I admit I laughed at "finger blast th3 meta".
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Aug 7, 2015Posted in: Alexstrasza's Champion
It's not simply a 3 - 3 with charge, you need to hold a dragon - one of the most unused tribes in hearthstone, there is simply no competetive dragon deck at the moment.
This is 100% true, dragons are cool, but not competitive. This card is nice in casual decks, the one's you use on Challangestone/Arena/Friendly challanges. I will use this card, but not on ladder,
Jul 16, 2015Posted in: [S16 #6 Legend] Control Warrior - 19-game streak
I find it difficult to just do a list of what to keep for each class, because it can depend on what else you have, and it's often unclear about what the right decision is, so I'm inconsistent. So I thought I would look at the cards and do more of an analysis than a set of rules. Fortunately there are some things that are good against pretty much everyone. I think this stuff is fairly subjective, and I would like to see what other people think.
To begin with, I've been keeping Fiery War Axe, Death's Bite, and Acolyte against everything this month. In the past I tried to be more conditional about the latter two, sometimes keeping Death's Bite only on coin and throwing back Acolyte vs. Mage to hard mull for a weapon because I felt it was weapon-or-bust vs. tempo or mech mage. But lately I've been viewing Death's Bite as a good keep even off coin because it's such a good tool to have early on, and I've been okay with hoping that the rest of my mulligan and my first couple of draws will get me something to help smooth the way to turn 4. It is, however, often too slow if you don't draw into any other early game before turn 4. And Acolyte, although it isn't on its own fast enough against aggressive mage, can be part of a really strong hand if you throw back the rest and get back a weapon. If you don't have good luck on the draw it can at least absorb damage and cycle you to what you need, so it's not the worse. Right now I think throwing it back to hard mull isn't so good because it lessons your chances of getting a really strong hand where you have multiple good early pieces. If you don't like keeping Death's Bite off coin in some matchups, definitely do still keep it against Druid, Warrior, Priest, Warlock (you need it against Zoo, and it can kill a Twilight with two hits if necessary against Handlock). But I've just been keeping it against everyone for the most part, because it's such a good control card as you transition to the middle game.
Armorsmith I think is a bit more conditional than those other three (I used to think the reverse, compared to Acolyte - I viewed Armorsmith as more automatic and Acolyte as more conditional - that might be because I've only been running one Cruel Taskmaster, so that combo with the Armorsmith doesn't happen very often). It's a definite keep vs. Hunter, Paladin, Mage, Shaman, and Rogue (doesn't trade well vs. rogue but the threat of armor gain and the inconvenience of dealing with a 4-health 2-drop is effective against a deck with a lot of non-recurring damage). I think it should be kept against Warlock (the pings and life gain are pretty good against Zoo, although it's not very helpful against Handlock), Druid (because it's such a tempo game that you want to get something out there, and it can activate execute and shield slam, help death's bite deal with 5-health on first charge and 6-health on second charge, etc.). Against warrior I'm starting to think it should be thrown back. It doesn't seem to do too much early, and it gives them a way to get value from their first Death's Bite charge. You may be able to get a bit more from it later if you play it before a whirlwind effect or put it behind a taunt. I think it should often be thrown back against Priest too, although I'm unsure about that because there's something to be said for using it pre-Cabal, and perhaps combining with Axe to kill a Dark Cultist. I wonder what other people think about Armorsmith vs. Priest. The reason to throw it back vs. Priest would be to go for Death's Bite, Execute, Acolyte.
Cruel Taskmaster should be kept vs. Hunter because it is top tier vs. face hunter. I think it can be kept vs. Paladin because it's top tier against aggro paladin, but it can be mediocre against midrange Paladin - so I'm not too sure on that one. I'd feel more comfortable keeping it vs. Paladin if it's not the only good piece in my hand or I'm on coin so the rest of the mulligan involves more cards. In other matchups I think it's not quite good enough to keep except when considering keeping it with Armorsmith or Acolyte. It can be good against Mage because Mech Mages run the 2/1 mechs, but Mech Mage isn't very popular right now, and most Tempo Mages don't seem to run 1-health minions. Against Zoo I don't think it does enough on its own. There are certain hands in certain matchups where you could consider keeping it with an Execute if you also have a weapon (point being you don't want to consider using two card slots in your opening hand on that unless you have something else that's useful). In various matchups it can be good with Armorsmith.
Execute should usually only be kept against Druid (need tempo removal for the midrange stuff) and Priest (Deathlord, Blademaster, Velen's Chosen), but it should be kept against those two. It is really top tier against Priest - it can mess them up. Like, Execute on a Deathlord into anything decent gives you an advantage.
Revenge I think is worth keeping against Paladin, but not against anything else.
Shield Slam I rarely keep, although if you expect to be purely defensive against a deck with low-health minions and you have other good stuff like like Armorsmith and Weapon, it's not bad to keep. Armor up + Shield Slam Huffer is certainly not a weak play.
Shield Block is something that you don't want as your only early play, but it's not bad to keep with something like a weapon and an Armorsmith - it cycles, delays the time when you're going to be at risk of lethal, and if you draw into Shield Slam it'll activate that. Something like Weapon, Shield Block, Shield Slam can be pretty appealing too. I do think it's worth considering keeping Shield Block sometimes along with something else that's more active, because digging deeper into the deck while increasing the life total is a good thing. But you do need strong board-affecting plays as well.
The Sen'jin is something I'm a little unsure of because the idea for it is to be available as a drop earlier than you could play a Sludge Belcher, so having it in hand early in the game tends to be what you want. But on the other hand it's not as good as a weapon, and sometimes having an Acolyte is more important. Plus in some matchups increasing the odds of getting Harrison is actually helpful. Some thinking about the curve is necessary. Going first, you won't want to keep it alone because unlike Death's Bite, it's not strong enough to warrant increasing the risk of having no play until turn 4. Something like Fiery War Axe + Sen'jin seems like a good keep though, because you have your initial active play, and with the Sen'jin you're guaranteed to have something substantive that can come down relatively early. On coin, you can consider keeping Sen'jin when throwing the rest back, if you think turn 3 coin/Sen'jin seems as if it'll be a good play. Death's Bite and Sen'jin as turn 3 and 4 can be good.
Harrison should be kept against Warrior, Paladin and Rogue, but probably not against Shaman because they are too inconsistent about whether they have weapons or not - and if they do, sometimes only a single weapon.
I'd usually only keep BGH in one situation: vs. Warlock when I've also got stuff in hand that is good early-game against Zoo. Then I can deal with Zoo but I'm hedged against Handlock. If you're seeing a lot of Handlock, keeping it when you're on coin and mulliganing the other 3 might be worth the risk, because you still have a lot of chances to draw your anti-Zoo stuff.
When running 1 Brawl, I had started keeping it vs. Warrior because of Patrons - but with 2, I'm likely to throw it back and trust that I'll draw it by turn 5 or 6 (but of course sometimes I don't and that's bad).
Once in a while, when the rest of your hand is perfect for early game, Belcher could be worth keeping to guarantee a mid-game drop.
That's pretty much it as far as stuff that's worth considering keeping.
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