Damien

[Archived] S19 Hearthstone Legendary Grim Patron OTK Warrior BrM

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

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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.

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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.

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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.

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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

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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. 

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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.

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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?

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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.

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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 :) 

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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.

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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.

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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.

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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

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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)?

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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.

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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.

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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.

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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

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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.

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      The slow trickle of gold players receive for playing games leads to a slow trickle of packs, and this slow trickle of packs leads to even slower trickle of dust, the only resource players get for constructing the cards they truly want. Outside of grinding away on the ladder, the only other tool at player’s disposal for getting the cards they need to build competitive decks is to pay for packs.
      The best rate that players can get on packs is $49.99 for a one time pre-order of 50 packs of the new set. The estimated average dust per pack is 102.71, assuming you dust every single card you open. 102.71 dust per pack times 50 packs equals 5135.5 dust, which is just enough to construct three Legendaries of your choosing but not nearly enough to build the vast majority of competitive decks in the current metagame.
      If you assume that most of the players who pre-order every new set have the majority of the most popular Legendaries and Epics from previous sets, then it’s fair to assume that 5k dust will be enough for these players to build one or two decks using cards from the newest set. For a newer player with a thinner collection, it’s much more likely that they will be at the mercy of the cards they open in those 50 packs and won’t be able to afford the luxury of dusting most of the cards they purchased. One could make the case that $49.99 is a fair price for a player with a deep collection to pay to be able to immediately build a couple of new decks, especially when you take into account the amount of free content that Blizzard has been rewarding players with of late. One could also make the case that it isn’t. Regardless, I have a very hard time believing that $49.99 is a fair price for a new player to pay to maybe be able to construct a single deck that they may or may not have wanted to build in the first place.
      Its debateable as to whether or not the issue with Hearthstone’s payment model is the actual value players are receiving from their purchased packs. One thing we can for certain is that there are no choices associated with opening packs that feel good for players to make. There’s really no two ways about it, dusting cards that you may or may not need in the future feels awful. A 25% rate of return for dusting cards feels like selling your grandmother’s jewelry to a pawn shop, yet choosing to dust or not dust cards is the only choice players are presented with after purchasing packs.
      Why is it that the only choice players are offered after paying money feels bad to make? There’s nothing intrinsic to the design of Hearthstone which has to prevent players from having more authority over the kinds of cards that are being added to their collection, and I seriously doubt that it is Blizzard’s goal to associate paying money with bad choices. Returning to the idea of player psychology, if we could reframe the current pack purchasing system to offer players more choices, to offer them better choices, perhaps Hearthstone fans wouldn’t feel as disenfranchised as they are feeling right now.
      An example of a way that Blizzard could offer players more choice in their pack purchases would be to give players the option to choose from one of nine “prerelease bundles”, one for each class. Each bundle could be guaranteed to contain one Legendary, two Epics, and four Rares belonging to the class of their choosing. Blizzard could easily adjust these bundles of 50 packs so that they have the same expected value as 50 normal packs. This would offer players with smaller collections a choice that maximizes the likelihood that they will actually be able to use the cards they open, while simultaneously offering the more hardcore players a better opportunity at opening the specific Legendaries and Epics they want most. All this upside can be offered to players without having to actually increase the total amount of cards and dust that players receive from their prerelease packs, and has virtually no downside for players when compared against the current prerelease bundle. I hope this example illustrates that Blizzard is highly capable of improving their existing payment model by providing players with more choices, and that sweeping changes to crafting and pack opening systems are likely unnecessary.
      Conclusion
      To recap, here’s everything we’ve discussed so far:
      Hearthstone fans are currently as upset as they have ever been with the cost of the game. As the premier CCG on the market, Blizzard has earned the right to charge more for Hearthstone than other CCGs. The onus is on other companies to undercut Hearthstone to attract players to their less popular products. The way that players feel about the rewards they receive is just as important, if not more important, than the quality of the rewards themselves. Hearthstone has room to improve from a player psychology perspective and should seriously consider reframing some of their current rewards if they are unwilling to increase them. The only choice players receive when purchasing packs is which cards they would like to dust after opening them. The very low rate of return on dusting cards means that the only choice associated with spending money on the game is one that makes players feel bad, yet there’s no discernable reason that pack purchases can’t offer players meaningful choices that actually make them feel good. Its undeniable that Hearthstone has some room to improve on the systems which are currently under fire from its player base, but at the same, the player base needs to be a little more realistic about what they truly deserve from Blizzard. Hearthstone is an incredible game which provides its players with loads of free content, but at the same time, that doesn’t mean that its devoted fans don’t deserve more than they are currently receiving for their money. It seems as though Blizzard and Hearthstone fans need to meet each other halfway.
      Blizzard doesn’t need to make sweeping changes to its in-game reward systems and payment models to silence their unsatisfied customers. By offering players a greater degree of choice than they are being offered today, players will feel as though they are getting a much better return on their investments of time and money. There will always be a vocal minority of the Hearthstone community who feel as though they deserve more for their money, but when that minority turns into a majority as it has in today’s Hearthstone community, it’s time to make some changes.
      - Aleco
    • By Neshama
      Hi, several players told me, that my warrior is not having enough HP as he should with current item level.
      Here is the link to armory
      https://worldofwarcraft.com/en-gb/character/burning-legion/wienkszy

      How can I push my HP higher, is there any way I can increase it ?  Trinkets, relics, items. Am I  missing something ?