How can you win without playing potion of illusion? You really must cast 2 incanter's flow to deal 30 damages in a turn spending 5 mana on mozaki.
I've stagnated due to meta speeding up, but PoI seems very slow. With one flow cast you can hit 30 if you last long enough (which is the main issue - although I misread a C'thun druid as an alignment one the other day, and thus misplayed heavily by not casting flow early [against Alignment, flow gets saved for after the alignment] and didn't win despite survival). Needing a dead turn of Mozaki/PoI feels like it slows you down significantly - that's 9 mana and not actually impacting the board. Without a single flow you're going to struggle on mana. With one, you're fine, generally; you can make your biscuits, use a discounted RSW for mana, get 0-mana spells, and similar.
Primary issues are drawing Mozaki/Taelan whilst holding enough draw to combo, hitting a flow, and surviving.
Stupid sounding Q - do you go off ASAP if a lock drops a strongman on 7, or do you wait? You're basically dead to Tick at that point, since you can't cast any spells to draw without dieing; at the same time, going off T7 is very likely to be whiffing and dead. Feels like a tripe choice either way. Was doing passably, but 1 win in the last 10 games is not exactly great feeling (T2 posts, paladins (which seem to be a 30% WR at best), no incanters, mozaki+taelan hiding, T8 losses to locks, multiple hunters...). I've not managed to successfully go off after getting hit by a tick, but I've usually got either a hand gummed up with full cost fireballs which can't be used for combos or almost no hand. Oh, look, a hunter, that's a guaranteed loss.
Hmm, thanks. Very similar to my initial list, if not the exact same I worked from (though there's barely any on here, so might have been the exact one). How essential would you say Varden is? I'm often just dead T5-7 to big stuff, and one extra turn isn't going to do much. I'm wary of crafting pre-nerfs, so subbed that out for a second studies. How often do you end up whiffing on Spring when you have the 5 minions? Was experimenting with Snap Freeze in place of Thalnos/rider; seems decent, in part to be able to answer big things, might be better than the studies. Will switch back to four minions, I think.
Another issue is being pressured into going off on T7-8 by aforementioned boards, and usually whiffing. But that's probably experience and meta issues, I suspect!
With spring water, you obviously don't want many minions, other than Taelan and Mozaki. Simultaneously, cram session wants some spell dam minions, and Taelan with one minion will be a 5 mana 3/3 DS do nothing a lot of the time. So, how many minions are you running? Running one of the secret tutoring guy and one Thalnos lead to a lot of whiffs from spring water; on the other hand, cutting to just the two essentials slows the deck down and makes the non-combo turns a lot worse, and from my tiny sample size it hits the winrate slightly (but small sample size and variable metas). Just looking for sometuning advice, really.
I'm usually burning at least one cram to get to combo; sometimes that's boosted by a minion from primordial, but often not. Sometimes the other is useful midcombo, other times uncastable. Usually save water for combo turns. That pretty much leaves AI, which never feels like enough dig.
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I've stagnated due to meta speeding up, but PoI seems very slow. With one flow cast you can hit 30 if you last long enough (which is the main issue - although I misread a C'thun druid as an alignment one the other day, and thus misplayed heavily by not casting flow early [against Alignment, flow gets saved for after the alignment] and didn't win despite survival). Needing a dead turn of Mozaki/PoI feels like it slows you down significantly - that's 9 mana and not actually impacting the board. Without a single flow you're going to struggle on mana. With one, you're fine, generally; you can make your biscuits, use a discounted RSW for mana, get 0-mana spells, and similar.
Primary issues are drawing Mozaki/Taelan whilst holding enough draw to combo, hitting a flow, and surviving.
Stupid sounding Q - do you go off ASAP if a lock drops a strongman on 7, or do you wait? You're basically dead to Tick at that point, since you can't cast any spells to draw without dieing; at the same time, going off T7 is very likely to be whiffing and dead. Feels like a tripe choice either way. Was doing passably, but 1 win in the last 10 games is not exactly great feeling (T2 posts, paladins (which seem to be a 30% WR at best), no incanters, mozaki+taelan hiding, T8 losses to locks, multiple hunters...). I've not managed to successfully go off after getting hit by a tick, but I've usually got either a hand gummed up with full cost fireballs which can't be used for combos or almost no hand. Oh, look, a hunter, that's a guaranteed loss.
Hmm, thanks. Very similar to my initial list, if not the exact same I worked from (though there's barely any on here, so might have been the exact one). How essential would you say Varden is? I'm often just dead T5-7 to big stuff, and one extra turn isn't going to do much. I'm wary of crafting pre-nerfs, so subbed that out for a second studies. How often do you end up whiffing on Spring when you have the 5 minions? Was experimenting with Snap Freeze in place of Thalnos/rider; seems decent, in part to be able to answer big things, might be better than the studies. Will switch back to four minions, I think.
Another issue is being pressured into going off on T7-8 by aforementioned boards, and usually whiffing. But that's probably experience and meta issues, I suspect!
With spring water, you obviously don't want many minions, other than Taelan and Mozaki. Simultaneously, cram session wants some spell dam minions, and Taelan with one minion will be a 5 mana 3/3 DS do nothing a lot of the time. So, how many minions are you running? Running one of the secret tutoring guy and one Thalnos lead to a lot of whiffs from spring water; on the other hand, cutting to just the two essentials slows the deck down and makes the non-combo turns a lot worse, and from my tiny sample size it hits the winrate slightly (but small sample size and variable metas). Just looking for sometuning advice, really.
I'm usually burning at least one cram to get to combo; sometimes that's boosted by a minion from primordial, but often not. Sometimes the other is useful midcombo, other times uncastable. Usually save water for combo turns. That pretty much leaves AI, which never feels like enough dig.