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On September 24 2015 22:09 Malhavoc wrote: The english description didn't said WHEN you were supposed to get the minion. I wrongly supposed end of turn, and found it was start of turn quickly..
Used an obvious self damaging zoo warlock, with some additional cheap inspire minions to get advantage of tapping early turns. Also put in some "heal target" minions, to both heal the opponent or heal myself late game if too close to death.
Lost my first against a rogue who cleaned the board and killed me with spells, then won a couple against another warlock and a druid.
Strange format, since I found myself not attacking early turns, just to keep him healthy enough to get more board control, so that I could finish him in 1-2 turns. AoE may thwart this strategy quite a bit, but they must come really fast. i think the idea is to play OTK decks or the obvious Warlock decks
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This is the worst brawl ever.. lol
Am I the only one to solely play against Healing Control prist decks, that use their spells on YOU, and never attacks? Game just never ends :O
Not to mention I have very few cards to contruct a deck, so I can't go fully control either :S
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so, am I the only one that only got 2-mana-minions from the brawl effect without exception? Out of ~5 minions my enemies got (in total, played a self-damaging Zoo with all the self damaging minions you can imagine) he once got an Injured Blademaster, so apparently you can get those too. But other than that, only 2-drops for my opponents as well. Which made me question the strategy I was going for to begin with (such a little swing for not attacking for turns).
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United Kingdom31255 Posts
New tavern brawl is get boom bot and win with OP cards / hero power lol
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On October 01 2015 00:17 Drazerk wrote: New tavern brawl is get boom bot and win with OP cards / hero power lol
Strange, I had the exact opposite experience based on a half a dozen games. Between the Annoy-o-Tron hero power and cards like Coghammer, Blessing of Might and Iron Sensei I could never get a board going.
I guess it could be very draw / RNG dependant. I didn't really get one drops and my Boom Bot hero power seemed to always go to face.
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United Kingdom31255 Posts
On October 01 2015 00:52 BByte wrote:Show nested quote +On October 01 2015 00:17 Drazerk wrote: New tavern brawl is get boom bot and win with OP cards / hero power lol Strange, I had the exact opposite experience based on a half a dozen games. Between the Annoy-o-Tron hero power and cards like Coghammer, Blessing of Might and Iron Sensei I could never get a board going. I guess it could be very draw / RNG dependant. I didn't really get one drops and my Boom Bot hero power seemed to always go to face.
currently 6-0 boom and 3-2 annoy o
Its not as bad as I thought it was but yeah its very draw dependent on getting the weapons / 2 drops as boom
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This brawl isn't that straightforward to play. But imo Annoy-o-Tron should win every time unless you get RNG:ed. Boombot has Twisting Nether and Lightbomb, so don't overcommit, and try to get as much value as you can by using your hero power every turn. Mulligan all your cards and search for a Clockwork Gnome. There's no way Boombot can outvalue you unless they get lucky with the RNG.
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For those of us unable to access the game when reading this thread, please ensure to post the new brawl rules so we can understand and theorize.
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On October 01 2015 03:13 Reason wrote: For those of us unable to access the game when reading this thread, please ensure to post the new brawl rules so we can understand and theorize.
It's two pre-built decks, with an annoy-o-tron as one hero and a boom bot as the other hero. Annoy-o-tron hero power: Give your lowest attack minion divine shield and taunt. Boom bot hero power: Deal 1 damage to 2 random enemies. I don't have the entire deck lists for each class, but each has a mech theme as you might imagine with the boom bot having a theme of bombs and randomness and the annoy-o-tron having a slight taunt theme.
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Hmmm, not as straightforward as I had hoped haha. Thank you for the swift and concise response.
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I think that alarm-o-bot hero power is far stronger than Boom Bot(not sure about the decks themselves though). The reason is that it can easily be planned around, on your terms. You can manipulate it however you wish. On the other hand, if boom bot's hero power hits face twice for example(when it was meant to counter alarm-o-bot's), it can lose the game at that instant.
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okay brawl. kinda boring. went 3-1 (might have been 3-2) and probably threw the first game by being dumb and throwing away coin on turn one. 2 games were just overwhelm board and opponent conceded early. last game was kinda close. had to grind out as the boom bot. was annoying since the hero power kept missing the divine shield guys plus I got lucky with a twisting nether on two of their huge minions which helped. okay brawl. didn't find it that fun. seems like its mostly based around early board control.
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Played a game. Won as boom bot, but just because of a Dr Doom that turned the table in my favour. Otherwise I was a bit behind the whole game. Alarm-o-bot's power is very strong, especially once he has board control, and if you lose it as Boom Bot, I feel like it's almost impossible to get it back.
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United Kingdom31255 Posts
New tavern brawl = you always draw on curve
Played face hunter won on turn 5
Guaranteed DR 6 into guaranteed Dr Boom into guaranteed Tirion is pretty strong guys
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On October 08 2015 00:21 Drazerk wrote: New tavern brawl = you always draw on curve
Played face hunter won on turn 5
Guaranteed DR 6 into guaranteed Dr Boom into guaranteed Tirion is pretty strong guys
If you can get that far- there are a ton of aggro decks which are just so strong in this mode. Mech mage is another good example, Zoo is great when you can guarantee Doomguard on T5 for the win.
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Since all decks are guaranteed good early turns, small face decks lose a ton of value.
I tried a few decks for the fun of it, Astral Communion, Pirate Rogue, Combo Priest, but Secret Paladin was by far the best, went 6-0 in 20 mins with not a single close game.
The most surprising was that even with guaranteed turn 1-3 plays into Astral Communion into Azure Drake, the deck is still pretty bad.
I think this Brawl would have been amazing.. before TGT.
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Funny how this brawl often equates to guaranteed cancer. To me it exemplifies how many decks there are, like mech mage and face hunter, that already operate on the assumption they'll get a pretty good curve and this proves how many constructed games can be won through nothing but drawing perfectly. Also it appears going first here is a massive advantage, because you're virtually guaranteed to have something to play before the opponent and the player going second isn't guaranteed to have a 2-drop they can coin out to steal early advantage.
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i play Druid.
only 1drop: 1 Zombie Chow only 2drop: 1 Doomsayer only 3drop: 1 Acolyte of Pain only 4drop: 1 Astral Communion
everything else is gigantic minions. does pretty well tbh. thank you to the opponent i faced that played Doomsayer, fucking genius idea (had Wrath in 2drop slot before).
i think ideally you actually want to run Deathwing as your only 10drop cause you're topdecking anyway, but i don't have him
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On October 08 2015 07:04 Schelim wrote:i play Druid. only 1drop: 1 Zombie Chow only 2drop: 1 Doomsayer only 3drop: 1 Acolyte of Pain only 4drop: 1 Astral Communion everything else is gigantic minions. does pretty well tbh. thank you to the opponent i faced that played Doomsayer, fucking genius idea (had Wrath in 2drop slot before). i think ideally you actually want to run Deathwing as your only 10drop cause you're topdecking anyway, but i don't have him 
I'm doing something similar with Dragon Priest
1 Drop: Twilight Whelp (if I fail to draw a dragon, I get one turn 1 and just hold it) 2 Drop: Wyrmrest Agent 3 Drop: Blackwing Tech or Velen's Chosen 4 Drop: Twilight Guardian 5 Drop: Blackwing Corruptor
and then a ton of 6+ including lots of dragons, Lightbombs, Cabals, and Rend. It's pretty crazy since you 100% have a dragon in your opening hand, 100% Wyrmrest turn 2, etc.
If you have the coin and get a Wyrmrest or Twilight Guardian in your opening hand you can often use the Coin to play both of them, which is pretty strong.
edit: Yeah Doomsayer seems pretty great too. I haven't tried him out yet though.
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Here's a Shaman one I made just for fun:
0 mana: 2 Target Dummy, 2 Wisp, 2 Ancestral Healing 1 mana: 2 Zombie Chow 2 mana: 2 Nerubian Egg 3 mana: 2 Shattered Sun Cleric 4 mana: Baron Rivendare 5 mana: 2 Sludge Belcher 6 mana: Sylvanas 7 mana: Dr. Boom 8 mana: Kel'Thuzad
and then a bunch of 9 and 10 mana stuff. Mulligan for 0 mana cards to help control board a bit. Shattered Sun Cleric Buffs Nerubian Egg, which you wait to trade until next turn with Rivendare, and follow up with Belcher Sylvanas Boom KT. Surprisingly unexpected.
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