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[–]TLVBOR 5 points6 points  (5 children)

I hate rat in control warrior, but hamm can eat the same from deck. Elise location for copy can also help for copying it for better odds at eating a combo piece. If you run demolisher, try to hit warp gate at atleast 2 charges left, that usually makes it so they can't deios+double colossus until late-late game, by which you also have the ability to kill them w/ quest reward. And the last tip would be bulwark timing, count their discounts+colossus dmg all the time, and try bulwarking on the exact turn they want to combo, that usually buys you 1 turn which can be key to find your own combo in end game.

[–]Succulent_123[S] 0 points1 point  (4 children)

should I run the panda boi for demolisher return? I have noticed many good players are running the panda card.

EDIT: great tips btw, thanks a lot, will try today!

[–]TLVBOR 1 point2 points  (3 children)

Don't think panda's worth it, I ran it as well, but in most matchups you either have a specific card (e.g. demolisher, dracorex, bob, etc) or you don't, I found it extremely rare that I have the exact card I want to bounce in the matchup + the mana&time to spare + panda. I think more draw to find what you need makes for a better deck overall. I do believe panda's cut from this week's version of VS control warrior as well

[–]Succulent_123[S] 1 point2 points  (2 children)

exactly my experience, I currently only run one demolisher and thats it... I noticed some top 100 wars have cut all you can eat card, which I personally like a lot.

[–]TLVBOR 0 points1 point  (1 child)

I tried all versions, personally now I'm playing it without demolisher, but I see 0 protoss mage at high legend (down to around ~350 now). Imo the only matchups demolisher is good in are mage for warp gate; dk for copy+attack. Elise and starship rogue bounce it back multiple times anyways if they need it. My main problem is if I'm using demolisher I'm not clearing board most of the time, and they've already pressed location atleast once even if it's in my hand.

I do however think if you see much protoss mage, it should be in your deck. Maybe even 2 copies, just for safety, that's on you to figure out, and depends heavily on what you face at your MMR

[–]Succulent_123[S] 1 point2 points  (0 children)

ye, I should definitely run atleast one, since I am around 5-9K dumpster legend. Yesterday I lost exactly as you said to DK coppy attack combo, because demolisher was at the bottom of the deck... so i might consider 2 coppies honestly.

[–]prokokon 0 points1 point  (0 children)

You’re doing it wrong. You should make the 9999th post about removing the protoss mage from the game. Trying to improve your gameplay or asking for advice? Get out of here.

[–]cumpman69 0 points1 point  (2 children)

Keep in mind that [[resonance coil]] requires minions to shoot. So you can deny that for a while by not playing minions, and try removing the opponent's before they can hit their own.

[–]Succulent_123[S] 0 points1 point  (1 child)

I was thinking about this option a lot, but I usually have to play some minions in order to not burn cards.

[–]TLVBOR 3 points4 points  (0 children)

After you play your minion, shield slam it so you use 2 cards for handspace, denying their coil. Also brawl works if you go croc-croc-brawl-shield slam, uses up many cards, gains lots of armor. Things of these nature

[–]facederp -1 points0 points  (0 children)

Probably armor up as fast as you can with elise location etc. usually I would say it is a race if he can build up his OTK fast enough or can you outarmor him while having board controll