2X Gank and Team Fight only
This deck, is a pretty simple but successful constructed deck I put together with Raid in the latest patch. No Hesitation was a color defining and broken card at 2 mana, and it's still a great way to end the game -- Raid doubles up on that. The heart of this deck is setting up those game winning no hesitations and raids.
How to build a deck to ensure instant combat from no hesitation / raid favors you?
#1 Economy: The endgame here is items. Red heroes trade well, and black heroes make money well. Goldmine turn 1/2 ensures a strong game. Both black heroes deploy r1 to ensure that if you draw goldmine, you can play it in some lane. 2 ganks are included partly to help bounty hunter kill shifty targets early game.
#2 Buffs: Path of the bold with Assault ladders translates into more tower damage. It also ensures your heroes will win trades and kill most blockers in 1 turn. Another early game card is smeevil armsmaster, to buff Tidehunter. If you can place tide with at least 2 adjacent units, even a single cast of armsmaster with +2 atk turns him into something that chews through blockers and damages tower, ideally you get +2 atk per round for a while with this making Tide huge.
Deployment--
R1 (non-aggro) : Sorla mid (1/3 chance unopposed to pillage), Troll 4th slot offlane (blocks obj vision and best slot for using sig), BH blocking enemy safe lane.
R1 variations -- Against aggro, you can offlane sorla and try to match troll mid, if they want to trade you win late. Against a mono including heroes with more than 8 health, you might consider bh mid, if you know the enemy is likely to simply bounce their offlane on r2.
R2: Tide has 2 choices generally -- if you have smeevil(s) in your hand, you almost certainly want to deploy in slot 2 somewhere you can splash a hero as well and get buff. Otherwise, deploy middle of a lane for ravage.
R3: Bristle is a straightforward deployer, but keep in mind opportunities to kill units with upkeep damage done to bristle. Half the reason he is here is so that you can safely leave a veno lane, knowing the bristle can deploy adjacent to 2 wards and kill them before the turn starts.
Cards--
Top priority Early cards (r1/r2): As mentioned, you want to play goldmine in rounds 1/2 basically above all else, unless you're losing all your heroes through some terrible deployment but even then you should consider it. Second most important to play in round 2 is smeevil armsmaster on the Tide lane -- if you play this card early, it is a game changing threat that has to be dealt with, but later it is more a blocker.
Second priority Early cards: After that, it's good if you can play lane buffing enhancements (paths, ladders), particularly 2 of them in rounds 2/3.
Other Early considerations -- It's fine to use gank/berserker to win trades, or just play snot. Especially great to snot 4- health heroes, as they cannot then block troll or be near tide.
Mid -- around mana 5/6, most every other card in the deck is useful. You should have gold and heroes deploying. Often the enemy has to commit to the mid tidehunter lane due to smeevils, allowing you to surprise pick a weak side lane and load it up, even if the tower has full health.
Late -- Team fight, Raid and No Hesitate really dominate late. Team fight with a Tidehunter that has darkblight or mjollnir is one of the most broken combinations in the game. A common scenario here is say a blue player on mana 6/7 deploys 2 heroes to your exploited side lane, clearing it using echo slam or annhilation. You can then equip Tidehunter, team fight back into that lane, ressurecting all of their heroes and yours and instantly anchor smashing with mjollnir to send them back to the fountain. This is pretty much gg every time, you take the lane that turn and generally can either take the second tower following turn, or even tp back into finish mid.
As ever, no hesistate, Raid and clear the deck can shut down counterplay. The deck does not have a lot of quickcast (just bh sig), and uses initiative on equipping items, so you want to threaten multiple lanes, forcing even strong control decks to choose between trying to stop a Tide from stun/killing one lane, versus troll/sorla/etc ending another.
Items: 1 demoralizing hammer for troll, 5 damage at deploy (or more vs path) and the +4 later makes it the best item for him, you can generally buy it r1 and upgrade. Mjollnir as mentioned is required because of how broken it makes tide. Generally like to play other smaller attack items for tower damage, e.g. Red Mist Maul, Wingfall Hammer along with the usual Silver Edge, Radiance, Darkblight Shield etc., round out end game items.
Final thoughts -- The buff cards like paths and smeevil are the most optional things people may want to do away with, in which case you might consider getting rid of Sorla. Nevertheless, the deck is relaxing and simple early, but stimulating and fun later game -- there are many important decisions to make, and even bad games are rarely out of reach due to econ. When I lose I often find I just did not consider the game fully.
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