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WHAT WOULD DKMR DO? #15

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:

Rogue v. Druid WWDKMRD14

We have a bevy of tools at our disposal, but we’re facing down a Rogue with full health and plenty of turns to finish us off! What do we do to stay alive and set up a win in the coming turns? Let’s see what you said.

Chung Ren Khoo, SkarnSW, Paul, and Andrew said they would:

Run shade into SI:7. Play spectral knight.”

This play progresses our board while stemming the bleeding.

Peter Thorne identified an alternative play with a similar result:

I would Wrath the Agent and Hero Power and then Attack the Rogue with the Shade and Hero.”

In addition to creating a favorable board state, this play potentially baits the Rogue into using his five damage dagger to remove the Shade and puts us four damage ahead of where we would be otherwise.

So what would DKMR do?

We would play Wrath to remove the SI:7 Agent, attack the Rogue with Shade of Naxxramas, and Hero Power and attack the Rogue with our Druid. Removing the SI:7 Agent is an absolute must whether we use the Shade or the Wrath. We cannot allow the Rogue to untap with eight damage on board while we sit at 15 health. As many of you pointed out, it’s not unlikely the Rogue is playing Arcane Golem or similarly devastating damage spells. Using the Shade allows us to use our mana most efficiently by playing The Black Knight or Spectral Knight. If we remove the Agent with the Shade, some argument can be made for playing The Black Knight in order to use our mana most efficiently. However, the potential upside of The Black Knight if our opponent runs Sludge Belcher and the fact that Spectral Knight cannot be Saped make Spectral Knight the far superior play.

But we’re using Wrath. We have a long way to go before we claim victory over this Rogue, so we need to get the pain train rolling ASAP. Dealing four damage this turn between the Shade and our Hero Power may seem inconsequential, but it essentially shortens the game in our favor by one turn. The real kicker is that the Shade presents the same threat of damage as the Spectral Knight on the following turn while also dealing damage this turn. While a 3/3 is significantly easier to remove than a Spectral Knight, any damage sent at the Shade is effectively life gained. At 15 health, we would love for the Rogue to spend his five damage dagger charge on the Shade. Shade has then effectively dealt six damage and gained us five life. If the Rogue removes it with Backstab, Shiv, or Fan of Knives we’ve essentially gained a turn as the opponent is spending his five mana to affect the board and not work toward ending the game. Depending on how likely we feel our opponent is threatening lethal, we either heal with Ancient of Lore on the following turn or play Spectral Knight and Hero Power.

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

Rogue v. Warlock WWDKMRD15

[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? #15”

  1. Matheus Revoredo says:

    Just poison flurry pass on that situation. There is no other play that would give you better results for less cards. And you’d also keep backstab AND coin for the following turn

    • Dorkmaster Flek says:

      Could also Deadly Poison, attack the Voidwalker, Backstab the Knife Juggler and Fan of Knives to finish it off a draw a card. But I think you’re probably right that Deadly Poison + Blade Flurry clear is the better option. It leaves you with Backstab to use on something small he’s likely to drop next turn, and you can coin out Gadgetzan Auctioneer afterwards.

    • Peter Thorne says:

      Poison/Flurry pass is my thought as well. 2 cards to remove 3. I would follow up with a coin/auctioneer the following turn with the ability to backstab and get a card back.

  2. SkarnSW says:

    I like Backstab the Juggler and Fan of Knives to kill it. It does leave 4 damage on the board, but it also leaves the stronger board clear for later too.

    You know a Zoo is going to get more minions out and this might bait the Warlock into thinking you don’t have Blade Flurry. It is a riskier play now for potentially greater gain later.

  3. Nuclein says:

    Use Backstab on the Knife Juggler and do after the Fan of knives. It gives you one extra card and you have your stronger bord clear for the mass of minions he will try to play. In two turns you can play your five mana draw machine, a coin and give him stealth. Until then, survive.

  4. paul says:

    Two things need to be considered in this scenario: controlling the board and maintaining enough spells to utilize the Auctioneer. I would aim to get the most out of the least spells in this scenario. Backstab/fan will remove the Knife Juggler, which is a must, but it does leave a number of minions on the board, meaning we have to plan on going poison/flurry the following turn. This line of play could result in a lot of card advantage, but it leaves us lighter on spells. I would poison, slap the voidwalker, and flurry the board. That means turn five, I could go auctioneer, coin, conceal, have a loaded and and backstab/fan to deal with his plays.

    • Nuclein says:

      you have only 3 mana. That means you have to coin for poison/fan. That changes everything. And Remember, the knive juggler isnt even dead…..

      • paul says:

        I don’t believe I mentioned using poison and fan in the same turn…

        • Nuclein says:

          So whats your new plan now? Pls tell us! We need to win it 😉

          • paul says:

            From my original post: “I would poison, slap the voidwalker, and flurry the board. That means turn five, I could go auctioneer, coin, conceal, have a loaded hand and backstab/fan to deal with his plays.”
            Perhaps you didn’t read my post entirely, but my plan would be the same as Matheus Revoredo and Peter Thorne mentioned below.

          • Nuclein says:

            Oh shit ^^. I read it a second time. I totally missunderstood you. Sorry bro.

          • zennonlwr says:

            Why dyou need to slap the voidwalker after you poison when the flurry would kill it? You’re taking 1 extra damage

          • paul says:

            good point