The problem is getting to the late game

13-02-2014 10:10

If your opponent managers to shut down Cairne Bloodhoof then Tirion Fordring can take over. Failing that, you still have Ragnaros the Firelord and Ysera to help anchor your offense. Any of those four minions can help seal the game in a win for you. Tirion is just such a beast and your opponent will have to throw quite a few minions and spells to punch through world of warcraft gold his shield and his health. Even if he dies, you still get the ability to inflict up to 15 damage with your weapon. Cairne is just downright annoying. He's like that pesky cat who just clings to your leg and no matter how hard you shake you can't get rid of it (unless he's silenced). What about Rag? Rag just throws fireballs all over the place. He'll force your opponent to play lots of cheap creatures and play down the chance of him taking a fireball to the face. For extra fun, drop your Faceless Manipulator and clone Ragnaros next turn then relish as your opponent gradually slinks in their chair while burying their face in their sweaty palms. I'm not even going to talk that much about Ysera. She's a bit of a random crazy one. But what do you expect from a dragon who was stuck in the Emerald Dream for almost forever, right? She may not hit that much but boy can she absorb some serious punishment. She should be able to last a few turns and net you some awesome cards to really close out the game.

As you can imagine, the problem is getting to the late game and being able to deploy them. You won't be able to do much in the first opening turns (1-3). Let's go over some of your key defensive spells and minions.
Equality/Consecration, Equality/Wild Pyromancer, or Equality/Avenging Wrath: Any combination of the two will result in a board wipe for your opponent. Equality and Wild Pyromancer will also clear your side of the board. If you're at the late game stage, you can drop a larger minion after Equality has gone off. Everything else on the board will have 1 health, but that Chillwind Yeti you just played won't be affected while you're busy casting Consecration. If you're going second, you can clear the board with a coin on your third turn. Useful if you're staring down a Murlock deck or some other aggro deck that is heavily minion based. Avenging Wrath will almost always kill anything with 1 health on the board and then send the rest of it to your opponent's face.

Aldor Peacekeeper, Truesilver Champion, Stampeding Kodo, The Black Knight, and Tinkmaster Overspark: The Peacekeepers are there to neutralize a minion's attack by lowering it to 1. Great against any giants or other large heavy hitters. Truesilver Champion can give you some health back and allows your paladin hero to remove two other threats on the board. Stampeding Kodo is an interesting selection but I found it to be quite efficient. You remove a cheap minion from their side of the board in exchange for a slightly larger minion on your side. Knocks out Starving Buzzards, Harvest Golems, Sunfury Protectors, and Defenders of Argus. Keep The Black Knight on reserve and utilize it against any taunted Molten Giants, a Sunwalker, or even an opposing Tirion Fordring in a mirror. Overspark can also turn any minion into a regular squirrel or a larger Devilsaur. Personally, I'd rather engage a Devilsaur over a Cenarius or an Al'Akir (or y'know, giants).

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