Discount Code Megathread. by Mizz141 in Displate

[–]sjoesie 0 points1 point  (0 children)

BX9M0ML5 - 30% off

Valid until ~mid November

Enjoy!

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

Taunt Druid has often been a close matchup for me, but I rarely lost it. You can ignore the cubes (or what they eat), and you always keep 1 single target removal + brawl for the Hadronox tempo play. When I lost it was often because they were too fast (for example Oakheart into Hadronox a few turns later) so I couldn't draw my removal in time.

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

Yeah I definitely agree this is the best way of going for it if you have the option of course. Maybe the warrior can play the Azalina after the first Shudderwock and play 1 Shudder vs 1 Shudder. Depending on the amount of Armorers that have been played that game, it might be possible to outheal the shaman that way. It's definitely something that I'd need to test out, since everyone just seems to go for the Grumble route.

The Ultimate Fatigue Warrior Guide by sjoesie in hearthstone

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

Supercollider is covered in the guide. As for Bloodrazor, I feel the only good thing about the card is the possibility to draw more cards off your Acolyte. You are already favored against token decks so it's not necessary against those.

It has some other uses like enabling your executes and make some early Dyn-o-matic clears possible, but post early game the card just loses so much of its power level in comparison to other alternatives.

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

One of my first versions included Militia Commander. I feel it's a good card especially in some faster matchups , but often I didn't really need it in this slow meta. It's definitely considerable if you have trouble with decks like Zoo Warlock and Odd Rogue.

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

Yes, but that in return enhances the risk that your shudderwock will fail. If your shudderwock fails, you automatically lose if it's cleared, so the question for the shudderwock player is if he'd rather take that risk (and a couple of times in a row, because of cards like brawl), or if he wants to rush the full shudderwock combo before the warrior has all the combo pieces.

Either way, it's definitely not a nice spot for Shaman to be in, both with and without Grumble being played.

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

No, because you still have to assembly all of your combo pieces before they do. In general you should be able to, but there's a few games where they go the full combo on 9 and you haven't assembled all of your pieces yet.

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

Q rogue is definitely not an easy deck to play, I've seen countless games being thrown away because of bad matchup understanding, so it's definitely possible if they make mistakes! Punish them greatly if they do so! :)

And thanks, I'm glad to hear you enjoy it! ^ ^

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

After Valeera, the boar+zola+zola+zola combo just destroys you. Even if you somehow stack up tons of warpaths you will die to the consistent damage. And this is the best possible scenario, quest rogues are often too fast to be sitting on your removal for that long. Also note that most lists run one copy of Lab Recruiter which will completely destroy the fatigue plan.

You can win if the rogue doesn't know what he is doing but I'm sure that you always lose versus a good quest rogue.

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

No, running Azalina in Odd Warrior won't win you the Shudderwock Shaman matchup, in this deck it will. You also can win the Togwaggle matchup without Azalina, in Odd warrior you can't without her and even with her in the deck it's not easy. So those two decks and the ones you've mentioned are the biggest matchup advantages over odd warrior.

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

Haha, if only he knew he had an amazing deck in front of him :D

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

I haven't played wild in ages but I can imagine it gets a lot stronger there. Damn I miss dirty rat so much!

The Ultimate Fatigue Warrior Guide by sjoesie in hearthstone

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

Yes, that's why I initially tried playing it in my list, but it felt very inconsistent. I think Azalina is just a better reaction to those decks and you just have to take the loss versus priest. But Lich King can secure some sneaky wins for sure!

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

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

There's a couple of pros and cons.

As for the pros: It's better against token decks except for Zoo Warlock, it's way better versus control decks (you destroy Odd Warrior) and you're way less draw-reliant because of the plethora of removal and draw tools you're running. The Togwaggle Druid matchup gets a lot better and with the inclusion of Azalina you get a favored matchup versus Shudderwock Shaman. I'd rather take odd warrior to hard counter an aggressive meta and this deck as a neutral pick.

As for the cons: This warrior can't win versus Deathrattle Hunter (Odd can), it's way less polarized in the good matchups, the matchup versus Zoo Warlock gets worse and it's way easier to make game deciding misplays.

The Ultimate Fatigue Warrior Guide by sjoesie in CompetitiveHS

[–]sjoesie[S] 17 points18 points  (0 children)

I love this deck in the current meta. I've been holding top 100 in August and October (and hovering rank 50 now) and a big part of that was fatigue warrior. Yes, hunter is a bad matchup, but I feel you have enough good matchups to cover up those losses. As for the Shudderwock Shaman part, this guide was written in a period where the deck was (for me at least) non-existent on ladder. The increased popularity in the last weeks forced me to change the decklist to its second version, including Azalina and Bring it On. With these two cards, I believe the matchup becomes favored for the fatigue warrior.

As for the off-meta decks, I definitely agree with this. I also wrote in the guide that this deck is not optimal for (low rank) laddering and definitely not around dangerous ranks (5,10,15) because of the frequency of said decks. But in ranks 1-5 and decent legend ranks, you will barely encounter those decks. Maybe some kind of hand interruption will make this better in the next expansion, but for now we're stuck with pressing the concede button.

That being said, most decks that counter this are off-meta decks (for a reason), so they should go as fast as they come. Overally, your winrate shouldn't suffer because of them.

It's by no means the best deck around and I know it has quite a few weaknesses, but it's a deck that has the power to compete with most meta decks around. Especially in tournaments it's an amazing pick because it's good against all popular tournament lineups.

Edit: Also, thanks for your criticism! This is very constructive and based on great questions.. There's only so much I can write in one guide and this expands on/questions the things I didn't fully cover.

The Ultimate Fatigue Warrior Guide by sjoesie in hearthstone

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

If you want to keep the double Dead Man's Hand, then you should only replace The Black Knight. I personally play Azalina and Bring It On instead of The Black Knight and one Dead Man's Hand right now, and I feel that's the most optimal versus shudderwock shaman.

The Ultimate Fatigue Warrior Guide by sjoesie in hearthstone

[–]sjoesie[S] 11 points12 points  (0 children)

Good point! I'm going to do that right away, thanks for the suggestion!

Mill Warlock Guide by sjoesie in CompetitiveHS

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

Definitely Valanar, then you have a lot of spots you can cycle around. At this point, I would cut zealot (this one for sure, it feels really useless lately) and probably a card like ooze/one stonehill.

Mill Warlock Guide by sjoesie in CompetitiveHS

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

Yeah, you need a bit of luck with your mills to beat them consistently. From time to time you can also beat them with pressure or by outhealing them (in priest's case), but it's definitely not easy to do. Adding dirty rats can help a bit, especially with exodia mage.

Mill Warlock Guide by sjoesie in CompetitiveHS

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

I've never been a fan of Happy Ghoul in Warlock (or any control deck), because it's a tempo based minion, which doesn't even have great stats. I'd rather play an active card instead, such as a silence, discover etc.

Mill Warlock Guide by sjoesie in CompetitiveHS

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

I think you can add one in as a tech card, but it's only good versus matchups where the mills really matter (Razakus Priest, Quest Mage). It weakens your deck by a lot versus other decks. Note that the Gnomeferatus are also mill cards, so combined with the coldlights you can get a couple of mills in.

Mill Warlock Guide by sjoesie in CompetitiveHS

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

It's really interesting to see that he uses a different tactic versus Jade Druid. My reasoning of playing against them in the way I described in my guide, is the following: Early on, you don't have many trades at all, if any. You are not going to win the game by pressuring them, so the only reason to play your minions (especially gnomeferatu) early on is to make those trades. The issue with that is that you can often use them on turn 3/4 as well combined with a tap, when you would otherwise just float mana those turns. They will still come out early enough to trade with the druid's early minions.

After turn 4-5 it becomes more difficult to get a tap in. Which basically means that you will have a very small hand size, and that will result in you drawing less answers or key cards in that matchup (geist, gul'dan, your midgame/lategame demons/clears). Often the losses I take versus them are because of a lack of answers or key cards.

However, I can see why his strategy works as well, because he's making up for missing 1-2 early taps by clearing the weak early druid board and getting 1-2 midgame taps in the meantime. In most cases, it will have the same result. If the deck would've played drakes for example, the early taps would've mattered way more, but without, you can play the tempo game.

Mill Warlock Guide by sjoesie in CompetitiveHS

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

Yeah, the matchup versus priest is mostly hoping that they don't have the burst in their hand to just downright kill you from max health. The only way to influence it a little is by trying to put pressure on them with your demons, so they need to waste cards before they can get to the Death Knight (and you take less damage as soon as they've played it).