I mean it was so funny (or rather "funny"). The STRONGEST win condition (or rather "win" condition) is for that pala deck to relatively quickly get the excavation buff.
NOPE the sludgie still wins anyway; AND it had the thicc Therazane to help too but it didn't matter lol..; AND the carts were killed fast too lol..
I do feel like this is one of those instances where Blizz had an idea (and not necessarily a bad one), but just printed too much good synergy in a short period of time so that the concept is over-supported. The 3-mana sludge trolley car is a lot of stats and insane value, especially with Rush.
Having a wide board to eat Sludge pings is essential, as well as having enough robustness to that board to not have Crescendo simply blast you out (and that card requires a couple ramps to get to 2 or 3 damage). Then again, if they get the 7/7 on the board early, that requires a totally different approach to remove him before you are eating that face damage each turn (regardless of what he's burning at the bottom of the Warlock's deck). Or, like in your example, if they get 4x 3/3 imps out, that's going to require a strong board-wide clear from you as well, since you can't afford to trade into that stuff.
What I'm saying is that the counter-plays require drastically different for the various threats that deck presents, and few classes can punish it properly.
You could (and should) have coined the rock on 2 to gain board advantage. Since you're not holding a swing card you need to make tempo plays.
On turn 4 it would probably be better to play Boogie Down, as if generates a board that is harder to clear and gets you closer to playing your buff spells and putting the Warlock on the defensive.
On turn 5, playing and trading the 6/5 into the 5/5 is weak. It would probably be better to trade the Snake Oil and play Boogie Down, let the opponent do the trading (also, gives you another chance to find Keeper's Strength)
On turn 6 excavating makes absolutely no sense. The dragon can't help any more. Trading the snake oils and hoping to find Keeper's Strength is your only out.
In general you overvalued excavating in a game that was all about tempo. I'm not suggesting you would have won if you played otherwise, but your chances would be better.
You could (and should) have coined the rock on 2 to gain board advantage. Since you're not holding a swing card you need to make tempo plays.
On turn 4 it would probably be better to play Boogie Down, as if generates a board that is harder to clear and gets you closer to playing your buff spells and putting the Warlock on the defensive.
On turn 5, playing and trading the 6/5 into the 5/5 is weak. It would probably be better to trade the Snake Oil and play Boogie Down, let the opponent do the trading (also, gives you another chance to find Keeper's Strength)
On turn 6 excavating makes absolutely no sense. The dragon can't help any more. Trading the snake oils and hoping to find Keeper's Strength is your only out.
In general you overvalued excavating in a game that was all about tempo. I'm not suggesting you would have won if you played otherwise, but your chances would be better.
OK thanks for taking the time; most people are trolling and don't explain what they mean; you took the time to explain.
Since then I've realized some further 'esoteric' facts about those cards; e.g. excavation is probably bad on "curve"; it's probably best on "curve + cost of generated cards" (given no other urgent needs obviously).
More than one of your remarks appears to be caused by that delusion I had ('curve-cost is ideal'); keeper's is a bit subjective being needed early because sometimes it kills your stuff; but I get it it might be needed towards the very-end of that game.
and then try to tell me Sludge Warlock isn't abusive, https://replays.firestoneapp.com/?reviewId=e3ab1bd5-e55e-4915-8822-12e10daa838f&turn=0&action=0
Yes that deck is very oppressive and I haven't found a way of dealing with it either.
I mean it was so funny (or rather "funny"). The STRONGEST win condition (or rather "win" condition) is for that pala deck to relatively quickly get the excavation buff.
NOPE the sludgie still wins anyway; AND it had the thicc Therazane to help too but it didn't matter lol..; AND the carts were killed fast too lol..
That Paladin deck is weak and the play was mediocre.
This is not a great example.
Good to know that im not the only one hating on sludge :D
I do feel like this is one of those instances where Blizz had an idea (and not necessarily a bad one), but just printed too much good synergy in a short period of time so that the concept is over-supported. The 3-mana sludge trolley car is a lot of stats and insane value, especially with Rush.
I dunno my control priest destroys it easily
Having a wide board to eat Sludge pings is essential, as well as having enough robustness to that board to not have Crescendo simply blast you out (and that card requires a couple ramps to get to 2 or 3 damage). Then again, if they get the 7/7 on the board early, that requires a totally different approach to remove him before you are eating that face damage each turn (regardless of what he's burning at the bottom of the Warlock's deck). Or, like in your example, if they get 4x 3/3 imps out, that's going to require a strong board-wide clear from you as well, since you can't afford to trade into that stuff.
What I'm saying is that the counter-plays require drastically different for the various threats that deck presents, and few classes can punish it properly.
Why? What's the mistake?
Oppressive.... yeah it's strong but the game ended when you couldn't clear his board. It was pretty even until then.
You could (and should) have coined the rock on 2 to gain board advantage. Since you're not holding a swing card you need to make tempo plays.
On turn 4 it would probably be better to play Boogie Down, as if generates a board that is harder to clear and gets you closer to playing your buff spells and putting the Warlock on the defensive.
On turn 5, playing and trading the 6/5 into the 5/5 is weak. It would probably be better to trade the Snake Oil and play Boogie Down, let the opponent do the trading (also, gives you another chance to find Keeper's Strength)
On turn 6 excavating makes absolutely no sense. The dragon can't help any more. Trading the snake oils and hoping to find Keeper's Strength is your only out.
In general you overvalued excavating in a game that was all about tempo. I'm not suggesting you would have won if you played otherwise, but your chances would be better.
OK thanks for taking the time; most people are trolling and don't explain what they mean; you took the time to explain.
Since then I've realized some further 'esoteric' facts about those cards; e.g. excavation is probably bad on "curve"; it's probably best on "curve + cost of generated cards" (given no other urgent needs obviously).
More than one of your remarks appears to be caused by that delusion I had ('curve-cost is ideal'); keeper's is a bit subjective being needed early because sometimes it kills your stuff; but I get it it might be needed towards the very-end of that game.
.