Blessing of Removal
by JR Cook - 10 years ago show comments
Here’s what I’d like you to do: Take a look at the card list below and tell me (other than the drop you get in your stomach when some of them are played) what they all have in common.
- Cairne Bloodhoof
- Hogger
- Malygos
- The Black Knight
- Ysera
- Cabal Shadow Priest
- Abomination
- Ancient Watcher
- Arcane Golem
- Argent Commander
- Azure Drake
- Gadgetzan Auctioneer
- Injured Blademaster
- Kirin Tor Mage
- Master of Disguise
- Sunwalker
- Twilight Drake
- Dark Iron Dwarf
- Druid of the Claw
- Silver Hand Knight
- Spellbreaker
- Spiteful Smith
- Windfury Harpy
- Archmage
- Chillwind Yeti
- Darkscale Healer
- Kor’kron Elite
- Misha
- Ogre Magi
- Nightblade
- Houndmaster
- Stormpike Commando
- Huffer
That’s a pretty impressive list honestly. There are actually a few more but these seem to be the ones that come around at the MOST inopportune time. It’s late in the game, other minions have been dealt with and you’re close to top decking every turn. We’ve all been there. In case you’re wondering what all of these minions have in common….they all have 4 attack. Just enough to be a pain in the hind end but not game ending. Most of them have abilities that are very beneficial as well which you have to deal with ON TOP of the 4 attack. This week’s card combo isn’t the most efficient one, but I like it because it allows you to use certain cards differently than what most people use them for.
Blessing of Might is a 1 cost card that gives any minion you choose an additional 3 attack. From what I’ve seen, I’d say 95% of players use it on their own minions to really bring the heat because it’s easy to get greedy and want to do as much damage as possible. Anyone that can do simple math will realize that when you add 4 and 3 together…..you arrive at the answer of 7. It just so happens also that the Big Game Hunter will destroy any card with 7+ attack power. Buff that 4 attack minion with Blessing of Might and then Big Game Hunter him. This not only removes a threat but leaves you with a 4/2 on the board for presence. I also discussed the same type of removal for Druids HERE.
So my advice is simple, always look to make sure you’re using cards in every way possible. The +3 attack doesn’t always need to default to your minions. I can see this combination being very handy against Ysera, Malygos, Sunwalkers and Archmages more than the rest but it’s all as the situation dictates.
But it also goes beyond that. Even cards that have a standard 3 attack value seem to always find a home next to Defender of Argus. Attack values are buffed left and right in this game so in the end, it might not be the most efficient, but it might save your bacon.
Why are you telling people my secrets! I use this all the time in several variations. Another good tip is to use Aldor Peacekeeper with Stampeding Kodo on turn 9. Did this against a Druid the other night who on turn 8 played Ironbark Protector 🙂 I don’t think he felt the love.
THAT is brilliant!!! Kodo plus Aldor! LOVE it!