• Home
  • What Would DKMR Do? #13

What Would DKMR Do? #13

by - 7 years ago

Team DKMR: Twitter | Website | Forums
Sponsored by: Gunnar – 2P – Waypoint

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:


We don’t have many options this early in the game, but making the correct plays on the early turns is often the surest way to secure victory. What did you decide to play here?

Galurin said:

“I’d go coin and wolves.”

While this play leaves you with little mana on the following turn, it is the quickest way to build your board and deal with your opponent’s turn 3 play.

RCAMP disagreed, saying:

“I would hero power 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.”

RCAMP is thinking ahead! He has identified that he wishes to play around Blessing of Might and has opted not to Coin out the Mana Tide Totem. RCAMP has decided to try and set up a strong Defender of Argus play to protect the Mana Tide Totem in the mid-game.

Most of you (including DKMR-Faramir!) agreed with Stefan Suadicani when he said he would:

“Coin into Mana Tide Totem.”

Is that what DKMR would do?

It is! It is highly unlikely that the Paladin has any way of dealing with Mana Tide Totem on turn 3. His only real answers are cards like Blessing of Might, Abusive Sergeant, and Bluegill Warrior. Those cards are only found in aggressive Paladin decks. It is fairly easy to put our opponent on control as he made no turn 1 play and opted to hero power on turn 2 into a clear board. Most aggressive Paladin decks run a blistering fast curve in order to take advantage of Divine Favor, so it would be shocking for such a deck to not have a play on turn 1 or 2. Control Paladin has near zero options for removing the totem. Playing Feral Spirit on turn 3 will likely guarantee two to three draws off Mana Tide Totem, giving you a huge edge and making you a huge favorite to win the game.

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


[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 doing Blizzard Exclusive fansites since 2003. He helped co-found BlizzPro in 2013. You can hear JR every week talk about Hearthstone on the Well Met Podcast published on iTunes.

0 responses to “What Would DKMR Do? #13”

  1. Eldorian says:

    Play Northshire Cleric, Defender in between Cabal and Zombie Chow.

    Heal Cabal with Hero power – draw a card.

    Attack Cabal into injured blade master,

    Play Circle of Healing – Draw 3 more cards.

    Attack Zombie Chow with yours – gain life back up to 30.

    Will have on the board a 5/6 Cabal Shadow Priest with Taunt. a 3/2 zombie chow with taunt, a 2/3 Defender of Argus, and a 1/3 Northshire Cleric. Will have 7 cards in my hand to my opponents 2 (plus draw).

    Will still have 3 mana to spend depending on what I draw.

    • paul says:

      I agree with you on everything, though I think I would heal the Cabal and draw a card before rolling out the DoA, just to see what the card looks like.

  2. SkarnSW says:

    First, I note that the opponent used a Holy Nova last turn. Perhaps not important, but good info. I’d drop the Defender of Argus between the Cabal Shadow Priest and the Zombie Chow. Then play a Northshire Cleric and hero power heal the Cabal to draw a card. This puts the Cabal at 5/6. Kill the Blademaster with the Cabal. Next, Circle of Healing to draw three more cards. (Played 3, drew 4.) Your Zombie Chow is now at 3/4 so kill the enemy Zombie Chow, which heals your hero to full. Leaves your board with a 5/6, a 2/3, a 1/3 and a 3/2. Also leaves 3 mana if you drew any other useful cards. Could also drop the other Northshire Cleric, but you risk drawing too many cards that way, so I’d hold it.

    Other possible play is to Mind Control the Blademaster, use the Cabal to kill the Zombie Chow and then Circle of Healing. Leaves you in a similar board shape either way, but the Argus/Cleric path gives you more cards to work with and leaves you an MC to take anything really scary that might show up, so I prefer the first option.

  3. Chung Ren Khoo says:

    What Eldorian said.

  4. Galurin says:

    I’d argus my two creatures, crash my zombie into his and my priestess into his dark cultist and then northshire to heal my cabal priestess.

  5. Kevin says:

    I don’t think this priest scenario is a good one. Your play can easily change if you draw something like shadow madness for example. Do we know what card we will draw if we heal the cabal?