This is the most aggressive of aggressive decks. I find myself often killing Secret Paladins by turn 5. Aggro Shaman? FAGGETABOUTITS! This deck is just so face, so smorc, that Rexxar himself decided to hook up with vale era after seeing this deck in action. (of course, he went face)
This deck is all about getting maximum face damage in. The skill comes in when deciding what to play around, when to trade, and how to efficiently deal the most face damage over the following turns.
EVERY HIT POINT MATTERS!!! YOU MUST THINK TURNS AHEAD ABOUT WHAT YOU COULD DRAW AND WHAT YOU HAVE TO FIGURE OUT HOW TO GO AS MUCH FACE AS POSSIBLE!!
Keep Sap if you are going second. If you are going first, Keep whatever makes sense. You really want to dominate the board from the outset, so DO NOT KEEP CURVE IF NO EPIC TURN 1 PLAY!
In general though, mulligan away your burst, and keep solid bodies.
The kind of stuff that happens: Opponent goes first. You coin Defias. On your second turn, you wisp into a 2nd defies, then opponent concedes. Turn 1 Wisp Bladed Cultist(amazing card btw).
Let's see how good you are at going face with a test.
You have a 3/1 knife and opponent has a 4/4 Nerubian, a 2/3 defender of Argus, two 2/2 Taunt Silver hand recruits, a 1/2 weapon, and a Paladin secret that cannot be Noble sacrifice or Competitive spirit. In your hand you have Sap, Wolfrider, and Argent Horserider. They have 7 health, you have 5 Mana and it's your turn. What do you do?
Think about it, after 90 seconds decide what your play is, then read spoiler.
You can't deal 7 damage through those 2 taunts with this turn, so you have to set up lethal next turn. You have to think about how much damage you can deal next turn too. You want to deal some face damage this turn, so you want to play Sap to make it easier to get through those taunts.
Thinking about what secret it could be, You figure that it is most likely repentance redemption or avenge. Repentance has no effect on you at all, Redemption can't being back a taunt because silver hand recruits don't originally have taunt so that doesn't really matter, but avenge could matter especially if it lands on the taunt. Since there's a possibility of avenge landing on the taunt, you want to make sure that you play sap after you destroy the first taunt, just so that if Avenge activates and lands on the other taunt, your opponent gets rekt.
So now you know that you need to use sap, and you need to use it after destroying the first taunt. But how should you destroy the taunt? You may want to hit it with a weapon to preserve your minion, but your opponent will have 2 minions left alive in any case, meaning that no matter whether you play Horserider or Wolfrider, your minion will still be destroyed by what's on board. so then the question is "what deals the most face damage?"
You may think it's better to play Wolfrider because it has more attack and can therefore deal more face damage. And it can deal more damage than an argent Horserider this turn. But really, how much damage do we need to do to set up lethal? Think about how much damage can be done next turn. Next turn you will be able to attack with your new hero powered weapon for 1 damage. You will also be able to play whatever minion you didn't play this turn. Which means that if you play Wolfrider this turn, you will have Horserider next turn, for a total of 3 Damage. But if you play Horserider this turn you will have wolf rider next turn for a total of 4 damage.
So your have to be able to play wolf rider and sap this turn and deal 4 damage, or play Horsrider and Sap this turn and deal 3 damage. In either case you will have lethal. But there isn't a way to play wolf rider and deal 4 damage. However, if you play Horserider, and crash the Horserider into a 2/2 Taunt, you can still attack the Face for 3 with your weapon, successfully setting up 2 turn lethal with Wulfrider Dagger next turn.
So what's the play? Crash wolf rider into 2/2 Taunt, hope that any avenge lands on the other taunt so you get more value when you sap it, and then attack face with 3/1 knife. Then next turn, dagger up and Wolfride your way to victory.
Did you pass the test? If not, hopefully you gained some insight on getting maximum face damage. Anyways, happy Hunting down :)
Neat deck. I made it just to try it out and was immediately paired up with someone who played Reno Jackson at 3 HP on turn 6. But hey, first time I've seen Reno in forever....
Your scenario has a few holes, though your recommended course of action is probably the correct one. By correct I mean you simply have to hope and pray that your opponent has no taunt, heal, burst, Noble Sacrifice, or delay tactics on their turn. However, there may be an alternative course of action which could be better than yours after taking a careful look at the circumstances: hitting a 2/2 with your weapon and then Argent Horserider into the other 2/2. Let's take a look at the game up to this point:
1) We can assume that it is turn five (for you) since you have five mana and barring some bizarre RNG, you have no access to overload. Your opponent will then have either five mana on his turn (with a possible coin), or six.
2) The secret has been in play for some time, as you have found out that it is neither Noble Sacrifice nor Competitive Spirit - it is thus incredibly likely that it was played before the two 1/1's were buffed, as you could not test for Noble Sacrifice without attacking a taunt should the opponent have one.
3) This game is in Wild mode (despite your deck being Standard), because you reference Avenge and because you do not run Beneath the Grounds in this deck (meaning the Nerubian came from an egg).
4) Your opponent chose to buff the two smaller minions rather than the 4/4, meaning he either made a rather large misplay or, as we will assume in this case, he had a very good reason for doing so.
The fourth point has some interesting speculation to it. We know from point three that your opponent runs Nerubian Egg and from point two that he either killed it off himself (with a buff, most likely) or played it before the secret. He also runs Defender of Argus, advancing an idea of an aggressive buff deck. This would suggest that Muster for Battle summoned the Silver Hand Knights, rather than two hero power uses - however this whole theory may not actually be the case. Keep in mind that you were able to reduce him to seven health in four turns, a truly impressive - and almost certainly impossible - feat if your opponent played secret -> Nerubian Egg -> one-mana buff + coin Muster - > Defender of Argus. So, in this case it seems fairly likely that your opponent did hero power twice - a huge tempo loss which allowed you to push aggressively. Another factor to consider is that the secret, which has been in play for at least a turn, could still be repentance, meaning you didn't play a minion last turn. So, since you've done so well without even playing a minion last turn, the Muster theory is out. This means that your opponent playing a Defender on two weak minions is indicative of a huge tempo swing next turn - and what is a bigger tempo swing than the man himself, Reno Jackson? This would also explain the lack of a card to play (twice) in the early game as Reno decks (aggro and control) struggle with consistent draws.
Your opponent not playing defender on the 4/4 (or, possibly, the 0/2 egg), tells me that they are either setting up for lethal (unfortunately you didn't give your own health in the description, so though I think this is the most likely reason, we'll have to put it to rest for now), or have a massive way to improve their health in the form of either Reno (likely), or Forbidden Healing (unlikely - they could have healed last turn and ten health a whole turn away is low enough that you'd want to buff the 4/4). Thus, with all the burst in your deck making setting up lethal less important, AND a potential Reno/heal coming next turn, I might advise playing it a bit safer and saving the sap for a later turn when a much bigger taunt comes up. Even a Truesilver champion ruins your plans at this point, so going all in and using your best removal on a 2/2 could be a huge mistake.
Now, as a final note, a Reno would probably end the game anyway - however, if you believe in this deck as much as you say you do, you should have a chance, however slim, to pull this thing out. In the event of a lesser heal or a bigger taunt (Sludge for example), this course of action is definitely better. Personally I would probably go for your strategy, as I'm a helpless risk-taker and couldn't pass up on setting up lethal - but it all comes down to feel. If your opponent is deliberating with many options every turn, I may take the more conservative path. Anyways, hope this gave you something to think about :)
I'll see if I have any time to upload some Gameplay, but in the scenario I've given, The opponent will have 5 Mana next turn and will be unable to Reno Jackson, as they have already used coin. your health is 18, which means opponent will have 2 turn lethal if the secret is avenge and it hits argus or Nerubian.
If you are having trouble playing this deck, you probably are not going face enough. (probably . . . )it's actually sometimes tricky, but i've always said that the most difficult part of this game is the mulligan. You will usually lose to a Board Clear against Priest or Warrior, and Mage's Fireblast and Arcane Intellect. You are favored against all other match ups, and this deck's strategy is literally to all in Yolo(unless opponent has like 40 health) and hope they have nothing. If you do this, you will win more than you lose.
This is the most aggressive of aggressive decks. I find myself often killing Secret Paladins by turn 5. Aggro Shaman? FAGGETABOUTITS! This deck is just so face, so smorc, that Rexxar himself decided to hook up with vale era after seeing this deck in action. (of course, he went face)
This deck is all about getting maximum face damage in. The skill comes in when deciding what to play around, when to trade, and how to efficiently deal the most face damage over the following turns.
EVERY HIT POINT MATTERS!!! YOU MUST THINK TURNS AHEAD ABOUT WHAT YOU COULD DRAW AND WHAT YOU HAVE TO FIGURE OUT HOW TO GO AS MUCH FACE AS POSSIBLE!!
Keep Sap if you are going second. If you are going first, Keep whatever makes sense. You really want to dominate the board from the outset, so DO NOT KEEP CURVE IF NO EPIC TURN 1 PLAY!
In general though, mulligan away your burst, and keep solid bodies.
The kind of stuff that happens: Opponent goes first. You coin Defias. On your second turn, you wisp into a 2nd defies, then opponent concedes.
Turn 1 Wisp Bladed Cultist(amazing card btw).
Let's see how good you are at going face with a test.
You have a 3/1 knife and opponent has a 4/4 Nerubian, a 2/3 defender of Argus, two 2/2 Taunt Silver hand recruits, a 1/2 weapon, and a Paladin secret that cannot be Noble sacrifice or Competitive spirit. In your hand you have Sap, Wolfrider, and Argent Horserider.
They have 7 health, you have 5 Mana and it's your turn. What do you do?
Think about it, after 90 seconds decide what your play is, then read spoiler.
You can't deal 7 damage through those 2 taunts with this turn, so you have to set up lethal next turn. You have to think about how much damage you can deal next turn too. You want to deal some face damage this turn, so you want to play Sap to make it easier to get through those taunts.
Thinking about what secret it could be, You figure that it is most likely repentance redemption or avenge. Repentance has no effect on you at all, Redemption can't being back a taunt because silver hand recruits don't originally have taunt so that doesn't really matter, but avenge could matter especially if it lands on the taunt. Since there's a possibility of avenge landing on the taunt, you want to make sure that you play sap after you destroy the first taunt, just so that if Avenge activates and lands on the other taunt, your opponent gets rekt.
So now you know that you need to use sap, and you need to use it after destroying the first taunt. But how should you destroy the taunt? You may want to hit it with a weapon to preserve your minion, but your opponent will have 2 minions left alive in any case, meaning that no matter whether you play Horserider or Wolfrider, your minion will still be destroyed by what's on board. so then the question is "what deals the most face damage?"
You may think it's better to play Wolfrider because it has more attack and can therefore deal more face damage. And it can deal more damage than an argent Horserider this turn. But really, how much damage do we need to do to set up lethal? Think about how much damage can be done next turn. Next turn you will be able to attack with your new hero powered weapon for 1 damage. You will also be able to play whatever minion you didn't play this turn. Which means that if you play Wolfrider this turn, you will have Horserider next turn, for a total of 3 Damage. But if you play Horserider this turn you will have wolf rider next turn for a total of 4 damage.
So your have to be able to play wolf rider and sap this turn and deal 4 damage, or play Horsrider and Sap this turn and deal 3 damage. In either case you will have lethal. But there isn't a way to play wolf rider and deal 4 damage. However, if you play Horserider, and crash the Horserider into a 2/2 Taunt, you can still attack the Face for 3 with your weapon, successfully setting up 2 turn lethal with Wulfrider Dagger next turn.
So what's the play? Crash wolf rider into 2/2 Taunt, hope that any avenge lands on the other taunt so you get more value when you sap it, and then attack face with 3/1 knife. Then next turn, dagger up and Wolfride your way to victory.
Did you pass the test? If not, hopefully you gained some insight on getting maximum face damage. Anyways, happy Hunting down :)
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Neat deck. I made it just to try it out and was immediately paired up with someone who played Reno Jackson at 3 HP on turn 6. But hey, first time I've seen Reno in forever....
Your scenario has a few holes, though your recommended course of action is probably the correct one. By correct I mean you simply have to hope and pray that your opponent has no taunt, heal, burst, Noble Sacrifice, or delay tactics on their turn. However, there may be an alternative course of action which could be better than yours after taking a careful look at the circumstances: hitting a 2/2 with your weapon and then Argent Horserider into the other 2/2. Let's take a look at the game up to this point:
1) We can assume that it is turn five (for you) since you have five mana and barring some bizarre RNG, you have no access to overload. Your opponent will then have either five mana on his turn (with a possible coin), or six.
2) The secret has been in play for some time, as you have found out that it is neither Noble Sacrifice nor Competitive Spirit - it is thus incredibly likely that it was played before the two 1/1's were buffed, as you could not test for Noble Sacrifice without attacking a taunt should the opponent have one.
3) This game is in Wild mode (despite your deck being Standard), because you reference Avenge and because you do not run Beneath the Grounds in this deck (meaning the Nerubian came from an egg).
4) Your opponent chose to buff the two smaller minions rather than the 4/4, meaning he either made a rather large misplay or, as we will assume in this case, he had a very good reason for doing so.
The fourth point has some interesting speculation to it. We know from point three that your opponent runs Nerubian Egg and from point two that he either killed it off himself (with a buff, most likely) or played it before the secret. He also runs Defender of Argus, advancing an idea of an aggressive buff deck. This would suggest that Muster for Battle summoned the Silver Hand Knights, rather than two hero power uses - however this whole theory may not actually be the case. Keep in mind that you were able to reduce him to seven health in four turns, a truly impressive - and almost certainly impossible - feat if your opponent played secret -> Nerubian Egg -> one-mana buff + coin Muster - > Defender of Argus. So, in this case it seems fairly likely that your opponent did hero power twice - a huge tempo loss which allowed you to push aggressively. Another factor to consider is that the secret, which has been in play for at least a turn, could still be repentance, meaning you didn't play a minion last turn. So, since you've done so well without even playing a minion last turn, the Muster theory is out. This means that your opponent playing a Defender on two weak minions is indicative of a huge tempo swing next turn - and what is a bigger tempo swing than the man himself, Reno Jackson? This would also explain the lack of a card to play (twice) in the early game as Reno decks (aggro and control) struggle with consistent draws.
Your opponent not playing defender on the 4/4 (or, possibly, the 0/2 egg), tells me that they are either setting up for lethal (unfortunately you didn't give your own health in the description, so though I think this is the most likely reason, we'll have to put it to rest for now), or have a massive way to improve their health in the form of either Reno (likely), or Forbidden Healing (unlikely - they could have healed last turn and ten health a whole turn away is low enough that you'd want to buff the 4/4). Thus, with all the burst in your deck making setting up lethal less important, AND a potential Reno/heal coming next turn, I might advise playing it a bit safer and saving the sap for a later turn when a much bigger taunt comes up. Even a Truesilver champion ruins your plans at this point, so going all in and using your best removal on a 2/2 could be a huge mistake.
Now, as a final note, a Reno would probably end the game anyway - however, if you believe in this deck as much as you say you do, you should have a chance, however slim, to pull this thing out. In the event of a lesser heal or a bigger taunt (Sludge for example), this course of action is definitely better. Personally I would probably go for your strategy, as I'm a helpless risk-taker and couldn't pass up on setting up lethal - but it all comes down to feel. If your opponent is deliberating with many options every turn, I may take the more conservative path. Anyways, hope this gave you something to think about :)
Peace out
I'll see if I have any time to upload some Gameplay, but in the scenario I've given, The opponent will have 5 Mana next turn and will be unable to Reno Jackson, as they have already used coin. your health is 18, which means opponent will have 2 turn lethal if the secret is avenge and it hits argus or Nerubian.
If you are having trouble playing this deck, you probably are not going face enough. (probably . . . )it's actually sometimes tricky, but i've always said that the most difficult part of this game is the mulligan. You will usually lose to a Board Clear against Priest or Warrior, and Mage's Fireblast and Arcane Intellect. You are favored against all other match ups, and this deck's strategy is literally to all in Yolo(unless opponent has like 40 health) and hope they have nothing. If you do this, you will win more than you lose.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Your test implies Avenge is still a card, and thus you're playing in Wild.
Why the fuck are you playing this deck in Wild?
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Props for posting the deck, but uh... It's bad.
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