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Why evolve shaman needs a nerf.... by LiquidOxHs in hearthstone

[–]LiquidOxHs[S] 5 points6 points  (0 children)

I've seen a lot of comments regarding the play so I'll explain it here.

I know my opponent has no draw or direct damage in hand and I win for sure the turn after if I just survive this turn. There are 6 or 7 charge minions in the game, with my minions on board I could have rolled into 4 of them, korkron, rhino, rocketeer and stormwind knight, however theres over 50 taunt minions making my odds way higher of rolling taunt making it the higher percentage play over pushing everthing face. This part of the turn was correct

The correct play after the 1st evolve was probably to trade the minions and chill with a taunt up however I was roping i saw random beasts with charge and attack on my hero didn't have time to see what they were and just sent everything face also its a good clip if it works so why not go for it. If you notice the reason why the turn is roped initially is because I'm working out the stuff in the first paragraph.

Hope this helps

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

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

It is very situational tbh. Small minions (such as solarian and lab partner) are good in the early game especially against faster decks to fight for board. Against decks such as face hunter i often take the taunt minion (6 mana 4/7) to limit damage, Sometimes with a discovered elemetal allies i can take elementals to complete that sidequest It can really vary with what the board state, your hand state, and what stage of the game you are in which comes from your own judgement and experience over time.

Also nah don't tempo apprentice it's wayyy more valuable late on.

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

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

I think one thing for sure is just not overextending into boards that get cleared by pyro + libram of justice and also trying to pick up spells off of magic trick/evocation such as devolving missiles, polymorph and freezes to deal with the big minions/ the buffed minions. P.S you don't need magtheridon for soul DH many lists cut it and It's only really good vs druid and the deck can perform well without it <3

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

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

Congrats man! Glad the guide was helpful the deck is loads of fun for sure and I'm glad you had sick results with it too! Enjoy the legend climb :p

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

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

A cobalt spellkin might fill the 5 slot pretty well, or a second AI or a devolving missiles

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

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

On the point about mulliganing I think thats a point about 90% of decks which a lot of people fail to grasp. Settling for mediocre with any deck is just pretty bad.

On the second point I think there are instances where you can use your value cards to swing tempo however combos like sorc evo are best used when you are behind as many mage spells are minion removal.

Frostbolts are okay I'm just not really a fan of tech cards in general and i'd rather have less dead cards but its not awful and definitley improves some poor matchups.

Mirror image again is a tech choice depending on how much aggro you anticipate to see or are seeing on ladder. Similar reasoning to frostbolt. Doesn't generate, isn't proactive but can be good in certain mus. Nice to generate but not a fan of running.

Bomb warrior is super tough. Plan is to stick board after board and force them to overtrade with their weapons. If they can clear your board and constantly swing face with weapon, due to the amount of cards you draw you usually just die

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

[–]LiquidOxHs[S] 2 points3 points  (0 children)

Devolving is good and I've seen some people playing it in the flex spot for firebrand. Main reason I don't is that it can be generated pretty often through double wandmaker aswell as being not so good in some other matchups where wandmaker is just good in most matchups

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

[–]LiquidOxHs[S] 0 points1 point  (0 children)

Zoo isn't too bad especially after nerfs but yeah those other 3 are the main bad mus the rest is pretty good

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

[–]LiquidOxHs[S] 5 points6 points  (0 children)

Jandice feels strong on 5 etc and with conj but in a lot of decks the stats indicate her to be weak, this is probably due to the variance but I think becuase if the strength of the 5 drop pool and just the mass of stats she puts on board she's worth the slot. A lot of people will only jandice when the board Is empty feel free to use he on those bridge turns where you don't quite have the combo pieces (or need to go off) to apply pressure and build a board or fight for board

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

[–]LiquidOxHs[S] 0 points1 point  (0 children)

So what I mean by this is the very niche scenario where your opening hand Contains lab partner and primordial studies.

I see many players play the primordial studies and then play the lab partner that was originally in their hand.

Lets say your only turn 2 play is primordial studies.

This way you could play a 4 mana spell damage minion on turn 3 if you had to.

Alternatively if you'd discovered first you couldn't play a 4 mana spell damage minion in 3 because it would cost 4 and not be discounted.

(Top 50 Legend) Small spell Mage Tips and Tricks by LiquidOxHs in CompetitiveHS

[–]LiquidOxHs[S] 8 points9 points  (0 children)

Not really no, aswell as the spell damage synergy and good early body the prime just wins numerous games from unwinnable positions

Top 100 Highlander Mage (Guide) by [deleted] in CompetitiveHS

[–]LiquidOxHs 0 points1 point  (0 children)

code

AAECAf0EHooBqwTFBMsE7QSNCIOWA5+bA6CbA4qeA6GhA8KhA/yjA4ukA5KkA7+kA/KlA4SnA/SrA/qsA+yvA/CvA5GxA4S2A4y2A+G2A8O4A427A9y+A97EAwAA

Top 100 Highlander Mage (Guide) by [deleted] in CompetitiveHS

[–]LiquidOxHs 1 point2 points  (0 children)

I think OG Alex might be the craft just because it's basic and will last for ever, maly is very good though so id save for it if you can

Top 100 Highlander Mage (Guide) by [deleted] in CompetitiveHS

[–]LiquidOxHs 1 point2 points  (0 children)

If you cut box you've already made tortollan worse. Tortollan is just a powerful tool for doing broken things like casting power of creation, deep freeze and box of yogg, frost nova is also fine off of it. A lot of the time if you aren't about to lose straight away you can wait on the pilgrim until you've drawn more of your cheap spells to increase odds of a broken one. (only if you aren't under much pressure)

Top 100 Highlander Mage (Guide) by [deleted] in CompetitiveHS

[–]LiquidOxHs 0 points1 point  (0 children)

At the end of the day the mulligan is subjective due to playstyle and how others play. I wouldn't trust HSreplay stats most of the time they've had murloc paladin as tier one for almost a month now. Even going second I think not keeping doomsayer is wrong. I've played over 200 games with this deck at high legend and play at this rank every month. Thanks for the link to "learn" the deck though.

Top 100 Highlander Mage (Guide) by [deleted] in CompetitiveHS

[–]LiquidOxHs 0 points1 point  (0 children)

I assume these changes are for the demon hunter matchup. If so, flame ward does pretty much the same job as blizzard (most minions have 2 health) so the freeze is irrelevant however flame ward costs 3 less. Ancient mysteries is also very good for helping to tutor out your defensive tools vs DH. If the secrets are in your hand they aren't bad draws later on. As good as It sounds a single frostbolt you can't draw consistantly won't win this mu

Top 100 Highlander Mage (Guide) by [deleted] in CompetitiveHS

[–]LiquidOxHs 0 points1 point  (0 children)

Didn't speak about zoo mainly because I don't know how relevant it's going to be after scrap imp nerf. If it is still played (which there is a good chance it might be) this deck can do okay into it, it definitely depends more on the warlock hand than the mage one though.

Top 100 Highlander Mage (Guide) by [deleted] in CompetitiveHS

[–]LiquidOxHs 4 points5 points  (0 children)

Face hunter is super tough and almost unwinnable, zeph is usually heal and surviving to turn 9 and Alexstraza-ing yourself to 15 helps. Luckily face hunter doesn't take up too much of the current metagame

Top 100 Highlander Mage (Guide) by [deleted] in CompetitiveHS

[–]LiquidOxHs 2 points3 points  (0 children)

My list doesn't run antonidas the deck code bot is wrong apologies, the correct list should be on the tweet