

While you never want to get greedy (don’t give up your curve) if you have the chance to tuck away monster for a better window, you should. However, sometimes it can be right to hold back if your opponent has a strong early minion. If you can catch a one drop or a Druid/Rogue attack, you absolutely should. Most three drops have at least three health, and that’s a good thing to plan for when calculating potential damage. The goal of this card, unless you’re trying to trade, is to get it to go off into a situation where the minion you summon is likely to live. This is one of the best cards in your deck, and you want to always run it out for value. They either run in their early minion and hope that your three drop dies, or they sit back and give you time to set up your bigger plays. While many people will see this coming, there is no way they can play around it. Much more often, you are going to go the all-spells route and use damage or efficient minion generators to chip your opponent down. In fact, you are rarely going to win games with the four drop into Y’Shaarj. While the Barnes package is always nice, what makes this deck so strong is that it always has a way to win without the combo. This card is incredibly powerful in this build because, as you have so little minions, your opponents are going to constantly trigger it for you. We talked about secrets as a whole on The New Standard last week, but today we need to discuss Wandering Monster. Those typically do take president over smaller options. The only exception to that rule is when the game is going to go long and you need one of your legendary finishers. It is easy to get stars in your eyes, but there is nothing worse than passing up strong on-curve options and then dying because you were greedy. Remember, the card you take is not necessarily the “best” card available. The best way to do that is to look at all three cards, then look to your hand and the board to see how your turns are going to play out.


What if you get all three secrets? Which one do you take? What about if you get damage, removal, and a minion? Unless you get a snap-take (always keep Barnes if you see him) you have to take a moment to think about your tracking choice. A deck like this has many avenues to take at any given time, and that means you need to constantly adapt to the situation at hand. The one mana spell may seem rather innocuous, but picking the correct card from the discover is almost always going to significantly impact whether you win or lose. There is quite simply no card that is harder to use in this deck than Tracking.
