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Taunt Warrior deck list guide – June 2017 – Hearthstone

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Our Taunt Warrior deck list and guide for climbing the Standard ladder this month.

Our Taunt Warrior deck list guide features the best deck list for Season 65 of Hearthstone (August 2019). You can also find some general strategy advice and a breakdown of the deck’s key combos. We will continue to update the list to help you play the best possible Taunt Warrior list.

Unlike previous Taunt Warrior decks, which focused on the Quest Fire Plume’s Heart, this one is based on buffing your Taunt minions and putting up a steady stream of impregnable walls that your opponent will tire themselves out trying to break.

Taunt Warrior is the perfect remedy for those days when you’re getting swamped by aggressive decks. You can place large Taunt minions onto the board in the early-game, establish dominance and clear the opponent’s board over and over until they’re cursing the name of Garrosh Hellscream.

It’s worth noting that this deck is still subject to change as new cards are revealed and the Saviors of Uldum meta begins to surface. Check back here for any updates!

Taunt Warrior deck list and strategy

Here is the version of Taunt Warrior we’re using for the start of Saviors of Uldum. Expect further refinements with card reveals and meta shifts, and we’ll be sure to update this page as and when they happen.

Warrior Neutral
2 x Eternium Rover 2 x Acolyte of Pain
2 x Into the Fray 2 x Infested Goblin
2 x Frightened Flunky 2 x Bone Wraith
2 x Warpath 2 x Faceless Lurker
2 x Bloodsworn Mercenary 1 x Zilliax
2 x Omega Devastator 1 x Safeguard
2 x Brawl 2 x Rabble Bouncer
1 x Armagedillo
1 x Dr. Boom, Mad Genius
2 x Tomb Warden

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAQcEkvgCoIADwJgDqKQDDUv7DJvzArP8AtuJA5KfA5ykA5+kA6SkA/KlA/mnA4KoA9ypAwA=

More great Warrior guides:

General strategy

This is something of a control deck, but has the opportunity for impressive early-game power spikes if you play your cards right. The current meta’s Control Warrior plays host to a Rush package, but this is replaced here with Taunt, thanks to the immediate impact both types of card have on the board when they’re played and the impressive Taunt-based cards coming up in the Saviors of Uldum expansion.

Early Game: Being a control style of deck, you’ll want to curve out nicely into your strongest cards. Eternium Rover is one of the best 1-drops in the game because of its impressive statline as well as the early armour gain you can benefit from. Try to get it placed and make some decent trades with the enemy board whilst you wait for your mana to increase. If you have any spare mana, feel free to cast Into the Fray if you have a couple of Taunt minions you’d like to play later.

If the enemy’s aggression gets a bit out of hand and they foolishly build a wide board of minions, then having a Rabble Bouncer discounted and given +2/+2 by Into the Fray is a brilliant way to slow them down. Frightened Flunky is a great 2-drop, and it can help you adapt to various situations in a similar manner to how Stonehill Defender did in previous years.

Mid Game: Your board clearing utility is available once you’re a bit further through the game. Use Brawl or Warpath to clear the enemy away, before starting to get together a few big buffed Taunts onto the board. Throwing down a Zilliax with 5/4 (or higher) stats is a huge pain for opponents to handle to the extent that they might not even be able to answer you.

Late Game: Now this is where you take hold. Dr. Boom, Mad Genius is your best friend here, destroying any hope that most enemies can out-value you. His constant stream of Mech minions, armour gain and removal are ludicrously powerful way of refueling if you’re running out of stuff. Your Armagedillo is a fantastic play later on in the game too, buffing Taunt minions in your hand every turn it stays alive, which can give you a devastating final push to victory.

You’re not as much of an intense control deck as classic Control Warrior. In the late game, you should be consolidating board control with big Taunt minions, and supplementing this with Dr. Boom, Mad Genius’ various tools. Remember that you can summon a copy of any damaged minion on your side of the board with Bloodsworn Mercenary, so make sure you get yourself a copy of the biggest one you can.

Taunt Warrior Mulligan Guide

In order to power through the mid to late game, you’ll need to survive first.

1. Eternium Rover is the best 1-drop in the game. It’ll get you some armour, trade efficiently, and hopefully keep you alive and kicking. It’s also applicable for later on in the game, when Zilliax can be attached to it through Magnetic, giving it some much-needed versatility.

2. Frightened Flunky protects your Hero and generates more cards. These cards are Taunt minions, so they also can protect your Hero. A brilliant way to survive the early game, he can even Discover himself due to the increased likelihood of class cards appearing with the Discover mechanic. It’s early-game value that’s extremely important, and Frightened Flunky delivers it.

3. It’s a situational pick, but if you feel like you’re in a position to survive the early game without hard-mulliganing for cheap cards, Dr. Boom, Mad Genius is the most important card in your deck. A lot of the time, you should keep him when you draw him in your opening hand, because getting that long-term value in as quickly as possible is the most vital part of any Warrior deck.

Taunt Warrior tips, combos and synergies

Taunt Warrior is an interesting deck, as you’ll have to adapt your strategy depending on your opponent. With the right decision-making, though, you should be able to pull through:

Armagedillo is the spicy new Warrior Legendary minion, and it’s got the potential to solo a game if the enemy doesn’t kill it quickly. At 6 mana for a 4/7 statline, it’s not half bad, and could even survive if played on curve. If it does, then the value is outrageous, adding +2/+2 onto your Taunt minions every single turn it’s alive. Don’t be afraid to play it with just one or two Taunts in hand though – the statline stands up for itself, especially if you’ve already buffed it with Into the Fray.

– Speaking of which, Into the Fray is a very interesting prospect. You could feasibly get a whole lot of value from it by buffing your small Taunt minions in the early game. Your Frightened Flunky, as well as the Scarabs generated by the Infested Goblin, can get way bigger than they’re supposed to be, forcing aggressive opponents to make poor trades and tough decisions.

– Your deck is filled with value generating cards. Frightened Flunky is a great pick, and you should aim to get him on the board as quickly as possible. It’s still a pretty decent card later on in the game too, since it’s able to Discover the more expensive Taunt minions, including itself and Armagedillo.

Dr. Boom, Mad Genius’ Hero Power, which allows the player to Discover a Mech, can be used in conjunction with this deck as well. Several of the discoverable Mech minions also have Taunt, which means they can be buffed, and in turn, Dr. Boom’s potential power level will be even higher than usual.

Omega Devastator is an amazing card to have in the late game due to its impressive 10 damage Battlecry when the player is at 10 mana. However, in an aggressive matchup, there’s a risk that you might not get there. Never worry about playing an Omega Devastator on curve to contest an aggressive board, as waiting until turn 10 might be too late.

– Against Aggression, Bone Wraith is an annoying, sticky Taunt minion that can slow down their plan of attack significantly.

Rabble Bouncer can be buffed early with Into the Fray, and then discounted by enemies with wide boards of minions, allowing you to play a massively undercosted, overstatted Taunt early on.

– Take care to adapt to your opponent’s gameplan. Sometimes, you might want to hit them with a surprise board of big Taunt minions, but other times that’s less of a good idea. You either need to bait out an enemy Warrior’s Brawl before committing, or commit against a Shaman before their Hagatha’s Scheme powers up. Staying on your toes is vital when playing this deck.

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