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?
“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!