One-day new account F2P Tutorial to mythic challege and pilots guide!

in Gods On Chain2 years ago

FakeMews F2P Tutorial to Mythic challenge!

FakeMews with an off for holiday decided to challenge himself by making Axel the Cat a GU account! Axel watched the tutorial with me then said "you got it from here" and abandoned me. Approximately 9 hours and 15 minutes from tutorial we were able to make it to mythic. The above video is the complete 9 hour 15 minute speedrun. This article is going to highlight the two decks that I feel were most significant in the sucess of the run (though other lists also played a role).
The first deck looked at was played in earlier stages this list went 20-0 and had the most games unedited (as I went on a dry streak in pack quality). Around diamond the style started to lose to better Mythic lists and we needed to re-adjust. After readjusting to our 2nd deck (deception list profiled here) we were able to go 9-1 at diamond rank and make the jump from diamond into mythic.

F2P challenge deck one: Face Slayer

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Deck Code: GU_1_6_HADCABCBaCBaHAFHAFHAgHAEHAECDmCCsCCsCBXCBhCBsCBsHAJHAJHAcHAcCCkCDACDACCxCCjCBRCCwCCwCAXHAi

God Power: Always Slayer

Deck Description:
A fast list using solid value for cost cards. Has burst potential with over-proof brew (welcome set everyone has it) You want to acquire early game board control then situationally go “all-in” this deck will perform poorly in mid-late game scenarios

Mulligan tier system:

In an effort to save time I am designing a pretty basic mulligan tier system that I will assign to each card on a 1-5 scale 1 being the most desirable cards to keep while 5 being the least desirable.

Tier one mulligan: These are the premium cards you want to keep in your opening hand during the mulligan phase. Your dream is to end up with 3 cards of this tier by the end of the Mulligan.

Tier two mulligan: Solid card you don’t feel bad ending up with this in your opening hand It’s a keep over any tier 3, 4 or 5 card in the mulligan phase I also suggest keeping these if you are on your last charge in the mulligan (at this point you’re more likely to get a worse opening hand card than improving. However, if this is your worst mulligan card in your hand with 2+ charges left you ditch these.

Tier three mulligan: These are not the worst cards to end up with at the end of the mulligan however I always recommend mulligan aggressively on these even with one charge left. This is your mid-tier type of card while not a disaster to end up with in your opening mulligan to have a good starting hand you will not want multiple cards of this tier/worse in your opening hand.

Tier four mulligan: You will feel bad if you end up with any of these cards in your opening hand. Maybe there is a rare niche case you can consider keeping one of these however in reality you will always feel bad if one of these ends up in your opening hand.

Tier five mulligan: These are the worst possible cards you can get in your starting hand for your deck list. Typically characterized by your most expensive cards ideally these are cards you might be wanting to top deck when you have 9 mana crystals however you do not want to have early.

Mulligan tier lists:

Tier 1 mulligans:
Wild Hog
Trial Spirit
Dryder Sailweaver
Dockside Prowler
Vanguard Axewoman
Bladecaster
Skeleton Heavy
Pyrrhic Hatchling

Tier 2 mulligans:
Felid Janissary
Raid Reveler
Hunt Warden
Dune Cavalry
Trojan Battlemage

Tier 3 mulligans:
Viking Longship
Carthaginian Marine

Tier 4 mulligans:
Tamed Mammoth
Ogre Archer
Orcish Elite

Tier 5 mulligans
Helios Battlesworn
Over-Proof Brew
Vicious Rend

Card by card analysis:

Dryder Sailweaver: Early game board presence. Ward makes it harder to remove.

Trial spirit: Great stats for cost. 5 stats effectively for 1 mana. Pairs excellently with cards like Dryder Sailweaver and Changes math so you can make favorable trades.

Dockside Prowler: Hidden minion gives you an opportunity to strike first in most matchups to attempt to make favorable trades.

Wild Hog: 5 stats for one mana. Drawback of confused but the statline makes this a really strong F2P option.

Vanguard Axewoman: Versatile can act as removal or tempo in an aggro list (which this deck certainly is).

Vicious Rend: Not my favorite card but can act as a finisher and can value trade up. What I don’t like about this card is its usually card disadvantage.

Pyrrhic Hatchling: Decent stats for cost. Awkward for your opponents to trade into. Confused jaguars hit into this and die from burn. Not my favorite card to run but solid enough if you’re on a budget.

Skeleton Heavy: Excellent F2P minion probably one of the best. Great stats for cost.

Felid Janissary: Border-line card but relatively solid. Add stats on board can change the math. A throwback to the old shieldbearer meta but the cost of two is slightly awkward. Not a bad addition to ambitiously aggro lists.

Dune Cavalry/Hunt Warden: Effectively the same card in this list as the tribal tag doesn’t matter. Both are great stats for cost cards and great inclusions in almost any deck for F2P players.

Trojan Battlemage: Not my favorite inclusion ever since Onslaught was removed from the game. With that being said the stats are pretty solid as long as you are not facing a death list with blood ritual.

Raid Reveller: My favorite F2P war card. 3 mana 3/2 with protected often times as 2 for 1 value at 3 mana. I would include this in basically every aggro list regardless.

Viking Longship: Blitz and the side effect of giving your other minions flank can make all the difference.

Tamed Mammoth: Solid stats for cost with snowball potential.

Carthagian Marine: Solid card to fight for board control often times can get 2 for one value at a low cost.

Orcish Elite: Since the buff to this card is one of the best value cards war has in its arsenal. A great inclusion for F2P players and P2W players alike.

Helios Battlesworn: Solid stats for cost minion. Not a bad option in any F2P list.

Ogre Archer: Fights for board control. Super solid minion. Ideal situations another 2 for 1 value card.

Over-Proof brew: If you have board dropping this is usually the point of no return for your opponent. A double-edged sword which can clinch a game in your favor but worthless when you’re behind.

F2P challenge deck two: Hidden-Rush Deception

Deck Code: GU_1_2_CCmCCmCABCDnCBaCBaHAFHAFHAEHAECEPCCMCBhCBhCEwCEwHBVHBVCBsCBsHAJHAJCEDCERCERCEKCBRCBRCAJCAJ

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God Power: Always Orfeo’s Distraction

Deck Description:

A fast list with the ability to use tricks and hide stuff. Lots of burst potential with Dark Knives and Assassins Aim. Can sneak value with cards like Umber Arrow and Rapture dance. Alongside some good stats for cost minions this list is a super solid contender that can high-roll and beat any deck.

Mulligan tier lists:

Tier 1 mulligans:

Wild Hog
Trial Spirit
Dryder Sailweaver
Felid Assassin
Vanguard Axewoman
Skeleton Heavy

Tier 2 mulligans:

Bedeviled Shadow
Jinxblade Duelist
Hunt Warden
Dune Cavalry

Tier 3 mulligans:

Hunting Trap
Umber Arrow

Tier 4 mulligans:
Dark Knives
Assassins Aim
Wetlands Ogre
Uncanny Rogue

Tier 5 mulligans
Helios Battlesworn
Rapture Dance

Card by card analysis:

Dryder Sailweaver: Early game board presence. Ward makes it harder to remove.

Trial spirit: Great stats for cost. 5 stats effectively for 1 mana. Pairs excellently with cards like Dryder Sailweaver and

Vanguard Axewoman. Changes math so you can make favorable trades. Additionally can make other cards juicier targets for dark-knives + godpower hidden strategy

Felid Asssassin: Perma-Hidden minion which can make value trades

Wild Hog: 5 stats for one mana. Drawback of confused but the stat line makes this a really strong F2P option.

Vanguard Axewoman: Versatile can act as removal or tempo in an aggro list (which this deck certainly is).

Dark Knives: Burst card can be a later game win condition stick this on a minion with lots of health then attack and use Orfeo’s Distraction godpower to hide the minion decks with only targeted removal often have no outs to deal with this combo asides from racing and you are going to be fast.

Hunting Trap: Top end value-removal can kill minions with much higher stat lines

Skeleton Heavy: Excellent F2P minion probably one of the best. Great stats for cost.

Assassins Aim: Late game burst similar in fuction as dark knives except this gives your minion perma-hidden (until you attack) strong classic burst card for the hidden-rush archetype

Umber Arrow: Potential high value card for two mana that can get your opponents minion to trade into another one of their minions. Mega situational but sometimes the perfect card at the perfect time.

Dune Cavalry/Hunt Warden: Effectively the same card in this list as the tribal tag doesn’t matter. Both are great stats for cost cards and great inclusions in almost any deck for F2P players.

Jinxblade Duelist: Great value minion combo’s well with orfeo’s distraction can snowball and be a win condition excellent target for assassins aim or dark knives

Bedeviled Shadow: The F2P Armor Lurker (note Armor Lurker is superior) A viable card from the welcome set everyone has.

Wetlands Ogre: Great stats for cost: Good snowball card for Knives/Assassins Aim.

Uncanny Rogue: Can help value-trade up small minions to stuff you may not otherwise be able to deal with. Pairs perfectly with Umber arrow is situations.

Helios Battlesworn: Solid stats for cost minion. Not a bad option in any F2P list. Snowballs with dark knives and assassins aim

Rapture Dance: Board wipe can punish opponents who over-extend. Also can use as a bluff card by having it in the list better players play around this.

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Absolutely insane! I'm going to have to watch some of this later today, but this is quite the accomplishment. Kudos on the section headings, too 😄

Thanks! I'm trying to learn how to hive properly lol.

I know Axel did all the work and you were just there in front of the camera for fun. But well-played sir Mews!

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