Damien

[Archived] S19 Hearthstone Legendary Grim Patron OTK Warrior BrM

Sign in to follow this  

71 posts in this topic

This thread is for comments about our Legendary Grim Patron OTK Warrior Deck for BrM

Share this post


Link to post
Share on other sites

How do you feel about Axe Flingers? They're another great card with all the pain cards in the deck, but I can't seem to find a good space for them.

Share this post


Link to post
Share on other sites

Axe Flinger is pretty poor in this deck, It's expensive to fit into a Warsong combo, and you will always get more damage from a Patron, Frothing or Worgen.

Share this post


Link to post
Share on other sites

Well...

This deck is... confusing to say the least. Knowing that I have all those great combos that I can only unlock in the later turns is pretty nice but in the current aggro meta I get wrecked usually before turn 8.

I played over 15 matches now, lost 14 of them and won 1 because a shaman surrendered in turn 2.

I don't know if the deck is consistent or bad at controling the early game or I am just a bad player for this deck, but anything I try doesn't work. I replaced the belchers for some additional tempo by playing dread corsairs instead and replaced inner rage for slam for additional help in early removal. I still get wrecked like it's nothing for the enemy.

Last round I played with a priest (which got super lucky by thoughtstealing though, stole me both dread corsairs and death bite and Battlerage) and lost with him still having 28 HP left.

I'm doing something wrong here. Can you please explain?

Also, I have quite the opposite succes with this deck: http://www.hearthpwn.com/decks/224656-senfglas-top-10-legend-grim-patron-warrior-700dust

Played 20+ matches on ladder and only lost two. Seems like that deck is more consistent because of the heavy card draw. This deck only brings you card draw with two cards - acolyte and battle rage. It's kind of stupid to use battle rage when you have no minions on the board and as this is the case for the most part in early game, I would probably be much more comfortable having slam instead. At least you do some damage along the way aswell.

The deck mentioned above does it much better - heavy card draw means you almost always have the turn 6 emperor and are practically almost able of comboing the patron in turn 7.

Another card I miss is commanding shout. Including this card in the combo (with emperors help it can be done on turn 7 instead of 10) it serves as the ultimate oponents board wipeout and by playing the Senfglas deck I get to use this an awful lot.

It is the main reason how I manage to wreck handlocks along the other benefits.

I really want to play my dr.boom and grommash, but it just doesn't work in this meta. sad.png

Ok went to the original idea of this deck and it works a bit better but most of the time it's really a 50-50 chance to win and really draw dependable. The only class I've had most luck with are druids, its actually pretty easy to win druids with this deck. Everything else mostly makes me suffer dearly.

Right that will be it for me. After playing this deck for the whole day, I won two games. I'm switching to something else until I get the cards to make myself control warrior.

Thanks for help.

Share this post


Link to post
Share on other sites

The strategy of the deck is explained pretty well in the guide I think, I can't really help you much more than that without more specific questions. 

As for the deck's effectiveness/consistency, it seems pretty solid to me :P

11157227_10205666836166608_934508127_o.j

Share this post


Link to post
Share on other sites

Thanks for answer. 

 

Ok it seems that I am (it was the most likely explanation anyway) playing it pretty much wrong. 

 

I don't know usually I am saving at least one warsong commander to combo it with grim patrons etc. Do you think it's better to play it in a way that you can always answer the opponents threat? So if I need to warsong + frothing combo for example in turn 6 I use it for that? Play patron on turn 5 even though he might be removed? Or play patron + whirlwind on turn 6 for example? 

 

The guide explains the way of playing nicely though I always liked your guides. Thing is that have absolutely zero clue about optimal card play. 

Share this post


Link to post
Share on other sites

The idea is that you shouldn't really NEED to play Warsong early to answer your opponent's threats. All of the cards like Whirlwind, Inner Rage, Taskmaster etc. are the expendable ones, you should be using those where possible to answer your opponent's options. Combine that with your Weapons and your own minions and you should be able to answer your opponent's options fairly effectively.

Don't be afraid to use Grim Patron either, it's only really Warlock with Hellfire, and Mage with Flamestrike that can deal with a Grim Patron board easily, so don't be afraid to get a couple of Patrons on the board without charging them to set up for a big Warsong turn later.

 

Basically Warsong Commander is your card to protect, all other cards can be used to keep control of the game if you need to, but protect your Warsongs and use them for the big burst combos and board clear, if you keep them in hand, almost every other card in the deck combos with them in some way or another, so you will always have options when it comes time to use them.

  • Like 1

Share this post


Link to post
Share on other sites

Thanks for clearing that up. And yeah I figured it out myself just before when I actually started playing with the same tactics you described - it works. Guess this deck just needs some serious practice. 

 

Forgot to ask one more question btw - when do you use battle rage? I mean sure, when you have no other choice you just play it but when do you consider this card as a "well spent card"? 

 

Does it already justify it's value when you draw one card? I guess not since slam would also do a similar thing. Two cards? 

Basically, how do you know when is the right time to play battle rage?

Share this post


Link to post
Share on other sites

If Battle Rage draws 2, it's better than Arcane Intellect, so that's totally fine. The only time you should be really greedy with it is if you can see the ridiculous Grim Patron Whirlwind turn in your hand and you're going to draw like 6 cards.

Even cycling it for 1 card is fine if your hand is bad. Obviously the comparitive value to Slam is poor, but you're playing it for the potential blowout turns, you have to just suck it up and accept the bad ones sometimes.

Share this post


Link to post
Share on other sites

Thanks yeah this cleared a lot of things for me. I was usually saving it up for the patron card draw combo. 

 

Yeah it makes perfect sense. 

 

I have tried all your suggestions and the deck now behaves much much better. I'm also getting way more consistency out of it. 

Thanks man you saved my warrior ^^ Yesterday I was so nervous because of me being unable to play this deck ok that I felt like exploding. 

 

Now it's a killer deck. I also feel much more comfortable in knowing that I can also use the patrons for some board clearing if necessary (handlocks or just some crazy turns sometimes) because I can compensate it with grom, boom or frothings. The warsong worgen combo is also nice if there is no sight of patron or other cards. Inner raging it under charge also give a 12 attack which is basically equal to grommash. Although by all means grom stays the all mighty :) 

 

Thanks for the awesome guide Sottle, my spirit now rests in peace :) 

Share this post


Link to post
Share on other sites

I think you're underestimating Axe Flinger. It's not there as an aggro piece, it's there as a serious counter to decks like Face Hunter, Paladin Rush, Mech Aggro etc. It tends to take out a card even in bad matchups, is an excellent target for a Taskmaster or Inner Rage if you don't have other tech, and puts pressure on heavy control decks. Sure, it's not optimal if you're going for face but in a slower Thaurissian-based build going for the OTK it can do heavy work alongside a Zombie Chow in the early game.

Share this post


Link to post
Share on other sites

How is a 4 Mana 2/5 a counter to aggro decks? You'd just play Sen'jin in that slot, it's strictly better for that purpose.

Share this post


Link to post
Share on other sites

You're probably right that Senjin's better as a defensive piece, but the flinger can also have late game combo potential. Not so much as the Patron, but if you've saved up a whirlwind effect or two then the direct damage can be useful. Especially if he's costing less off a Thaurissian.

Share this post


Link to post
Share on other sites

Is there a way how to succesfully counter face hunters and zoo decks? I usually end up at <10 hp on turn 8, a lot of times the fun ends way before. Depends on the opponents topdecking... 

 

Or mech mages? Everytime a mech mage opens with a annoy-o-tron I loose the game. My axe gets spent for removing his shield.

 

Should I whirlwind in this case? I guess inner raging him to remove the shield or taskmastering him is bad (then removing with the axe)?

Edited by Sparkl

Share this post


Link to post
Share on other sites

Hey! I love the deck. I have one question, though... How does one deal with decks that have 2x hellfire or 2x flamestrike? Do you try to bait them both ( I can't imagine how that could be done, especially if the opponents see the type of deck that you are playing)?

Share this post


Link to post
Share on other sites

You're probably right that Senjin's better as a defensive piece, but the flinger can also have late game combo potential. Not so much as the Patron, but if you've saved up a whirlwind effect or two then the direct damage can be useful. Especially if he's costing less off a Thaurissian.

 

The combo damage off an Axe Flinger is so insignificant compared to a Worgen or Frothing, it's just not worth having such a bad card in your deck.

Share this post


Link to post
Share on other sites

Is there a way how to succesfully counter face hunters and zoo decks? I usually end up at <10 hp on turn 8, a lot of times the fun ends way before. Depends on the opponents topdecking... 

 

Or mech mages? Everytime a mech mage opens with a annoy-o-tron I loose the game. My axe gets spent for removing his shield.

 

Should I whirlwind in this case? I guess inner raging him to remove the shield or taskmastering him is bad (then removing with the axe)?

 

I consider Mech Mage to be almost a free win with this deck. Face Hunter is a little tricker, but still quite favoured in my opinion. 

Mech Mage doesn't really push fast damage all that well, and plays so many 2 attack minions, that it really is just a matter of surviving until Grim Patron combo. Just survive by any means necessary.

 

Face Hunter you just need to use your 1 damage pings to good effect, Inner Rage, Whirlwind, Taskmaster etc. kill basically all of their minions. You can also force them to trade by just dropping a Frothing on the board and Inner Raging it, they can't leave that up, and it will technically heal you for a bunch while they kill it.

Share this post


Link to post
Share on other sites

Hey! I love the deck. I have one question, though... How does one deal with decks that have 2x hellfire or 2x flamestrike? Do you try to bait them both ( I can't imagine how that could be done, especially if the opponents see the type of deck that you are playing)?

 

Yeah, Double Hellfire decks are the worst. It's just a rough matchup. The gameplan here is just to save Warsong/Frothing and try and burst them down, since any Warlock deck with Hellfires is going to lower themselves to a scary life total at some point.

You're not going to win these matchups by board control from the Patron combo, so you really do just need to save up Burst pieces in your hand, along with Executes to clear Taunts, then just go for it when you see an opening.

Share this post


Link to post
Share on other sites

 

 

Mech Mage doesn't really push fast damage all that well, and plays so many 2 attack minions, that it really is just a matter of surviving until Grim Patron combo. Just survive by any means necessary.

 

Hmm well it seems that in my case they all just keep playing tinkertowns and spider tanks, practically material I cannot deal with my patrons. If they spawn low minions they spam them usually when I don't yet have the patron combo or in lower turns, forcing me to deal with them otherwise I would be toast until turn 6. Or they just keep flamecanoning everything I throw on the board. Or frostbolting or fireballing. Thats cool, but usually I can't do jack until higher turns but by then my health gets so low I usually have at most 2 turns in front of me while the opponent has like 3 4att+ minions on the board. Edit: And also, can you please tell me how do you usually deal with annoy-o-trons?

 

Maybe it's just my bad luck, maybe I still haven't figured out the optimal play but I feel a lot of times that I could answer the given situations easy have I drawn certain cards before. But when the opponent comes on the board with a few 4/4 minions even my patron combo sucks. 

 

Also shamans man... Silence, silence, lightning storm, lightning storm, they get even so lucky they get 4 taunt totems in a row (happened to me yesterday)... Then they crackle a bit, all while they maintain board presence.

 

How do you beat that stuff :/ 

 

I feel like the easiest match for me at the moment is vs. zoo. I kind of manage to survive long enough to trade all his low minions for my patrons. 

 

But I have absolute trouble vs. mech mage, handlock, face hunter, priest (mind controling belchers and gromm or boom at turn 10 is no fun at all), control warrior, shaman sometimes.

 

I can get by with druids and rogues. And even with druids, if I don't draw the removal cards it's usually a long wasted game. I play patrons with warsong (or turn 5 plus inner rage + deathbite aoe if I can) on turn 7-8, make a board he spawns AoW next turn, I don't draw a removal for the next few turns and it just all goes down from there. It would be just so nice if I could figure out how to achieve the perfect curve of card draw...

Edited by Sparkl

Share this post


Link to post
Share on other sites

Is Kel'Thuzad viable in this deck? Since I don't have Grommash, I was wondering if I could replace him with KT. Either that, or a Shield Block, to get that armor and card draw you mentioned.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco



       
      Everything you'll need to dominate ranks 10 through 5 on the ladder.
      In part three we learn about "line up theory", the art or matching up threats and answers. We also explore the importance of mulligans and why it may not always be correct to ship away expensive cards.
      Legend in the Making: Part 3
      Ranks 10 to 5 - Line Up Theory and Mulligans
      The first two parts of this series taught a top-down approach for approaching decisions in Hearthstone. Mastering these broad and fundamental concepts of Hearthstone gave us the weapons to dominate any opponent attempting to fight us unarmed. Knowing your role at rank 20 is like bringing a knife to fist fight, and having a plan at rank 15 is like bringing a gun to knife fight.
      Understanding the big picture concepts which are relevant in nearly every game creates a huge degree of separation between ourselves and our opponents, but as we progress up the ladder and begin to learn about more and more narrow topics this margin begins to shrink. The massive advantage which comes from “having a plan” against an opponent who doesn’t is much smaller than the advantage you’ll gain from learning about “line up theory” in part three against an opponent who hasn’t learned this same concept.
      This is the nature of progress. The gap which separates us from our competition grows smaller and smaller as we get better and better. The margin for error shrinks. The difference between victory and defeat is no longer a misunderstanding of the matchup, it’s attacking the wrong minion on turn 7 or shipping away the wrong card in our mulligan. This is why it is critically important, now more than ever, that we internalize the broader lessons from parts one and two before moving on to the more specific concepts which I cover in parts three and four. You stand to gain a much bigger by mastering the broadest skills first.
      Section 1 - The Essence of Progress
      Making Smaller Circles
      As we gain experience and internalize concepts on a deeper and deeper level, questions which were once complex and demanded a significant portion of our thinking power start to be answered instinctively. The macro becomes second nature and our minds become free to begin worrying about the micro, then the old micro becomes our new macro and the process repeats itself. This is a process called “making smaller circles” in The Art of Learning, a book which I’ve recommended ad nauseum in this series.
      To turn the macro into the micro we should endeavor to learn depth, not breadth. Our goal isn't to collect new heuristics, it's to completely master the lessons we are still learning. By seeking to understand the finest details of every concept we will eventually be able to internalize them on a subconscious level, and this is what will ultimately enable us to answer difficult questions instinctually and automatically.
      As it applies to Hearthstone, the biggest advantage which will come from making smaller circles is the amount of thinking time it will buy us. By gaining the ability to quickly evaluate something which would have once taken us a long time we free our minds to focus on something new. We get to think more, and thinking more is often thinking is smarter.
      The higher up we climb the ladder the smaller our margin for error becomes. A great way to minimize on these errors is create more time for ourselves by making smaller circles. But there is another, much more simple way to buy ourselves more thinking time.
      Slow Down!
      As the margins between defeat and victory tighten the costs of making mistakes are greatly magnified. There’s a huge difference between a mistake due to a lack of understanding a making a mistake due to a lack of focus. Mistakes made from a lack of understanding can only be corrected with time and practice, while mistakes made from a lack of focus are entirely preventable.
      A turn in Hearthstone times out after 75 seconds, and with 20 seconds left the rope will appear across the middle of the screen. There is no penalty for taking each turn to rope and there are no bonus points for playing quickly. However, there is a massive penalty for playing too fast and making mistakes as a result. The most your opponent can do to complain about how long you are taking is emote “Hello”, so what do you have to lose by taking more time?
      I can’t teach you how to be smarter or have better focus, but I certainly share with you a framework for making the most out your time each of turn. More time means more thinking, more thinking means smarter decisions, and helping you make smarter decisions is the entire goal of the “Legend in the Making” series. Here are some steps you can take to ensure that you’re using time to your advantage:
      Decide what the plan is. If there is still time left in the turn before you must act (the rope hasn’t appeared yet), see if you come up with a different plan. If there is no other plan, use the rest of your time to plan out future turns and consider the outs for you and your opponent. If there is another plan, compare and contrast the advantages of both plans to decide which one is better. If there is still time left in the turn after you’ve compared the two plans, try to see if you can come up with another plan and repeat this process. There will probably be many turns where this process feels laborious and unnecessary. Your first instinct will often be the correct one and might feel as though you just wasted time and effort for no benefit. The beauty of this process is that it doesn’t truly matter if your decisions don’t change as a result of this extra time and focus, because to reflect and ask yourself questions is the fastest way to internalize the finer details of the game! This is how you make smaller circles.
      Think of the effort you’re spending now as effort you won’t need to spend again in the future if you encounter a similar situation. Taking the extra time to reflect on your decisions in the present not only decreases the likelihood that you make mistakes (which allows you to win more games), it encodes your patterns of thought into instincts which will free up additional thinking time in the future for you to do even more. This enables the cycle of learning and improvement to repeat itself. Self reflection is not only key to ensuring we don’t make mistakes, it the essence of progress and rapid improvement.
      Section 2 - Line Up Theory
      Hearthstone is a game of threats and answers, both of which can come in many forms. A threat might be a wide board of buffed-up Murlocs thanks to Murloc Warleader, and answer to this threat might be a single Dragonfire Potion. A 12/12 Edwin VanCleef is a threat which can be answered by 12 power worth of minions.
      A threat is anything a player can use to win the game if their opponent doesn't have an answer for it, and an answer is any way to remove a threat. The battle of aggro vs control is fundamentally a battle of threats against answers. It’s the aggro player’s job to present the threats their opponent is least likely to have an answer to, and it's the control player’s job to answer the threats presented by the aggro player in such a way that they will still have the ability to handle the next one.
      It is often the case that a specific answer lines up against a specific threat in such a way that one player comes out of the exchange at huge advantage. A classic example is the threat of Tirion Fordring and the answer of Polymorph. Casting Polymorph on Tirion cleanly answers his big body, his Divine Shield, and his Deathrattle trigger. Without a Polymorph, answering a Tirion might require a combination of your hero power, some spells, and minion attacks just to take down his 6/6 Taunt body, and when everything's said and done your opponent still gets a 5/3 weapon. Sounds like a disaster! Cards like Polymorph and Hex line up very well against Tirion while most other answers line up against him poorly. This is “line up theory”, a method for assigning specific answers to specific threats in an effort to create advantages and avoid disasters.
      Lining Up Decks
      We can use line up theory to help us understand the correct approach to most matchups. Through line up theory we can determine which matchups are “ask and answer”, or classic aggro vs control games where the lining up of threats and answers is determined most by the present, and we can also discover which matchups are dictated more by a deck vs deck approach to lining up threats and answers. Let’s see an example of a matchup where threats and answers are far more important than roles, and where the “plan” is to have the correct answers to line up against the correct threats.
      Giant Miracle Rogue is a deck with some very powerful threats and the ability to quickly cycle through its deck to consistently find them. It also runs a very limited number threats due to the density of its cheap spells. They typically look to set up a single turn where they clear their opponent’s board and play out a massive Edwin VanCleef and/or multiple Arcane Giants and overwhelm their opponent on tempo with the size of their creatures.
      Evolve Shaman is a deck which looks to control the board early with cost-effective creatures and board clear spells. By keeping their opponent’s board empty in the early game they seek to take over the mid to late game with a powerful Doppelgangster + Evolve play or to kill their opponent outright with Bloodlust and a wide board of minions and totems.
      It would be accurate to say that both of these decks are midrangey and have combo elements to the way they play. Depending on the way the cards line up on a game by game basis either deck could be the aggro deck or the control deck if you approach the matchup purely from the perspective of roles. However, due to the way that the threats from Miracle Rogue line up against the threats from Evolve Shaman, this matchup has the potential to be incredibly lopsided if the Evolve Shaman player understands line up theory.
      Let’s look at the threats that the Miracle Rogue is packing:
      Edwin VanCleef Sherazin, Corpse Flower Two Arcane Giants The rest of their minions in the deck aren’t there to end the game on their own but to facilitate the strategy of the deck. Though the deck could also manage to drudge up a threat with a Hallucination or Swashburglar, the likelihood that they find anything which threatens to end the game on its own from these cards is quite low.
      If we look at how the answers from Evolve Shaman up against these threats, we find that the Evolve Shaman is perfectly suited to answer these threats at a tremendous advantage. The Jade Lightnings line up well against the Gadgetzan Auctioneers, while the Lightning Storms, Maelstrom Portals, and Volcanos can easily clear up the other roleplayers. The two Hexes can handle Sherazin, Edwin, or an Arcane Giant at a mana advantage, the Devolve can handle the Edwin or Sherazin at a mana advantage, and a combination of minions and spells can add up to the 8 damage needed to finish off the final Arcane Giant.
      When you line up the two decks against each other the default strategy for the Evolve Shaman player should be clear. The Evolve Shaman just needs to be able to deploy each of their lined up answers against the Miracle Rogue’s lined up threats and they will eventually be able to run them out of gas. From the perspective of line up theory, any Shaman deck running two Hex and one Devolve should be favored against a Giant Miracle Rogue which is light on threats. Their answers are naturally advantaged against their opponent’s threats, and they will be heavily favored in any game where they can deploy these answers on time. Whenever you can identify a matchup where your threats line up favorably against your opponent’s answers or vice versa, your best bet is to approach the matchup from the perspective of line up theory and aim to win the game by abusing the natural advantages of your specific threats and answers against theirs.
      There will be the occasional game where one of the Shaman’s much needed answers is on the bottom of their deck or where the Miracle Rogue draws well and is able to play their threats too quickly, but the chances of losing a game to these circumstances are much lower than the chances of losing in a more traditional midrange vs midrange matchup. Generally speaking, decks which have more answers than their opponents have threats are favored in games which go long when playing with line up theory in mind. This implies that decks with fewer answers than their opponents have threats should try to find a way to end the game quickly before they get overwhelmed by their opponent’s threats.
      The Narrow Answer
      When lining up decks against one another you’ll often find that there are only one or two key cards in either deck which demand specific answers from their opponent. Polymorphs for a Tirion Fordring, or Volcanic Potions for a Living Mana, for example. It may not always make sense to mold your entire strategy from the perspective of line up theory, but the knowledge of how these threats and answers line up against each other still has an impact on the way you play out the game.
      When playing against an opponent who has a threat in their deck which demands a specific answer from your own, the goal is to hold onto your narrow answer for as long humanly possible. Patience is key, especially if your opponent also understands how line up theory works. Whoever bites first and plays their threat into a narrow answer or uses their narrow answer on the wrong threat will often lose as a result. Unless you’re under direct threat of dying, hold onto that narrow answer at all costs and find a different way to answer your opponent’s other threats.
      You might also find yourself in a situation where you have access to a threat which can completely take over the game if your opponent lacks the narrow answer. In an ideal world you would construct a situation where your opponent is forced to deploy their narrow answer on the wrong card, but you won’t always have this luxury. If time is not your side, it’s often correct to throw your threat out there and pray that they don’t have the answer in hand. If time is your ally, then it’s probably best to hold onto your threat until you’re sure the coast is clear.
      Section 3 - Mulligans
      Mulligans are among the most complex and important decisions in the entire game, yet they are often overlooked or taken for granted as deterministic.
      The majority of deck guides I’ve seen around the internet list cards which are considered “keeps”, but this completely fails to recognize the importance of matchups when it comes to mulligan decisions. More thorough deck guides will list the cards which are keeps in every matchup, and though this is certainly a step closer to the truth it still doesn’t tell the entire story.
      To be to fair to all the excellent deck guide writers out there, there are certain decks which will almost always want to keep certain cards. For example, I very rarely mulligan away Wild Growth while playing as Ramp Druid. It’s a card you can play early and is simultaneously critical for the deck’s gameplan, but is it always correct to keep two Wild Growths? Sometimes it is, sometimes it isn’t. There are certain matchups where double Wild Growth is the stone cold nut, but there are other matchups where it might be more important to dig for something that impacts the board.
      In this section I’ll attempt to teach you all of the different factors I’ve discovered for informing mulligan decisions. Factors can vary wildly in importance from matchup to matchup, hand to hand, and deck to deck, so the real talent to mulligans is knowing when each of these factors takes precedence over the others.
      Mana Cost
      The level zero, most basic mulligan tip that everyone learns first is to mulligan away your expensive cards so that you can find cheap ones that you can play early. It makes sense why you’d want to do this as it’s very advantageous to curve out (use all of your mana on cards which cost as much mana as you have available that turn), and you can’t exactly curve out in the first few turns if you are sitting on a hand full of expensive cards.
      You can think of all the other factors I discuss in this section as reasons not to mulligan away more expensive cards for cheaper ones. If you were to enter into a completely unknown matchup then the mana cost of your cards would almost certainly be the most important factor, but at these ranks we are never entering into an unknown matchup.
      Line Up Theory
      The time you have to mulligan is the all the time you have to determine if your current matchup is "ask and answer" or is dictated by line up theory. Before sending away a single card you should have a decent idea of whether or not line up theory is the axis by which you’ll be attacking this game, as this will completely dictate your mulligan decisions.
      It should be fairly straightforward to understand how line up theory impacts your mulligans. If you’re in the position of the player who has more answers than your opponent has threats then you can’t afford to ship a single answer from your opening hand. You have inevitability on your side if you can assemble all of your answers before they can assemble all of their threats, so you shouldn’t be too concerned if your hand appears to be slow.
      If you’re in the position of the player who has fewer threats than your opponent has answers you likely can’t afford to ship a single threat. The way you win is by playing one more threat than they have an answer for, so you’re also in the market for any cards which might force your opponent to spend one of their precious answers on the wrong target.
      The Matchup
      Some cards have the ability to completely take over a game on their own in certain matchups. If you know exactly which deck you’re up against then keeping these cards in your opening hand is always the correct decision, regardless of whether they cost 10 mana or 1. If nine of the last ten Druids you faced were playing Jade, then you stand to gain much more by holding on to Skulking Geist in your opening hand than you do by mulliganing it away. Let’s explore why.
      In this example nine of the last ten Druids we faced were Jades, which extrapolates to a 90% chance that the current Druid you are currently facing is also a Jade. If you assume that keeping the Skulking Geist drops your win percentage from 50% to 0% against all other Druids (which it doesn’t), you’re still only giving up 5% win percentage over the course of 10 games (50% or .5 divided by 10). This means that keeping the Skulking Geist would still be the smarter decision if getting to play the card increased your overall match win percentage against Jade Druid by more than 5.6% (50% or .5 divided by 9), which I’m almost certain that it does. Though it might seem greedy to keep an expensive or narrow card in your opening hand without being certain what you’re up against, the numbers show that it’s often correct to do so.
      Try to resist the urge to mulligan away an expensive card in your hand before considering the odds that it could tilt the matchup in your favor. Consider the prevalence of each deck in your opponent’s class, as well as the impact an individual card has on the overall win percentage in each matchup. It’s far too complex to calculate exact numbers, but with time and practice you can start to get a sense for when and why you should keep certain narrow or expensive cards in your opening hand.
      Conversely, there are cards which are typically strong in opening hands but must be mulliganed away based on your opponent’s class or the expected matchup. These cards might line up poorly against the enemy’s Hero Power or common class cards. For example, minions with one Health are typically miserable against Mage, and early Deathrattle cards like Kindly Grandmother with 2 power or less can get blown out by Potion of Madness. The ability to recognize when it is correct to mulligan away cards that are typically strong is just as important as the ability to recognize when it is correct keep cards that are typically weak.
      50% Theory
      It is often correct to hold onto a card which might not be ideal but is just above the cut. In what I call “50% Theory”, I always try to stop and ask myself if there is a greater than 50% chance that the card I’m thinking about mulliganing away will turn into a worse one. I often find that my first instinct is to mulligan away a less than perfect card to try and find something better, but that when I apply 50% theory I realize that my odds of improving my hand actually decrease by shipping the card away.
      Curving Out
      Another reason to keep potentially expensive cards is because your hand can naturally curve into them. For example, let’s say you’re playing a deck which typically always mulligans away 4 drops in the dark. If the other two cards in your hand are a 2 drop and a 3 drop, then it could potentially be worth keeping the 4 drop so long as it is a natural follow-up to the other two cards.
      Checking the curve of our hand can also help us catch when we might have too much of a good thing. Many cards which are typically excellent in opening hands might not pair well with the other cards in our hand, or even with a second copy of itself. N'Zoth's First Mate is typically the best card for Pirate Warrior on turn one, but the second copy should almost always be shipped away. The same can often (though not always) be said for Innervate, depending on what the final card or cards in your opener are. If you’re on Aggro Druid and your opening hand is double Innervate + Bittertide Hydra, then you have a potentially game winning play on turn one. If your hand is double Innervate + Living Mana, then you’ll want to ship both the Living Mana and one of the Innervates to try and find yourself a better curve.
      The Checklist
      To recap, here are a list of questions you should ask yourself about each hand while mulliganing:
      Based on my opponent’s class and the local metagame, which decks could my opponent be playing? Is this a line up theory matchup? Are there any narrow answers or threats in my hand? Do I have any cards which are very powerful against one of these decks? Am I increasing my overall win percentage by keeping these cards? Do I have any cards which are very weak against one of these decks? Am I decreasing my overall win percentage by keeping these cards? Does this hand curve out? Does it have a game plan? Do I have any expensive cards which I should mulligan away for something less expensive? If so, is there a greater than 50% chance that getting rid of one of these cards will yield a worse result? It’s important to note that the de facto “most important factor” of mulligans, the mana cost of the cards, is the second to last question when working down this checklist. This isn’t to say that the mana cost of the cards in your opening hand isn’t important, it's just that there are many other things you should be thinking about as well.
      Another thing of note is that I never stop to ask if I have cards in my hand which should be automatically kept. I believe that you can get yourself into trouble by thinking about cards as “automatic keeps”, and should instead start off by viewing each card through the lens of the specific matchups you’re anticipating. Granted, to this day I have still never mulliganed away the first copy of Flametongue Totem, but I’d like to think that’s because I have yet to encounter a matchup where it isn’t good in my opening hand and not because the card is an "automatic keep".
      Conclusion
      Line up theory can help us think about our boards, hands, and decks as distinct sets of limited tools. By lining up our tools against our opponent’s problems we can attempt to organize our game plan into the most effective and thorough plan possible. Some matchups are dictated entirely by line up theory, while in other matchups we can use the lessons we've learned from line up theory to gain small edges in efficiency.
      Mulligans are an often overlooked or misunderstood facet of the game, but they are sometimes the most important decision we make in the entire game. By taking the time to carefully consider all the reasons why we should or shouldn’t keep each card in our opener, we are adding one more edge to our game which will help propel us to the next stage of the ladder.
      For the fourth and final installment of Legend in the Making, I will discuss all of the subtle ways that game behavior can inform the exact content of player’s hands. By analyzing the ordering decisions and tiny mistakes our opponents make we can glean much more information about our their game plan than you might think. Please join me in part four as we make the final push towards our ultimate goal of reaching Legend.
      - Aleco
      Part 1 - Ranks 25 to 15 - Knowing your Role and Embracing Mistakes
      Part 2 - Ranks 15 to 10 - Having a Plan and Playing to Outs
      Part 4 - Ranks 5 to Legend - Tools for the Climb and the Art of the Read
    • By bowsersfury
      Hello, 
      I am concerned that I am severely under performing as a fury warrior. I can manage to parse typically in the 80s for almost every fight in heroic ToS with a few exceptions: Mistress, Host, Avatar. I'm currently 933 equipped and I'm not at all concerned about my stats... I know I should and could be parsing in the 90s. But I have no idea what I'm doing wrong. 
       
      My opener looks something like this: Charge, Pop Moonglaives trinket, Pop all CDS, Raging Blow, Oden's Fury, Rampage, then start normal priority rotation: Enraged RB>100 rage Rampage>RB>BT>FS. 
       
      I have recently discovered that I have been doing my execute phase entirely wrong. I just went and tried first two bosses of heroic ToS again. Parses went up slightly... Goroth: 83->89, Inquis:84->90 but still not where I need to be. 
      Another think I'd like to mention is that I try to prioritize Enraged RB @100 rage before hitting rampage. According to Kelade (one of top fury warriors in US), this is 100k dps difference. Although at times I find myself in an awkward situation where I'm at 100 rage with RB on CD and I literally have to wait a whole global to hit it... I'd like to know how to make that stop lol. 
       
      Last issue I'd like to bring up is this: Most of the time not all my CDs will line up perfectly together... BC, glaives, OF will be up but Avatar will be down. I'm slightly confused about when to use All/some of my cds... especially on fights like heroic KJ. Fights like Harj and Miss I'm confused about if I should hold all my cds for adds or blow them in the beginning along with prepot... I feel like prepot is a total waste without cds...
       
      Below you will find the link to my armory and logs. Please Help me. I need to be parsing much higher than I am. My guild is doing mythic and I don't want to be the one holding us back.  
       
      https://worldofwarcraft.com/en-us/character/stormrage/bòwser
      https://www.warcraftlogs.com/character/id/26903184
    • By Aleco

      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      We kicked off this new series by analyzing a tricky situation which had only one optimal line of play. In episode two we'll take a look at a very different kind of situation, one where there might not be a perfect move at all.
      Please let us know in the comments what you would have done in this situation! One of the primary goals of this series is to foster improvement at Hearthstone by generating discussions. We would also love to hear your feedback on the video itself, as the series is still very new and has plenty room to improve on its format.
      - Aleco
    • By Stan

      In the latest Hearthstone update, Blizzard made adjustments to several cards. The patch is now live now on desktop and it should become available on mobile devices in the coming hours.
      Philosophy and reasons behind these changes can be found here.
      Blizzard (Source)
      Card Changes
      Innervate now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
      Fiery War Axe now costs 3 mana.  (Up from 2)
      Hex now costs 4 mana. (Up from 3)
      Murloc Warleader now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
      Spreading Plague now costs 6 mana. (Up from 5) 
    • By Vlad
      This thread is for comments about our Halls of Valor Mythic+ dungeon guide.