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Mage - My magic will tear you apart!

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    #31
    Kommt halt drauf an was dein Ziel ist.
    Ice Lances raus, Azure Drakes rein, Ice block macht auch wenig Sinn.

    Was du grade hast ist ne Mischung aus Burst/Freeze-Mage und Control/Value-Mage. Würde eher Richtung letzterem gehen, weil die andere Variante recht teuer ist. mit 2 Legendaries sollten die andern Karten evtl. auch nicht das Problem sein, also wie du willst.

    Bin auch kein Fan von Arcane Intellect, lieber noch nen 2. Acolyte und mehr Minions, z.B. Faerie Dragon(s), Ooze oder ähnliches.

    edit: Oder natürlich die Legendaries raus, Pyroblast rein, Doomsayer+Frostnova, 2. IceBlock, ConeOfCold, ....

    Kommentar


      #32
      ragnaros und alexstrasza in einem deck sinnvoll?

      Kommentar


        #33
        Zitat von chup1n
        ragnaros und alexstrasza in einem deck sinnvoll?
        Als Mage eher nicht. Stöber einfach mal hier ein bisl: http://www.hearthpwn.com/decks

        Kommentar


          #34
          eislanze raus
          eisbarriere raus
          mind 1 gegenzauber raus

          imo entweder mehr aoe spells/ice block und dann karten die beim gegner hp burnen wie 2 icelance etc oder ein paar secrets, icelance, cone of cold raus dafür mehr value minions+duplicate. aber hab ewig kein mage mehr gezockt @constructed. wird ab dem 9.12 eh anders

          Kommentar


            #35
            So Leute, da ich in letzter Zeit mal wieder vermehrt (Freezemage (Torch spiele) und LaughingHS verfolge (danke Kaer!) wollte ich euch mal die Guides die LaughingHS veröffentlicht hat (es gibt bestimmt einige die diese nicht Verfolgt/mitbkommen haben aber durchaus interesse an dem Deck besitzen mitteilen).

            Standard Freezemage (Stand TGT-Release):

            Deckliste


            Knowledge:
            While in any other deck you can win just because the deck is good, that's not how it works with Freeze Mage because it is a reactive deck and most cards should be played at the correct time. So first of all, you will need to learn when and how to play cards efficiently and first step to that is undersanding the meta, which includes; knowing the way your opponent’s deck works, health totals you need to aim for against certian match-ups, cards you have to play around and possible tech choices that’ll hurt your matchup, a good understanding of all potential direct damage cards and removals.

            Over the course of game it's very important to keep track of your opponent's cards to in order to make good decisions, so I strongly encourage everyone to use Hearthstone Deck Tracker by Epix37. It's something that most high ladder players use, and it will increase your win rate guaranteed if you never used it before. Although, if you want to become a successful tournament player one day, you better stop using it at some point to train your memory.

            Game plan:
            The most important thing about playing Freeze Mage is having a game plan, so you should ask yourself every turn: “How am I going to win this game?”. Answer to that question lies in 3 things:

            Your cards.


            Both you and your opponent's health total.

            State of the board.


            Many people are doing a huge mistake thinking that you have to stall the game as long as possible to find Alexstrasza and then finish opponent with burst. Alexstrasza is just another bursting card that deals 5-15 damage, but sometimes can heal you. So once you get out of early game, at the start of each turn you should calculate:

            Amount of damage you can deal (including Alexstrasza) over several turns.
            Number of turns you need to finish off your opponent.
            Amount of health your opponent can restore over (2).
            Missing damage, ways and chance of getting it.
            Number of turns you can survive.

            The only thing left is to pair damage with stall cards and play them in efficient order.

            But what to do if you don't have cards you need to make it happen? In that case you need to keep cycling cards and surviving until you can start bursting. Keep in mind that surviving doesn't necessarily means removing all opponent's threats, but also includes negating damage using freezes/regaining life.

            Of course vs aggressive decks you can't rely on surviving long enough, so in that case your primary goal should be to keep opponent's board as clean as possible using direct and AOE damage, hero power and small cycling minions and finish the game with eventually getting board control with one of our heavy minions. But remember that there is always a chance that you can outrace aggressive deck, so counting damage is could be paramount in such matchups.

            How to use cards efficiently:
            There are many possible tactics to play each matchup, but to make them work optimally, you have to be consistent with your plays. For example if while playing vs paladin your plan includes removing 1/1 tokens in the early game to deny Quartermaster value, then you should keep doing it rather than suddenly switch to cycling cards, while if you chose to cycle over removing tokens, then you should keep cycling to get advantage of having a good and flexible hand. Card types:

            a) Freezes

            “The best Freeze Mage players in the world are patient and greedy enough to go exactly one notch under the threshold and stall out the game accordingly.” - Purple

            Freezing spells are most important cards, since they let the game be long enough for us to find the cards we need. Often, it's easy to use them at the wrong time, however, using it correctly is something that comes with practice. There are many different situations when to use and when not to use them, that it's impossible to describe, but what you should be aiming is saving freezes until the moment your opponent threatens lethal or getting you into burst range if you don't freeze the board.

            Important point, that many people don't realize is that tanking damage is good, and you have to use your life as resource and finish games on the edge. Good example for it is Handlock matchup, because even if opponent has 2 giants on the board (16 damage) and you have 30+ health, you usually shouldn't freeze them unless you have too many freezing spells.

            b) Burn spells

            The story is a bit easier here. Direct damage spells can be used both as removals and burst, which depends on your game plan. Most important thing about direct damage spells is being consistent with their usage. If you choose to use it as a removal, then you should keep doing it and regain burst from Antonidas, while if you decide to keep burst for face exclusively and finish the game while your opponent has full board of minions then don't waste it to increase chance of you having enough damage at the time you need.

            c) Cards that soak damage

            These are - Ice Barrier, Healbot, Doomsayer. Even though these cards are usually out of our control and are played to fill up mana, or to combo with other cards, correct usage of it can win a lot of games. Try to use these cards before you start series of AOE freezes, since theoretically gaining 8 health is the same as freezing 2-3 minions, while you can use freezes to hold a lot more damage.

            Emperor Thaurissan and Archmage Antonidas can also work as damage soaking cards since they represent #1 priority threats. It's often OK to drop them on [almost] empty board vs aggressive matchups even if they will not get much value as a card. For aggressive decks such situations are comparable to forks in chess (a situation where two objectives are contested at once), since if they trade in, they lose a lot tempo and damage, while if they don't - they risk dying.

            Matchups:

            Most matchups and tactics are described in my previous guide and didn’t change much with TGT. Don't be afraid to try some different tactics, since they can be better than mine. Secret Paladin is favorable matchup and has several win conditions, that you should recognize from your hand. First win condition is racing opponent (described inGame plan), while second is of course removing threats. Main card in the matchup is Doomsayer, so keep it in mulligans and try to combo it before Mysterious Challenger hits the board. All freezes are also very valuable so use it smartly. If you are on high health then don't be afraid to take 10+ damage from Mysterious Challenger since secret paladin usually has very limited burst.

            How to play around secrets? In the worst possible scenarios, avoid popping enemy secrets (don't attack and ping minions) unless you desperately need to cycle.

            Totem Shaman is matchup is played same as Midrange, while Dragon Priest same as Control.

            Token Druid should be counted as an aggressive matchup, so removing everything and coming back with defensive Alexstrasza is a good plan.

            Mulligans:

            Try to imagine first ~3 turns from both sides, plan out early game, and mulligan accordingly to that plan.

            Example: Playing vs Hunter you get Doomsayer, Acolyte of Pain, Fireball and Blizzard. Since Hunters usually have a 2 drop and you don't have your to respond to it, you keep Doomsayer as a turn 2 response to threat. If I had no Doomsayer I would usually mulligan Acolyte to have higher chance of finding my 2 drop, in this situation I would keep it because I expect to play Doomsayer on turn 2 and get clear board for Acolyte on turn 3 (or with two Spectral Spiders).

            In general you should look for cycle cards (Mad Scientist and Loot Hoarder - always keep, Arcane Intellect and Acolyte of Pain - depending on the plan) and early game removals (Frostbolt, Doomsayer) when such are needed.

            Sometimes if you have well lined up first few turns you can keep important matchup specific cards such as Alexstrasza, Emperor or some stall cards.

            Tips for newbies:

            - Your opponent's mana is not infinite. Druids can't play combo and heal at the same time, as well as Paladins can play Lay on Hands and Big Game Hunter together. So try to put your opponents in situation where he can't pop the block and heal or remove your threat at the same time.

            - Be ready to the worst possible situation. In case you don't want opponent to play certain threat, force him to waste the mana on removing Doomsayer so his follow up play will be weaker.

            - Don't play around counter cards if you can't afford it. However, ensure you value Frost Nova as counter play to Loatheb, because it's an often used card.

            - Fact that Blizzard deals 2 damage doesn't make it more valuable card than Frost Nova. So if you need simply Freeze effect and have some spare mana, you better keep Nova for combining with other cards.

            - Don't play around heals vs decks that aren't supposed to run it. Finish the game as soon as you have all you need, but if you can extend the game looking for an answer to cards as Loatheb, then do it smartly.

            - If your opponent has a board full of minions, that means he can't play any other minions such as Owl, Loatheb, Kezan or just a bigger threat. Try to exploit this mechanic while finishing the game or playing Nova + Doomsayer.

            - Value face damage. Each face attack and ping makes you closer to killing opponent without Alexstrasza.

            - If you feel desperate, then cycle cards or play Emperor so it can fix your problems next turn.

            - It doesn't seem like Freeze Mage is about tempo, but it is. Try to get tempo on the board vs aggressive matchups, while vs control matchups use mana as efficiently as possible. Moreover, reduce your opponent's tempo while using cards that require an answer (Doomsayer or heavy threats).

            - Don't be afraid of overdrawing cards. In most matchups you can think of overdraw as "put the card from the top of your deck to the bottom.

            Tips for more experienced players:

            - Play around your outs. If you are feeling pressured, and don't see a way to win even if you can survive couple more turns, then take your chances and start bursting hope to topdeck cards you are missing or hope for your opponent to not have a correct answer to Doomsayer or heavy threats. Another example is aggressively looking for Nova or Doomsayer as your only win condition over stopping pressure with pings. Video example

            - While making decisions, take your opponent’s hand into consideration. Don't rely on winning by removing all threats and gaining board control if opponent has a lot of cards in the hand, and equally don't be overly aggressive if he doesn't. If Druid kept 3 or 4 cards, it means that there is a good chance of him playing Innervate + Shade or Darnassus Aspirant, which makes the Doomsayer a good keep. If your opponent has a huge hand, but doesn't play any minions, that essentially means that his hand is stuck with spells, answers or bust, so try to exploit that fact.

            - If you’ve pushed enough early damage, try to force your opponent to heal before using Alexstraza (consider using a direct damage spell to pressure them into doing this).

            - Force your opponent to make a mistake. Freeze Mage is not a deck that most people know how to play around correctly, and have popping block as #1 priority. So force opponent to make a bad decision while playing Doomsayer and try to come back with Healbot or Alexstrasza.

            Tech choices:

            I don't like teching this deck with cards that help certain matchups but are dead in other, because it decreases the overall consistency of the deck, but if you want to know my thoughts about some techs or cards that are already included in the deck (like Thalnos) than you can find them somewhere in the comments to my first guide (use Ctrl+F and look for the name of the tech). If you didn't find it there, then feel free to ask in comments here.

            Wrap-up:

            You’ve probably already noticed, I didn't give you many direct instructions on what to do and what don't, since all of that comes with experience and there is no definite play. One thing I strongly recommend for every player is to think about the reason you [almost] lost after each game and how you could’ve avoided it. Of course, this way of learning will not rank you up very quickly, but in my opinion this is the best way to learn the deck. Sometimes it can be hidden even in turn 1 decision on Coin + Ping, so make sure to start looking for that crucial moment from the very beginning of the game.

            As I mentioned earlier, don't be afraid of experimenting with tactics, mulligans or different cards, since that's the best way of learning and exploring the deck. And of course don't let all the Warriors on the ladder bring you down!

            Links :




            Quelle : Link

            -----------------------------------------------------------------------------------------------------

            Torch Freezemage

            Decklist:


            Theorycraft:
            Yes, overpaying for a bad Frostbolt to get cheaper Fireball doesn't make sense. Yes, Torch interferes with your other win conditions. Yes, I don't know what to put in as the third point, but it all justifies itself if you build a deck around the card and try to patch up its bad sides. So how do we do it?

            To deal with being distanced from some keycards (i.e. Alexstrasza, Ice Block, Frost Nova) we simply come back to the origins of our archetype and bring back the 4th optional cycle card and enjoy life without losing because "didn't draw any cycle". Well, having too many cards in hand isn't good either, so we probably will need to have a low-curve deck so we can dump cards faster.

            Back to the core of the deck (gameplan and winconditions). Removing minions... removing more minions.. Drawing extra Fireballs doesn't help us to remove minions. In fact, drawing Fireball doesn't let us draw some mass removal (Flamestrike). In other words, we need to build a fast, offensive deck that just freezes the board while throwing Fireballs at the opponent's face. Our goal is not to stabilize, but to kill the opponent before he kills us. Since we never stabilize, slow defensive cards like Antonidas won't make a cut here. Our main win conditions are Alex into 15 damage burst, or burning from 30 and [usually] closing the game with Pyroblast. Keep in mind that we have 54 pure spell damage (18 more than standard Freeze!) so finding 30 of it shouldn't be a problem even if you used some for removing early threats.

            Ok, so we got a new Face Hunter here. Will it work though? Hell yeah! Not only it will work, it can also deal with some healing-heavy decks, by killing them from 20+ "by the power of Ragnaros".

            Disclaimer: By referencing to Face Hunter, I didn't mean you never trade or remove enemy minions. You turn into Face Hunter only in late game when you start burning opponent's face.

            Card choices:

            Draw engines.

            Acolyte of Pain - slow, but we needa card generation tool other than Arcane Intellect. Why? Because having low curve makes you play 2-4 cards per turn in mid/late game, so just cycling is not enough. Try to draw at least 2 cards from Acolyte if you can afford to.

            Novice Engineer vs Loot Hoarder - Loot is better in early game, but in current (hunter-free) meta we don't get punished hard by having a weak 2-drop. Having a low-curve deck with a lot of similar cards increases chance of getting a playable (relevant) card from Novice's battlecry in mid/late game, which will win you more games than Loot's 2 attack.
            Freezes.

            Frost Nova - enough said.

            Blizzard vs Cone of Cold - Cone is cool because of lowering the curve, but in current (token-heavy) meta, we are forced to play Blizzard, whose effect covers the full board.
            Other cards that didn't make the cut.

            Healbot - good card. Regenerates life that was lost while cycling offensively. If only we could have 31 cards in the deck...

            Malygos - good tech for Priest/RenoLock match-ups, but since they are not meta-defining decks, we go with faster finisher (Pyroblast).

            Torch Freeze vs Standard Freeze:

            "Ok, I get it, Torch Freeze is cool, but how is having extra (defensive) gameplan bad?"

            Despite the fact that going for the defense you need is extremely important in current (combo druid) meta. But by not having defense you increase the strength of offense, and since you have 2 offensive plans you double the value!

            By the way, having low curve decreases chance of getting a dead hand after mulligan. More spells to throw at opponent - more pleasure SMOrc.

            F.A.Q.:

            What about cutting Pyroblast?


            Pyroblast is good for racing opponents and is extra good for situation where Ice Block is getting popped before turn 9.

            When to use Torch?

            That's a decision of what outs remain in your deck. Try to save torches if you don't want to draw Fireballs in near future, but don't be too paranoid about it, because tempo is still a thing.

            Mulligans?

            Keep the cards you want to play in early game. Depending how fast and threatening is opponents class in meta, think about N turns ahead, where N is low for fast classes (i.e. Shaman, Hunter) and high for slow classes (i.e. Priest, Warrior).

            Freeze Mage in Standard?

            Can't predict anything without seeing new cards/nerfs/meta.

            How to approach different match ups?:

            To answer that question we will need to reverse engineering our opponents’ tactics, strengths, and weaknesses. Where should we look for these factors? They are such attributes like pressure that the opponent can apply, ways and likelihood of removing your threats, burst and healing ability and other archetype-specific things.

            First off we need to figure out default gameplans:

            Mid-Range Druid's main goal is to bring you down to the combo range and accordingly finish the game from that point using combo, so obviously we will need to stay above that range until we assemble enough cards to go in. Additionally Druids usually run Ancient of Lore that can also be used as a heal and Loatheb, which is a very annoying card, but what it means is that it's not enough to just find Alexstrasza and 15+ damage ("+" because of armor), but we also need to find our second Ice Block and more damage so we can set up the win after those cards. Of course we will need a lot of time to assemble those cards, and to buy it we will need to start using freezes as late as possible. And if we want to start using freezes as late as possible we will need to remove the opponent's early threats one-by-one, or in other words we will need to not let them stick up. An important point in the game will be determining that one turn where you will want to stop removing minions (usually followed by at least 1 turn of tanking damage) then and switch to freezing them.

            Currently Patron Warriors tend to apply a lot of pressure and have a lot of armor gain so you will want save as much damage as possible for the opponent’s face, yet removing some threatening minions is necessary along with praying that the opponent will not get too much armor.

            The only thing Secret Paladins can do is play strong minions on curve. Other than that they are very vulnerable to Freezes comboed with Doomsayer so you want to stop early pressure (if it is applied), tank decent number of damage and again start using freezes as late as possible until you can setup the safest possible win. Important notice: don’t proc their secrets if there is a risk of him having a bigger board as a result.

            Zoolock’s deck is built around their heropower so we will try to exploit it by forcing them to use it as much as possible. Remove threatening minions and the opponent will be forced to tap to refill his hand, so effectively by removing minions you accordingly lower the opponent’s health. Do so until simply removing minions will not save your Ice Block, and switch to freezing them. At that point our goal will to extend the game as long as needed to find the rest of the damage to kill him. Another of Zoolock’s weakness is overflooding, so try fill up his board by pinging Imp Gang Boss or killing Haunted Creeper when going for board clear with Nova + Doom or simply to take that damage and not let opponent develop stronger minions.

            In Freeze Mage mirror the most improtant thing is to pop opponent's Ice Block first. Of course getting Thaurissan and Alextrasza makes it easy win, but more important is to determine the turn when you want to go in if you don't have Alextrasza, which is usually the turn before your opponent can play it on you. Keep in mind that the Coin lets you play Alexstrasza first if both you and your opponent have it, so be extra careful with it in Mage match-up. The only thing left except popping Block first is to not run out of damage, so try to use it as conservatively as possible (in other words - don't waste too much resources on popping opponent if he can't pop you).

            Tempo Mage
            has a lot of early pressure and a lot of spellburst, but no way to stop himself from dying so try to remove early threats and develop Ice Barriers as soon as possible. Additionally try to hold on to using Coin in this match-up, since it’s the best way to check secrets without losing card’s value.

            Control Warrior - it is a mistake to queue into one.

            Aggro Shaman is the definition of cancer: a lot of early pressure using sticky high-health minions and a infinite number of direct damage along with Doomhammer, the Face Destroyer. Best way to deal with them is either by developing board control if possible, or not missing out on tempo and playing on curve, cycling for win-condition. The most important thing in this match-up is determining if you should be going for an offensive or defensive plan.

            Renolock match-up is also based around it's heropower since they need to tap to find threats, heals, and removals, so usually by mid-late game with our help (attacks, pings, expensive burn) the opponent should be down to 20 or less health and will feel very uncomfortable about it since Freeze Mage has a lot of burst. Accordingly we want to put Warlock in position where he doesn't want to heal but if he doesn’t he dies. Of course if he heals we can use the same method to bring him back to that awkward spot until he is out of heals or has played Reno and we can start going in with Alex and more burn. Most of the time the game finishes in one of those turns when opponent was too greedy to heal (or didn't have it).

            Nowadays, Control Priests are bad in applying pressure and tend to run a lot of healing , so simplest way to kill them is obviously to set-up OTK. One of the strengths of Priests is the ability to deny us drawing cards using Cabal Shadow Priest, so try to set up fork situations by combining Mad Scientist, Acolytes of Pain and Doomsayers. The only way to lose is to die so make sure to kill some threats such as Justicar Trueheart and Auchenai Soulpriest using excessive parts of OTK or mass removals (Hint: the easiest OTK combo is Bloodmage Thalnos+3xFireball+Frosbolt+Ice Lance).

            Similar toControl Priest, Murloc Paladin barely applies any pressure and has a lot of healing so OTK is the way to go here as well. The only difference is that Paladin can assemble his own OTK so if game comes to the point where if he plays Anyfin Can Happen - he pops your Ice Block, you want to stop him from playing it by going in with Alexstarsza/Pyroblast or some burn and again put them in fork situations where he either heals (doesn’t pop block) or plays Anyfin (which makes him die).

            Strategy vs Oil Rogue is similar to Druid - remove minions -> tank damage -> freeze -> go in. The only difference is that Rogue can't cheat with mana (Prep affects only Spells so it doesnt matter for us) and that Rogue burst ability is not fixed.

            Now Maly Rogue is something inbetween of Oil Rogue and Murloc Paladin - you dont want to let opponent get huge board, but once you determite that it's Maly Rogue and you're getting in late game you try to set-up same fork situations where opponent can either Heal or play Malygos to pop the Block.

            Face Hunter's goal is to kill you so the only thing you want to do is to prevent as much damage as possible. Try to develop Ice Barrier as soon as possible and get board control to stop minion damage.

            Obviously it's very important to have a default gameplan, but of course over the course of the game it’s important to adapt to the opponent's plays and adjust your gameplan accordingly. The best way to do it is to understand the default gameplan and why it is the way it is. As an example let's assume we are playing vs Priest that just used a Flash Heal to remove our Doomsayer or to heal his minions. That means that that Priest's healing ability is much lower, so it shouldn't be difficult to kill him without OTK, what means we can simply gather a lot of damage that the opponent won't be able to outheal and go for standard Alexstrasza gameplan. Same approach can be used for Murloc Paladin match-up if opponent prematurely uses Lay on Hands to refill his hand.

            Except adapting to opponent's plays you need to adapt to boardstates and draws. If Midrange Druid doesn't apply enough pressure you can set-up some other fork situations where he can't both pop your Block and kill Alexstrasza or Heal at the same time. On the other hand if Druid applies too much pressure and you are already in combo range before you had a chance to freeze it might mean that you should either stop playing around combo or try to go for gameplan with using defensive Alexstrasza. Similar if Face Hunter doesnt apply a lot of pressure and you can play offensive Alexstrasza, there is no reason not to do it (assuming you have safe a win from that point).

            Another type of situation you will run in to are the situations where you neither can survive nor freeze the board anymore. Remember the deck has 54 pure spell damage, so in those situations play according to your outs and start throwing in damage and hopefully get more from your deck. Playing vs heal-heavy decks (Control Priest, Murloc Paladin), if you can't wait for Emperor Thaurissan any longer, you can always outdamage the opponent, since you still have more damage than they have healing and the only reason why OTK is default gameplan is that it's easier to assemble. These and a ton of others are called alternate win-conditions.

            In some match-ups (i.e. renolock) alternate win-conditions are hidden on extending the game by removing early pressure by sacrificing some burn, or in other words using the same approach from different match-ups that seem to be somewhat suboptimal. Usually these type of gameplans are applied when you are missing out on tempo.

            Now, when going for pretty much any gameplan you will end-up having some useless cards (mostly extra burst). There are two ways to use it: either to buy extra time (i.e. Ice Lance to freeze 1 big minions instead of full freeze) or to increase the chance of winning by combining main and alternate win-conditions. Here is the moment where the main skill comes. Let's say you have more than 15 damage in heal-free matchups and you can't use it to buy time anymore, so effectively you are waiting for Alexstrasza. The trick you can do is throw in some damage and if depending what are your next draws you can adapt your gameplan accordingly. Again, playing vs Control Priest your default gameplan is OTK, so usually Alexstrasza and Pyroblast are useless, so what you can do is to go in with Alexstrasza (alternate) gameplan once you find a good amount of damage and if the opponent will outheal - you stay with the OTK (default) gameplan. That way Alexstrasza can either set up a win through the alternate gameplan or support the default plan by getting Entombed or trading some minions out of the way. Important thing while combining win-conditions is not to end up having none of them in the end.

            F.A.Q. 2:

            Doomsayer

            Doomsayer is an extremely powerfull, yet not easy to use card. Nowadays, most decks can deal with it easily, so the best way to use it in those match-ups is using it in different ways such as health resource or “tempo doomsayer”, which means you play it to prevent the opponent from developing his strongest minions next turn by forcing him to spend mana on removing it or simply playing it on small board in early game. Remember - whenever Doomsayer goes off in most situations you can see it as reset of the game starting on more mana, and obviously you’re favoured in such situations since you will have a leading turn, so sometimes playing doomsayer on empty board is a good idea. (i.e. Druids or Rogues before turn 4).

            What about matchups where doomsayer is likely to go off?
            Don’t be too greedy, sometimes you will not draw Frost Nova and you will regret not playing doomsayer for its other abilities.

            Bloodmage Thalnos

            In most match-ups ,Thalnos is simply a cycle card that sometimes can work as extra burst. If you are still looking for some cards, or if it’s too early in the game to say - cycle it. If all you need is time (mana) - keep it. Exceptions are situations when you are going for OTK. When you have a decision between playing novice or thalnos and you have a followup in your hand already, consider using Thalnos instead to not "waste" your instant draw and save it for clutch situations. Again, exceptions are match-ups where you get to combo Thalnos with Frostbolt or Forgotten Torch to remove a threat on turn 4 or 5.

            Secrets management

            Sometimes there are turns when you have an Ice Block in both your hand and the deck, think about not using it if matchup and situation allowes you to, so when you draw Mad Scientist it will not be a “dead” draw and you can get full value from it. Usually that’s the case, but sometimes situations force you to set up block, even if Mad Scientist is still in the deck. As an example, if you have to go for Alexstrasza next turn and have no more time to hold on a Block, you simply will not have time to develop it later.

            How to play out early game?

            It’s very simple: imagine the first 3-4 turns from you and your opponent’s side and how the game will develop in worst case scenarios. Then choose lines of play with the best worst case scenario. Going further, try to think how punished are you for playing around the worse worst case scenario compared to average situation and make decisions based on it. But if you are the one who asks that question, start with playing around worst case scenario every time.

            Quellen :
            https://www.reddit.com/r/CompetitiveHS/comments/47fgd7/torch_freeze_mage_part_1_building_from_scratch/
            https://www.reddit.com/r/CompetitiveHS/comments/4ckbvc/torch_freeze_mage_part_2_understanding_the/


            ->
            Twitter von Laughing + Twitch


            Ich möchte nochmal anmerken dass dieses Produkt nicht von mir stammt sondern von Laughing (LaughingHS) stammt.

            Viel Erfolg!

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