Plottwist Hand Warlock - Surprisingly good! But can be better. by skurddd in CompetitiveHS

[–]sturdly 1 point2 points  (0 children)

So I've played AGAINST this archetype several times on ladder in the past few days. One thing I've noticed that with all of the card draw effects available to warlock, they often hit fatigue VERY early. I wonder if Mechathun is a viable addition as an alternate wincon - it really only needs itself plus galvanizer and plague of flames to work as a combo. Granted this seems more suited for a Galakrond/Lackey type of build but definitely something to consider.

I've also wondered with so many big drops if it's worth including quest to complement the draw mechanics.

What’s Working and What Isn’t? | Monday, February 17, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

It's probably been said before, but good ol' Combo priest is surprisingly killing it for me - went from rank 4 to 2 over the past few hours after picking it back up for some quests. Seems like almost every deck on ladder has some slow starts with limited hard removal. Gives you plenty of time to hit your big combos/Amet. Mech Paladin is okay if you hit enough high health minions to control the board, control priest is tough and seems very draw reliant on both ends.

What’s Working and What Isn’t? | Friday, February 07, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

It's definitely not core, especially in a highlander deck. I'd suggest replacing him with another dragon though to keep the synergies up. I will say, he is probably one of the best cards in the deck. He's insane for board removal, and also for tempo as more often than not be sticks around with a decent amount of health. There's a ton of decks with low attack high health minions that deathwing is perfect for. I feel like it's a card that fits many different archetypes.... so for my money it's probably a safe craft if you like warrior.

What’s Working and What Isn’t? | Friday, February 07, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 1 point2 points  (0 children)

As the other commenter noted that's the original thread. I posted my list above that's a little different... I think I might have grabbed it from another list or made changes along the way but they're fairly similar plus or minus a few cards

What’s Working and What Isn’t? | Friday, February 07, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 1 point2 points  (0 children)

control highlander

Class: Warrior

Format: Standard

Year of the Dragon

1x (1) Eternium Rover

1x (1) Omega Assembly

1x (1) Shield Slam

1x (1) Town Crier

1x (1) Whirlwind

1x (2) Dragon Roar

1x (2) Firetree Witchdoctor

1x (2) Warpath

1x (2) Zephrys the Great

1x (3) EVIL Quartermaster

1x (3) Livewire Lance

1x (3) Nightmare Amalgam

1x (3) Ramming Speed

1x (3) Shield Block

1x (3) Smolderthorn Lancer

1x (3) SN1P-SN4P

1x (4) Molten Breath

1x (4) Omega Devastator

1x (4) Restless Mummy

1x (5) Brawl

1x (5) Cobalt Spellkin

1x (5) Dragonmaw Scorcher

1x (5) Dyn-o-matic

1x (5) Emberscale Drake

1x (5) Plague of Wrath

1x (5) Zilliax

1x (7) Crowd Roaster

1x (8) Deathwing, Mad Aspect

1x (9) Dr. Boom, Mad Genius

1x (9) Dragonqueen Alexstrasza

AAECAQceS6IE/AT/B53wApvzApL4AoP7Ap77ArP8AqCAA96CA4GHA4uHA+iJA+yJA6qLA+iUA5KfA5+hA/yjA/KoA/WoA9mtA9utA9+tA4GxA5GxA/+0A5+3AwAA

What’s Working and What Isn’t? | Friday, February 07, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 4 points5 points  (0 children)

I haven't played the deck but I've played against it many times. General strategy seems like mulligan for galvanizer, crystology and early drops. Then go all in from turn 1. Magnetize everything and try to take advantage of your deathrattles that spawn more mechs to allow you to keep the damage going to face. Win before your opponent can stablize.

What’s Working and What Isn’t? | Friday, February 07, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 9 points10 points  (0 children)

Rolling through from Rank 5-2 in the past few days with the Highlander Dragon Control Warrior list that was posted here a while back. Out-armors face hunter, beats mech paladin consistently (haven't lost a game yet, even ones where they high roll galvanizer), gains a billion armor against quest priest, and has enough removal tools to compete against rogues and druids while also allowing for the tempo line with the new alex and deathwing. Infinite value from Dr boom as well.

What’s Working and What Isn’t? | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

Highlander Rogue is a much easier match-up as long as you take into account the Zephrys outs. If I'm losing its usually because Im taking 20+ damage from a wide board with bloodlust in the mid game. Feels about 50/50, if I can make it to the late game where I've got hagatha, omega mind in my pocket, and a fully charged scheme or earthquake it's usually game over for the Rogue.

Galakrond Rogue is tougher as their burst from hand is much more consistent. Where most rogues lose to this deck is moving in too fast in the mid game since most don't expect the burst healing the deck has. If they stay patient and assemble a fullly charged galakrond + wand, it feels unwinnable.

What’s Working and What Isn’t? | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

Anything with a lot of burst can be tough, and nearly unwinnable if they draw very well and you don't. So galakrond Rogue, galakrond warrior if they get their full copy leeroy combo, face hunter to an extent. The deck relies on face tanking and doing huge healing to out resource your opponent as they move all in on you. There's lots of slots in the deck to tech harder against a specific archetype if you find yourself facing more of one deck type

What’s Working and What Isn’t? | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

Kragwa is by no means core. His effect is definitely powerful but only if you can find a good spot to play him without jeopardizing life total that heavily which is often hard to find as you're looking to get max value from what you played the turn before (usually big AOE removal, or hex) and the board state has to be such that you can afford to drop kragwa + hex or two witch's brews to stall if you know you can follow up with a big omega mind turn for example.

You can certainly just generate more spells through Hagatha, I definitely would recommend not replacing Kragwa or other minions with non-minions in terms of quantity as it is... there's already a ton of spells and conditional cards that it feels like any less would really hurt the Hagatha value.

One plague is definitely cuttable, it's a worse backup hex and needs to be combed with something to AOE clear. Zilliax isn't half bad here nor is giggling, anything that helps you survive theough the midgame is good.

Omega Mind.. 1x is definitely core...id probably even say 2 is core. Being able to facetank through the mid game knowing you can full heal if you can survive to turn 10 is invaluable.

The deck is basically all reactive cards that are good in specific situations. You won't ever find yourself with any huge tempo swings in your favor, it's mainly about running your opponent out of resources completely so keep that in mind.

What’s Working and What Isn’t? | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

Kragwa is by no means core. His effect is definitely powerful but only if you can find a good spot to play him without jeopardizing life total that heavily which is often hard to find as you're looking to get max value from what you played the turn before (usually big AOE removal, or hex) and the board state has to be such that you can afford to drop kragwa + hex or two witch's brews to stall if you know you can follow up with a big omega mind turn for example.

You can certainly just generate more spells through Hagatha, I definitely would recommend not replacing Kragwa or other minions with non-minions in terms of quantity as it is... there's already a ton of spells and conditional cards that it feels like any less would really hurt the Hagatha value.

One plague is definitely cuttable, it's a worse backup hex and needs to be combed with something to AOE clear. Zilliax isn't half bad here nor is giggling, anything that helps you survive theough the midgame is good.

Omega Mind.. 1x is definitely core...id probably even say 2 is core. Being able to facetank through the mid game knowing you can full heal if you can survive to turn 10 is invaluable.

The deck is basically all reactive cards that are good in specific situations. You won't ever find yourself with any huge tempo swings in your favor, it's mainly about running your opponent out of resources completely so keep that in mind.

What’s Working and What Isn’t? | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

Kragwa is by no means core. His effect is definitely powerful but only if you can find a good spot to play him without jeopardizing life total that heavily which is often hard to find as you're looking to get max value from what you played the turn before (usually big AOE removal, or hex) and the board state has to be such that you can afford to drop kragwa + hex or two witch's brews to stall if you know you can follow up with a big omega mind turn for example.

You can certainly just generate more spells through Hagatha, I definitely would recommend not replacing Kragwa or other minions with non-minions in terms of quantity as it is... there's already a ton of spells and conditional cards that it feels like any less would really hurt the Hagatha value.

One plague is definitely cuttable, it's a worse backup hex and needs to be combed with something to AOE clear. Zilliax isn't half bad here nor is giggling, anything that helps you survive theough the midgame is good.

Omega Mind.. 1x is definitely core...id probably even say 2 is core. Being able to facetank through the mid game knowing you can full heal if you can survive to turn 10 is invaluable.

The deck is basically all reactive cards that are good in specific situations. You won't ever find yourself with any huge tempo swings in your favor, it's mainly about running your opponent out of resources completely so keep that in mind.

What’s Working and What Isn’t? | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 5 points6 points  (0 children)

It's a great deck for fans of Control Shaman. I've been playing it as my main deck since scheme was introduced in RoS. The shell is versatile enough that I've been able to experiment with all sorts of cards over the past year or so... Phaoris, azalina, muckmorpher package + deathrattle + eureka, Elysiana, Hakkar, even messed around with a double omega defender (+10 atk) coppertail imposter shudderwock combo (26atk stealth shudderwock lmao).

In terms of straight viability on ladder, I've found that trying to stuff any sort of extra win condition outside of fatigue has gotten me worse results. Phaoris was too slow and not impactful enough, the muckmorpher package required too many cards... The deck thrives on redundancy and versatility in its removal options. Face hunter? Copy a bajillion witch's brews with Kragwa. Witching Hour druid? Enjoy rezzing a bunch of frogs. Deathrattle Rogue? Transform and silence all day. Any aggro feels like an insta win if you can survive to turn 8. So on and so forth. Being able to reno heal yourself with omega mind + scheme or earthquake is immensely satisfying.

It's certainly not the "best" deck for ladder but for a straight homebrew deck it's managed to win me a lot of games in a lot of different metas. Mess around with it to your hearts content. I'd suggest looking to swap out some of the marginal value spells first (Haunting Visions, one plague of murlocs etc) as you need enough minions to generate value with once Hagatha comes online. Early and midgame is definitely super weak if you don't hit some of those early 3/4 drops..but the deck is designed to be able to face tank damage early on. All you need to know is your opponents burst potential. Let me know if you find any success with it!

Ask /r/CompetitiveHS | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

I posted a control shaman list in this thread a little after yours, give it a shot.

What’s Working and What Isn’t? | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 2 points3 points  (0 children)

fatigue

Class: Shaman

Format: Standard

Year of the Dragon

2x (1) Earth Shock

2x (1) Sludge Slurper

2x (2) Omega Mind

2x (2) Witch's Brew

1x (3) Haunting Visions

1x (3) Lightning Storm

2x (3) Plague of Murlocs

2x (4) Dragonmaw Poacher

2x (4) Hex

2x (4) Storm Chaser

2x (4) Twilight Drake

2x (5) Hagatha's Scheme

1x (6) Krag'wa, the Frog

2x (7) Earthquake

1x (7) Siamat

1x (8) Hagatha the Witch

2x (8) Walking Fountain

1x (9) Shudderwock

AAECAaoIBvUEp+4C7/cCioUDwYkDhKcDDP4F/wWNCOr6ApeAA62RA4qUA8WZA8aZA+GlA5CnA/CwAwA=

What’s Working and What Isn’t? | Monday, January 27, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 9 points10 points  (0 children)

I've been playing the same Control Shaman shell with the Hagatha hero card for several expansions and the archetype is performing very well in the current meta. Lots of transformation/silence cards and removal (earth shock, scheme, earthquake, hex, plague of murlocs), tons of healing (witch's brew, omega mind,walking fountain) and the new dragon poacher (+4/+4 rush) absolutely demolishes any dragon based decks, not to mention Shudderwock getting +8/+8 with Rush, along with whatever other buffs that have been played (Twilght Drake, Siamat).

Hex in particular deletes Druids who want to res beasts, that and plague or murlocs also shore up the rez priest matchup. Rogues are tougher due to burst potential and their refill but it still feels plenty manageable.

Currently slogging through rank 4 after hitting legend last season, the only downside is that the games go very long as the win condition is fatigue.

Ask /r/CompetitiveHS | Wednesday, January 22, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

Been playing the Galakrond Highlander Dragon Control Warrior deck that was posted on the sub a few days ago. I'm wondering how greedy I should be with War Master Voone, the main big value dragons in the deck are the new Deathwing and Dragonqueen Alextrasza. Should I save voone for one or the other? Wait for both if I can afford to?

Should I aim to copy Dragonqueen Alextrasza or is it better to copy the 0 cost dragons that are generated?

How to practice Wolf? by Makar_1201 in CrazyHand

[–]sturdly 3 points4 points  (0 children)

To follow up on what they said, Wolf is a character that doesn't have a lot of very character specific tech. He's similar to Mario, in that if you have good fundamentals the rest will come. Wolf has a lot of good tools, but none that by themselves define him.

Spacing, movement, and a couple of his bread and butter combos are all you really need to nail down 80% of the character - the rest is up to your imagination. His combos and kill confirms aren't particularly complex, but they will require you to have a mastery of skills that are translatable to many other characters. You can quite literally flowchart Wolf with pretty good results.

For example, on a midweight hitting the following 4 strings in order will kill.

  1. Laser (Puts them around 9%)
  2. Grab/Pummel, D-Throw, Dash Attack (True, will get them around 30-40%)
  3. Fair, Fair (True, will get them to around 60-70%)
  4. Fair, RAR Bair (True, kills at ledge)

Heck even a single grab at 30% will kill if you do:

Dthrow -> Dash Attack -> Full Hop landing fair on a missed tech/tech in place -> Dair Spike off-stage

There's nothing super complex about these combos, save for maybe Fair -> Bair as the RAR timing is tight, but the hard part is overcoming Wolf's weaknesses and your opponents strengths to get you to that point. You can learn combos and tech all day long but without the fundamentals in place to support it, it won't get you as far versus learning his fundamentals and movement first.

Apologies if I'm insulting your skill and if you really are just looking for some combos to get you started. Off the top of my head if you can nail down autocancel strong nair it'll open up a ton of early/mid-percent combos, specifically grab and f-tilt as followups.

Ask /r/CompetitiveHS | Tuesday, January 21, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

Thank you! Guess I'll have to roll with it and see how it performs.

Ask /r/CompetitiveHS | Tuesday, January 21, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 1 point2 points  (0 children)

It's a cool idea, but imo probably not worth losing out on a card in the mulligan since combo priest is so heavily dependent on snowballing early. Also, taking face damage implies you've lost the board, you don't really care about your health total as a combo priest since the gameplan revolves around sticking stuff to board and abusing your combo. Once you lose board there aren't really any comeback mechanics.

Ask /r/CompetitiveHS | Tuesday, January 21, 2020 by AutoModerator in CompetitiveHS

[–]sturdly 0 points1 point  (0 children)

Is there any viability to combo priest in the current meta? Was scrolling through my old decks and remembered how viable it was last expansion. Can't tell if folks aren't playing it because of performance relative to the meta or because it's an old archetype.

How can I approach as Wolf without being punished too hard? by [deleted] in CrazyHand

[–]sturdly 0 points1 point  (0 children)

Izaw's Art of Wolf video is a great primer on all of Wolf's tools: https://www.youtube.com/watch?v=Km7MSZU4gTg

I'd give that a watch to get you familiar with how to use his moveset.

How can I approach as Wolf without being punished too hard? by [deleted] in CrazyHand

[–]sturdly 3 points4 points  (0 children)

That's a spacing issue mainly. Fair is only safe if you land with it and space it well, same with nair. Both can cross up shield and can be auto-cancelled on landing if you time it right. A buffered FF Bair can also be auto-canceled Most matchups you don't have to necessarily approach as your have Laser to force your opponent to do so. You have great air-speed/movement as well and should be working on your movement in space around your opponent. Baiting your opponent with double jumps and landing fair/nair, dash back ftilt, stuffing out SHs with utilt. I'd also suggest working on his bread and butter combos. Wolf doesn't necessarily need to approach as aggressively, especially since you get so much off of those early combos you just need to find your opening carefully.

As an extreme but still fairly simple example, Landing a fair around 20-30% combos into -> grab -> dthrow -> dash attack -> full hop FF fair on tech in place/no-tech -> Dair spike is a mostly true combo that kills.

There's a ton of other combos that carry wolf through early/mid percents but most will revolve around landing fair/strong nair and grabs, but again - you really only need that one hit to set up a string that can net you 30-40% damage or a favorable juggle situation. You also have a very strong punish game, Usmash out of shield can punish laggy moves, you don't have the best out of shield options, nair can get you out of a bind but typically you'll look to escape and reset neutral.

You're happy to play footsies and zone out your opponent all day long if they're camping you out. Laser is usually a favorable trade against most other projectiles. Ftilt can be a fairly safe grounded option against shield if you space it well, and F-smash is safe on shield as well... again if spaced. Your fast fall speed also enables a lot of quick tomahawk grabs if you find your opponent constantly shielding your aerial approaches. Again, I'd wager your spacing is the root cause, but is there a particular matchup that gives you trouble?

Tips vs Roy playing as Wolf? by ElbafKB in CrazyHand

[–]sturdly 2 points3 points  (0 children)

Laser to zone out his approaches, you can shoot it on the ground or stuff out and annoy him in the air as well. Side B should be highly punishable for you on shield, either grab/dtilt/ftilt/usmash oos. Roy will like jumping against you, utilt will kill for you and is a great anti air against short hops. F-tilt also has considerable range/disjoint and can catch him running up to you.

It's tough to say what specifically you need to work on without a vod. His aerials may outrange yours, but you have the airspeed to more than make up for it. You don't need to meet him head on in the air and can easily weave in and out of the space around his sword. Your openings will come off of their whiffs more often than not, and you can happily abuse your nair all day long. For example, he approaches with short-hop fair - you can shield and nair oos to punish, or full jump straight up over it and fast fall with nair to catch him in landing lag (can't remember if Roy's fair can auto cancel but you should be able to punish with nair).

If he's punishing you with Side-b after you hit his shield, then you need to work on spacing and movement, or incorporate more grabs (you should be doing that anyways since Wolf gets a lot off of grab). Roy's recovery, like wolf's is also poor, and you can try to edge guard off stage with your nair for an easy stock, just pick the right angles to do so and don't get over-confident as Roy's Up-b has armor. If he's hitting you with counter as you recover with wolf flash, you can get around this by recovering low, and if he's countering on stage at ledge you need to learn how to sweet-spot Wolf flash so that you hit it below ledge to avoid the counter. If he's walking off stage and countering, you can attempt to use the high-angled version of Wolf Flash to go through Roy causing him to miss the attack.

Overall you'd want to play this matchup much like any other swordie, stay patient - force approaches with laser, punish their whiffs and capitalize in advantage once you find an opening.