over 1 year
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Hearthstone
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0s | hey everybody and welcome to the final |
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2s | episode of mullet over |
6s | since it's the last one I wanted to go |
9s | over my favorite deck of the entire year |
11s | so far ping Mage no ranathal no |
14s | kel'thuzad no dinathrias but just the |
17s | good old-fashioned list that Fury Hunter |
19s | won the most recent Masters Tour with |
22s | in a world full of 40 card lists you |
24s | need a really good reason to give |
25s | yourself only 30 Health to work with and |
28s | ping Mage absolutely does several |
30s | reasons in fact the most obvious is to |
33s | find your ping package more consistently |
35s | Wildfire Reckless apprentice marjush and |
38s | of course Magister Don grasp who is an |
41s | absolute force to be reckoned with even |
43s | after the Nerf to the hero power it's no |
46s | surprise to see Wildfire Captain every |
47s | matchup and on grasp as well |
50s | I'd argue the second reason ping Mage |
52s | values consistency of draw so much is |
55s | also to hit a strong early curve |
57s | shivering sorceress Amplified snow |
59s | flurry and most of all Frost weave |
61s | dungeoneer are great keeps because they |
63s | allow you to fight for board and push |
65s | early damage this is crucial before you |
68s | eventually transition to a pure damage |
70s | based game plan especially against ramp |
73s | Druid one of your toughest matchups |
75s | Arcane intellect is also a good keep in |
78s | slower matchups like Ram Druid and |
80s | control Shaman it's usually not better |
82s | to play than dungeon euron curve but |
84s | it's still important to keep resources |
86s | high and get your only Arcane spell in |
88s | the pool for Magister Don grasp more so |
90s | than the Mulligan the tough part about |
92s | ping Mage is knowing when to use some of |
94s | your big damage pieces in the early game |
97s | we all know how deadly Reckless |
98s | Apprentice can be when held for post Don |
101s | grass turns but we see Fury Hunter play |
103s | it out on curve with a wildfire active |
105s | he took a step back and recognized that |
108s | his other plays were really low Tempo |
110s | while Reckless protects his other |
111s | minions and creates pressure no need to |
114s | get greedy making a high pressure play |
116s | is a good match-up call against rap |
118s | Druid against Shaman Fury makes another |
121s | good match-up call by choosing to hold |
123s | his shivering sorceress on turn 8 even |
125s | with one Mana left spare this plays |
128s | around both theotar and mutinous the |
130s | latter of which he knows is likely in |
132s | hand since he saw dardar Binks play |
133s | gorlock ravager and end on clownfish |
136s | having extra minions in hand decreased |
139s | the odds that mutinous would eat Bran or |
141s | Apprentice we do see that one Apprentice |
143s | gets chomped by the boulder plus |
144s | mutinous combo but the fact that the |
146s | other survived was essential to this |
148s | Victory bran plus the remaining |
150s | Apprentice made for the perfect response |
152s | to a board with balner at eight health |
154s | and mutinous at nine Health the Don |
156s | graspiro power upgrading twice in one go |
159s | now let's take a look at Fury Hunter |
161s | versus Leandro Leal on ramp Druid from |
164s | start to finish AKA how to win an |
166s | unfavorable matchup it all started with |
169s | keeping dungeoneer which is great |
171s | pressure for a three drop as long as you |
172s | hit the frost spell Turn 3 is |
174s | interesting because he prioritizes |
176s | Knight cloak sanctum over dungeoneer |
178s | likely because the 1-1 tokens wouldn't |
181s | have traded well against the 1-2 on |
183s | niandros board getting sanctum down fast |
185s | as with the other proactive locations is |
188s | also nice to get the full value much |
190s | sooner accounting for cooldown this is |
193s | one of the reasons sanctum is also a |
195s | decent keep as well as Cold Case to |
196s | follow up on the next turn because Fury |
199s | had a skeleton to take a value trade he |
202s | can safely play dungeoneer and still |
204s | have a minion stick even if Leandro were |
206s | to play spammy Arcanist no two Health |
208s | Minions on board fairy places Finley on |
210s | Turn 6 as the best timing to look for |
213s | Magister Don grasp on curve it's a bit |
215s | painful to do this with bran and |
217s | Apprentice in hand but they don't do |
219s | much against Druid without the upgraded |
221s | hero power anyway when Fury doesn't find |
223s | the hero card he knows he needs to |
225s | continue with the board game plan he |
227s | trades a 1-1 just to make room for |
229s | Amplified snow flurry and crucially |
231s | because of the freeze to face Leandro |
234s | still cannot hero power to set a minion |
235s | to two health and clean up with Fami |
237s | Arcanist |
238s | on the next turn he's seen the topiar |
241s | from Leandro so he knows his window to |
243s | deal Minion damage is quickly closing he |
245s | makes one last push with the second |
247s | location and Cold Case which is also |
249s | great for infusing Frozen touch after |
252s | that while Reckless Apprentice is |
254s | usually saved for post Magister in the |
256s | matchup he plays it for two reasons |
258s | maximizing the chances for the skeleton |
261s | death rattles to hit face and using the |
264s | many Targets on board to juice up more |
266s | drush multicaster on the following turn |
268s | is a given to gain back resources and he |
271s | finally finds a wildfire which perfectly |
273s | activates sivara she's especially deadly |
276s | because she copies an infused Frozen |
278s | touch with three copies of it in hand |
281s | Fury can go for a pure burn game plan |
283s | even as he falls off board the next turn |
286s | Don grasp is found right on time to send |
289s | as much damage as possible straight to |
291s | the Dome and then because Leandra knows |
294s | about the extra Frozen touches in hand |
295s | from sivara he feels forced to play |
297s | dinathirus Early in instead of for |
299s | lethal which Druid usually wants to do |
302s | against Mage this gives Fury information |
304s | that Leandro no longer has access to |
307s | reach outside of theater stealing some |
309s | damage spells the high Health Board |
311s | State makes for a pretty obvious more |
313s | Rush |
314s | but it's the response to the huge |
316s | Devourer where things get tricky Leandro |
319s | has access to attorney at Ma to unfreeze |
321s | it and even with reduced stats it could |
324s | kill Fury from four health so he's |
326s | forced to use solid Alibi to survive |
328s | while pushing as many Frozen touches as |
330s | possible with Leandro having gained tons |
333s | of armor from Earthen scales Fury knows |
335s | he needs to find the second Alibi to buy |
338s | enough time if he could just have one |
340s | more turn to Ping he can set up lethal |
342s | so he goes for shivering sorceress into |
345s | Arcane intellect and finds The Alibi the |
348s | Sorceress is for sure happening at the |
350s | beginning of the turn because it |
351s | discounts either AI or Cold Case both of |
354s | which Fury knows he's playing this turn |
357s | sorceress plus the two skeletons makes |
359s | for exactly enough minions to infuse his |
361s | three frozen touches those frozen |
363s | touches are absolutely key to success |
366s | because they allow Fury to clear board |
367s | and survive without wasting damage from |
370s | his pings and of course they are also |
373s | the extra damage Theory needed to push |
375s | Leandro who had no more other scales nor |
378s | denatures to heal to concede and that's |
381s | it for this episode and for mull it over |
383s | as a whole |
385s | whether it was just now or from right at |
388s | the start when I still had my terrible |
389s | mic and camera thank you so much for |
392s | tuning in and for all your future games |
394s | I wish you the best of luck |