I think I may have a deck that can defeat most of the prevailing decks in the current Top Two metagame.
Be a Mage with Ice Block and Mechwarper as your two cards. If you face a Druid, play your Mechwarpers first, hopefully making your opponent think that you're running a Mechwarper+Other Mech deck and concede immediately (if he's running Naturalize+Coldlight Oracle). If he doesn't concede, you can still probably kill him (Coldlights don't trade well into Mechwarpers). If you face a Warlock or a Warrior, play Ice Block first, hopefully making your opponent think you're running an Ice Block+Fireball deck and concede immediately (if he's running Mechwarper+Other Mech). If your opponent is running a Training Dummy+Bolster deck, you're [expletive]ed, and should concede. If you face a Mage (who should be running Ice Block+Fireball/Forgotten Torch), fight him normally. You should be able to get him to 1 HP first, causing him to run out of Ice Blocks before you do (if your hand starts to get filled with Mechwarpers, start Fireblasting your own minions to make room for them). Play Ice Block first when fighting Priests (they might be running Mindblast and/or Mindvision). If your opponent is a Ghandi Paladin, you'll probably lose (unless your opponent gets really unlucky with card draws). If your opponent is running an Innervate+10/10 Rage Unbound Guy (I forgot his exact name) deck, rush his 10/10 if you can kill it in one turn, but otherwise go face and try to kill your opponent before he can gain total control over the board.
I freaking loved this Brawl. There's also a lot of room for cool variations on this Brawl. For example, I think a "Top 3" Brawl would be really cool too, or a "Top 2" brawl where you start with a number of mana crystals already.
This deck is much stronger than people think in the hands of a smart player, defeating many "counters." Elemental Destruction + Volcanic Drake (or even Destruction + Antique Healbot) doesn't beat it; just slow-play a single Mechwarper, and hero power. Even when Shaman plays a Dragon, Hunter just plays a Leaper and trades 1-for-1. Similar story against Innervate + Deathwing, providing Hunter puts on just enough pressure to force Deathwing on the Druid's turn 8 so they have no answer on their turn 9. As long as Hunter avoids having more than 2 minions out at once, they'll out-value Armorsmith + Whirlwind. Even Explosive Sheep and Doomsayer can be countered by a turn 1 Mechwarper, if Hunter gets the coin; any draw with two Leapers is fine, so a mulligan for extra Warpers is prudent vs Sheep, while Doomsayer needs 3 Leapers to defeat.
All this means that Leaper isn't only a combo deck, it can do board control too. Knowing when to all-in is what makes piloting it skillful.
2. Permanent temporary answers
Next we have decks which actually can counter the Leaper deck.
Ice Block + Fireball was the most popular counter to Leaper, with a requirement of 7 Ice Blocks drawn on the play or 6 drawn with the coin to live long enough to kill. Due to bad draws, it could still lose to the very thing it intended to counter.
Frost Nova + Loatheb was a meta choice against both Leaper and Fireball, while offering a strong gameplan against most of the field as well. The downside is that the lethal against Leaper is one turn slower, requiring 7 or 8 Novas; this reduces its odds against Leaper from favored to about 50/50.
However, perhaps the strongest deck was Doomsayer + Thoughtsteal. It's one of few which beats Loatheb, it beats Leaper except against a precise draw of 3 'Warpers and 3 Leapers in the first 6 cards AND no coin AND perfect play, and even against Fireball it's a coin flip (coin = fatigue death). Even the incredibly annoying Humility + Forbidden Healing is pretty even (using the Doomsayers to clear packs of 3 or more Silver Hand Recruits).
That's about all I got; your thoughts are welcome.
I think I may have a deck that can defeat most of the prevailing decks in the current Top Two metagame.
Be a Mage with Ice Block and Mechwarper as your two cards. If you face a Druid, play your Mechwarpers first, hopefully making your opponent think that you're running a Mechwarper+Other Mech deck and concede immediately (if he's running Naturalize+Coldlight Oracle). If he doesn't concede, you can still probably kill him (Coldlights don't trade well into Mechwarpers). If you face a Warlock or a Warrior, play Ice Block first, hopefully making your opponent think you're running an Ice Block+Fireball deck and concede immediately (if he's running Mechwarper+Other Mech). If your opponent is running a Training Dummy+Bolster deck, you're [expletive]ed, and should concede. If you face a Mage (who should be running Ice Block+Fireball/Forgotten Torch), fight him normally. You should be able to get him to 1 HP first, causing him to run out of Ice Blocks before you do (if your hand starts to get filled with Mechwarpers, start Fireblasting your own minions to make room for them). Play Ice Block first when fighting Priests (they might be running Mindblast and/or Mindvision). If your opponent is a Ghandi Paladin, you'll probably lose (unless your opponent gets really unlucky with card draws). If your opponent is running an Innervate+10/10 Rage Unbound Guy (I forgot his exact name) deck, rush his 10/10 if you can kill it in one turn, but otherwise go face and try to kill your opponent before he can gain total control over the board.
Running Preparation / Burgle
Opponent played Holy Wrath / Molten Giant
I pull Eye for an Eye second tie ive gotten in HS so far best final game to this brawl i could hope for
Soulfire + Mana Wraith
Counters both draw druid and freeze mage, and (with coin) mech.
@djtwilite So he had Naturalize? 'Couse with Innervate I don't see how unlucky he was to not beat you..
@jammorn Ha, ha, 'instant karma'
I must say it has been the best Tavern Brawl so far (and I've played all of them). Versatile, creative, and most importantly, insanely fun.
The designers managed to check all the boxes:
I will miss the mini-meta. :)
Ibn Fahd.
I'll see your Ice Block/Fireball combo, and raise you a Bouncing Blade/Armorsmith.
Gaming Blog (WoW, Hearthstone, etc.) - http://honorscode.blogspot.com
Shifter Zerus + Unstable Portal, for ultimate RNG
Surprised no one was running Magma Rager and Am'gam Rager.
In a Top3 brawl, I will definitely run Magma Rager, Am'gam Rager and Confuse
I freaking loved this Brawl. There's also a lot of room for cool variations on this Brawl. For example, I think a "Top 3" Brawl would be really cool too, or a "Top 2" brawl where you start with a number of mana crystals already.
I know this Brawl has been over a while but I just thought I'd share some thoughts.
1. The Defining Deck: Mechwarper + Metaltooth Leaper
This deck is much stronger than people think in the hands of a smart player, defeating many "counters." Elemental Destruction + Volcanic Drake (or even Destruction + Antique Healbot) doesn't beat it; just slow-play a single Mechwarper, and hero power. Even when Shaman plays a Dragon, Hunter just plays a Leaper and trades 1-for-1. Similar story against Innervate + Deathwing, providing Hunter puts on just enough pressure to force Deathwing on the Druid's turn 8 so they have no answer on their turn 9. As long as Hunter avoids having more than 2 minions out at once, they'll out-value Armorsmith + Whirlwind. Even Explosive Sheep and Doomsayer can be countered by a turn 1 Mechwarper, if Hunter gets the coin; any draw with two Leapers is fine, so a mulligan for extra Warpers is prudent vs Sheep, while Doomsayer needs 3 Leapers to defeat.
All this means that Leaper isn't only a combo deck, it can do board control too. Knowing when to all-in is what makes piloting it skillful.
2. Permanent temporary answers
Next we have decks which actually can counter the Leaper deck.
Ice Block + Fireball was the most popular counter to Leaper, with a requirement of 7 Ice Blocks drawn on the play or 6 drawn with the coin to live long enough to kill. Due to bad draws, it could still lose to the very thing it intended to counter.
Frost Nova + Loatheb was a meta choice against both Leaper and Fireball, while offering a strong gameplan against most of the field as well. The downside is that the lethal against Leaper is one turn slower, requiring 7 or 8 Novas; this reduces its odds against Leaper from favored to about 50/50.
However, perhaps the strongest deck was Doomsayer + Thoughtsteal. It's one of few which beats Loatheb, it beats Leaper except against a precise draw of 3 'Warpers and 3 Leapers in the first 6 cards AND no coin AND perfect play, and even against Fireball it's a coin flip (coin = fatigue death). Even the incredibly annoying Humility + Forbidden Healing is pretty even (using the Doomsayers to clear packs of 3 or more Silver Hand Recruits).
That's about all I got; your thoughts are welcome.