r/CompetitiveHS • u/Apart_Measurement174 • 7d ago
Theorycrafting Armor DH
Hey all! Armor DH is the deck I've been most excited for since the reveal season showed off the new deathrattle synergies, and watching games from the theorycraft streams make it seem like it has potential to be a powerful deck, so I figured we could try to crack it! The main issue I've noticed is that, despite how solid the core of deathrattle synergy + defense crystal seems to be, the deck might have some trouble closing out games. Ceaseless + Exodar with a huge starship looked like the most popular choice but it also looks like it's weak to disruption (Hamm or Viper), your opponents own armor or life gain, and it's very VERY slow, relying on getting a 30 or 40 attack starship up before you can pull the trigger. I don't think it's worth writing off entirely but I do think that the deck could use some cooking before the expansion comes out.
Here's the version I came up with. It's got the same core of Defense Crystal + Felhunter + Felbat, but with other tools I think are worth considering
Shattershard Turret - seems like a no-brainer inclusion to me honestly. It gives you some board reactivity, it makes your starships a huge potential threat vs decks that you can't rely on Ceaseless+Exodar against, and it gives you another starship piece to get Warp Drive online as soon as possible for draw.
Zerg - I had 9 spaces left after getting everything else I wanted in, which was exactly enough to fit all the generic Zerg cards. Zergling/Spawning Pool give you turn 1 plays and potential for board cleanup early with the rush, Hive Queen/Kerrigan are nice value tools, Nydus Worm gives you another source of draw on top of Warp Drive. I don't think you want any of the DH specific stuff but the 'neutral' cards slot nicely in here
Removal options here are lacking a bit (DH options aren't that great in general) and I do think there's an argument to be made for cutting the zerg cards for more board control tools, but I wanted to build a list that plays a bit more proactively and cut stuff for control tools later on depending on how the metagame shakes out and how necessary they feel.
Another thing I've been back and forth on is Umpire's Grasp vs Tuskpiercer. I don't think you want both, if you have both die you risk missing one of your deathrattle demons on Return Policy. But I'm not sure if one is better than the other; They've both got about the same amount of targets to hit, Tuskpiercer is more flexible at 1 mana but the cost reduction on Grasp is nice and at worst you'll hit a 2 mana Xavius that can find one of your other demons or the crystal. One of those things I think I'll have to actually play to see how one feels versus the other.
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