Hearthstone Fatigue Warrior S31 #2: Mill-relevant
ฝัง
- เผยแพร่เมื่อ 5 ก.พ. 2025
- Let me know if you'd like to watch StrifeCro's coaching videos! Leave your comments below.
Today's games are from StrifeCro's October 27th stream
For those who are new, the score on the top left reflects StrifeCro’s win/loss for today’s featured deck for this month so far. The score jumps from time to time, as not all games from StrifeCro’s stream can be fortunately featured.
If you have any questions, suggestions, and feedback of any sort please go ahead and leave a comment. Remember to share, like, subscribe and join the StrifeCrew!
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Video Edited By: Fran “FrancyCakes” Kang
Graphics By: Pablo “Dusturn” Lorenzana
ah the perfect deck and gameplay to fall asleep to
ResidentSleeper
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I personally *love* maths and the sciences so here's a fatigue math tutorial for all the fellow StrifeCro fans. HERE WE GO BOYS:
The math sequence we have here in fatigue is arithmetic progression i.e. 1, 2, 3, 4, 5…
The sum of the damage ticks we get is an arithmetic sum, which can be calculated by taking the number of repetitive pairs you make with your arithmetic terms times the number of pairs you make.
So it goes like this: 1+2+3+4+5+6+7+8 is what StrifeCro has in the first tick of Brann+Coldlight+Violet combo. Sum of damage would be 9 x 4 = 36which is what StrifeCro is doing because you take 1+8 and get 9, you take 2+7 and get 9, 3+6=9, 4+5=9 and there are 4 pairs of nines here because we have eight numbers to add up.
For the second burst combo total, it's 2+3+4+5+6+7+8+9 making 4 pairs, same as the first combo, but the new pair is 2+9 or 3+8 or 4+7 making it 11x4 = 44. This second combo is 8 damage more than the first combo. This increase in combo burst total is 8 per tick of fatigue.
So when StrifeCro takes 1, total is 36, 2 = 44, 3 = 52, 4 = 60, 5 = 68, 6 = 76, 7 = 84. Taking into account the extra draw on the opponent's turn makes the bursts add the total again. Pairs go up by 2 per tick, 9x4 then 11x4 then 13x4. The extra term is actually the first tick of the combo plus eight. For the first combo, the extra draw on the opponent's turn is 9, which is 1 (the term we started with) plus 8. So the total burst assuming StrifeCro initiates combo on tick 1 is (9x4)+1+8 = 45. Notice the 9s here making the totals just a table of 9 multiples, making the totals 45, 54, 63, 72, 81…
But StrifeCro's mega math got fucked over by not having enough removal for the opponent's Violet Illusionist towards the end FeelsBadMan.
12:00 I spent like 45 minutes doing the math and came to the conclusion: StrifeCro likely still lost if he Shield Blocked into Justicar, but it's much closer. I think he misunderstood the math a bit (though it's near-impossible to calculate all the math in the middle of a game).
Drawing one extra card (such as with Shield Block) makes you take one extra damage per card draw thereafter-- if you would take 1, you take 2. If you would take 13, you take 14. And so on. So you take one extra damage per turn (since the opponent could no longer force StrifeCro to draw and you're only drawing once per turn). The Hero Power gives you two armor per turn. So it adds up to a net of one extra life per turn, in addition to the five armor you gain from Shield Block. So Justicar is always worth it.
The two main reasons he lost were not drawing Justicar soon enough, and not having a removal spell left for the last Violet Illusionist. Change either of those and he wins.
If Justicar was the 29th card in his deck and Coldlight Oracle the 30th instead of vice versa, I'm 95% sure he wins.
U can device a handful of formulas pre-game. Still, variables are plenty.
drunyon214 agreed, I actually think he would have won if he was willing to shield block in early game, shield block indeed incurs 1 damage per draw when fatigue, but when you are using illusionist combo, 8 cards you draw are when illusionist activated, meaning he will not take the extra damage for 8 times, so the downside of shield block is very minimum. Drawing early can help you find key cards or able to dump useless cards. As soon as all key cards in hand, just end turn until you can OTK opponent.
If you want the formula for the burst combo, with k the next fatigue damage the other player take, he will take SUM(k..k+8) if the ennemy he has no violet illusionist and SUM(k..k+7) if he has one.
They respectively amount to k*9+36 and k*8+28.
In his case, k=7 while ennemy life amount to 108 and ennemy gets +4 life per turn, so he would have needed to make this inequation : k*8+28>=108+4*(k-7), which solve to k>= 13 he needed to wait for 6 more turn to kill the enemy, he was pretty far from it.
If he had shiled blocked for justicar, he would have had taken 1 less damage per turn (1 more damage from fatigue but 2 more heal from tank up, and would have had 5 more life from the start, the ennemy would also have had to remove justicar for 6 life (like to be done with the weapon) which would have made the kill turn k>=11.5 so k=12 : 5 turns to wait.
For Strifeco he would have been at 25 life instead of 12 when he acted, the further tanks up would have been compensated by the ennemy violet so it's as if the enemy has a kill range of 7 and he takes fatigue damages without tanking up starting from 9 after the next turn (1 more since he shield blocked). He would have had two more turns before being in kill range, making it possible to start the combo at k=9 instead of 7, he would still have lost, but a bit closer since the adversary would have finished at 16 instead of 28.
Now if he had the idea not to kill emperor, when k=3, he would have taken 1 more damage per turn than with the violet starting from k=4 which would mean he would have been at 8 life or 21 life when k=7 (or 4(dead) or 17 if the adversary still brought his violet out). But the adversary would have taken the damages of turn 4, 5 and 6 (15 more damage)
The formula would have been k*9+36 >= 108+4*(k-7)-4-5-6 (the -4/5/6 is only if k> this value) -> k=7 is a win without him killing justicar with his face and k=6 if he had faced it. So he could have won without justicar only if the other didn't bring his violet out after he chose not to kill the emperor (pretty unlikely) and he would have won if he used justicar and chose not to kill emperor.
TLDR : burning the justicar was a misplay but he would still have lost. He would have won by playing justicar AND not attacking emperor.
didnt do math but overall..ok..so, first of all, not sure 100% but justicar is worth to save cuz its not 7 hp, its 5 plus 2 each next turn, which sound pretty damn value..second of all, enemy, i get him tho why did he go for burning cards, he has more hp and if he can just burn some of strifes combo cards he wins, which gets me to next..third of all, first game strife just got stupidly lucky, i mean insanely lucky to have emperor and second coldlight not get burned but to stay at the end of his deck, when your enemy lost all his ways to burn his cards... and ye, forgot to save clear for second violet and lost cuz of that... so first game little bit of no luck for having justicar last card but also missplays form strife
Justicar is 5hp (for the block) + 2 each turn (from tank up), but he make fatigue one turn earlier because of the card draw, which means one more damage per turn, so it's really 5hp + 1hp each turn.
Great game picks for the video. Really interesting stuff to think about this deck.
I would love to watch coaching videos. He goes through his thought-process really well on stream already, so I imagine a coaching video where his focus was entirely on teaching would be exceptional.
Nice deck and also has not bad win-ratio(struggles against hunters only from mine experience). :) And from the same source i can tell that in warrior mirror u should be using shield-block; in very late game(after monkey) u rly need youre removals, you can't afford to waste them in milling youreself or using them unefficently. You will also need to w8 few turns after fatigue starts many times. You will be able to do huge amount of dmg in one turn(my highest number was over 100) so being o little bit ahead in fatigue doesn't rly matter. Opponents fatigue is much more important.
Oh, and full combo is 100% necessary in warriors mirror
I hope i explained it well and thanks a lot to Strife-Cro for giving me idea of this deck :D :D :D
Unless u know youre opponent is playing fatigue too of course
This is my favorite type of deck, by my favorite deck builder! Today is a good day.
Clearing the board with Fool's bane+Illusionist = FeelsGoodMan.
The formula for the sum of an arithmetic sequence in steps of 1 is as follows:
(n - m + 1) * (m + n) / 2
where m is the 1st number and n is the last number in the sequence.
For example, if your opponent will take 2 damage from fatigue and you can make him draw 5 cards then m = 2 and n = 7 and the damage he will take is (7 - 2 + 1)(7 + 2)/2 = 6*9/2=54/2=27. If m = 1 and n = 9 (full combo), then 9*10/2= 45. On the following turn n =2 and m = 10 so the full combo will be (9)(12)/2 =54. The turn after that, n =3 and m =11 dealing (9)(14)/2 = 63. So each turn you wait will deal additional damage equal to the number of cards you can make them draw.
If you calculate the amount of fatigue damage and its not enough to kill your opponent, calculate how much life they would have left and divide that by the number of cards you can make them draw (including their innate draw). That will give you the number of turns to wait before your combo will kill them.
Your opponent went into fatigue with 90 hp and you had full combo in hand. 90 minus 45 = 45 and 45 / 9 = 5. Therefore if you wait 5 turns your combo will kill him. (9)(5+13)/2 = 81. However your opponent will have tanked up 4 times, meaning you'll have to wait an additional 2 turns (and an additional 2 tank UPS). If you wait til your opponents fatigue is at 8 you should otk him.
In case anyone wanted a formula for the damage dealt with this combo:
The Brann + Illusionist + Coldlight + Coldlight combo does eight ticks of damage, plus a ninth tick on your opponent's draw step. This simplifies to 9x + (0+1+2+3+4+5+6+7+8), or *9x+36*, where x is 0 or greater and is the next fatigue damage they'll take. So if they're about to draw their 30th card, you'll deal 36 damage. If they just drew their 30th card, they'll take 45. Every turn after that increases it by 9.
If they have Violet Illusionist, the last tick does nothing, so it's *8x+28* instead.
I would like to see strifecoach teaching videos
would definitely like to see the coaching videos
I think using shield blocks is fine in this matchup. You have to get Justicar early, and a bit of cycle in the early game doesn't matter much when you're holding 90 damage burst in the late game. You cycling also encourages your opponent to cycle a bit because they think they can afford to.
Prasanna Muthuraman brann, violet and double oracle is 12 mana, so you do need 2 cards to be lowered.
PokemonSoulGold13 Yes. So?
It means emperor is a must
PokemonSoulGold13 I don't think i disagreed about that :)
It was either you or another comment that said emperor should be switched out with reno. Changing your comment doesn't change what you wrote at first. I saw what i saw. Though if it wasn't you who wrote it, i'm sorry.
Unless I'm figuring something incorrectly, it was wrong to dump justicar. Each turn, fatigue damage is one higher than it would otherwise be, but each turn you gain 2 more armor than you otherwise would, meaning dumping the justicar represented 1 additional damage per turn.
FIRST MY LIFE IS COMPLETE
Haha jokes on you!
While this deck seemed very boring, I was also very interested in how Strife looks at these decks and dissects how to make use of the cards. I would have never ever thought about helping a Zoolock draw more cards.
Marco Cheng well, that's one of the first things you need to learn for mill decks.
Hit Acolyte as much as possible (even heal it back up if possible).
I always feel joy when I run into a graveyard deck with a mill deck.
So... if you had done shield block + justicar that one turn, you would've lost 10 life, since your last turn this game was 7 fatigue, and the draw would have increased the damage taken by 8, and you wouldn't have used the hero power. But you would've had 7 turns of tanking up, giving you 14 more armour than the normal hero power
14-10= 4 health profit (and it would increase by one every turn, since one draw gives 1 more damage per turn in fatigue, and justiçar gives 2 health per turn, so the longer the game was, the better it would've been to have justicar)
i agree on the "one draw gives 1 more damage per turn in fatigue, and justicar gives 2 health per turn" as well. I think at some point he could also play violet with the 2 shield blocks.
I feel like milling your own Justicar and never using shield block in the first game was a mistake.
for ftighue damage us this eqution the number of damage needed is worth the number of turns u wont it to take double the first of thos turns in damage plus 1 snd all of that divert by 2
15:00 that guy was most likely sniping... how could he know that he didn't have any activators in his hand? Or extra weapons?
mmm actually they are playing the same deck I guess, nvm.
14:03 You just literally wait as long as you can and say fuck the math.
Saving Justicar gives you 2 additional armor each turn while drawing a card only gives you 1 more fatigue damage each turn, so shield block would have been good.
You made a mistake milling Justicar. Shield block+Justicar enhanced hero power gains you 7 that turn, and you used that to calculate that after turn 7 in fatigue it wouldn't be worth it. However, you didn't count that you gain 2 extra armor every turn after that. It was definitely a mistake, although I'm not sure if you would have won still, since you ran out of removal.
this is the first time where I can actually say that Strifecro played terribly in the first match
it basically came down to Justicar being Strife's last card.
i think you would have been better of using combo sooner in fatigue than later, cause if he brawled to remove your minions his illusionist had an 80% chance to die, and that thing must have gained him 40hp
The problem is your opponent is way ahead in armor, and you're a bit ahead in fatigue. You don't want to take bigger fatigue damages without illusionist.
I would suggest remove Emperor Thaurissan and replace it with RenoJackson
the reason for the that you dont actually need that mana discount at any point of the game but you could use that heal since Reno works even with no deck
just an idea
If he has no deck, that means the opponent likely has no deck either-- and Warrior always wins in that scenario because of its Hero Power, so Reno is unnecessary. If it's a control Warrior matchup, both players probably have full health as we saw in the first game, so Reno does nothing.
Emperor is also necessary because you need to be able to play Brann + Illusionist + Coldlight + Coldlight in the same turn to win some games. That costs 12 mana, so Emperor is the only way to be able to pull that off.
drunyon214 you got a point, thank you
I think thaurissan is for the brann, violet illusionist, double coldlight combo as a win condition in fatigue.
Seems odd that you'd run 2 violet, surely you only ever need 1? Means that you could get Sylvanus in, which arguably toughens your deck up like ten-fold
Violet is amazing in this deck, it makes the fools bane not harm yourself as well as allows you to survive in fatigue.
Sylvanus can be good but can also be easily dealt with on an empty board by a lot of control decks.
If you're running double foolsbane then you have to run illusionist. Illusionist is useful in the combo too, so putting two increases the chance of drawing the combo by 8. Like someone said, you have to hold one illusionist for the combo against control though
1+2+3+4.......+n=n*(n+1)*0.5
for example, for n=6
n=6*(7)*0.5=21
This is if you start with 1 damage... if you delay the "mill" then it's
something like this: ( The damage they take first, total damage with 8
card combo )
He went with 7 as first damage the total was 84 while the opponent had 112 health.( He was off by 7 turns which is a lot )
We could create a complete diagram based on the health of both players, but I'm not sure it's worth the time. ( This took only a few minutes to put together )
Start
Dam
1
36
2
44
3
52
4
60
5
68
6
76
7
84
8
92
9
100
10
109
11
119
12
130
13
142
14
155
15
169
16
184
17
200
18
216
19
232
20
248
12:30 Why did you not just play a brawl? Not it that it would do nothing, but his deck is the same as yours, so there will never be any use for brawl + that way you could have drawn justicar and gained double the armor....
Also you didnt count how many Illusionists he had played nor saved any removal for the last illusionist.... :D
He said it. The game just doesn't allow you to play brawl into an empty board. Not even into a 1 minion board.
David E.
Rly? I didnt know that (and I also missed that comment). Ty for your answer :)
Cosminen
No problem :)
I think you should have shield blocked for Justicar since your hero power gains you 2 more armor
Should have cycled those shield blocks.
(n+n+6)*7/2 = 30+armor value
so at least 10 fatigue damage to use the combo.
If Strifecro got a binaural mic would totally try listening to for asmr :p
I'm watching this vids with 1.5 x speed.. ResidentSleeper
You should have easily played justicar
so stupid first game, after he played illusionist and spend few turns without taking any damage
Playing justicar in the first clip is better. Do a little math and you'll see
what's with the dislikes smh
***** I agree but still strife can't help the matchup
when you see "fatigue warrior" in the title, you know what you're getting into.
ABURRIDO!
Oh my God... a deck even more boring than control warrior... Zzzzz