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What Would DKMR Do? #12

by - 10 years ago

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Written by [DKMR]Varranis

Welcome to this week’s “What Would DKMR Do?” Each week we’ll present an in-game situation and discuss the possible lines of play. Here’s the scenario for this week:

Hunter v. Druid WWDKMRD12

This game is nearing its end. It’s important that we either find a way to win or maximize our chances not to lose. How did you navigate this scenario?

Shaun would:

I’d silence the leokk with keeper. Then I’d hero power to the face to check AOE (explosive trap?). If explosive, then you have lethal. If not then it is likely freezing in the current meta, go in with 7/4, which goes back to your hand. Attack hound master with 4/7. Play chill wind yeti.

In fact, that’s what most all of you decided to do! But is that what DKMR would do?

It is. We have potential lethal, so first we want to play to win! Playing the Keeper of the Grove not only Silences the taunt and clears the way for potential lethal, but allows you to check for Snipe. The trap is all that matters this turn! If the trap is anything but Freezing Trap, you win. Next, we’d Hero Power and attack face to check for Explosive Trap. If it’s Explosive Trap, Feugen and Stalagg will survive and finish off the Hunter. If attacking with Hero Power doesn’t trigger the trap, you know the trap must be either Snake Trap or Freezing Trap. Attacking face with Stalagg will allow you to find out which trap it is and confirm a victory if it’s Snake Trap. Assuming the trap is Freezing Trap (which is most likely) and Stalagg is returned to your hand, you’ll next need to remove the Houndmaster to avoid on-board lethal.

Strangely enough, whether or not you play the Chillwind Yeti is one of the harder decisions to make this turn. If you don’t play it, you’re not dead to Unleash the Hounds on the following turn, but must draw Force of Nature to win on the following turn. If you do play the Yeti, you increase the number of draws that give you lethal, but also open yourself to dying to Unleash the Hounds. Your decision here hinges on both the specific cards in your deck and what your opponent has played so far. Has the Hunter already played both Unleashes? Then there’s no reason not to play the Yeti! Has he played one Unleash? Do you think he has the second? Now the decision gets tough. Do you even run Force of Nature in your Druid Deck? If not, you have to play the Yeti. It all depends on the exact cards you’re running.

Next week we’ll be talking about the scenario below. What would you do? Let us know in the comments!

Paladin v. Shaman WWDKMRD12

[DKMR]Varranis streams every Sunday from 10 AM – 4 PM EST at http://www.twitch.tv/varranis.

You can find all of DKMR’s streamers on their website with times and the days they stream!


JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


0 responses to “What Would DKMR Do? #12”

  1. paul says:

    As I see it, you have two real choices here: hero power, pass; or coin, mana tide.
    I would lean toward mana tide. The follow up, based on our hand at the moment, would be turn 3 wolves, turn 4 hero power/totem. This is a fairly aggressive line, and it protects the mana tide, so that our hand will be happily loaded with cards if the pally is able to come back from our early taunts.

    • SkarnSW says:

      I agree with the Mana Tide. Paladin doesn’t have good removal on Turn 3. Too early for Truesilver or Hammer of Wrath. Peacekeeper only makes the totem stronger. You should get at least two cards and be fine to play Wolves next turn.

  2. Galurin says:

    I’d go coin and wolves giving you 2 mana for either agressive totem or power hero

  3. Stefan Suadicani says:

    Okay, this one is easy for me. Coin into Mana tide totem. This is 100% control paladin and that deck does NOT have a way to deal 2 damage at 3 mana, just assume that. With the hand available, this is not going to be a short game, so getting as many draws as available is important. This is all the value you can ever expect to get from the totem, so the time to play it is now.
    Coin Wolfs could be considered, however the advantages from that seems miniscule at best for me. The wolfs don’t trade well with any current three-drop and there is no follow up play next turn as you only got 1 mana. The turn after they die to Consecration or Truesilver. Go for the long game, it is your best option.

  4. Eis says:

    If you coin the totem it’ll draw you one card only most probably.He can equality(bad play),or buff his minion(blessing of might).Plus if you coin on turn 2 you don’t have a play on turn 3 on curve(not counting two cards that will be drawn).Of course wolves are out of the question on turn 3,plus most shaman cards with 3 mana because of overload.

    It’s wiser to keep the coin for the next turn and coin out the inventor.Then you can play the wolves and flametongue(possibly).

    So just hero power.Any totem is good and probably won’t die.Searing totem will kill the minion.

    • paul says:

      I’m curious why wolves turn three is out of the question. It seems like the most aggressive line of play, allowing for searing turn four if you wanted to go nuts to his dome, and certainly protecting the totem to get more than a single draw.
      Even if mana tide only got one card (which I imagine is highly unlikely), it would be at the cost of one of your opponents cards (almost having to be equality, since this doesn’t appear to be rush paladin). So worst case, you trade a coin and one turn for equality and two turns, which is an awesome deal in my book.

      • Eis says:

        Yes,sorry,wolves can be played on turn 3 and there is a play for the next turn.I was under the impression that flametongue costs 3 mana,still I stand by my decision.I don’t think it’s not a good idea to summon a mana tide totem on an empty board.

  5. RCAMP says:

    I would totem here. Paladin could have Blessing of Might and take out my Mana Tide Totem and then have a 4/1 on the board for next turn. For turn 3 I would coin into Gnomish Inventor to draw a card and have a target (possibly 2 if got anything other than Searing last turn) for Defender of Argus on turn 4. Assuming all goes well, I can play Flametongue and Mana Tide on turn 5, so that I can protect it. Depending on what’s on the board and what I would draw into, I’d probably Feral Spirit on turn 6 if I needed to get board control back.

    • SkarnSW says:

      Hmm I forgot about Blessing of Might. Shows how often I run into it. 🙂 Still think I’d go for it. Maybe see if the Paladin would use Equality. That would amuse me!

  6. DKMR Faramir says:

    you coin out mana tide totem, there is no way for paladin to deal with it

  7. maroon5five says:

    I would coin into the mana tide totem. If they get rid of it next turn (blessing of might, equality, ect.) then they have to use those in a way that is less than desirable for them, and you still get a card draw from the mana tide to replace itself. If they don’t remove it, then you can Feral Spirit next turn to protect the mana tide totem and you are well on your way towards a strong mid game, as well as a full hand late game.

  8. IllustionDog says:

    i would coin into wolves or mana tide mana tide is accually better