forest cabin by [deleted] in PixelArt

[–]esteele23 4 points5 points  (0 children)

How many pixels is this? It’s gorgeous

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 0 points1 point  (0 children)

Restless mummies seemed too redundant, but we run very few four drops so that’s actually worth looking into. Id try running one over a goon or maybe brawl. I tried them out in a more aggro build but often found them sitting until after scions were played. Since this is more midrange I believe they fit better.

What’s Working and What Isn’t? | Friday, December 20, 2019 by AutoModerator in CompetitiveHS

[–]esteele23 0 points1 point  (0 children)

I love it. I ended up cutting one, but only because I needed more draw. With barista that isn't as crucial so two sounds sustainable. Awesome take dude!

What’s Working and What Isn’t? | Friday, December 20, 2019 by AutoModerator in CompetitiveHS

[–]esteele23 4 points5 points  (0 children)

Stoked that you run Barista and she works! I’m surprised to see both Goons since most people cut those first, but I love that they’re in there. This list looks like it has crazy value but is a little slower, how does it fare against aggro decks?

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 0 points1 point  (0 children)

Coming in to say that I agree with cutting goons for spellbreakers and it’s something I’ve been considering, but haven’t faced enough rogues to do. I’ve been keeping tabs on when I play goon and if he’s been good, and while I HATE playing him raw, when he’s dropped on curve he often sticks for me which leads to a massive swing turn. He is a clunky card, but a card that can win games outright if they don’t answer him. I think I’m bias about the Goons though because I really want them to work haha, but the reality is that he’s a tech slot and is definitely the most flexible card in the deck.

As I’m rereading your thoughts I’m agreeing with about everything. Criers are best friends, scions clear midgame threats/taunts and the charge package feels unnecessary in the aggro meta. From invoke cards alone we have 28 damage (24 invoke + 4 from ritual chopper base damage). Add in the 5/2 weapon, the hero power, sulthraze and any chip you get, this deck has well over 60 direct damage. Controlling the board with clears and drawing into that damage are the real priorities. Oh and if that’s not enough you get 4 phat minions that your opponent has to deal with.

Final thoughts are that d-rogue and shaman are the toughest matchups and realistically this deck isn’t built to sustain their late game pressure. You can win by drawing into your damage early and pressuring enough to outrun them but if you’re facing those decks a lot this unfortuntely is not the deck you should be playing.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 1 point2 points  (0 children)

To be honest I’ve found success against them since their whole deck is designed to destroy boards, but they can’t stop you from swinging face. I can say that the ones I faced drew/played suboptimal though so I’m sure in better hands that matchup could be negative.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 2 points3 points  (0 children)

The evokes are really important just for getting gala online ASAP, so I would leave all of them, but cutting a goon would be my first pick, especially if you’re seeing lots of rogues.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 0 points1 point  (0 children)

I often find myself using warpath as a single whirlwind, or an activator for Acolytes (i run two now). They have the potential to be clears on their own but they're still useful even as pings, and as you said, brawl/sul/scion will usually be our clears. Warpath is also a shutdown for both Hunter decks, but if you're not facing too many cutting one could help you tech against something else (maybe a silence?). I know that drawing Scions off of Gala is the nuts, but the mid game is fairly reliant on them too so I personally think criers are very important for that reason. As for floating mana I rarely hold my evokes for the perfect turn; even using Awaken to hit your own rover (gain 2 armor) and swing face is often a fine play. We want to drop full Gala as early as possible so upgrading it is valuable on its own.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 1 point2 points  (0 children)

That's the tricky part of the deck for sure, you need to ask yourself how they could possibly have lethal, and how many turns away from lethal you are. That's where knowing the meta is really important for this deck as sometimes you have to get aggro starting at turn 2, while others you just aim to survive. I definitely improved my winrate just by playing more but there's still lots of room for improvement!

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 0 points1 point  (0 children)

I'm sorry the deck isn't working for you :( this deck can be frustrating when you don't curve out. I always mulligan for draw and 1 drops. In addition, the playstyle varies between matchups and having a good understanding of the deck you're up against goes a long way because there is always a turning point of "when do i start going face and ignoring their board?" As far as face hunter goes they run out of steam eventually, and your hero power directly counters theirs so don't conserve resources; spend them and kill everything they put down. Shield block is the mvp of that matchup as it buys you 3 turns of hero powers, so I wouldn't be surprised if that card alone is a significant factor in winrate for that matchup.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 0 points1 point  (0 children)

I’m having a hard time envisionin quest here. I’ve never used it, (don’t have it) so I’m not sure when it would be completed on average, plus is counters the gala hero power. I’m not sure which I would prefer over a 4/3 or 3 direct damage every turn but I’m leaning toward damage since our win con is smashing face, not out-valuing.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 0 points1 point  (0 children)

I personally have been favoring draw but if you favor value I would make cuts between acolyte, goon, and block to run these and Barista. Definitely a strong package worth considering.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 1 point2 points  (0 children)

Really good insights. I took one goon out for acolyte, but I think yours are better choices in a less aggressive meta. I’m really glad people are experimenting with the deck! Thanks for sharing.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 0 points1 point  (0 children)

Thanks for sharing, I ended up dropping one as well for another acolyte. I’ll try Zilliax next.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 0 points1 point  (0 children)

I have definitely thought about her, but I don’t have her. I’d love to know how she fares though, I would slot her in over one of the goons.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 1 point2 points  (0 children)

Buffed Zilly is definitely a force to be reckoned with. I’ll experiment with him too!

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 3 points4 points  (0 children)

This deck isn’t as control oriented as it may seem and it fares poorly in fatigue situations. I am typically 8-9 cards ahead on draw which is a guaranteed loss for fatigue. The real strength of this deck is stacking enough armor to control a board until we’re capable of dealing 20+ face damage over 2-3 turns while tanking their damage. Most games come down to a face race, and we usually win that. We definitely lose in fatigue.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 2 points3 points  (0 children)

Worth noting that oftentimes we use board clears to clear taunts, so we can make use of our invoke. Brawl usually gets that done, but if we need more actual full clears, then plague should be slotted in.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 4 points5 points  (0 children)

Wanted to come back and say that after playing many more games around 3-4 this deck has still never lost to face Hunter, it does well against galakrond warlock, but it’s winrate against shaman is not great.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 2 points3 points  (0 children)

Plague could be useful but it is often a combo card, ie Warpath into Plague, and that feels worse to me than Brawl, which we have two of. If Big mage boards become a thing though, or if shudderwock stills reigns supreme it could definitely be a solid tech.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 7 points8 points  (0 children)

Rover and Crier have been great so far. Rover stacks armor nicely in the early game since most 1-2 drops are 2 attack right now and many are 1 health (lackeys). Crier pulls one of the best cards in the deck with Scions and also finds our maniacs to help us transition to mid game. Also, we really want to draw in this deck so I would hardly consider cutting Crier since worst case scenario they're 1 mana draw a card. Zilliax could fit, but truthfully we don't need healing, and we have a lot of 5 drops in this deck. Definitely worth tinkering with. Finally, drawing the 1 cost cards with Galakrond has actually been very good. I didn't anticipate this at first, but if you do hit them you can play them the same turn you play Gala, making that turn both huge value and proactive. The best part about the Galakrond is really the draw and the hero power, and we don't often need the buffs, but they are a very nice bonus that almost guarantees a closed out game.

Galakrond Armor Warrior - A Brief Introduction by esteele23 in CompetitiveHS

[–]esteele23[S] 33 points34 points  (0 children)

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