They normally give a latch ditch effort or concede on turn 15ish as the armor just keeps climbing. What should the Giant deck do against this?
(waiting to save up for molten giants so I can try it myself ^.^)
11/10/2013 12:26 PMPosted by EtherlightThe most important thing about this combo is that he can't play this combo unless he's at a certain health threshold, cause he needs a minimum of 5-8 mana for this combo to work (3 from Warsong, 2 from Brewmaster and another 2 if he tries to play another Brewmaster).
If you suspect he'll try and do the combo, clear his board and make sure to never have him at 10-12 health (13 is safest). You can assume that three of his cards will be a Molten Giant, Brewmaster and Warsong, and warriors have bad card draw, so keep control of the board and he won't be able to deal with the multitude of minions you placed on the board, which also allows you to kill him in one turn before he can even combo. Multiple taunts are nice as well, as he can't afford to clear them without weapons.
01/01/2014 02:18 AMPosted by BlinkyThis is the stupidest thing I've ever seen in this game. I had 30 hp complete board control
11/10/2013 12:03 PMPosted by EbilkThe biggest weakness to a Molten Giant charge Deck is that the warrior needs to be super low hp to pull it off. If you think the Warrior is playing that deck, don't bring him too low. Molten Giant only costs 0 mana at 10 health or below. Put him down to 15 and secure board control. Finish him off when you actually have enough damage to kill him outright.
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