Person, who does not have the time(just have been sick)
Im also not Pro or supersmart.
So if you dont want theese aids decks, this is for you.
legend proof:
https://imgur.com/a/k7fBAwh

I did not change any card in 150 games and went 87-63 (58%) from rank 5.
(63% in between)

ment to be played with decktracker!
download decktracker, go to options and select"board attack counter"
youll see your Anyfin dmg in the moment you play the card.
You can also see which murlocs died this game, to calculate your dmg before!

Tempostorm dudes say this is T4. They dont know shit, if a dumbass like me can hit Legend.

Mulligan:

Allways keep: Righteous Protector + Knife Juggler / Anoy-o-Tron/ Shielded Minibot + Muster for Battle / High Priest Thekal

Most of the times its better to keep the murlocs in the Deck.

if you have High Priest Thekal on starting hand, keep any Giants!

Call to Arms you may keep this vs Druids, Hunters and Paladins when you need a temposwing in midgame. but only if you have a good starting Hand. consider Finja, the Flying Star here as well.

you may keep Old Murk-Eye, since hes the most important part of the combo, but in most cases i dont. Only if i have good Hand with 1/2/3 cards.

never keep: , Divine Favor, Bluegill Warrior, Keeper of Uldaman, Sunkeeper Tarim

You may keep Loatheb only vs Priests and Warlocs if you have good hand.

Matchups:

 

Mech Hunter(hard):
Go as agressive as you can for mulligan. Taunt/Devine, Minibot, first Turns. Knife Juggler, if you have taunt. allways coin Muster for Battle Turn 2.
You may keep Finja, the Flying Star or Call to Arms: on your hand.

After Turn 1 keep 2/1 charge Murloc for Mechwarpers if you need damage to kill them, just in case you draw one.

Warlocks(50/50)
Phase1:

Go agressive for your Hand, you dont know if its Zoo. Defile is your End.
Start with Devine shield minions and Knife Juggler into Uldaman. Go Face, dont trade. If he plays Voidwalker, play a 1-attack-Taunt, be shure that no minion has 1 Life. Dont Heropower! just leave that 2 mana. Play Loatheb Turn 5 to kill him. Works surprisingly well. play Muster for Battle after he boardclears or right at turn 2 if you cant follow the above strategy. if he could Defile, then Heropower anyways.

Phase2: if he survives that. play your small minions and draw cards. Do pressure with Sunkeeper Tarim/Muster for Battle on later Turns. Pressure him as well with High Priest Thekal and Giants, when drawn by Divine Favor.

Take ~15 seconds break after you lost vs Control Kind Warlock.

Big / Resurrect Priest:

You may keep Loatheb. Pressure as agrressive as you can. go fully face. Taunts, Muster for Battle then Keeper of Uldaman.

You can win matches if you trade Barnes, because he has a change of ressurecting that shit. However you should eventually not go for the first trade. let him do it. Play Loatheb and go face.

After that, play like vs Warlocks.

Odd Paladin(advantage, 60:40)

mulligan hard for mechs/ Muster for Battle / Knife Juggler

trade away his shit. If he plays that secret, trade first, and then play your spell, if you must. Finja can lead you to an early win.

Kingsbane Rogues (advantage 60:40):

coin early mechs to taunt their Pirates. Muster for Battle to get the Board into Keeper of Uldaman to get the board. Then Finja to finish. Play Loatheb when he reaches 6, so he cant clear the board with Vanish, a lot of people dont play that card.

FYI: i have not seen a single Fan of Knives in 150 games. go face with your 1/1 dudes, when in doubt.

 

Token Druids:

standard mulligan for mechs / Muster for Battle

trade away everything the first 6 turns. Try to get the board, if you dont, you are dead.

other Druids:

they wont do anything before Turn 4. Go fully agressive.

trade Archmage Vargoth as fast as possible.
then tarim/Giants/Anyfin.
consider Spreading Plaque
turn 6 and therefore Loatheb Turn 5 and at any Point, when his Archmage Vargoth survives.

Mages:

normal Mulligan.

keep Coin, until you know, if they play secrets. Your coin must hit their counterspell. Play minions first. maybe a 2nd Muster for Battle or a Divine Favor turn 4 to safely play Call to Arms after. play a minion and attack face before you check for Counterspell.
Play Loatheb when you prog his Iceblock.

Warrior(only 3% of matches):

agressive until you find out which one it is. Then like vs Priest/warlocks.

Cards/replacements:

You can play Master Oakheart if you dont have Finja.

Master Oakheart: Can do up to 4 dmg! Its good to get your last combo pieces on the board, before you reach turn 10. Also gets a taunt for you sometimes.

Call to Arms: Still good after nerv. You want to thin out your deck and dont want to draw shitty minions past turn 5. if you have this and Finja on your Hand, you play Finja first, when you are not dying. Next turn you play Call to Arms and then attack with Finja to get the weaker Murlocs out first. Sometimes risky, but if you manage it, your opponent is pretty dead.

Muster for Battle: Still so strong. Good turn 5 with Knife juggler. Needed vs Secret Mages Counter spell. You dont want to play more 2 drops.

Spell breaker: I dont know. i dont play it. maybe take out Uldaman, if you nedd this,