Honzi/Guides/Hearthstone/Tavern Brawl "Choose 1" Ice Block Deck
This deck usually cannot beat:
- Druid, because of the +1 armor hero power.
- Priest, because of the +2 health hero power.
- Warrior, because of the +2 armor hero power.
However, you can beat these classes if you gain stable board control in the 1st few turns. This is unlikely, so conceding leads to more wins against easier classes.
This deck usually always beats:
- Mage.
- Paladin.
- Rogue.
- Shaman.
- Warlock, unless they Renounce Darkness and become a Druid, Priest, or Warrior.
However, you can still lose if you do not draw any additional damage or if your opponent draws sources of healing.
Mulligan for cards that aren't Ice Block.
- This will reduce your chances of overdrawing damage later on if your hand becomes full.
- If you have cards that utilize secret synergy, it is still not wise to keep Ice Blocks as you will most likely draw 1 within the 1st few turns.
- Arcane Intellect:
- Do not use this card unless your opponent has drawn multiple cards. Fatigue is an important part of this deck and should not be accelerated.
- Arcane Missiles:
- Check for Counterspell before you use this card.
- Face damage is the most important goal, so try to use this spell when your opponent's board is as empty as possible.
- If your opponent's board will remain populated or they are playing a class with healing minions, save this card until your last turn.
- Arcanologist:
- Do not use this card unless you have no more Ice Blocks in your hand, your opponent has drawn multiple cards, or your deck has no more secrets in it. Fatigue is an important part of this deck and should not be accelerated.
- This card can save you if you run out of Ice Blocks in your hand.
- Archmage Antonidas:
- Save useless 0-mana spells for additional Fireballs.
- Use this card and then cast Ice Block when you have 10 mana to safely get a Fireball.
- Blizzard:
- Check for Counterspell before you use this card.
- Depending on which deck your opponent is playing, you can save this card to prevent them from attacking you and popping Ice Block. This can allow you to use your remaining mana to deal damage or develop the board.
- Cabalist's Tome:
- Check for Counterspell before you use this card.
- Make sure you have <=8 cards in your hand before you use this card.
- Coin:
- If you do not have cards that aren't Ice Block that benefit from being played 1 turn earlier in the 1st few turns, use your Coin to use an additional hero power on turn 1.
- Duplicate:
- If you have a valuable minion and enough space in your hand, save this card to duplicate your minion.
- If you don't have any valuable minions, use this card to check for Counterspell or free space in your hand to prevent overdraw.
- Echo of Medivh:
- Effigy:
- Ethereal Arcanist:
- Will typically grow +2/+2 every turn, but only rarely will actually hit your opponent's face.
- Fireball:
- Check for Counterspell before you use this card.
- Use this card, plus your hero power, when your opponent is at 7 health.
- Firelands Portal:
- Check for Counterspell before you use this card.
- Best used when your opponent has an empty or frozen board.
- Use your hero power and then use this card when your opponent is at 6 health. Order is important because the summoned minion can affect your hero power negatively.
- Flamecannon:
- Should be used to check for your opponent's Counterspell or otherwise improve RNG of other spells by removing an enemy minion.
- Flame Leviathan:
- This card deals damage at the start of your turn, therefore it can kill you without triggering Ice Block. Better hope you don't have 1 in your deck!
- Forgotten Torch:
- Check for Counterspell before you use this card.
- Make sure you do not overdraw the Roaring Torch that is generated by this card. If your opponent is keeping your hand full by not popping your Ice Block, you must wait until you draw all the cards in your deck before playing this card.
- Freezing Potion:
- Save this card to check for Counterspell or to combo with Ice Lance or to gain an additional Fireball from Archmage Antonidas.
- Frostbolt:
- Check for Counterspell before you use this card.
- Use this card, plus your hero power, when your opponent is at 4 health.
- Greater Arcane Missiles:
- Check for Counterspell before you use this card.
- Face damage is the most important goal, so try to use this spell when your opponent's board is as empty as possible.
- If your opponent's board is full and they are playing a class with healing minions, save this card until your last turn.
- Hero Power:
- Your hero power is your primary source of damage. It deals 1 damage per turn and can be buffed. This results in around 26 damage until you hit fatigue, unless your fatigue is accelerated.
- Ice Block:
- Do not use Ice Block unless your opponent has lethal. This allows you to use your hero power more often, such as on turns 2, 3, and 4.
- Ice Block is the best card to use to check for your opponent's Counterspell.
- Kirin Tor Mage:
- Best played on turn 2 with the Coin and a secret.
- Mana Bind:
- Check for Counterspell before you use this card.
- This secret can give you an additional chance of finding damage, depending on what card your opponent gives you.
- Wait until your opponent has used their Coin before you use this card.
- Manic Soulcaster:
- This card delays your fatigue, but should only be used on minions that do not draw cards.
- Molten Reflection:
- Check for Counterspell before you use this card.
- This card is best used on minions that affect something, such as minions with spell power or deathrattle.
- Potion of Polymorph:
- Check for Counterspell before you use this card.
- Can be used to disrupt your opponent's strat and fill 1 of their 7 board slots with a 1/1 minion.
- Primordial Glyph:
- Check for Counterspell before you use this card.
- Discovering an additional source of damage is the highest priority.
- If no damaging cards are discovered, but another Primordial Glyph is discovered, choose the Primordial Glyph.
- Pyroblast:
- Check for Counterspell before you use this card.
- Use this card when your opponent is at 10 health.
- Pyros:
- The 6 and 10 mana cost versions are difficult to play, unless your opponent doesn't pop your Ice Block.
- Shatter:
- One of the most difficult to use spells you can get. Should typically be used whenever you can to free up space in your hand.
- Twilight Flamecaller:
- Volcanic Potion: