I have only played a priest previously, and removal is really easy for them. Pally is gonna require a different strategy.
As a pally, How do you remove early minions when you're having difficulty getting your minions to "stick"? The games where I get a good minion down early go really well.
I just got blown out by a warrior that did 22 dmg on turn 4. I wasn't able to remove his Frothing Berserker and Raging Worgen the previous turn so I get destroyed.
If that happens to you way more than it should then the problem lays in your deck. You need to make it as consistent as possible. That means having a healthy number of 2 drops to have a good chance of drawing some in the early hand so you can duke it out.
Should probably move this to General Deck Strategy, unless you're talking specifically about how to deal with minions as a Paladin.
If that's the case (and I'm no Paladin expert, though I've faced a bunch), your best tools are usually other minions. There's a lot of 2/1 1 costs out there, and even the soulbound ubercommon Bloodfen Raptor is equal to the Amani Berserker in a straight trade. Most Paladin removal is costed for mid to late game - a lot of the Paladins I've faced don't blink much when facing strong 2-3 cost minions, simply because later on you have the Truesilver Champion and the Guardian of Kings to take back whatever you've lost.
The balance of probabilities is that your opponent may have gotten a godhand and you just got screwed over.
In general, the stats that you want from a 3 mana minion are 3/2 or 2/3. Argent Protector is a big one here for keeping control of the board. Shattered Sun Clerics help keep your minions alive while Harvest Golem has strong board presence. All pretty good cards to consider. A strong early game is one that lets you control your opponent's minions, spell combos like Equality and Consecrate can do that later on, but early game is very minion dependent for Paladin.
You ideally want to get to turn 4 to use the plethora of Paladin cards, that's when you can freely play out strong minions on the board that stay alive and buff them up more with Argus and Blessing of Kings or have lasting minions like Twilight Drake, Argent Commander, Sunwalker, etc. Use Dark Iron Dwarves to trade your 1/1's and other good tricks that all open up once you get good trades in early.
A good idea is to use cheap slightly higher quality minions: scarlet crusader, Harvest Golem, or Blood Mage Thalnos over the fodder hero power minions combined with redemption and noble secret to keep strong minions alive and have them continue to keep strong board presence alive (works especially well with divine shield minions)
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I have only played a priest previously, and removal is really easy for them. Pally is gonna require a different strategy.
As a pally, How do you remove early minions when you're having difficulty getting your minions to "stick"? The games where I get a good minion down early go really well.
I just got blown out by a warrior that did 22 dmg on turn 4. I wasn't able to remove his Frothing Berserker and Raging Worgen the previous turn so I get destroyed.
If that happens to you way more than it should then the problem lays in your deck. You need to make it as consistent as possible. That means having a healthy number of 2 drops to have a good chance of drawing some in the early hand so you can duke it out.
Arena Tips
Should probably move this to General Deck Strategy, unless you're talking specifically about how to deal with minions as a Paladin.
If that's the case (and I'm no Paladin expert, though I've faced a bunch), your best tools are usually other minions. There's a lot of 2/1 1 costs out there, and even the soulbound ubercommon Bloodfen Raptor is equal to the Amani Berserker in a straight trade. Most Paladin removal is costed for mid to late game - a lot of the Paladins I've faced don't blink much when facing strong 2-3 cost minions, simply because later on you have the Truesilver Champion and the Guardian of Kings to take back whatever you've lost.
The balance of probabilities is that your opponent may have gotten a godhand and you just got screwed over.
I am referring specifically to playing as a pally. I'll change my OP to reflect that.
In general, the stats that you want from a 3 mana minion are 3/2 or 2/3. Argent Protector is a big one here for keeping control of the board. Shattered Sun Clerics help keep your minions alive while Harvest Golem has strong board presence. All pretty good cards to consider. A strong early game is one that lets you control your opponent's minions, spell combos like Equality and Consecrate can do that later on, but early game is very minion dependent for Paladin.
You ideally want to get to turn 4 to use the plethora of Paladin cards, that's when you can freely play out strong minions on the board that stay alive and buff them up more with Argus and Blessing of Kings or have lasting minions like Twilight Drake, Argent Commander, Sunwalker, etc. Use Dark Iron Dwarves to trade your 1/1's and other good tricks that all open up once you get good trades in early.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
A good idea is to use cheap slightly higher quality minions: scarlet crusader, Harvest Golem, or Blood Mage Thalnos over the fodder hero power minions combined with redemption and noble secret to keep strong minions alive and have them continue to keep strong board presence alive (works especially well with divine shield minions)