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TopicHearthstone Topic #3 - "Demon blood is thicker than... regular blood."
metroid composite
04/05/20 3:46:11 PM
#249:


UltimaterializerX posted...
https://hsreplay.net/replay/nGhkmmPkwJnLLLpwkAo3XS

On my turn 8, I traded the Armorsmith instead of Bloodsworn Mercenary. I figured I had enough armor to win the game at that point and wanted the bigger minion on board. Was this the correct play?
I think so yes.

In particuar, treant druid is helpless without a board, you can be at 7 health and fairly safe from them if they don't have a board cause they don't run any charge minions and usually don't even run swipe. Warrior wants a bit more than 7 so that you can use your face to clear minions, but 25 is plenty. The thing you are worried about them doing is drawing something that makes a bunch of 2/2s, or alternatively drawing Goru which is a 5/10 taunt, and in both cases you'd rather have a 3/2 than a 1/2.

That said, I think you did make a mistake on turn 4. Scion of Ruin should have been used to kill the 2/1 treants and not the 2/1 acornbearer--for several reasons--limits their options, they can't play the 1/1 squirrels from the second acornbearer next turn (they only ended up playing two squirrels next turn and a blessing of the ancients, but that could have been 3 squirrels and a power of the wild, for example). Also, leaving treants in play is just really risky due to cards like Aeroponics (If they drew their second Aeroponics, it would cause them to spend more mana on it due to having one less treant in play).

The other turn that feels off--I'm less sure about this one, but coin ritual chopper to kill acornbearer feels...suspect, because it led you to hero powering turn 2. Maybe it was correct to coin armoursmith on turn 1, and then play Ritual chopper on turn 2? The, armoursmith challenges the acornbearer, and you can use the front half of the ritual chopper on turn 2 to kill a 2 health treant. (In this particular game coining the armoursmith would kill two minions early, giving you more early board control, and playing Ritual Chopper to kill a treant on turn 2 also prevents them from casting Aeroponics for 0 on turn 3. I just don't know if it's necessarily the right play; obviously there's value in holding armoursmith). Although...another line of play, if you knew you were going topdeck Awaken on turn 3, another line that would have worked in this particular game is pass turn 1, ritual chopper kill a treant turn 2, Awaken kills all the 1 health minions you haven't touched yet turn 3. Preeeetty hard line to make without Awaken already being in your hand, though...hmm...let's see, if you don't topdeck awaken...turn 2 would be ritual chopper kill a treant, turn 3 would be coin devoted maniac, turn 4 is scion of ruin. Hmm...yeah, actually given that you have ritual chopper, maniac, and scion in your opening hand, and can plan out your first 4 turns by saving the coin, maybe saving the coin is correct so that you don't end up doing hero power pass turn 2? (You would still change plans when you topdecked Awaken on turn 3, of course).

So...yeah, the turn 8 play looks correct to me. The turn 4 play is wrong--killed the wrong minion. The turn 1 play is...probably wrong, but that's a hard turn, I'm not 100% sure what the right play is (probably save the coin given that it lets you plan your next 4 turns and guarantee a turn 4 active scion of ruin?)

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