Decks Assemble!


I usually find myself too engrossed in playing to actually write about the matches. Oops. Here's this week's tavern brawl along with my favourite strategies!

Decks Assemble!
All of Azeroth wants to brawl for you! Start with a small deck, recruit as you go, and send them to fight over and over!




How it Works
You start each match with 8 random cards of the following variety:
Chicken (beast) 1/1
Tarnished Coin (spell) Add 1 mana this turn
Armor Plating (spell) Give a minion +1 health
Whirling Blades (spell) Give a minion +1 attack

At the beginning of your turn, choose a card from a random selection of 3 cards available to your class (including general).

Each time you play a card, a copy of it is added to your deck. Neverending cards!

At the end of your turn, return your remaining hand to your deck and add 4 cards from your deck to your hand. This is done without drawing.


General quirks
Never be afraid of wasting cards. It's not easy getting accustomed to not saving cards in hand for the next turn, but there's no point in not using them since the hand reshuffles every turn and there is a neverending supply of every single card. The only reason not to use them, really, is if the opponent has troggs or Lorewalker Cho is on the battlefield.

Don't be afraid of killing your best minions, either. As mentioned above, there is a neverending supply of each card. You will definitely see them in hand again. And again. And again. And again.

Don't be shy about picking high-cost cards early in the selections. There are coins in your starting deck, and they never go away.

Don't lose your mind when you see great cards in the selection. Some cards are usually very powerful, but do nothing at all for you in this brawl, so when selecting cards keep the brawl's rules in mind.

Cards that are cheaper or more powerful when your hand or your opponent's is teeming with cards will not play well because there are never more than 5 cards in hand unless drawn by force, so no having extra attack power while your opponent has 6 cards, or being cheaper for every card in hand.

Cards that do something when drawn or when a card is drawn will be impotent because cards are never drawn except by force, so no ambushes or gaining an extra copy of each drawn card (Unless you already have a way to draw cards at will.)

Cards that do something while sitting in your hand will be useless, because you get a new hand every turn, so no luck with trying to gain attack power whenever a minion dies while this card is in hand.

Cards that do something to your hand will also be useless for the same reason, so no reducing the mana cost of your hand by 1 at the end of every turn, or drawing cards while you have less than 3. Exceptions - cards that draw at the beginning of your turn, like Nat Pagle, or during your turn or your opponent's turn, like at a battlecry or deathrattle, will play just fine.

Cards that rely on the presence of other cards won't play well unless that card also counts as a presence. For example, having a cannon that deals damage every time you summon a pirate is too unreliable since you can't assume you'll get lots of pirates, but having a murloc that gains attack for every murloc on the battlefield is good because you know you'll always have another murloc available (that one).

Cards with divine shield seem good, but there are 1/1 chickens all over the place through the entire match, so the shields aren't likely to do much.

Cards that play cards in your hand for you are bad bad bad except when refining your deck (see strategies below) because you will not see those force-played cards again, so no alarm-o-bots unless your deck really stinks for some reason.


Strategies
For this tavern brawl, I've been trying quite a few unusual strategies, depending on which cards make themselves available to me early on.


Monopolising on your opponent's cards
Troggs. There are a lot of cheap spells in play from the start. Getting troggs out early can swing the match in your favour very quickly, since they get stronger every time your opponent plays a spell. While you have a trogg in the battlefield, your opponent will think twice before using all those coins.

Archers and riflemen. These are cheap and deal 1 damage when played. You can trim your opponent's chickens from the battlefield in early play.


Monopolising on your cards
Hobgoblins. These add 2/2 to any 1-attack minion as it's played, and you have an endless supply of 1/1 chickens.

Knife Jugglers. These deal 1 damage to a random enemy every time you summon a minion. You've got an endless supply of cheap minions. Take advantage!

Adventurers. You have an endless supply of cheap cards. This guy buffs up FAST.

Eydis Darkbane. You have an endless supply of cheap buffs and each one will deal 3 damage to a random enemy. Use them!


Discovering a better deck
Any card that adds good cards to your hand is priceless and should be snapped up on sight.

Cards that say "Discover" on them give you the chance to choose your favourite from three randomish cards again when played, so you'll be building your deck faster this way.

Cards that add spells to your hand will quickly buff your deck with ways to control the battlefield. Most spells are cheap and easy to play, and can be devastating at the right moment.

Be cautious with Chromaggus (adds copies of drawn cards to your hand). It's very expensive, and you'll need to force draw.

Cho and Gallywix(rogue). If played when the opponent doesn't have a way to kill it, they may need to use spells to do so and you'll get them. Just be careful not to play spells after you play Cho unless using it for sabotage (below).

Priests have access to spells that copy cards from the opponent's hand, deck, and battlefield. Even early on, this gives you a chance at more coins. Later, it gives you a chance at the best cards your opponent was able to find.

Minions with a deathrattle that returns them to you tend to have good stats, so they will flood your deck with scary. Each time it happens, you're adding one to the number of times that minion appears in your deck.

Brewmasters. If you have a minion you'd like to see in your hand more often, use a brewmaster to return it to your hand. Each time you play it adds a copy to your deck and you can quickly flood your deck with your favourite minions.


Refining your deck
Warlocks are best at this. To refine your deck means you're getting rid of the cards you don't want anymore and increasing the chance of having better cards in your hand each turn. Use cards that discard from your hand when played, and make sure you have your least-desired cards in hand when you play them.


Sabotaging your opponent's deck
You aren't the only one trying to build a killer deck, but you can sabotage your opponent's efforts by playing certain cards.

Lorewalker Cho adds spells to the hand of the player who didn't cast them. Usually you don't want to cast spells while he's in the battlefield because they are gifts to your opponent, but you have an endless supply of spells that aren't that great when they outnumber minions, so play them as often as possible with Cho on board in order to flood your opponent's deck with them and reduce their chances of having good cards in hand. Coins and anything that buffs minions will be good here. I'd suggest using a +1 attack spell on Cho during this so you can run him into something to kill him afterward so your opponent can't return the favour.

Deathlords. It does seem like a bad idea to give your opponent free plays of minions, but each minion the deathlord forces onto the battlefield is a minion that is no longer in their deck, so it's actually a good thing. On the other hand, if your opponent plays a deathlord you should try to silence it before you kill it unless you think there's a good chance it will improve your odds of drawing a good card.

1 comment:

  1. Thank you for this helpful guide, anonymous stranger!

    ReplyDelete