Template:The Lich King strategy

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The Lich King is similar to  Ysera, as it's a large card that generates special, powerful cards at the end of your turn. Notably, this minion's stats are identical to  Ironbark Protector, but with a massive upside. This minion has much higher attack than Ysera, making it more offensively powerful, but the lower health makes it far easier to trade into. Taunt is both a benefit and a downside, as the Taunt can be used to protect your hero and valuable minions, but The Lich King himself cannot be hidden behind other Taunts, making it easier for your opponent to destroy.

The largest downside of The Lich King is the randomness of his effect and the extreme difference between cards. Cards such as  Death Grip and  Anti-Magic Shell are far better when ahead on the board, whereas  Doom Pact and  Army of the Dead are far better when behind.

Remember that the majority of Death Knight cards are Shadow spells, making cards like  Tamsin Roame amazing follow-ups, especially with  Anti-Magic Shell,  Death Coil, and  Death and Decay.

Death Knight cards

There are eight Death Knight cards available, giving each a 12.5% chance of being added to your hand. Because The Lich King's effect triggers at the end of your turn, barring any Secrets, he is guaranteed to generate at least one card for you.

Anti-Magic Shell

Anti-Magic Shell

This is an extremely powerful buff if you already have multiple minions on board, but it can be worth using just to keep a minion you want protected from removal spells, such as the Lich King himself.

Army of the Dead

Army of the Dead

This card can potentially generate a huge board swing, but is very risky because it removes any non-minion cards drawn. It also doesn't activate their Battlecries and brings you a lot closer to fatigue. This card is more effective on control Deathrattle-based decks and it is recommended to hold this card back until you draw your important non-minion cards first, such as the hero cards.

Death and Decay

Death and Decay

A simple but powerful board clear that doesn't damage your own board, and can even be used as a finisher.

Death Coil

Death Coil

A flexible single-target card that can be used for removal, a finisher, and healing in more desperate cases.

Death Grip

Death Grip

This is a fairly simple spell that should be played as soon as possible. It can potentially steal an important minion from your opponent, such as  Archmage Antonidas, or even another The Lich King himself, but can also steal a weak early game minion.

Doom Pact

Doom Pact

This card is a very cheap full board clear, but because it removes cards from your deck, it is unwise to use this on a packed board. It will also remove cards for each of your own minions, so the best scenario to use this card is when you have no minions and the opponent has a few large minions. Like with Army of the Dead, you may want to hold off playing this until you have drawn your important cards. Playing the card with no more cards in your deck does not cause fatigue damage, so it's best saved for the end of the game in control matches.

Frostmourne

Frostmourne

This weapon's stats and effect is extremely powerful, but needs a few turns for it to return your investment. If you can manage to kill even one or two medium to high-powered minions, it can turn the board in your favor after it breaks. Taunt minions are great targets to kill with Frostmourne. This strategy is more effective on tankier classes like Priest and Warrior, but even if you don't have much health remaining, you can still use this to deal a respectable amount of face damage each turn.

Obliterate

Obliterate

This card is an extremely cheap hard removal, but for classes that need stricter health management like Rogue or Warlock, this is a risky card to use on high-health minions. It is well worth using on a Divine Shield minion.


This template contains Strategy content for these cards.


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