![mordar deck minion masters mordar deck minion masters](https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/items/489520/9a45f76391658315032a4fc1f929f6fc3121db9b.jpg)
Dont play a big unit alone you dont know if he has hard removal just waiting for it instead play some smaller things first see how he plays to that then if you have good tempo get ahead even more untill he cant deal with it and lose the game.Īlso having some general idea what cards are popular and thinking what oponent may be rolling depending on master and his inital plays like this.
![mordar deck minion masters mordar deck minion masters](https://theredepic.com/wp-content/uploads/2020/04/7.-Mordar-1024x576.jpg)
Keeping bridge control is important since more perks you get faster over oponent the more likely you will end in victory. So if posible depending on the deck type try to make oponent make first move and dont bridge rush both since that can end in disaster with a card last stand of oponent play. Like other normal modes draft is similar but it does have more mindwork in it in terms of strategy since of all random cards you get and oponents arent using typical ladder decks you cant really know what they have until they play it. That is roughly the way probably will refine guide in future as I get more intel and responds on this one. also thinking about what you may encounter so you have answers ranged for air units and tank to deal with flood things like that. And if you see the deck is going good for certain playstile like atrition try to prioritize good picks that help that style even if its less value card than other pick that makes negative synergy. Don’t rush pick since that will usually lead to poor synergy deck, after the initial picks look for good synergy not with just cards themself but with master and see how you can maximize the potential between. First few picks after you have made choice on master you will use should be cards that are good on its own since you don’t have idea what you will get in next pick, then think what that card can do for me anti swarm ability stoping power or hard clear or just raw stats for tanking. Now that we got that done with lets go what to pick and why. Regulars just solid cards with no special stats or abilitys handy to fill up deck and for mana cost manipulation. Tech cards are the ones who generaly arent good on own as a card pick but can be very good if your deck synergy well with it like black hole to counter beam of doom on your tankerĦ. Reach any type of card that can allow you to get some damage in or to shape the flow of battle usually in form of dmg spell cardsĥ. Ranged generaly low hp units with good dps that counters trash minions or support to tank used to deal with air and have first hit in.Ĥ. Air self explained a unit that can fly and attacks from air to ground or air to air or only air to ground.ģ. So lets begin 1.Tank is type of card that generaly has good hp amount and can take a beating that serves as meat shield for your other units of choice you deside to go with him.Ģ.