Rage_HS

Rage · @Rage_HS

21st Aug 2017 from TwitLonger

Super Short giant combo warrior guide


Here is a quick how to when it comes to play combo warrior. Let's start with the basics.

First thing to do in any match-up is assess your opponent's deck's strengths and weaknesses. Combo warrior utilizes a lot of tools and can win thorough many different routes. It is important to decide which route you want to take based on your mulligan and opponents deck. Your strategy might also change as the game progresses. Here is a simplified version of the two most common routes.

Removal - you can win with this deck without actually summoning anything. By exhausting the resources of your opponents deck, you can win through fatigue. You normally use giants as tempo cards here and as minion removal. You don't really care about copying them a crazy amount because there is no real need. Depending on your opponent's deck's threats, you also may want to shuffle executes and sleep with the fishes back in your deck. You may need to shuffle armor gain in your deck as well. This strategy is mostly taken vs aggressive decks, but also sometimes vs control decks.

Minion pressure/tempo - decks that give you a little more time normally need to face some giant pressure (I apologize). It is really important to realize how many giants you need in the game and try to shoot for that number. Oftentimes, going infinite with your giants is just overkill and unnecessary. It is also important to realize approximately how much armor you need from either shield blocks and armorsmiths and shoot for that number as well. (You don't want to get a awesome giant chain going and realize that you have no armor mechanics left in the game). Remember all the tools you will need when shuffling cards with dead mans hand - draw, threats, removal, armor. You may or may not need these things in every game, but those are all important things to remember. For example, if you shuffle a bunch of giants in your deck, but have no way to draw them, then you will be in a tough spot vs jade druid.

Other quick things ->
Draw is always good. Always draw when you can. Don't mill yourself. You normally want to draw with acolyte early, since shuffling battle rage is so much better.

You don't need to always go infinite. Oftentimes, having up to 18 more cards is enough. In fact, you almost never go infinite. You may reshuffle your DMHs but not ad infinitum.

Blood warriors is tempo, dead man's hand is value. Druid has a hard time vs tempo, not value.

Mulligans -> Forge of souls, Acolyte of pain. Everything else is dependent on the mu.

Hope this helps.

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