I don't understand what mistakes I'm making. My Win Rate is so low with this deck that's supposed to be T1. I understand that just copying a deck from the net doesn't make a player good but like fuck.. Every game the oppenent has cards to deal with what I do.. I just don't understand how I'm ever going to climb to legend.
Secret burn mage is also a tier one deck. Just because the deck is tier one does not mean you will consistently get favorable matchups.
Not a lot of jarring misplays. I disagree with coining out the elemental although it did make sense with the flametongue totem coming the next turn. You have to bear in mind he had an on-time arcanologist and drew both frostbolts early. The struggle of evolve token shaman is that you sometimes end up with dead cards in hand. In this game, you ended up with evolve and lightning storm unable to generate value for the majority of the game, whereas the mage only had one dead card before turn 7 (firelands portal). Then he drew antonidas on turn 7. That's pretty good. Conversely you did not get your doppelgangster on turn six like you want. On the whole you lost more due to the good rng of the mage than blatant misplays. I only see the one replay.
In the second game, I feel like you probably don't want to mulligan both murloc totems.
Anyway, the strength of token shaman comes in part from the matchup. It does pretty well against murloc paladin, which was very big in the meta for a bit, and against pirate warrior. Against other decks, it is heavily reliant on big tempo swings in doppel + evolve. You did get doppel+evolve in game 2, but too late. Basically if you never get your combo, you will lose some games. I also just don't think mage is your best matchup.
Basically you can think of it compared to Quest Rogue. In Quest Rogue, you want to win or have total board control and near win on turn 7. To do that, they have a relatively weak early game, but a very consistent realization of that tempo swing through the quest. In Token Shaman, you are heavily reliant on evolve and the tempo swing it generates. For better control, more 'tricks', and a one-turn-faster tempo swing potential, you sacrifice some consistency in generating your big tempo swing. When you do not draw well going into turn 6, you will lose some games. This does not mean the deck is bad, or even that you played super poorly. It just means the RNG is not on your side.
My best suggestion would be to verbally ask the game to give you the card you want each turn. On turn five, say, "doppelgangster, plz." Then on turn six say, "evolve, plz." Maybe have a picture of a cat on your desk so you can channel the power of the internets.
I just had a quick look at the first game. Yes, your opponent was a little lucky with the frostbolts, but that is not the main reason you lost. If you put out that fire totem, you want to kill his minion. This deck is about board control. He could have easily killed your fire totem with just the 2 3 and a ping, so basically for free if he hadn't had the frostbolt. With his living minion he then killed 3 of your minions, that is really bad for you. Later on, you should have used your weapon to kill his minion, again, protect your board, that is why you have the weopon, not to deal 2x2 damage.
Feel free to add me, horn#2715 and I can maybe give you a little more direct advice.
In the second game:why do you coin out the stonehill defender? You don't need the taunt now and that way, you have no play on turn three and can just hero power. If you do it the other way around, you have the same board and save the coin (which you could have used later on). Also, hexing his elemental seems wrong. By that time you knew he was playing jades, so blackpaw is one of your key targets for hex.
Didn't finish watching past turn 8 in the first game, but you really made a lot of little mistakes. Not trading your 1 drop for the Arcanologist was huge as it allowed him to clear more of your 1/2's, and then you used a 1/2 to trade into it rather than your first charge of Jade Claws (which you swung at his face in the same turn, huge waste of a charge). And then on turn 7, you Evolved before you hero powered (losing a free two drop), and used Jade Lightning on face after (losing a three drop instead of a vanilla 2/2). That's a huge waste of removal, especially when it ends up filling your board so that you are unable to play anything else (and you have no large threat on board, so his freeze is basically a three mana Time Warp). This deck relies on board control, especially as one of the win conditions is Bloodlust. Watching the first 8 turns clearly demonstrates that you are not playing to what your deck is trying to do.
I think it'll help a lot if you watch some streams. If you want to get better and hit legend, you need understand how your deck wins and how to play against your unfavorable matchups. That's how I did it.
Third game. Again unlucky to a certain extent. He topdecked fireball to kill your 5 5 and later had a perfect meteor from his babbling book. At the start, I would have used your other minion to kill his mana wyrm. That way he needs to ling, but can only ping one of your 3 1. These are small things, but they all add up eventually
I just watched the first game, and while I haven't played token shaman I definitely did notice some mistakes:
-Not trading your 1-drop for the acanologist was a HUGE mistake. It allowed him to get three trades. If he had a frostbolt (which he did) it would've been a disaster and otherwise he could've trade + pinged.
-When you played southsea deckhand you should've played it on the far left and traded your 3/2 (1/2 buffed by flametongue) instead of using your weapon. This way you save a weapon charge which is important since you don't have others in hand, and you divide the power on the board properly (when you play southsea on the left is makes for a 3/2 (3/1 after trade) and a 2/1. If he pings the 3/1 you get a 4/1) It's not like mages run twilight flamecaller.
-I think the evolve order was wrong. You definitely want to jade lightning before evolve (random 3-drop >2/2) and I'm pretty sure you also want to totemic call before that (random 2-drop > random totem. I'm not 100% sure when you evolve with this deck so can't comment on that. You did get a really unlucky evolve though.
I'm not saying you would've won if you hadn't misplayed but some plays were definitely wrong, I'd say the most impactful one was not trading on t2. I think token shaman is unfavored against freeze mage, and that the mage drew well so that's also a factor.
Edit: Now that I rewatched I have to make a slight correction to the positioning: I'm pretty sure the right play was put the flametongue next to the elemental, trade, then drop the southsea between the two and go face with the southsea and patches.
The general lesson you should take away from this: When you're playing a board centered decck (even against freeze mage) try to focus on holding the board by knowing when to trade and positioning.
1st Mistake - Right off the bat you did a double face trade... Two reasons why this was a mistake... You had a value trade on the 2/3...Also by leaving his 2/3 up you left your Flametongue exposed to easy removal and hard punish which ended up happening.
2nd Mistake - Should have maxed out mana on turn 4 and drop the Mana Tide on a open board instead of overloading.
3rd Mistake - That horrible value Evolve on turn 7..Should have held out for more value or combo cards.
-Turn 2 I found very questionable. I think you should've just used totemic call. I know you had the flametongue but that's not really a followup. You had the lightning storm so you didn't have to be afraid of him vomiting his hand, and you didn't intend to or even want to get a follow up from the stonehill defender. Saving the coin in this case wouldve been huge, because you could've stonehill on 3, turn 4 coin earth elemental. Ofcourse, he had sap, but I think that's a bad inclusion in his list that you shouldn't take too heavily into consideration.
Notice that after this your next two turns were clunky.
-Turn 4 was once again very questionable. I know it's very intuitive to just equip the claws at turn 4 and make the trade, but like the stonehill it might've been a good play on that turn, but take your next turns more into consideration. It essentially made your next turn dead.
-Turn 8: What reason is there to flametongue instead of totemic call here? To maybe let him take a little more damage to the face? The face plan obviously wouldn't work that game so you just should've totemic called.
Your opponent also made some misplays but drew well this game.
The general lesson you should take away from this is: Take your future turns into account when making plays.
-Turn 1 was questionable. I catch your drift, mana wyrm is a very dangerous minion and you wanted to grab the board quickly. But you were very lucky to topdeck flametongue and you didn't have any followup. Maybe it was better to save the coin for t2 manatide and get into the deck for removal. I'm not very sure about this, maybe you had to get lucky in this spot and I'm wrong.
-Turn 4: Thing from below was definitely right here. You had the choice between removing a 2/2 and gaining a 1/1, or gaining a 7/5. I know you'd prefer to save thing from below and maybe have a turn 5 totemic call + thing from below, but I don't think you were exactly in the spot to be greedy. The general rule is: Save removal and first go for board development.
Turn 9: Devolving is bad here. Alexstrasza is a 9 mana 8/8 minion so understatted because of her battlecry. 8 drops are likely a lot stronger than that. Devolve is often a dead card in this matchup, but just holding it as an unused card is better there.
-Turn 10 was wrong. On turn 9 you made a decision, namely go for the board plan. You traded with the doomcaller instead of going face. That is fine. You made the call that he did not have AoE, and provived you had enough board presence in your hand you could go for a bloodlust or evolve topdeck I think (THINK) that was the right call, but if you make that call atleast try to keep the board. I would've traded with the 5/1, gone face and equipped jade claws to trade with the 1/1. You weren't going to rush him down: He was at 11 hp at that time and you had 4 damage in your hand. Now you canguarantee he can grab the board with a simple ping.
The general lessons you should take away from this: In general stick to the gameplan.
Those are my analyses on the 3 games. Not saying I would've played perfectly, but there were definitely some misplays in there. Two of the matches are slow mages though which are unfavored matchups.
The 3 general lessons from the games were:
-Token shaman is a deck that aims to win through the board, so go for the board
-Don't always focus on what's best for that specific turn, but plan ahead
-Figure out the way you're going to win a match, and then try to follow that line
You should stick to the version of evolve shaman everyone's playing. Tried Tar Creeper and Jade Spirit, too, but once you learn the deck better, you notice the original version is just the most optimal one. Now down to the review:
GAME 1
Turn 1: Not really a mistake, but you should have coined out the Primalfin Totem. You want to take the initiative so you have to play around your opponent possible plays. While your play covers Frostbolt or ping, it's vulnerable to the most dangerous ones: Arcanologist or Medivh's Valet, which will just eat your board. I like coining Primalfin Totem because it puts you ahead no matter what. You have a 0/3 and a 1/1 so his options are: - frostbolt the 0/3 to stop the token generation, you have the tempo, - ping the 1/1 and leave the token generator alive and you have the tempo, - play the 2/3 leaving you with 0/3, two 1/1s and two 1/2s with which you can trade and continue to have the tempo
Turn 2: Luckily, a Flametongue Totem. Not trading the 2/3, as others said, is a huge misplay and I think here you lost the game (or most of it)
Turn 4: Should go for Mana Tide Totem + Fire Elemental all the time. You can trade the Fire Fly into the Arcanologist. Your hand is terrible so you need to find the good cards in your deck, not play an extra 1/1 and overload yourself. Also, just trade the weapon into his Arcanologist, not the Fire Fly in this case. The board wins you the game
Turn 6: The correct play is to put Flametongue to the right of Fire Elemental, trade the 1/2, then put Deckhand to the left of Flametongue to summon Patches on the right and go face with them, not attacking with the weapon. Oh, and hero power, too
Turn 7: Evolve has to be used when your board is full of shit, with Dopplegangsters or when you need an advantage against other aggro decks that can't remove yourd board with big AOEs. So you had no reason to evolve here, better was to keep it. Also, keep the Jade Lightning, it's bad to use it to the face like that when a 2/2 changes nothing. Hero power and pass was the correct play
Turn 8+: The only remark here is that you should play tempo Dopplegangster when you have no other decent play
Mulligan: Keep the primalfin totems against rogue and against most classes. That card is one of the reasons people are playing this and not some control shaman.
Turn 2: Yes, coining the defender was good, despite what others would say. But the pick was just bad. You should have gone for the 4/3 to curve out. You had the dopplegangsters at 5 mana
Turn 4: Don't play the weapon. You overload yourself and can't play the dopplegangsters next turn. Hex and weapon next turn would have been ok, too, leaving dopplegangsters for a turn 6
Turn 7: Earth elemental covers his board. Yeah, assassinate was there or maybe a sap, but still need to take the risk to get the board back
Turn 8: As it worked out keeping the earth elemental, you should have played mana tide, not flametongue. Flametongue is better when you have a board
Turn 1: Fire fly + coin + fire elemental. You set up the kill on mana wyrm. Summoning patches makes no sense as it gets traded away if you go face with him or even if you trade the mana wyrm, he can easily snowball the game from here (if he has the right cards)
Turn 4: Thing from below is better than jade lightning. If that courier was an acolyte of pain, then you should have used jade lightning
Turn 7: Going for evolve here is good, but the sequence is wrong. You should have used maelstrom portal to check for counterspell and if he hadn't, you could've summoned a 1-drop( just like the totem) then use evolve
Turn 8: Al'Akir and trade Medivh with the board. Keep hex for a possible alex
T3: Made the slight misplay of trading the wrong minion but doesn't really matter honestly.
T5: Shouldve probably played tar creeper and not even totem. That would've played around warleader and made his turn a lot more awkward. It wouldve set up lethal if he hadn't had a finja trigger (even warleader wasnt enough)
Tbf even if you played that correctly you would've lost. Finja is broken and your opponent drew well.
I don't understand what mistakes I'm making. My Win Rate is so low with this deck that's supposed to be T1. I understand that just copying a deck from the net doesn't make a player good but like fuck.. Every game the oppenent has cards to deal with what I do.. I just don't understand how I'm ever going to climb to legend.
https://hsreplay.net/replay/fzfpxrbHTjRLrKo6cG8erR
Secret burn mage is also a tier one deck. Just because the deck is tier one does not mean you will consistently get favorable matchups.
Not a lot of jarring misplays. I disagree with coining out the elemental although it did make sense with the flametongue totem coming the next turn. You have to bear in mind he had an on-time arcanologist and drew both frostbolts early. The struggle of evolve token shaman is that you sometimes end up with dead cards in hand. In this game, you ended up with evolve and lightning storm unable to generate value for the majority of the game, whereas the mage only had one dead card before turn 7 (firelands portal). Then he drew antonidas on turn 7. That's pretty good. Conversely you did not get your doppelgangster on turn six like you want. On the whole you lost more due to the good rng of the mage than blatant misplays. I only see the one replay.
https://hsreplay.net/replay/Qz82UsrMuPpyBFGVQUDjKk
https://hsreplay.net/replay/73ayKTBfDmZ7M54TqibDmN
This game makes me we want to off myself for real
In the second game, I feel like you probably don't want to mulligan both murloc totems.
Anyway, the strength of token shaman comes in part from the matchup. It does pretty well against murloc paladin, which was very big in the meta for a bit, and against pirate warrior. Against other decks, it is heavily reliant on big tempo swings in doppel + evolve. You did get doppel+evolve in game 2, but too late. Basically if you never get your combo, you will lose some games. I also just don't think mage is your best matchup.
Basically you can think of it compared to Quest Rogue. In Quest Rogue, you want to win or have total board control and near win on turn 7. To do that, they have a relatively weak early game, but a very consistent realization of that tempo swing through the quest. In Token Shaman, you are heavily reliant on evolve and the tempo swing it generates. For better control, more 'tricks', and a one-turn-faster tempo swing potential, you sacrifice some consistency in generating your big tempo swing. When you do not draw well going into turn 6, you will lose some games. This does not mean the deck is bad, or even that you played super poorly. It just means the RNG is not on your side.
My best suggestion would be to verbally ask the game to give you the card you want each turn. On turn five, say, "doppelgangster, plz." Then on turn six say, "evolve, plz." Maybe have a picture of a cat on your desk so you can channel the power of the internets.
I just had a quick look at the first game. Yes, your opponent was a little lucky with the frostbolts, but that is not the main reason you lost. If you put out that fire totem, you want to kill his minion. This deck is about board control. He could have easily killed your fire totem with just the 2 3 and a ping, so basically for free if he hadn't had the frostbolt. With his living minion he then killed 3 of your minions, that is really bad for you. Later on, you should have used your weapon to kill his minion, again, protect your board, that is why you have the weopon, not to deal 2x2 damage.
Feel free to add me, horn#2715 and I can maybe give you a little more direct advice.
In the second game:why do you coin out the stonehill defender? You don't need the taunt now and that way, you have no play on turn three and can just hero power. If you do it the other way around, you have the same board and save the coin (which you could have used later on). Also, hexing his elemental seems wrong. By that time you knew he was playing jades, so blackpaw is one of your key targets for hex.
Didn't finish watching past turn 8 in the first game, but you really made a lot of little mistakes. Not trading your 1 drop for the Arcanologist was huge as it allowed him to clear more of your 1/2's, and then you used a 1/2 to trade into it rather than your first charge of Jade Claws (which you swung at his face in the same turn, huge waste of a charge). And then on turn 7, you Evolved before you hero powered (losing a free two drop), and used Jade Lightning on face after (losing a three drop instead of a vanilla 2/2). That's a huge waste of removal, especially when it ends up filling your board so that you are unable to play anything else (and you have no large threat on board, so his freeze is basically a three mana Time Warp). This deck relies on board control, especially as one of the win conditions is Bloodlust. Watching the first 8 turns clearly demonstrates that you are not playing to what your deck is trying to do.
I think it'll help a lot if you watch some streams. If you want to get better and hit legend, you need understand how your deck wins and how to play against your unfavorable matchups. That's how I did it.
Ready for action!
Third game. Again unlucky to a certain extent. He topdecked fireball to kill your 5 5 and later had a perfect meteor from his babbling book. At the start, I would have used your other minion to kill his mana wyrm. That way he needs to ling, but can only ping one of your 3 1. These are small things, but they all add up eventually
I just watched the first game, and while I haven't played token shaman I definitely did notice some mistakes:
-Not trading your 1-drop for the acanologist was a HUGE mistake. It allowed him to get three trades. If he had a frostbolt (which he did) it would've been a disaster and otherwise he could've trade + pinged.
-When you played southsea deckhand you should've played it on the far left and traded your 3/2 (1/2 buffed by flametongue) instead of using your weapon. This way you save a weapon charge which is important since you don't have others in hand, and you divide the power on the board properly (when you play southsea on the left is makes for a 3/2 (3/1 after trade) and a 2/1. If he pings the 3/1 you get a 4/1) It's not like mages run twilight flamecaller.
-I think the evolve order was wrong. You definitely want to jade lightning before evolve (random 3-drop >2/2) and I'm pretty sure you also want to totemic call before that (random 2-drop > random totem. I'm not 100% sure when you evolve with this deck so can't comment on that. You did get a really unlucky evolve though.
I'm not saying you would've won if you hadn't misplayed but some plays were definitely wrong, I'd say the most impactful one was not trading on t2. I think token shaman is unfavored against freeze mage, and that the mage drew well so that's also a factor.
Edit: Now that I rewatched I have to make a slight correction to the positioning: I'm pretty sure the right play was put the flametongue next to the elemental, trade, then drop the southsea between the two and go face with the southsea and patches.
The general lesson you should take away from this: When you're playing a board centered decck (even against freeze mage) try to focus on holding the board by knowing when to trade and positioning.
Fuck cubelock
1st Mistake - Right off the bat you did a double face trade... Two reasons why this was a mistake... You had a value trade on the 2/3...Also by leaving his 2/3 up you left your Flametongue exposed to easy removal and hard punish which ended up happening.
2nd Mistake - Should have maxed out mana on turn 4 and drop the Mana Tide on a open board instead of overloading.
3rd Mistake - That horrible value Evolve on turn 7..Should have held out for more value or combo cards.
Game 2:
-Turn 2 I found very questionable. I think you should've just used totemic call. I know you had the flametongue but that's not really a followup. You had the lightning storm so you didn't have to be afraid of him vomiting his hand, and you didn't intend to or even want to get a follow up from the stonehill defender. Saving the coin in this case wouldve been huge, because you could've stonehill on 3, turn 4 coin earth elemental. Ofcourse, he had sap, but I think that's a bad inclusion in his list that you shouldn't take too heavily into consideration.
Notice that after this your next two turns were clunky.
-Turn 4 was once again very questionable. I know it's very intuitive to just equip the claws at turn 4 and make the trade, but like the stonehill it might've been a good play on that turn, but take your next turns more into consideration. It essentially made your next turn dead.
-Turn 8: What reason is there to flametongue instead of totemic call here? To maybe let him take a little more damage to the face? The face plan obviously wouldn't work that game so you just should've totemic called.
Your opponent also made some misplays but drew well this game.
The general lesson you should take away from this is: Take your future turns into account when making plays.
Fuck cubelock
Game 3:
-Turn 1 was questionable. I catch your drift, mana wyrm is a very dangerous minion and you wanted to grab the board quickly. But you were very lucky to topdeck flametongue and you didn't have any followup. Maybe it was better to save the coin for t2 manatide and get into the deck for removal. I'm not very sure about this, maybe you had to get lucky in this spot and I'm wrong.
-Turn 4: Thing from below was definitely right here. You had the choice between removing a 2/2 and gaining a 1/1, or gaining a 7/5. I know you'd prefer to save thing from below and maybe have a turn 5 totemic call + thing from below, but I don't think you were exactly in the spot to be greedy. The general rule is: Save removal and first go for board development.
Turn 9: Devolving is bad here. Alexstrasza is a 9 mana 8/8 minion so understatted because of her battlecry. 8 drops are likely a lot stronger than that. Devolve is often a dead card in this matchup, but just holding it as an unused card is better there.
-Turn 10 was wrong. On turn 9 you made a decision, namely go for the board plan. You traded with the doomcaller instead of going face. That is fine. You made the call that he did not have AoE, and provived you had enough board presence in your hand you could go for a bloodlust or evolve topdeck I think (THINK) that was the right call, but if you make that call atleast try to keep the board. I would've traded with the 5/1, gone face and equipped jade claws to trade with the 1/1. You weren't going to rush him down: He was at 11 hp at that time and you had 4 damage in your hand. Now you canguarantee he can grab the board with a simple ping.
The general lessons you should take away from this: In general stick to the gameplan.
Fuck cubelock
Those are my analyses on the 3 games. Not saying I would've played perfectly, but there were definitely some misplays in there. Two of the matches are slow mages though which are unfavored matchups.
The 3 general lessons from the games were:
-Token shaman is a deck that aims to win through the board, so go for the board
-Don't always focus on what's best for that specific turn, but plan ahead
-Figure out the way you're going to win a match, and then try to follow that line
Fuck cubelock
You should stick to the version of evolve shaman everyone's playing. Tried Tar Creeper and Jade Spirit, too, but once you learn the deck better, you notice the original version is just the most optimal one. Now down to the review:
GAME 1
Turn 1: Not really a mistake, but you should have coined out the Primalfin Totem. You want to take the initiative so you have to play around your opponent possible plays. While your play covers Frostbolt or ping, it's vulnerable to the most dangerous ones: Arcanologist or Medivh's Valet, which will just eat your board. I like coining Primalfin Totem because it puts you ahead no matter what. You have a 0/3 and a 1/1 so his options are: - frostbolt the 0/3 to stop the token generation, you have the tempo, - ping the 1/1 and leave the token generator alive and you have the tempo, - play the 2/3 leaving you with 0/3, two 1/1s and two 1/2s with which you can trade and continue to have the tempo
Turn 2: Luckily, a Flametongue Totem. Not trading the 2/3, as others said, is a huge misplay and I think here you lost the game (or most of it)
Turn 4: Should go for Mana Tide Totem + Fire Elemental all the time. You can trade the Fire Fly into the Arcanologist. Your hand is terrible so you need to find the good cards in your deck, not play an extra 1/1 and overload yourself. Also, just trade the weapon into his Arcanologist, not the Fire Fly in this case. The board wins you the game
Turn 6: The correct play is to put Flametongue to the right of Fire Elemental, trade the 1/2, then put Deckhand to the left of Flametongue to summon Patches on the right and go face with them, not attacking with the weapon. Oh, and hero power, too
Turn 7: Evolve has to be used when your board is full of shit, with Dopplegangsters or when you need an advantage against other aggro decks that can't remove yourd board with big AOEs. So you had no reason to evolve here, better was to keep it. Also, keep the Jade Lightning, it's bad to use it to the face like that when a 2/2 changes nothing. Hero power and pass was the correct play
Turn 8+: The only remark here is that you should play tempo Dopplegangster when you have no other decent play
GAME 2
Mulligan: Keep the primalfin totems against rogue and against most classes. That card is one of the reasons people are playing this and not some control shaman.
Turn 2: Yes, coining the defender was good, despite what others would say. But the pick was just bad. You should have gone for the 4/3 to curve out. You had the dopplegangsters at 5 mana
Turn 4: Don't play the weapon. You overload yourself and can't play the dopplegangsters next turn. Hex and weapon next turn would have been ok, too, leaving dopplegangsters for a turn 6
Turn 7: Earth elemental covers his board. Yeah, assassinate was there or maybe a sap, but still need to take the risk to get the board back
Turn 8: As it worked out keeping the earth elemental, you should have played mana tide, not flametongue. Flametongue is better when you have a board
GAME 3
Turn 1: Fire fly + coin + fire elemental. You set up the kill on mana wyrm. Summoning patches makes no sense as it gets traded away if you go face with him or even if you trade the mana wyrm, he can easily snowball the game from here (if he has the right cards)
Turn 4: Thing from below is better than jade lightning. If that courier was an acolyte of pain, then you should have used jade lightning
Turn 7: Going for evolve here is good, but the sequence is wrong. You should have used maelstrom portal to check for counterspell and if he hadn't, you could've summoned a 1-drop( just like the totem) then use evolve
Turn 8: Al'Akir and trade Medivh with the board. Keep hex for a possible alex
https://hsreplay.net/replay/8tFea444f2hH9KKLX3UDt5
https://hsreplay.net/replay/fa2irK7BxprZnXLzYdNGQ
Like this game is so fucked...
Fuck cubelock