I wanted to ask you guys what the correct play is in a certain situation. However, anticipating that I would do this quite often, I decided to make a a general thread as to avoid spamming the forum with my my questions. Feel free to post your own board-states and questions as well.
It depends on what card he has play prior to that turn. If I have not see a removal spell been play all game i would go belcher because stormspike would simply get remove and you would lose board control while belcher would still leave you with some board presence. If you did see removal prior to that turn then yea go stormspike like Tischhhh is saying too.
before reading your response I decided that the optimal play was gnomish chickenmaster (but only 3 cards do not turn into chickens) then trusilver plus piloted sky golem to the yeti, then he would probs run his minions into the 4 drop or if not you can kill both next turn with trusilver + 4 drop
Belcher + Leper or Hero Power. That way you build a board to make use of with Stormwind. Belcher stops 3 attacks at the present board, killing at least 1. You could try and see what you get out of the skygolem, but that would waste a Dark Iron Dwarf top deck.
Sky Golem into 3/3 because if he uses it to attack the 1/2 next turn you can run the 1/1 Golem into his Peacekeeper then Belcher followed by Leper Gnome incase he's onto the play I just said then the Gnome can kill the Sunfury.
It's too slow, forcing you to either play the leper gnome & waste 1 mana, or use your hero power. Such a slow play when you're low on HP & behind on-board is a losing play IMO.
It's vulnerable to AoE. (Has his prior plays discounted this as a possibility?)
IMO the best play is:
Truesilver the 3/3 (You need tempo, and Truesilver is the best tempo card you have in-hand)
play experimenter (again, you need tempo, you can't afford to waste mana)
do not attack with the the sky golem
As you're now threatening his yeti with your truesilver + sky golem, your opponent will be encouraged to use the yeti to clear your experimenter.
This is precisely what you want, as it protects your HP & plays into your next turn's follow-up play of stormwind, buffing the sky golem to a 2/5 allowing it to kill the yeti without dying.
You then have 4 damage from your truesilver's 2nd charge, to clear whatever is needed to try to protect your stormwind from his 2/3 + 7 mana's worth of minions + damage in-hand.
Finally you then either play the spare part (if it's freeze or taunt), or the leper gnome.
If your stormwind survives (unlikely, but not impossible), you've got a pair of taunts to hide it behind, putting you into a likely game winning position.
Your low HP & lack of board control puts you a long way behind, but IMO the above play gives you the best chance of winning.
If you're looking to work out where this game went wrong, I'd look at prior plays as by this point you've all but lost.
e.g.
What was in your mulligan? Did you hold a Truesilver in your opening hand? You shouldn't have.
It's too slow, forcing you to either play the leper gnome & waste 1 mana, or use your hero power. Such a slow play when you're low on HP & behind on-board is a losing play IMO.
It's vulnerable to AoE. (Has his prior plays discounted this as a possibility?)
IMO the best play is:
Truesilver the 3/3 (You need tempo, and Truesilver is the best tempo card you have in-hand)
play experimenter (again, you need tempo, you can't afford to waste mana)
do not attack with the the sky golem
As you're now threatening his yeti with your truesilver + sky golem, your opponent will be encouraged to use the yeti to clear your experimenter.
This is precisely what you want, as it protects your HP & plays into your next turn's follow-up play of stormwind, buffing the sky golem to a 2/5 allowing it to kill the yeti without dying.
You then have 4 damage from your truesilver's 2nd charge, to clear whatever is needed to try to protect your stormwind from his 2/3 + 7 mana's worth of minions + damage in-hand.
Finally you then either play the spare part (if it's freeze or taunt), or the leper gnome.
If your stormwind survives (unlikely, but not impossible), you've got a pair of taunts to hide it behind, putting you into a likely game winning position.
Your low HP & lack of board control puts you a long way behind, but IMO the above play gives you the best chance of winning.
If you're looking to work out where this game went wrong, I'd look at prior plays as by this point you've all but lost.
e.g.
What was in your mulligan? Did you hold a Truesilver in your opening hand? You shouldn't have.
I could not have hoped for a more detailed explanation. Thank you. Now, as for the analysis.
I did not have the Truesilver in my first hand, but it was my first draw of the game. Though you tell me not to keep it, I will often do so with a deck that curves low enough (such as this one), if I already have a 2 drop in my hand. Should I stop doing this?
My opening mulligan was Shattered Sun Cleric,Solemn Vigil, andHammer of Wrath. Since I did not feel that this deck can recover a lost board very effectively against a deck that had managed to get to 11 wins, I decided to mulligan my whole hand in search of a two drop. I got Lord of the arena, Sludge Belcher, and acidic swamp ooze.
I feel like the event that caused me to get so behind on board was, when I used my hero power in response to a shielded minibot that my opponent played. My turn 3 play ended up being an acidic swamp ooze, in response to which he played a ship's cannon and traded away the minibot. Turn 4 I played a 4/6 twilight drake (My hand was now 2x Truesilver, lord of the arena, sludge belcher, stormwind champion).
Ultimately, I ended up winning this game simply due to my deck's overall superior card quality which allowed me to out-card my opponent over the course of the game. (I would say that this was a very lucky draft). I ended up going 11-3.
Once again, thank you very much for your analysis.
I would have prolly done trade+chicken+truesilver, saved the belcher so next turn you can hopefully stabalize and flip the board with 2nd truesilver charge and whatever else, it's the best tempo over multiple turns, thats why weapons are so good. I would have perhaps played belcher if I had 11 or less health tho.
edit: on 2nd ss ofc.
This is actually the play that I ultimately ended up making. I see what you mean when you claim that weapons are awesome.
I see that you're right, I would have likely lost all board tempo if I he held backstab in response to my commander. This is actually the play that I ended up making
I wouldn't play stormpike commando, if he has a backstab he just kills the stormpike leaving you with nothing.
I actually think killing the 3/2 and playing fen creeper is pretty good, even if he has a backstab he will have to dagger up, backstab and send the 3/1 in if he wants to clear the fen creeper. This means he has only 3 mana left to play something so you can stomp him with your boulderfist ogre the turn after.
That's a very interesting point, sad to say it wasn't even something that I considered when playing the game. It's quite interesting to see that I could have lost on that turn if I had played the commando into backstab, giving him 5 mana to develop a minion.
before reading your response I decided that the optimal play was gnomish chickenmaster (but only 3 cards do not turn into chickens) then trusilver plus piloted sky golem to the yeti, then he would probs run his minions into the 4 drop or if not you can kill both next turn with trusilver + 4 drop
Belcher + Leper or Hero Power. That way you build a board to make use of with Stormwind. Belcher stops 3 attacks at the present board, killing at least 1. You could try and see what you get out of the skygolem, but that would waste a Dark Iron Dwarf top deck.
Sky Golem into 3/3 because if he uses it to attack the 1/2 next turn you can run the 1/1 Golem into his Peacekeeper then Belcher followed by Leper Gnome incase he's onto the play I just said then the Gnome can kill the Sunfury.
And really, thank you to everyone who helped advise me.
I would play the Abusive Sarge targeting the Alchemist to trade with the Trogg. And then play the Dragonkin Sorcerer and use coin to hero power the recruit out. With the Sorcerer a 4/6, even if he flamestrikes and smacks his worgen into your dragonkin sorcerer, you can play stormwind champ the following turn to heal it by 1hp.
I wanted to ask you guys what the correct play is in a certain situation. However, anticipating that I would do this quite often, I decided to make a a general thread as to avoid spamming the forum with my my questions. Feel free to post your own board-states and questions as well.
First question.
Would you play the Stormpike commander or theSludge Belcher. Why?
STORMPIKE, because the stormpike is situational, while the sludge is always strong. It also allows you to clear the board, which is really important.
''With great power comes great electricity bill.''
''I am Malganis. I am a TURTLE!''
Best card: Malygos
Thank you.
Alternate play to consider; the slow greedy play.
Smack the 3/2 and play Jungle Panther + hero power.
Doubt I'd choose it over stormpike (especially not against a Rogue), but IMO it's better than playing Sludge.
Thanks for pointing it out however. I completely skipped over that possibility during my reasoning.
It depends on what card he has play prior to that turn. If I have not see a removal spell been play all game i would go belcher because stormspike would simply get remove and you would lose board control while belcher would still leave you with some board presence. If you did see removal prior to that turn then yea go stormspike like Tischhhh is saying too.
Hello again hearthpwn, how would you play out this boardstate?
Here were my main thoughts:
Attack the yeti with the shredder, reevaluating, finishing it off with truesilver, and then playing the gnomish chickenmaster.
Summon the belcher and the gnomish chickenmaster. Do not attack with anything.
before reading your response I decided that the optimal play was gnomish chickenmaster (but only 3 cards do not turn into chickens) then trusilver plus piloted sky golem to the yeti, then he would probs run his minions into the 4 drop or if not you can kill both next turn with trusilver + 4 drop
Diehard druid player ^~^
Check out my theorycrafted Blistering Rot
Belcher + Leper or Hero Power. That way you build a board to make use of with Stormwind. Belcher stops 3 attacks at the present board, killing at least 1. You could try and see what you get out of the skygolem, but that would waste a Dark Iron Dwarf top deck.
Sky Golem into 3/3 because if he uses it to attack the 1/2 next turn you can run the 1/1 Golem into his Peacekeeper then Belcher followed by Leper Gnome incase he's onto the play I just said then the Gnome can kill the Sunfury.
I don't like belcher onto that board.
IMO the best play is:
Your low HP & lack of board control puts you a long way behind, but IMO the above play gives you the best chance of winning.
If you're looking to work out where this game went wrong, I'd look at prior plays as by this point you've all but lost.
e.g.
What was in your mulligan? Did you hold a Truesilver in your opening hand? You shouldn't have.
I could not have hoped for a more detailed explanation. Thank you. Now, as for the analysis.
Once again, thank you very much for your analysis.
This is actually the play that I ultimately ended up making. I see what you mean when you claim that weapons are awesome.
I see that you're right, I would have likely lost all board tempo if I he held backstab in response to my commander. This is actually the play that I ended up making
That's a very interesting point, sad to say it wasn't even something that I considered when playing the game. It's quite interesting to see that I could have lost on that turn if I had played the commando into backstab, giving him 5 mana to develop a minion.
And really, thank you to everyone who helped advise me.
truesilver is never the wrong choice
What play would you make in this situation?
I would play the Abusive Sarge targeting the Alchemist to trade with the Trogg. And then play the Dragonkin Sorcerer and use coin to hero power the recruit out. With the Sorcerer a 4/6, even if he flamestrikes and smacks his worgen into your dragonkin sorcerer, you can play stormwind champ the following turn to heal it by 1hp.
That play will leave you with 2 dead cards in hand. I'd use 1 of the equalities now before building a board
This forces him to ping, and play 5 mana of minions (which you'll be able to easily clear with dragon kin, stormwind buff, sword or abusive)
https://github.com/Epix37/Hearthstone-Deck-Tracker
It is called Hearthstone Deck Tracker. Enjoy.
Kappa is a mythological Japanese water deity. Kappa were mischievous and often vicious, but no one ever described them as sarcastic.
hearthstone deck tracker
There is no cancer deck in hearthstone ! You are the Cancer !