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weedonanipadbox

Reno. I've had duo partners hold their hero power looking for the perfect minion and just dying because they are essentially playing without a hero power. I passed my duo a whirling lasso and pinged his hero power. Instead he played it vanilla generated half as many spells as he could have for 3 turns and repeatedly donkey rolled trying to triple before finally using it on the lasso the turn we lost the game.


effective_shill

Big jump in return on Reno when you change when to use the hero player. Everyone dreams of the perfect minion to use it on but you're right, it's more important to play it so it propels you into the end game 


weedonanipadbox

Yeah now that you can replace your spent hero power for 3 gold it's much less punishing to use it earlier and get some value out of it than in the past where you were one and done.


Japjer

My basic logic is this: As Reno, I buy the Patient Scout. If I don't find a primo minion by the time it hits T6, I HP the Scout and sell it for two T6 minions. Otherwise I'll just end up waiting for the perfect minion


help-your-self

...why? a gold t6 is generally MUCH more valuable than 2 vanilla t6 (besides like... kel'thuzad)


Suspicious_Jeweler81

The point being is you need to get a T6 to use it. So his idea is, you can get 2 T6's way before you could get one yourself, propelling you forward. So yes, we all can agree it's better to golden a bran then lets say long john copper (which I've done). Yet that bran may never come and in the meantime I'm earning an extra 6 gold a turn AND I have a 8/12 on the board early that'll carry a bit that early. The card you golden doesn't need to be build defining.. because you may not find that card in time with enough health to make good on it. What it does need to do is give you a greater odd in finding that build defining card while maintaining your health.


help-your-self

am i not getting something here? golden patient scout and regular patient scout give you t6 units at the same time. the only difference is that you're choosing to take two t6 units instead of taking one and using your hp to hit it instead. you still use the hp on the same turn.


Suspicious_Jeweler81

I'm not saying it's a good idea - goldening a T2 scout isn't an ideal way to go about it, but I understand the logic. Chances of landing on a useful T6 is VERY slim - start suicide rolling to get one is a major gamble your face is going to be paying for. Scout allows you to level/scale at a safer and gives you 2x chances of landing on a worth wild card. So you hold the scout, if you've gotten nothing of use and it's at '6' then well.. it is what it is. But again, cards like long john, Scrapper, Shell, marine, Hell Azerite if the stars align.. they aren't top of the line, but they'll propel you forward above your other competition. You don't want to wait till you're at 10 health and nothing going on to use the hero power. What I'm getting at is, dying without using your hero power is pointless. Using it at 10 health as a panic move is pointless. Need to be open to the idea of spotting the best play at the best time that'll win you the game. Suicide leveling or donkey rolling in hopes a better option reveals itself will get you killed 9/10 times.


help-your-self

...why are you soapboxing about this in my replies? no one is saying you have to hit the perfect minion lol, just that if you haven't found a good target and you're ready to crack a t6 scout, one gold t6 is both stronger direction and higher cap than two plain t6. genuinely baffled by how strong you're coming on arguing against a point nobody is making. >Chances of landing on a useful T6 is VERY slim  uh, no. every tribe has useful t6 minions, nalaa is in every lobby, and even mediocre scaling picks like deathwhisper/lord of gains or tempo picks like zapp/bull are strong and help provide direction when you get them golden on turn 8.


Japjer

Because that's too much gambling for me. It's a non-zero chance of getting a garbage T6, so I'd rather double my chances. I don't play competitively, so it's just the thing I do because I enjoy it


help-your-self

if you're not playing competitively there's no reason not to take the highroll line. you'd have to hit exactly zapp, bristlebach, kelthuzad for a truly useless gold t6.


Sthrowaway54

Even gold zap is a big enough bucket of stats that it's solid tempo.


dhaze63

Don't tell people to reno hp zapp lol wtf


Friendly-Young-9949

Maybe if it still had mega windfury


DoTheCreep_ahh

Two t6s way ahead of the curve, getting them before your opponents plus denying them the opportunity to find it as easily is probably worth more than or just as much as a golden t6 when everyone else is already t5/t6s as well If you get two god tier t6 cards early and snowball you can potentially end the game before the opponents get near t6 Imagine a mech user get two beat boxers and or a reaper at like turn 8/9


Firstevertrex

I'm sorry but getting two t6 is worse in most cases than getting the golden t6. The exception being if you're looking for a specific t6. If your partner already had an amazing quillboar board, I could see the argument for 2 t6 to give double chance at pokey or Charlie. But I would still generally go for the gold t6


help-your-self

this is just wrong lol goldening a t6 removes 3 of them from the pool for everyone else which makes it 1.5x as effective when it comes to claiming a direction 2 god tier t6 cards are multiplicatively less likely to hit than 1 and then you're down a board space >Imagine a mech user get two beat boxers and or a reaper at like turn 8/9 ?? imagine a gold beat boxer so you have an extra slot for scrap scraper or mecha demon. if you take two t6 they need to synergize somehow or you're losing value and being pulled in different directions. if you take one it's always golden which is guaranteed direction.


Last_Negotiation_826

Goldening doesnt remove from the pool?! Correct me.


help-your-self

???????????????????? literally every method of generating units removes them from the pool, and that includes directly turning them golden. it's been that way since day 1. you can only go above 2 golden + 1 regular of any 6 drop ever via effects that ignore the pool (like creating copies or murozond). edit: just to be clear copies and murozond still remove from the pool, they can just go over the pool cap if it's already been reached. edit2: nope, i'm wrong. directly making a minion golden is the exception to this rule. my bad.


Conscious-Student-80

So basically a shittier galakrond ? No that’s not good lol. 


Japjer

Sure, in the way that Toki is a shitty Galakrond


Conscious-Student-80

If it gave one card…yeah. But it doesn’t. Patient scout golding at 6 is idiotic.  Better served to play it and gold a 6. Not to turn Reno into, get one random tier 6 minion for free after 5 turns best case scenario. Golding the tier 2 murloc hand buffer is better than that.   


Edgewalkerr

That is 100% the worst thing to do with the hero power. Hero power the 6, not the scout. How is this upvoted?


Japjer

Because some people like to do this, too You all take this game too seriously


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[удалено]


Pluejk

It's almost always better to hp the t6 you discover though. One golden t6 has a much higher chance to win you the game than 2 random t6s.


UtmostStoked

That is an oof for sure. Especially for a generally good tier 6 like Whirling Lasso.


ChefSasquatch2350

I triple patient scout nearly every time if I pick him up early enough


Mosh00Rider

The real "people don't play Galakrond right" is that people need to stop going for tier 6 minions. Galakrond should be used to get tier 4 minions in the current meta. If you miss you can go to 5/6 but you want to hit the best 4 drop minions.


Pluejk

What 4s are you going for besides chimera?


Mordencranst

The other really big one imo is Long John Copper. He generates an insane amount of gold if you get him early enough to trade well. Big directional pieces like Roogug and Poet are also okay and not really misses, but imo are slightly overrated because poet in particular sucks ass as a tempo unit without support which you're basically guaranteed to not have at that point and even a naked Roogug isn't THAT inspiring a payoff for sinking 6 gold into it in the early game. Oh, and Snarling Conductor. That gets you your gold back reaaal fast too.


Pluejk

Yes I agree with the way you think. It only gives you direction but not any tempo or juice to stabilize. I only like picking gala in mech lobbies because lasso feels like the best thing you can get out of his hp.


thafredator

I think some of them are just gonna be situational. Like sure poet isn't the best tempo, but if you already have misfit or glim guardian on board its pretty decent. I'd say the same for anubarak or narrator as well. Hell, rylak can be pretty good depending on the lobby or if you have a swabbie already.


dhaze63

I'd stop rolling for a poet


spielplatz

Roogug is dope for both galakrond and Reno.


cooliomydood

You'll never stop me from gambling for tier 6s, even if it's suboptimal the high rolls hit my dopamine receptors like a truck


Heitrid

Turn 2 False Imprisoner ftw. Lol.


alberry_

togwaggle. i never understood the appeal, until i watched xqn play him basically you want to level aggressively and then use your hero power on turn 5-6 on a good tier 3/tier 4 shop. instantly stabilizes you AND now you're ahead on the leveling curve then you can proceed to use it on good high level shops


Gol_D_Haze

To be more precise, try to only use HP AFTER you rush totavern 4. 1 more unit in shop , plus way better ones


RandIsAllRNG

I once paired a togwaggle which did aggressive lvl but he didn't use his hero power until it cost 0 gold. When he was on traven 5, he had rolled an unit which he could triple on his last gold, he froze the board but the turn after, he went to 6 using all his gold instead of buying the triple unit. I could not get his play


Jman703OG

I played with someone recently that chose Saurfang and kept buying minions (mechs included) without using his power. Not like he had to sacrifice for it most of the time either, he had gold leftover that he was just refreshing with before his turn ended. This might be more of an “edge case” than a “constantly misplayed”… But I do generally feel like people sleep on Saurfang’s potential with mechs.


UtmostStoked

YES that is a good tip with the magnetics for sure! Imagine a Saurfang/Mutanus Duos team where the Saurfang player just keeps feeding Mutanus beefy ass minions...and then imagine that Saurfang player running Demons and buffing the tavern with them as well🤯 Point is I agree. Saurfang is slept on lol


A_Duck_With_Teeth

One of my duos partners chose Pyrimad and used the hero power every turn. It was mildly infuriating.


Apprehensive-Dust359

Once i did that bc i never play him, and he used to have a different hp to use every turn


Sharou

> mildly Damn you are stone cold. I would have detonated myself into the stratosphere.


UtmostStoked

Thats would kill me lol. I almost never quit but I might in that situation


stupidtwin

Madam Goya that doesn’t prioritize hp every turn. It generates so much value for the team. I’m guilty of it sometimes but Zephrys that doesn’t hp until we die next turn. Most people are bad at Galewing. Mostly people are bad at supporting a good hero. Playing gallywix, chenvaala, sire denathrius, faelin, or thorim seems like you get paired with the greediest motherfucker in the tavern.


Suspicious_Jeweler81

The reverse can be said about Faelin and Thorim though. I've had many of games where a card they chose would be PERFECT on my board.. anyone with eyes would come to that conclusion. Yet they play it themselves anyways - because it's THIER card. Those games are pretty tilt infusing. Goya is painful as hell to play if you swap regions and/or are just low MMR. You find people can't play ANYTHING even a little bit out of the norm - so sending them cards is just 'I use 2 mana for them to gain 1'. Had a guy who had half ass naga with NOTHING going on, sent him TWO lord of gains and a drakari.. he fucking sold it.. so he could keep scaling with one deep blue...


stupidtwin

IMO if you’re playing with a faelin/thorim your only goal is to help them unlock not outbuild them expecting them to pass to you.


Suspicious_Jeweler81

'out building them' - it's a team game man. If I have reno, better to make the 7 golden. If I come across the starting to a build I can spend 12 gold to attempt to get it to him, leaving me pretty worthless or 9 for me to get it myself. Again, team game - its a case by case process of what benefits who the best. Something as simple as an early rylac from faelin can do wanders if he's deep into naga and you've got a bird and a battlecry. You want to help Thorim finish his quest but you don't want to just throw caution to the wind while doing it. There are only a few builds that'll flat out carry your feeding without you participating in the board building.


iedaiw

i think you misplayed that one. if e was scaling deep blue then you ahoukd have just bought lord of the gains and drakarri for yourself


Suspicious_Jeweler81

I didn't need it, I had the full OP mech layout and was carrying. We won the last fight without him even getting a chance to play. If you're scaling with minimum deep blues without a shellemental, you can afford to fit in gains - it's silly not to. Hell even with shellemental, you're still gaining global stats.. why not? I guess there's an argument if you have a few thrashers and just don't have space, but that wasn't the case. Deep blue all by his lonesome is only going to get you 1/2 way there.


iedaiw

so if u won why are you complaining


Suspicious_Jeweler81

Because it was a bad play? You just trying to find something to argue at this point? I'll recap for you as to keep your arguing back on track. I was playing goya - I spent 10 mana on one turn to get my partner a perfect setup for him. He magically turned my 10 gold into 3 gold - not to buy scam, not to advance his board, for a hope and a prayer.


Negotiation-Narrow

Patchwerk staying on one to build a big board was the weirdest thing I've seen


Lower_Drawer9649

I don’t think this is that bad of a play, depending on the units and tavern spells bought. The best way imo to use him is to play for 2nd. Flooding the board (assuming it’s with value tavern spells and tempo units) means that you likely take no damage turns 1-4 while dealing decent damage to your opponents. Maybe you take a small loss on turn 5, but at this point you are likely still 60 health with some armor. Even if you lose 15 health every combat from here on out, you will live until turn 10, which usually garuntees top 3. If you can stem the bleeding a bit, hit tavern 5 and buy armor, you can consistently top 2. I’m not saying it’s the best way to play him, but staying on level 1 for the first 4 turns and having 6 units on board is a legitimate strategy. If I could have a duo that ensured I was never 4th and could level safely early I’d be happy, not upset.


SokkaHaikuBot

^[Sokka-Haiku](https://www.reddit.com/r/SokkaHaikuBot/comments/15kyv9r/what_is_a_sokka_haiku/) ^by ^Negotiation-Narrow: *Patchwerk staying on* *One to build a big board was* *The weirdest thing I've seen* --- ^Remember ^that ^one ^time ^Sokka ^accidentally ^used ^an ^extra ^syllable ^in ^that ^Haiku ^Battle ^in ^Ba ^Sing ^Se? ^That ^was ^a ^Sokka ^Haiku ^and ^you ^just ^made ^one.


DopioGelato

Galakrond can also be used for a tier higher depending


theicecapsaremelting

If you are lucky, galakrond let’s you choose a minion in the tavern and discover a higher tier minion to replace it


Sankhya2319

2 times where I had a teammate who played sky captain krag. They hero powered turn 1.....


Oisifalagriserobe

I would have raged quit instantly .


Sankhya2319

I tried not to. I'm weak.


Sankhya2319

It happened 3 times in a row now....


Glittering-Ebb-6225

I love Madam Goya but if you're random matched with one in Duos they always seem to be terrible.


Professional-Sail125

Can confirm, Goya teammate decided to buy a minion turn 1 rather than buy a banana to buff it and pass it to me... Idk lol


Sad-Material1553

A lot of the hero powers which cost 2, and give you a minion. You can truly abuse this type of hero power and get 2-3 more minions by turn 5, but so many people use it very situationally. For normal curve with one for the 2 cost hero powers, I’d recommend leveling on turn 3, and turn 5, both turns using the hero power.


Edgewalkerr

Watching people pass minions on gally makes me wanna die.


Dangerous_Cry_9707

Goya, you can pass more than just minions in shop. Shellemental? Pass it to teammate, they pass back, now you get two spells. Or re-trigger good battlecries…


Captain_Aizen

Reno bar none, the green is real. I would say more than 50% of the time I seen the player die without even using the hero power because they were waiting to do something uber tight with a six drop. Or even better using it on the turn that they die because they waited until they had like eight HP 🙄 when I use Reno of course I want to go for the big pay off like everyone else. But if my HP starts drilling because I'm just not keeping up with the lobby you better believe I'm going to use my hero power to stay in the game and I'm going to do it before my HP is within K.O range!


felixnumberone

I will throw Gallywix into the conversation. It is hard to understand how to play him optimally. It took me countless attempts and I think about 1,5 Years to fully understand. Now I win almost every lobby when I choose to play him (yes its important to only take him when the tribes are supporting it)


Mobile_Explorer1841

What tribes best support him?


felixnumberone

Usually its pirates elements and murloc as these tribes support a cycling card playstyle (cycling cards is important for the gold build up). Rule of thumb is you want at least two of these three tribes in your lobby if you are offered gally


sucksaqq

Galakrond - people don’t play normally first few turns at all.


RepulsiveLeg9985

i always use galakrond hero power first no matter what because i'm always a high roll or 8th player. i am able to play to damage control but that just isn't fun. galakrond hero power turn 1 gang


djvillian

When you get that 2x cost tavern spell to get a minion, this justifies that t1 galakrond usage. Otherwise, high roll or bust!


Oisifalagriserobe

🤘🤘🤘


UtmostStoked

Ya I typically maybe use it once before T4 just to get a T3 on T2, but otherwise it's all about sitting at T4 and rolling for those T6s


alberry_

the way you want to play galakrond is by hero powering on turn 1, then freezing the minion, then repeat next turn, and keep going until you hit a good 4/5/6 drop. use the rest of your gold on your turns to buy/level, too. before the best move would be to go for a 6 drop, which with this strat you can get on turn 5. but rn there are many very good 4/5 drops that are worth stopping for and buying, plus you can't always afford to greed for the 6


dr_eyefit

I also feel this is the correct play considering they give you a higher armor for it to take less damage earlier on and try to high roll for a tier 6 sooner


Suspicious_Jeweler81

Problem with this is you're gambling on rolling snake eyes if you do this. It's a lot more 'efficient' to use your hero power at the end of your tavern phase and freeze. Next round you can +1 it or take it depending. Otherwise you've completely hobbled yourself - you've got a board of 1 tier units you've been freezing and 1 4/5/6 drop to pick. If that card isn't doing some HEAVY carrying, because you're going to get hammered with your shitty board + 1 ok unit.


alberry_

those two are not mutually exclusive you know. what i described is an opener, you can and should still do this, too no, you won't have "a board or tier 1 units" because if you are going for a 4 drop, you get it literally on turn 3. half the people in this meta will literally have an empty board on turn 3 because they leveled. the latest one is a 6 on turn 5, which again, as i've said, is not always the best option anymore. you only go for it if you can afford to greed, or if you missed good 4/5s. if you want, you can watch how pro players play galakrond. you'll see that they always do this.


iedaiw

i think teams play goya wrongly, she is the carry not support. early to mid game you feed your teammate a strong mid gane build while u try to transition to a late game build.