Blue steel and ruby amethyst are my two decks i play right now. Biggest tip for blue steel that runs awnw i think is protect your singer with keeping an extra character on board, its such a tempo shift in rp favor if i kill your singer and you have to hard cast awnw.
Good point! Speaks lengths about how deep Blue Steel has lots of depth. For the 1st and 2nd wheel you for sure want to sing it. When u are reaching 12+ ink then you can hard cast imo. if you are at 15 ink and wheel is going to take you down to 10 ink for turn, I still think u have lots of plays to make.
at 10:58 you sent back the arges because you have smee on 2 and fishbone on 3, but in the event of flynn -> sisu -> castle would you still want to hold onto the arges to threaten the 7 damage you need? or are you hoping that you would be able to tinker bell on 4 instead
You would hope to play on curve so a tinker bell would be ideal. The idea of ramping is that we get to play bigger threats. If we ramp and then play a 2 cost character we haven't achieved that. But if they do end up playing flynn, sisu, castle we will work with what we got from there. Possibly get our titans and none of this will be a issue. Or we get a zeus, tinkerbell, even the beast will threaten the castle.
Thank you! As a loyal S/S player, I see so much R/A and this was helpful
Keep up the videos Harlan!
appreciate the content! Thanks!
Blue steel and ruby amethyst are my two decks i play right now. Biggest tip for blue steel that runs awnw i think is protect your singer with keeping an extra character on board, its such a tempo shift in rp favor if i kill your singer and you have to hard cast awnw.
I heard you address this later on in the vid, gonna leave my comment up so people know it's an important line of play lol
Good point! Speaks lengths about how deep Blue Steel has lots of depth. For the 1st and 2nd wheel you for sure want to sing it. When u are reaching 12+ ink then you can hard cast imo. if you are at 15 ink and wheel is going to take you down to 10 ink for turn, I still think u have lots of plays to make.
at 10:58 you sent back the arges because you have smee on 2 and fishbone on 3, but in the event of flynn -> sisu -> castle would you still want to hold onto the arges to threaten the 7 damage you need? or are you hoping that you would be able to tinker bell on 4 instead
You would hope to play on curve so a tinker bell would be ideal. The idea of ramping is that we get to play bigger threats. If we ramp and then play a 2 cost character we haven't achieved that. But if they do end up playing flynn, sisu, castle we will work with what we got from there. Possibly get our titans and none of this will be a issue. Or we get a zeus, tinkerbell, even the beast will threaten the castle.
Is this your current list?
dreamborn.ink/decks/r5rZSLQOtIjrH985GXHi this is where I keep it updated. :)
ramp, are you looking for the quill ?
quill or mickey.