Coin Concede - Episode 195 ""
Hat * Botticus * Appa* Guest*
Welcome to Episode 195 of Coin Concede, a Hearthstone podcast dedicated to making the competitive side of the game more accessible to you.
Joining us from Gadgetzan, New York, it’s RidiculousHat!
Also joining us - from Karazhan, California it’s Botticus!
Joining you all from the Maelstrom, Louisiana, it’s Appa!
And a special guest is joining us this week, from ____, _____, it's ______!!
And now live from Ironforge, Ontario it's Nickolias!
Coin Concede is supported in large part by you, the listener. If you’d like to find out how you can support us and receive rewards in return, head to patreon.com/coinconcede
Big thanks to Tim K and William H, WashintheWind!
You can also support us by leaving an iTunes review!
How's life and ladder? -
Hat -
Appa - Trying out some new cards. Played some Mutate, Shudderwock Shaman w/ Brightwing and it felt fun. Feels okay, but definitely has some clear weaknesses. Playing autofill Mage and winning.
Botticus -
Guest -
Qualifiers
GM - Last week before playoffs! Locked players include Fr0zen, Eddie, Dog, Fenomeno, and Shaxy, while many of the other spots are in contention. We'll have a total of 18 players out of the 48 making the cut - top 3 in each division, 2 divisions per region.
Qualifiers - The meta has adjusted, and hoo boy has bomb warrior dropped. It's still actually a very strong deck in the swiss, and overall has a 53% winrate even as the most popular deck - but it is getting targeted hard by the players who are winning, and in top 8s it drops to a 39% winrate.
Players are doing very well with Cyclone Mage and Mid Hunter in top 8s, with Shark Rogue not far behind, and we also have some surprising wins from Zoo and Token Shaman despite a very small sample size, not to mention a win from Token Druid. Bomb Hunter continues to generally underperform.
The most popular decks, in order, are Bomb War, Shark Rogue, Mid Hunter, and Cyclone Mage. Hunter is a big winner this week and seems to have finally figured out how to actually counter warrior - a common strat is now to bring in Highmanes. Mage is still the winningest deck in top 8s with 10 wins, while Shark rogue has 8, Mid hunter has 6, Bomb war goes down to 4, and Bomb Hunter has 3.
In GM - the trifecta is rogue, warrior, and mage. Bomb > Shark > Cyclone > Bomb. Control warrior did extremely well this week, winning 67% of its matches, while Bomb and Shark Rogue were both above the 50% mark. Mid hunter underperformed, as did Cyclone mage - they were both on the wrong side of the meta this week - and Nomi Priest went 0-4. Don't play Nomi priest.
HIGHLIGHTS
Fr0zen vs Eddie game 3 - good lord. Shark rogue vs control warrior.
A turn 4 8/8 edwin is actually boring in the context of the rest of this match, which shows how rogue can play "control" or at least midrange if it wants to. Togwaggle's scheme comes in from the secondary deck and boy does it matter - this game features three schemes, two on Togwaggle and one on Zilliax - and every single card is used as the Rogue hits fatigue on the same turn that the Elysiana deck runs out.
Fr0zen is under 15 life for the majority of the match, but control warrior can't close it out and there are multiple crazy turns with wondrous wand into multiple 0 mana togwaggles and zilliaxes. Eddie makes a crucial misstep towards the end of the game by not clearing the final lackey, and after four zarog's crowns are played and a Ysera survives a brawl, the stage is set for an exact lethal from Fr0zen including 2 points of fatigue, Ysera Awakens, Leeroy, and a dagger ping.
Definitely watch this one. It's a long game and is full of ups and downs.
More GM and qualifiers!
CC Not-League 4!
WCG finals Jul 18th!
https://twitter.com/RenoJackson_HS/status/1146700325098627074
Decksplanations - Initiative Pt. 3
Initiative - The ability to take action before your opponent; or Having control over the flow of the game.
Hat Glossary note here - and arena
From schwal:
"Yeah, I think my definition of tempo is plays you can make that affect the other side of the board this turn. So when I say play for tempo, for is an operative word. I don't mean spend all your fireballs, I mean play to maximize the tempo you will have on coming turns (mostly next turn, but things like doomsayer and hero cards can go past that point). To that point a tempo SI:7 agent is one you play out on 3 so you maintain tempo next turn.
Initiative is all about who is responding to who's actions, so naturally the person with the higher tempo tends to have it but that's not the only aspect of it. To go way back, someone with a stealthed gadgetzan auctioneer on board probably doesn't have the tempo advantage but they do have the initiate, it is required of their opponent to find a way to remove it (or it's controller) rapidly. They no longer have freedom of action."
In week one, we discussed how aggro decks use cheap minions to get onto the board quickly and to stay ahead of their opponents. We also talked about how slower decks just naturally have to take initiative into account during deckbuilding and spent some time talking about Doomsayer as a card that seizes initiative.
Last week, we spent time focusing on midrange strategies and how (due to the nature of midrange decks) they had to include cards that allow for big swing turns. We talked about why weapons are such powerful cards.
If you want a more in-depth look at initiative for those sorts of strategies, be sure to go back and listen to those is you haven’t already. Timestamps: Ep. 193 - 1:18:20, Ep. 194 -
Today, we’re going to take a look at control decks and dive into how they function in terms of grabbing initiative and closing out games.
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SPOTIFY
BIG THANKS to our producers VIRIATUS, DONALD, PugUgly, and DogeTK!!!
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Hat- Momosdad, Dr. Second, California, Twitter
Botticus-
Appa - Fireworks, Brightwing, People watching my stream, insurance for making my medicine not 1k
Guest -
Keep Calm and Save Uldum
And if you see us on ladder…
“Coin Concede” Hat
“Coin Concede” Bott
“Coin Concede” Appa
“Coin Concede” Guest