Damien

Legendary Warrior Grim Patron Midrange Standard

34 posts in this topic

This thread is for comments about our Legendary Warrior Grim Patron Midrange Standard deck.

Share this post


Link to post
Share on other sites

Hell there mr Sottle!

 

On the card swaps section you mention about the combination of the 4 drops being 3, but in the deck you have 4.

If i remember correctly yesterday on stream you played one wild pyromancer.

Was that meant to be in place on one kokron elite?

Share this post


Link to post
Share on other sites

Yeah grim still alive and well so far. Almost never lose a match turn 6 patrons usually then save one for 9 if you can. Last game he drops 12 CT with me having one 3\3 next turn full bord took 2 damage lol feels good.

Share this post


Link to post
Share on other sites

No Taskmaster? It always was huge tempo swing, when you not only draw/gain armor from something like Acolyte/Armorsmith, but also kill something with it thanks to buff.

Share this post


Link to post
Share on other sites

No Taskmaster? It always was huge tempo swing, when you not only draw/gain armor from something like Acolyte/Armorsmith, but also kill something with it thanks to buff.

 

Blood to Ichor is just better in most situations, you lose the buff option, but the 1 Mana reduction in most relevant situations is far superior overall.

Code: Yes, the list is wrong, I'll get it fixed. One Pyromancer over one Kor'kron.

Share this post


Link to post
Share on other sites

I ask me if we can change grom by an oher card because I don't have the money for him

Thank you and sorry for my bad english because I'm French tongue.png

 

Share this post


Link to post
Share on other sites

What would be good replacements for Sir Finley and Grom for more budgeted options?

Share this post


Link to post
Share on other sites

What would be good replacements for Sir Finley and Grom for more budgeted options?

Grommash is supreme finisher, without it try some hybrid patron/worgen version, but it's weaker (harder) imho, before old gods I got 6 rank with patron.

 

Sir Finley is only good (imho again) against midrange/control decks like warrior, control priest or renolock, and because it's legendary you're not using it very often. It's more easy to get, than grommash, "only" 2100 gold for 3 wings of LoE.

Edited by AptypR

Share this post


Link to post
Share on other sites

What would be good replacements for Sir Finley and Grom for more budgeted options?

Sir finley is not that  much needed in the deck, it helps a lot though, especially if you can get the warlock or mage hero power.

You can replace him with with w/e you feel will fit the deck. I would go for a second korkron elite maybe.

 

As for grommash he is essential, one of the best finishers in the game. If you don't have him either try the worgen hybrid version as AptypR mentioned above, or replace him with another late game threat like ragnaros the firelord.

Share this post


Link to post
Share on other sites

I replaced finley with a tentacle fo n'zoth as an extra whirlwind effect and i replaced grom with a leeroy. I do agree that grom is really good but i dont have him sadly. biggrin.png

Share this post


Link to post
Share on other sites

I've used a gorehowl instead of Grom, it's only a loss of 3 HP as a finisher  but you gain the versatility of being able to remove opposing threats.

Share this post


Link to post
Share on other sites

I've used a gorehowl instead of Grom, it's only a loss of 3 HP as a finisher  but you gain the versatility of being able to remove opposing threats.

Grommash can attack minions as well, you don't have to use him as a finisher. Also, when you go face with Gorehowl, you lose it. If you go face with Grommash, you still have a considerable body on the board.

Share this post


Link to post
Share on other sites

guys dunno, either im extremely unlucky or you cannot climb with this deck (or i cant play it to its potential which up to a point may be true, but dont think this is the main reason). It almost always loses to every control deck, or decks with massive clears.

Board clear shamans, cthun priests, control cthun warriors or any kind of freeze mage can easily win you, hell even midrange or deathrattle hunters have better drops on the 5-8 mana range where you want to fill board with patrons. It is good vs zoolocks and in general aggro decks but still its really hard to win in the current meta i think. i have to note here that i dont play finley but wild pyromancer and i change 2nd kor'kron to black knight.

So any kind of suggestion on how to handle control decks? i tried to include black knight to break some taunts, but still i cant say it is enough. 

Share this post


Link to post
Share on other sites

 

I've used a gorehowl instead of Grom, it's only a loss of 3 HP as a finisher  but you gain the versatility of being able to remove opposing threats.

Grommash can attack minions as well, you don't have to use him as a finisher. Also, when you go face with Gorehowl, you lose it. If you go face with Grommash, you still have a considerable body on the board.

 

 

Yeah not saying it's better or equivalent but it has its merits I think.

Share this post


Link to post
Share on other sites

What would be good replacements for Sir Finley and Grom for more budgeted options?

It's obviously worse but I guess North Sea Kraken is kind of like a Grom that you can't proc until next turn.

Share this post


Link to post
Share on other sites

guys dunno, either im extremely unlucky or you cannot climb with this deck (or i cant play it to its potential which up to a point may be true, but dont think this is the main reason). It almost always loses to every control deck, or decks with massive clears.

Board clear shamans, cthun priests, control cthun warriors or any kind of freeze mage can easily win you, hell even midrange or deathrattle hunters have better drops on the 5-8 mana range where you want to fill board with patrons. It is good vs zoolocks and in general aggro decks but still its really hard to win in the current meta i think. i have to note here that i dont play finley but wild pyromancer and i change 2nd kor'kron to black knight.

So any kind of suggestion on how to handle control decks? i tried to include black knight to break some taunts, but still i cant say it is enough. 

 

First of all , pyromancer is in the deck, instead of the 2nd korkron elite, Sottle just forgot to change it.

Secondly, seems like you cannot get the feeling of the deck.

For example, versus freeze mages i rarely loose with this deck (basically only lost to a reno freeze, fast freeze mages are no match, they are just to easy to beat).

What do u wanna do versus freeze mage?

 

Things you want to consider :

 

- Don't overcommit to the board, unless you have a direct way of dealing with doomsayers (ex. execute or korkron elite + fiery war axe)

- Armor up whenever possible. Especially the fast freeze without antonidas and malygos will just not have enough damage to kill you.

- Key point : Think very wisely for the turn you will generate patrons. Patrons do not win you the game vs freeze mages. What you want to do is generate patrons when having at least one armorsmith. Use the armorsmith to gain a lot of armor. That way as mentioned above, the mage won't have enough damage and will eventually concede or die in fatigue.

 

Im pointing out this specific matchup, because it is considered to be borderline unwinnable for the freeze mage, unless she gets the best hand possible (meaning : turn 6 emperor with alex and a lot of burn in hand).

 

As for the rest of the matchups, shamans and hunters shouldn't be a problem.

Control warriors and priests on the other hand are really bad matchups for this deck, cause they can easily deal with your patron board (brawl / excavated evil).

Against priest you need to be aggressive and generate patrons early, hoping they haven't drawn their board clear.

Against control warriors, you need to be kinda lucky in order to win.

 

My advice is to watch pros play this deck. Sottle was playing this deck a lot in his last stream and explained really well the decisions he made in each situation. Plus, he has a very nice winrate.

  • Like 1

Share this post


Link to post
Share on other sites

 

I've used a gorehowl instead of Grom, it's only a loss of 3 HP as a finisher  but you gain the versatility of being able to remove opposing threats.

Grommash can attack minions as well, you don't have to use him as a finisher. Also, when you go face with Gorehowl, you lose it. If you go face with Grommash, you still have a considerable body on the board.

 

 

It's a good way to lose though, unless you've already baited out the premium removal.. and this deck doesn't have too much bait to work with.

Share this post


Link to post
Share on other sites

 

 

I've used a gorehowl instead of Grom, it's only a loss of 3 HP as a finisher  but you gain the versatility of being able to remove opposing threats.

Grommash can attack minions as well, you don't have to use him as a finisher. Also, when you go face with Gorehowl, you lose it. If you go face with Grommash, you still have a considerable body on the board.

 

 

It's a good way to lose though, unless you've already baited out the premium removal.. and this deck doesn't have too much bait to work with.

 

Yeah, I agree that it can be risky and that is why it can be done only against certain decks, such as Zoo. Generally, it works better against decks, that would have problems against Gorehowl. But hey, if it works for you better, keep the change.

Share this post


Link to post
Share on other sites

I've been having great success with this deck, moving from 19 to 14 with just 1 or 2 losses along the way. Dragon priest has been he only difficult matchup, made more difficult with a very poor opening hand.

I've been playing with the deck as posted, with 2 Koron elites. I look forward to playing the correct desk list.

I also have to agree that Grommash works great in this deck, either as a finisher or to remove a large minion.

Share this post


Link to post
Share on other sites

 

guys dunno, either im extremely unlucky or you cannot climb with this deck (or i cant play it to its potential which up to a point may be true, but dont think this is the main reason). It almost always loses to every control deck, or decks with massive clears.

Board clear shamans, cthun priests, control cthun warriors or any kind of freeze mage can easily win you, hell even midrange or deathrattle hunters have better drops on the 5-8 mana range where you want to fill board with patrons. It is good vs zoolocks and in general aggro decks but still its really hard to win in the current meta i think. i have to note here that i dont play finley but wild pyromancer and i change 2nd kor'kron to black knight.

So any kind of suggestion on how to handle control decks? i tried to include black knight to break some taunts, but still i cant say it is enough. 

 

First of all , pyromancer is in the deck, instead of the 2nd korkron elite, Sottle just forgot to change it.

Secondly, seems like you cannot get the feeling of the deck.

For example, versus freeze mages i rarely loose with this deck (basically only lost to a reno freeze, fast freeze mages are no match, they are just to easy to beat).

What do u wanna do versus freeze mage?

 

Things you want to consider :

 

- Don't overcommit to the board, unless you have a direct way of dealing with doomsayers (ex. execute or korkron elite + fiery war axe)

- Armor up whenever possible. Especially the fast freeze without antonidas and malygos will just not have enough damage to kill you.

- Key point : Think very wisely for the turn you will generate patrons. Patrons do not win you the game vs freeze mages. What you want to do is generate patrons when having at least one armorsmith. Use the armorsmith to gain a lot of armor. That way as mentioned above, the mage won't have enough damage and will eventually concede or die in fatigue.

 

Im pointing out this specific matchup, because it is considered to be borderline unwinnable for the freeze mage, unless she gets the best hand possible (meaning : turn 6 emperor with alex and a lot of burn in hand).

 

As for the rest of the matchups, shamans and hunters shouldn't be a problem.

Control warriors and priests on the other hand are really bad matchups for this deck, cause they can easily deal with your patron board (brawl / excavated evil).

Against priest you need to be aggressive and generate patrons early, hoping they haven't drawn their board clear.

Against control warriors, you need to be kinda lucky in order to win.

 

My advice is to watch pros play this deck. Sottle was playing this deck a lot in his last stream and explained really well the decisions he made in each situation. Plus, he has a very nice winrate.

 

Thanks really much for the answer, i guess i have to spam it more since i am still losing to mages. One of the mistakes i use to do is to try to get board as clear as possible, leading to kind of awkward positions sometimes. im also most of the times use armorsmiths for openings alongside acolyte's at 2/3 rounds. 

With hunters i feel it depends on draw. in general their highmane 6 drop is far stronger than your patron, unless you have inner rage+ww combo, and if they have kill commands or eaglehorns, they can also clear you quite well too, since their win condition right now is mid control with princess or late nzoth drop. Tho, it may still be me sucking at playing.

Finally i guess im unlucky when 2 out of 3 shamans i meet have both lightning storms pre 6 turn :/

Anyways, imma try catch sottle on stream and follow the advices you suggested. Thanks again :D

Share this post


Link to post
Share on other sites

Lately I've been facing a good share of control decks. I was thinking about putting in Elise as an extra win condition but I'm not sure what to take out. My first idea was Pyromancer but that would weaken the deck vs. aggro quite a bit (plus it allowed me to actually win against C'thun priest before by creating a huge Berserker). Maybe Kor'kron? Or 1 Bloodhoof?

Share this post


Link to post
Share on other sites

Lately I've been facing a good share of control decks. I was thinking about putting in Elise as an extra win condition but I'm not sure what to take out. My first idea was Pyromancer but that would weaken the deck vs. aggro quite a bit (plus it allowed me to actually win against C'thun priest before by creating a huge Berserker). Maybe Kor'kron? Or 1 Bloodhoof?

Remove Bloodhoof. He is a strong anti-aggro tool, but if you say you want stronger cards against control, he should be removed since he is not needed that much.

Share this post


Link to post
Share on other sites

This deck just went 1-10 for me playing casual. It can't handle any control decks at all. It doesn't have enough juice to remove enemy minions, so by the time you can drop 4-5 patrons they just get wiped out by your opponents board.

The only person I beat resigned on turn 1. This deck frankly seems unplayable in this meta.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about the episode 25 of our podcast.
    • By Vlad
      This thread is for comments about our Secret Hunter guide.
    • By Starym
      We have a huge "in the works" update from the Hearthstone dev team, showing off some of the features coming in the next months for the game. From general information like them being pleased about the state of the Standard meta, to potential Wild changes, new Classic cards, an extended "intro" period for new players with 25 additional ranks and extra rewards (that are skippable), plans for improvements to in-game tournaments, a tweaking of the Welcome Bundle and more.
      We're also getting a preview for this year's Hallow's End and an upcoming new Paladin hero!
      September 18 (source)
      Welcome to Hearthstone’s first In the Works update. Here we’re giving you a brief look at what’s coming in the next few months for Hearthstone—game updates and events, esports, and more!
      There’s a lot to talk about, so read on to find out what’s in store.
      Game Updates
       
      The State of the Meta We’ve seen the meta-game start to stabilize in the wake of The Boomsday Project’s release. Decks like Odd Warrior, Odd Paladin, Token Druid, Tempo Mage, Taunt Druid, Zoo Warlock, Quest Rogue, Secret Hunter, Even Paladin, Deathrattle Hunter, and Even Warlock, have all been top performers.
      While those decks stand out from the pack slightly, there are effective decks from every class. Evolve Shaman and Combo Priest have both seen success, for example.
      Overall we’re happy with the excellent diversity of decks we’re seeing at all levels of Ranked Play.
       
      Cards to Watch Giggling Inventor is hugely popular and shows up in a lot of decks. We intended for Giggling Inventor to be powerful because we’ve found that having powerful neutral Taunt minions tends to make games more interesting. We’ve seen that with cards like Sludge Belcher and Tar Creeper in the past. Cards that fulfill this role need to be strong to get that job done, but there’s a line where they might be too good. 
      We aren’t planning any changes to Giggling Inventor for now, but we’re keeping an eye on it in the meantime. We’d like to know what you think.
       
      Wild Balance There’s been an ongoing discussion within the team regarding how Wild should play. Right now, Wild feels somewhat like Standard but with an elevated power level and a vast library of cards. Should Wild live up to its name more, where we allow really crazy and powerful combos to happen, even in the early game? Generally, it’s harder for any one strategy to be dominant in Wild since everything is so powerful and everyone has access to so many tools, but do we want those strategies to exist? We know that there are players who would prefer to have a mode that offers that kind of gameplay.
      There’s also the point to consider that the reason to have multiple modes in Hearthstone is for them to play differently, so there are downsides to trying to put the reins on Wild too much. But we also recognize that there might be decks like Naga Sea Witch that become too prevalent and simply aren’t fun to play against.
      We’d love to hear your opinions about what you want from Wild. What do you think of how it is now, and what’s the role you see for it in the future of Hearthstone?
       
      New Classic Cards If you’ve been playing Hearthstone for a while, then you already know that with each new Hearthstone year, we’ve chosen certain cards to rotate out of the Standard format. Some of those cards have been part of the Classic format, which is usually an evergreen part of the Standard format.
      A few of the cards that left Standard were Class cards, but we want each Class to have a roughly equal number of cards available in the Classic set. To accomplish that, we’re adding four all-new cards to fill the gap.
      Here are the new Class cards being added to the Classic set. You’ll be able to craft them or open them in Classic card packs next month:
       

      When designing these cards we are thinking about new players’ first experiences playing Hearthstone.  They should be relatively straightforward while still creating some exciting moments. They also give players a chance to see and play with cards that they don't own. At the same time it’s important that they aren’t so powerful that they limit future design or cause problems (since they’ll be in Standard for longer than 2 years.)
      Looking forward, we expect more cards to join the Hall of Fame. There are also still some gaps in Classic where neutral Legendary cards joined the Hall of Fame, so we’re considering adding some new cards to the Classic set in the future.
       
      New Player Experience Improvements Even at Rank 25, competition in the Tavern can be fierce, especially if you’ve never played Hearthstone before. We’d like to ease new players into the fray a little more gently, so we’re taking some steps toward improving the new player experience. Here’s what newcomers to the Hearthstone tavern can expect to find:

       
      New players will start at Rank 50. Ranks 50 through 26 will be for new players only, and just like ranks 25 through 20, you can’t lose Stars while ranking up. Once a player achieves Rank 25, they’ll never drop below that rank again. We hope this gives players who are new to Hearthstone a little more time to get used to the Tavern, and we’ll also be giving them a few free gifts along the way to help them get up to speed. If you’re an experienced player making an additional account, there will be an option to skip the New Player Experience (and some loot, so consider carefully!) so you can get back into the competition faster. There are a few more details that we’ll provide in the future, but that’s the gist of it!
       
      In-game Tournaments Update Earlier this year we talked about adding a new feature to Hearthstone that would make it easier to organize tournaments for Fireside Gatherings and private events. The team has been working on this feature for some time, and it was originally slated to arrive this year. Unfortunately, In-game Tournaments are now on hold, so we wanted to take this opportunity to explain why.
      We have a lot of plans to improve many features of Hearthstone, including its social experience, and In-game Tournaments are an important part of that. Tournaments can serve many different audiences, but the implementation we’d arrived at catered to a very specific audience of players. Instead of broadening Hearthstone with an exciting new way to play, it felt “tacked on”, and wasn’t integrating well into the larger Hearthstone experience.
      Ultimately, we were forced to conclude that we needed to think about how and where we want to improve Hearthstone’s overall social experience before we can tackle adding a satisfying and robust implementation of In-game Tournaments that all players can enjoy. As developers, sometimes we have to make the difficult decision to step away from a design that isn’t working. We no longer felt that the end result would deliver on everyone’s expectations or the high standards we have for Hearthstone.
      As a result, while we want to revisit In-Game Tournaments at a later date, the feature is on hold for the foreseeable future.
       
      Fireside Gatherings If you’ve never attended a Fireside Gathering, or organized one of your own, you’re missing one of the most fun ways to enjoy Hearthstone with friends! They’re more fun than ever—including private events in your own home—so drop by the Fireside Gatherings site and check it out.
      Innkeepers are soon going to have even more options to spice up their events. It was already possible to experience Fireside Brawls (Tavern Brawls that can only be experienced at Fireside Gatherings), and now they’ll have a whole menu of Brawls to choose from to offer their attendees. In addition to the rotating monthly Fireside Brawl, Innkeepers will be able to select one additional Fireside Brawl from a curated library of brawls that their patrons will have access to during their Fireside Gathering. 
       
      Esports The 2018 HCT Fall Championship is coming mid-October! Watch it live on stream or live in-person at the Blizzard Arena in Los Angeles.
      It’s going to be a thrilling event to witness, and if you can be there live, it gets even better! You’ll get to meet Hearthstone developers, enjoy pick-up tournaments on-site, snap up cool stuff like Hearthstone and Blizzard Arena merchandise and earn the Thrill of Victory card back just for attending!
      You can get your tickets here. Get them fast before they sell out as seating is limited!
       
      Welcome Bundle’s Roaring Return Okay, it never left, but it IS getting a majestic make-over. It will still offer 10 Classic card packs at a very low price (great time to try to pick up those new Classic Class cards!), but instead of a random Class Legendary card, it will now include one of six Legendary dragons from the Classic set: Alexstrasza, Deathwing, Malygos, Nozdormu, Onyxia, or Ysera!

       
      There’s even better news! What could be better than dragons, you ask? Even if you’ve purchased the Welcome Bundle before, you’ll be able to grab this one too!

       
      Upcoming Game Events
       
      Hallow’s End
      The Headless Horseman returns for another spooktacular Hallow’s End event starting October 17! Just like last year, the Tavern will be decked out in horrific fashion, the dual Class Arena returns, and you’ll face the Headless Horseman in the Tavern Brawl. In the spirit of the season, we’re tossing a few more treats in the bag this year, and we’ll let you know all about them as the Headless Horseman’s return draws nigh.

       
      Hallow’s End also marks the arrival of a friendly new Paladin Hero who will be available for purchase as a part of a special deal!
       


      And that’s what’s In the Works for Hearthstone! Thanks for joining us, and we look forward to hearing what you think, so let us know on social media, or in the comments below.
      New Paladin Hero, new Classic cards, an improved new player experience with more loot and more!