I'm at rank 4 but haven't seen patron warrior or eboladin in a long time, weird. Hope that higher ranks don't have much of them since i'm climbing with Midrange druid. Also, good thing that golden portraits don't demoralize me as much as before because i've seen a lot of them since rank 10.
Eboladin does have a comeback factor... it's called Divine Favor and top dick Arcane Golems with Blessing of Mights.I run Eboladin all the way to 2 so far. It gets a lot less brain dead once you hit 5 especially vs hunter/patrons. It's like running zero... I mean you hit them take them to the corner and zoop zoop. But if you get caught then well you dead, and you don't have dark vergil for a comeback.
Not winning anything tonight.
Midrange is unplayable.
Hunter is way better than Mage in the Brawl as long as the Hunter isn't stupid enough to play it like Face Hunter.
Make smart trades, Lock and Load, you win.
Eboladin does have a comeback factor... it's called Divine Favor and top dick Arcane Golems with Blessing of Mights.
Who cares about getting rid of a 8/8 when A) you have a silence B) you probably should be running at least one Equality anyway and C) you ignore it anyway and go for face.Divine favor is great if the game is close but if you're behind you still can't comeback (Unless you're behind on board but ahead in health and praying for a divine favor into charge>lethal. Which again I wouldn't count that as entirely being *behind*).
I don't care how many cards you draw if there is a big 8/8 on the board you're not getting rid of that shit unless you running equality. Arcane Golem is great for late game lethal but anyone that run that shit early (especially vs Patron) you're guaranteed to lose. You're giving them a mana crystal for their stupid combo. Arcane Golem is a desperate play unless it's a lethal or setting up lethal for next turn.
What's the best tutorial out there for Patron? I just got all of the essentials recently and put together a deck.
What's the best tutorial out there for Patron? I just got all of the essentials recently and put together a deck.
Hunter is way better than Mage in the Brawl as long as the Hunter isn't stupid enough to play it like Face Hunter.
Make smart trades, Lock and Load, you win.
I think the Handlock player has to play either really bad or get really unlucky to lose to a Patron Warrior. Basically it's really hard for Patron Warrior to deal with Mountain Giants and Drakes then curve into Belchers with taunted Ancient Watchers. Once the double Executes are used up its a done deal for the Handlock. I have beaten Handlocks as well as Patron and one was a spectacular win where I managed to win despite there being 3 big taunts up but it generally boils down to whether the Handlock manages to pull their taunt activators or not.
What's the magic number that Handlock gets Molten for free? Should I stop right outside of it then look for a way to get lethal or draw silence?
Hunter is way better than Mage in the Brawl as long as the Hunter isn't stupid enough to play it like Face Hunter.
10 or lower health they get it for free.What's the magic number that Handlock gets Molten for free? Should I stop right outside of it then look for a way to get lethal or draw silence?
What's the magic number that Handlock gets Molten for free? Should I stop right outside of it then look for a way to get lethal or draw silence?
Who cares about getting rid of a 8/8 when A) you have a silence B) you probably should be running at least one Equality anyway and C) you ignore it anyway and go for face.
The whole game plan of Eboladin is vomit your entire hand of 1s and 2s, put as much pressure as you can in the early game... then Divine Favor to refill your hand and burst them down. Against other aggressive decks you fight for board control and once you have the initiative you just pile on the face damage to race them to lethal. The only time you want to hold back is against a Handlock (when they are in the 15ish health range) and even then... 90% of these players don't respect Handlock anymore and just go for maximum DPT (damage per turn) anyway.
Eboladin is one of the few aggro decks that can actually recover from full board wipes simply because of Divine Favor and that's the primary reason why the deck is strong. It punishes slower decks for holding on to their cards. Without the Divine Favor comeback mechanic it would be a very mediocre aggro deck and would run out of steam pretty quickly.
If you got controlled while you put out like 4 minions in the first 2-3 turns then you deserve to lose anyway because many decks don't have ways to effectively remove multiple minions in the early game like that.
Of course Eboladin isn't unbeatable, it does have bad match ups.. even Grim Patron has bad match ups. But with the way Hearthstone is, decks like Eboladin can steal wins even after the board has been taken away from them.
10 or lower health they get it for free.
You want to put them in a situation where they can't do Molten Giant + Taunt or Molten Giant + Healbot or Molten Giant + Shadowflame (last one isn't as common as it once used to be). Say they are on like 7 mana, you want to keep them at 16 health because they can't do Molten Giant plus Sunfury Protector.
However if you have Equality/Owl in hand then you can just go for it and not worry them dropping down Moltens because you would have an answer. If you have a lot of burst in hand and on the board (like say a Truesilver GG equipped with an Arcane Golem + Blessing in hand) then it's a safe play to keep them in the teens rather than putting them below 10 HP.
It's more important for Aggro Paladin because they don't have a lot of burst from hand that goes through taunt. Face Hunter doesn't give a fuck about playing around Molten Giants as they have burn spells where as Paladin doesn't. Double Moltens with Sunfury and a Healbot can seal the game for an aggro Paladin if they don't have an equality or double Silences.
This is the sort of thing that you learn from experience playing the match up. Handlock used to be a very good noob killer because people would play right into Molten Giants. Nowadays burst is so high that even being at 15 health is too dangerous.
10 health = free Molten Giant.
What's the magic number that Handlock gets Molten for free? Should I stop right outside of it then look for a way to get lethal or draw silence?
I have played against enough Aggro Paladin, played as enough Aggro Paladin and watched enough "pro" streamers play Paladin to know that Divine Favor is still a "comeback" card. This isn't some new concept or deck... it has been around for years. There has been many matches in my experience where the Paladin has lost the board completely then uses Divine Favor and then redevelops the entire board again because of all the cheap minions or they Divine Favor and get a massive combo damage for lethal.Divine Favor is more of an offensive card to close out game then a defensive card for comebacks. Watch any streams of any pro player playing this deck you will notice it.
Wow I just had an awful hunter game in tavern brawl. I basically couldn't play anything. I drew those 7 mana beasts, my legendaries, and a bunch of 0 spells but no lock and load. I was out by turn 6.
You just don't know how to play. Why were you not making smart trades?
I take back my previous evaluations of the brawl. The decks are quite balanced, I'm winning with both pretty much 50/50 now.
I have played against enough Aggro Paladin, played as enough Aggro Paladin and watched enough "pro" streamers play Paladin to know that Divine Favor is still a "comeback" card. This isn't some new concept or deck... it has been around for years. There has been many matches in my experience where the Paladin has lost the board completely then uses Divine Favor and then redevelops the entire board again because of all the cheap minions or they Divine Favor and get a massive combo damage for lethal.
Similar to how Molten Giants are a comeback card. It gives you advantage when you are losing HP. In the case of Divine Favor it allows you to comeback from a huge card deficit.
There isn't anything wrong with calling the cards that, it's not some notorious thing like X factor. But that card gives Paladin a tool that other aggro decks don't have so it's something that is noteworthy. You should try out other extreme aggro decks to feel out the difference.
The worst part is that it dies to BGH... twice!Skeleton Knight hast to be one of the worst cards in the game. All he gives you is the chance to have the privilege to repeatedly summon a 6 mana 7-4. waow. so competitive with Sylvanis and Thaurisan.
You may be winning. But the decks are not even remotely balanced. Looking at them, its a bit of a joke how much synergy the Mage has in comparison, but thats not the kicker, its the synergy mixed with a superior early game mixed with strong late game also. The hunter has weak early game but probably looks to make it up with those 7-9 mana behemoths, but that doesn't track when the mage gets board stalls like Blizzard, and a couple of 8/8 giants that wont cost anything thanks to deck synergy and 6/6's to round out that deck. Toss in 5 mana 8 damage spells to deal with your late game and its super lopsided.
More than anything, the mage deck reads like someone who knows how to build a themed deck. The cards are quality and make sense when bundled, which is important. And it has clear ways to create win conditions, toss in cc(removal) and even boardwide damage with Blizzard, and the deck makes sense.
The hunter deck seems like something an AI auto deck builder would make. On the surface it would seem to make sense, but no effort is made to look at the curve of the cards for example. Im going to want some quality 3 drops/cards if Im running all those 7 mana minions so at the late game I have a way to play more than one thing per turn. There's just a lot of problems with it.