Quote (SpectraWaves @ 9 Sep 2018 11:14)
playing it now won 11 lost 2
lost vs baku paladin ofc..
Nice!!
ya need good mulligans to beat odd paladin,
obv the candlestick on 1 and if you have coin then keeping flanking strike is op because well... Flanking Strike is a 10/10 card.
Most Fungal Mancer dekcs you are going to play against you rly need to focus on not letting them get a good fungal off, orat least be ready for it, that is the breaking point I notice.
Of course board clears are scarce to find on Hunter which is why egg terrorscale or egg play dead are you 100% keeps because the 5/5 or 8/8 worth of stats on turn 4 helps keep control of the board while you get a good combo ready to hold the baord for rest of the game.
I usually keep my egg until 4 with the play dead against any deck i feel might have silence.. But its fine anyway because they only have 2 silences tops and them wasting an early one on an egg when you can reload in 2 turns is op. On that matter it it barely worth if they silence the mech whelp becuase you can still cube it with a proc and get insane amounts of board.
Argus saves you soo much. Allows good use from Cubing an egg for after cube dies..
Cube an egg, if its turn 5 or 6.. or anytime.. thats a 5/5 and a 4/6 that has deathrattle "eventually get 2 more 55/s"
Argus and Deathstalker rexxar (dire wolf alpha, or the ping your own minions beast) are your 0/3 egg activators.
Against Taunt/Mech/Odd Warrior (they all have same win conditions really). Cubing Savannah Highmane with a Proc is fucking devastating. highmanes are 6/5's and you get 2 of then also deathrattle summon 2 of them. No class can really handle a combo like this.
If you get a good read you can sometimes drop Krush and get a free 18 damage pressure because you know they can't kill it (odd warriro already used both shield slams)
A big issue too is that the best combos you have to do over two turns.. that is why giggling inventor/grizzly for taunts. also being a strong tempo deck in general so you can control the board anyway, you will almost always get a scenario when you play it right, where you can pull off the gg. quick tips: if they just used a hard removal card, that is best time to play minions to stay on board.. in most cases as a rule of thumb, say they have 4 removals, expect them to draw half by 15 card mark, and 3/4 by 22 card mark etc etc.)
Of course some games you get an egg they dont kill and all your procs by turn 6 winning the game with jurassic park.
Cube proc combo on a big minion with deathrattle gives you 3 waves of minions on the board <- unstoppable by basically any tier 1/2 deck
You cant sit around letting Druids build their combos or letting Warriors discover mechs. You want to be the aggressor all game every game in every matchup. you coin your egg and they silence it/sap it? Play the 3/3 terrorscale tempo. Trust me. you have many many other activators (1/5th of the deck) so dont worry. you are a tempo deck.
If you can get both flanking Strikes early you will beat every aggro mage.
if you get multiple procs for an egg early you will beat druid, and everything really.
If you get a Cube with proc on a big minion you win vs Warrior.. I even sometimes keep Cube vs a Warrior because as soon as I pull it off his hand goes from 10 cards to 3 cards rly fast.
This post was edited by Crunktd on Sep 9 2018 09:44am