Control Warrior is going to have a tough time when this rotates out.
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Oct 11, 2016Posted in: [HEROIC] Silverware Golem - EASY Fatigue
Wow...this was so easy compared to the Rogue decks. Thank you so much, brilliant strategy. I won on the 3rd turn basically...he had 6 plates and a cup that I hit once and changed attack to equal health. 7 1/1s and he never got a chance to buff them.
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Dec 17, 2016Posted in: Paladin
( in adavance sry for the formating / bad english )
I would say it is a midrange deck with some combo mechanics.
The matchplan is to take back the board on turn 3,4,5. They will start flooding the board or use hard removals to answer our buffed 3,4,5 mana minions. Flooding the board will get anwsered with value trades or MC-Tech combination. Hard removals are limited in numbers and our ragnaros or tirion will feel safer if they use them on 5/6 taunts.
Brann + Ivory Knights, Brann + Dirty Rat + MC-Tech are winning combinations
Mulligan for any 3 Drops
Average turn 1-2-3-4: Pass/ Smuggler's Run or Grimestreet Outfitter / Acolyte / Aldor or Truesilver
Pass: We don't have many 1 mana cards and we hardly will use our coin to play Grimestreet Outfitter because the lack of hand cards and his weak body.
Sir Finley Mrrgglton: Great body vs pirates. Firebolt/Warlock are the best ones. Firebolt helps vs Aggro and activating our Acolyte to increase card draw, warlock card draw helps vs controldecks getting key cards earlier + increasing hand card buffing value. Shaman is decent because of the taunt totem. Healing/Armor good vs facedecks. Druid/Rogue underwhelming because our lack of healing.
Smuggler's Run: is only a Turn1 play if we have coin + 3 drop ( argent horserider , adlor peacekeeper ) and we face aggro decks ( pirate warrior) or we also have Grimestreet Outfitter for turn2 and we are facing aggro decks.
Turn2: Heropower / Grimestreet Outfitter / Coin + 3 Drop / Smuggler's Run / Dirty Rat
Heropower: If we play vs aggro it is sometimes our only play, don't use heropower vs priest if they played their cleric
Grimestreet Outfitter: played vs aggro to plan ahead for strong turn3/4 turns, sometimes it is better to play him on turn3 + Smuggler's run if you don't have Acolyte in your hand and you are facing a very slow deck.
Coin + 3 Drop: Our winrate is higher with coin, coined out 2/4 Acolyte, 3/2 Argent Horserider or 4/4 Aldor are good against any aggrodecks
Know your opponent decks and think about their 3 / 4 mana turn. If we are holding Truesilver Champion we might want to save our coin for turn3.
Smuggler's Run : Sometimes it is better than heropowering, we haven't played it on turn1 because we want more cards for buffing and we win because our buffed 3+ mana drops and not because a turn2 1/1 dude who might give the opponent some advantage ( frothing berserker, backstab combo, wrath card draw, coil card draw )
Dirty Rat: 99% of the time I don't play him on curve. slow decks are no threat on turn2 and we need Dirty Rat to activate our Mind Control Tech or taunt up in the late turns vs high dmg minions. even against aggro decks it is a bad idea - warriors often have 2-3 pirates on the board after turn1, if we play dirty rat and they get frothing berserker or any other +4 health minion we are screwed. buff him in your hand and wait. turn5 is the first time we can combo him with MC-Tech and most of the time he will be a 3/7+
Turn3/4 are very similar Aldor Peacekeeper/ Argent Horserider / Acolyte of Pain / Second-Rate Bruiser / Mind Control Tech / Brann Bronzebeard / Wickerflame Burnbristle
Aldor Peacekeeper: We only play him to answer dangerous threats ( mountian giant, jade golems etc...) or to help trading / buying time for later MC-Tech plays.
Argent Horserider: Our Turn3 weapon/hard removal vs aggro. Think ahead if you need him for later turns in combination with Truesilver Champion or Uldaman.
Acolyte of Pain: Sometimes too slow against aggro warrior but most of the time the best 3 drop for us. opponents will waste removal spells to minimize our card draw. in comibnation with turn 4 Aldor / Keeper of Uldaman / Dirty Rat , 2 card draw are almost guaranteed.
Second-Rate Bruiser: MVP in the current meta, very good drop to slow aggro decks down, against control he will cost most of the time 5 mana and helps us to put on some pressure with a big minion ( 5/6+ most of the time )
Mind Control Tech: MVP² , he will bring us back in the game, someitmes it is possible to play him on turn3 as a buffed 4/4 and you get controle of one of the pirates or shaman minions. most of the time we will wait for more value in the late turns.
Brann Bronzebeard: Only play him vs aggro warrior if you don't have any other 3 drops.
Wickerflame Burnbristle: Best card vs Aggro and solid vs control because of the divine shields. I wait for 3/3 4/4+ stats to use him on the later turns
Turn4 is similar to turn3 + Truesilver Champion / Keeper of Uldaman
Truesilver Champion: Best card to answer Berserkers, Brann, Emperor, Azur Drakes and some other threats. People think paladin plays no spells/ weapons nowadays and don't play around it.
Keeper of Uldaman: Best hard removal in combinaiton with Truesilver/ Argent Horserider and should be used wisely vs controle. agaisnt aggro it sometimes is our only card to take back control if they don't kill our board minions. most of the time 4/5+
Nov 28, 2016Posted in: Wrathion
Why does Wrathion not count as a Dragon? I see that this is his human form on the card art, but he is a Black Dragon regardless. He is the grandson of Deathwing himself God dammit! I guess the developers didn't want to confuse the players who don't know the lore that much.
Oct 26, 2016iandakar posted a message on The only class with decent early AoEs is the dominating class, coincidence?Posted in: Standard Format
Best 1 drop, best 2 drop, best 3 drop (ok with this one after nerf), best 4 drop, best low cost weapon, best 0 mana minion in mid game, best high cost weapon, best AoE, best minion removal (SAP), best inspire minion...
Curse!!! Give shaman the best secrets too... :(
1. They don't have the best 3 drop at all actually.
2. Their 4 drops are good but can be countered.
3. Their low cost weapon is situational and fiery war axe is more reliable and Doom Hammer isn't even good. It's only good for going face and comboing with rockbiter.
4. They have really good EARLY game AOE. Big difference from just calling it the best AOE.
5. No they do not have the best minion removal.
6. Thunderbluff is balanced.Please dude, anything can be countered in the right situation. Shaman has definetly the best 4 drop in the game (Flamewreathed Faceless obviously).Well yeah the point I was trying to make was that, well look at paladin. It has a lot of good 4 slot cards but without good early game midrange paladin doesn't really exist. And in some cases flame wreath isn't a good card to play. Like against a hunter with freezing trap up you would never play flame wreath into that because not only has the hunter "removed" your minion, you've also lost some mana and would therefore lose the game. It's also gets countered by Keeper of uldaman or peacekeeper. Of course it's still a stupid card (especially in arena) but I mean you don't see flamewreath in every midrange shaman you play against.You don't see faceless in most midrange actually. It's best against aggro and fast tempo as it comes out early enough to matter and they can't take it down. Against execute or polymorph or what have you of slower tournament decks, the card is a liability.And this fact really is a nitpick and doesn't detract from the main point: that shamans have many good strengths that overlap with each other. And it's that overlap that does it. They have a good early curve (though not Secret Paladin good, but still good), they have powerful and cheap aoe. They have impressive burst. They have a strong tempo that lets them keep refilling the board. And all of this doens't get in the way of one another and, in many cases, support one another.Note that it's not the aoes alone that cause this. yes, removing the aoes would hurt them, but the same goes from removing their early curve (which will happen next rotation) or killing their constant tempo-based board refills (which, again, will get hurt due to no thunderbluff). Without all this, they become just a reactive class without enough threats to keep the opponentWhich is why they probably can't be nerfed at this point. They already lost their aggro build, and will lose A LOT of their midrange build come rotation time. More nerfs now would mean shaman goes down to priest level next spring.
Oct 22, 2016iamdannywu posted a message on [Legend Top 100] Meta Crusher C'Thun Warrior 85.7% Win ratePosted in: [Legend Top 100] Meta Crusher C'Thun Warrior 85.7% Win rate
Hi. Control decks are meant to be slow. It is not suppose to keep pace with Shaman. With four board clears, you need to time it well and you'll be able to win. Don't waste brawls on 3 or 4 small minions/totems. Wait for some value. In one of my replays, I waited until they play a fire elemental before using my brawl while sacrificing my health for one turn. Those are the plays you have to think about. baiting out their cards and big minions before using your AOEs. There's also other strategies i've used such as baiting their hex on mediocre minions. Check out my 6 replays. :)
The irony about your comment is that the faster shaman plays, the better my chances are to win. It's when they play slow, that its difficult for control warrior.
Oct 20, 2016Posted in: Card Discussion
Hex and Polymorph are pretty okay in terms of cost and effect. For Polymorph to fully clear a minion and the residual Sheep body, we're talking 6 mana (4 for the card, 2 for the ping, normally), comparable to Entomb without the added effect of putting the card in your own deck. Hex is reasonably cheaper because it's in a class that, at least in the Classic Set, lacks a ping to remove the residual Frog body without using another card like Earth Shock. Cards like Spirit Claws and Maelstrom Portal have shifted this dynamic somewhat by providing more cheap pings, but probably not enough to warrant a cost change to the card.
End of the day, it's already been said. Polymorph isn't even that premium of removal in most cases. Against N'zoth, Anyfin, Resurrect, and sometimes C'thun lists, it's savage, but it's much clunkier than things like Fireball or even at times Flame Lance in terms of just removing something from the board. Hex fares better, but it's kept in check by the need for multiple cards or an established board presence to remove the residual body. Besides, these transform cards provide different counterplay to strategies that would otherwise lack it, which is healthy for the game. Your Res Priest gets wrecked by a Mage with Polymorph or a Shaman with Hex? Take it on the chin and move on, like Freeze Mage does against Control Warrior, or any other archetype versus its counters.
And on the point made above about Assassinate in comparison to the various transform cards, Assassinate isn't generally run because it's bad (it's more complicated than that as a single-card unconditional removal spell, especially when you bring Arena's love for premium removal into the mix, but I'll stick with the idea that it's just bad here). Shifting other removal options to be in line with an essentially bad card is senseless.
Oct 19, 2016Posted in: Card Discussion
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