One of the things that I struggle the most in this game (and I believe a lot of people too) is a poor starting hand, with nothing playable in the first turns, either by a hand full of high cost cards or total lack of good drops for the first turns - lets say, you end up after mulligan with a Shadow Word: Death, Dr. Boom and a Doomsayer.
(I know it sounds strange a Doomsayer in a Priest deck, but it's just an example)
What usually happens to me is that, when the opponent feels that I have a poor starting hand by a complete lack of minions or removals avaiable, he or she starts to rush.
Sometimes I play some baits to gain time, even at the cost of poor trades (which aren't exctly poor, since it's what I have available at the moment). Say, playing a coined Houndmaster without any beasts or a Mechwarper knowing it will be destroyed
Hi guys.
One of the things that I struggle the most in this game (and I believe a lot of people too) is a poor starting hand, with nothing playable in the first turns, either by a hand full of high cost cards or total lack of good drops for the first turns - lets say, you end up after mulligan with a Shadow Word: Death, Dr. Boom and a Doomsayer.
(I know it sounds strange a Doomsayer in a Priest deck, but it's just an example)
How do you guys deal with that?
What usually happens to me is that, when the opponent feels that I have a poor starting hand by a complete lack of minions or removals avaiable, he or she starts to rush.
Sometimes I play some baits to gain time, even at the cost of poor trades (which aren't exctly poor, since it's what I have available at the moment). Say, playing a coined Houndmaster without any beasts or a Mechwarper knowing it will be destroyed