Template:Garr strategy

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The key mechanic in this fight is the Firesworn (Heroic). At the start of each turn, Garr will use  Magma Pulse, damaging all minions for 1 damage. Whenever a Firesworn dies, its Deathrattle will deal damage to you equal to the number of Firesworn which died that turn (3 times that figure on Heroic). This means it is important either to prevent the Firesworn Deathrattle from triggering, or at least cause them to trigger on separate turns. For example, 5 Firesworn each dying on individual turns will cause only 5 damage (Heroic mode: 15 damage), while 5 Firesworn dying simultaneously on the same turn will cause 25 damage (Heroic mode: 75 damage). Note that in the case of multiple Firesworn which are killed on the same turn but do not die simultaneously, each will take into account the deaths of all other Firesworns to have died that turn. This makes it unwise to dispose of too many Firesworn in one turn.

Priest

A simple deck to beat Garr is a priest deck focused on preventing damage from the Firesworn (Heroic). Key cards for this are  Circle of Healing and  Mass Dispel. Having at least one of these in your starting hand is a good start, especially Circle of Healing.

As well as preventing potentially fatal damage to the player, keeping all 7 Firesworn alive also prevents Garr from playing any more minions of his own. He appears to have no means or inclination to destroy his own minions, although  Rockbiter Weapon,  Mark of the Wild and  Bloodlust can allow him to attack with the Firesworn. By healing the Firesworn the board is therefore kept full, preventing Garr from playing most of his cards, and if lucky this will even lead to him having a full hand, meaning all new cards will be burnt.

Cards which take advantage of the damage dealt are very effective for finishing the fight.  Amani Berserker and  Raging Worgen are two good examples.  Grim Patron is also a good card to play here, but be wary that flooding the board with them will prevent you from playing other minions. Be aware though that Garr will use Rockbiter Weapon and/or  Lava Shock if possible to remove such minions.  Northshire Cleric can be very effective for massive early card draw in combination with Circle of Healing, as well as general synergy with friendly healing. Overdraw is usually not a concern, since if effective the priest will win the game long before fatigue sets in, so don't be worried about burning a few cards. That said, a Silence such as  Spellbreaker can be very useful for preventing the Cleric from causing dangerous overdraw.

The key tactic is to keep the Firesworn alive using Circle of Healing and/or other healing options. Since his hero power deals 1 damage per turn, the priest would need a Circle of Healing by turn 5, then another by turn 9.  Lesser Heal cannot by itself keep all the Firesworn alive, although in combination with  Power Word: Shield it can be somewhat effective. Healing is the ideal approach since the full board also stymies Garr's play, however if it becomes impossible, Mass Dispel can be extremely effective in negating all Firesworn Deathrattle damage, and thus preventing the priest's immediate death. The downside of this is that Garr will then begin to flood the board with other minions, as well as using  Rock Out to summon more Firesworn. If possible, staggering the Firesworn deaths can also reduce damage if neither full survival nor silencing is possible.

If the priest can keep the Firesworn alive, while using heals to maintain a force of friendly minions, it is possible to chip away at Garr's Health - or quickly decimate it using enrages like Amani Berserker - and defeat him after only a few rounds.

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