Xyx0rz
09-04-2014, 01:15 PM
Barracks has a lot of play to it and I was wondering what people's favorite strategies with and against it are. Here are various musings:
The speed bump
Put Barracks in front of a big enemy. Assuming you play at least one human every turn (which is easy), you keep that enemy occupied forever. It is perhaps best placed on the front line for this purpose. That way you can put a shooter behind it to chip away at the enemies while the tokens protect the shooter. Good defensive strategy? Or a waste of Barracks' potential?
The finisher
Put Barracks on an open row and try to grow a stack that's so big that it's hard to block effectively. This appears to be the preferred use but also the hardest because by now everyone seems to have caught on that Barracks should not be allowed to develop. I like Barracks on the back line for this purpose. That way I can throw a blocker in front of it to shield it from melee creatures and flyers, but that doesn't work well against shooters. Good general strategy that needs to be forced? Or just something that you have to luck into?
Blinding Light
I like to put Blinding Light on creatures pressuring my Barracks. Especially nice if you manage to block the entire row, but even if your opponent has another creature there it's difficult for that one creature to exert sufficient pressure (especially if it can be blocked by your melee creatures). Is putting Blinding Light on 2/0/4 shooters totally worth it? Or is it best reserved for big scary threats?
The switch
This Barracks starts out as a speed bump, but at some point (due to Blinding Light/Town Portal/melee blocker/shooter backup) the pressure gets taken off and it develops into a finisher stack. Worthwhile strategy to pursue? Or just something that occasionally happens?
Bloodthirst
Barracks has a nasty habit of feeding Bloodthirst, which is not a good place to be in today's meta. Bloodsnake Shaman is especially nasty because it not only chews through tokens with its triggered ability, it also hits you in the face for a million while it's at it. And it keeps shrinking your stack even if you put Blinding Light on it. There's no convenient answer. I suppose I could play Void Ripple or Disintegration in my Kieran deck, but their cost and requirements are horrible. Go big for removal (and possibly Time Jump)? Or just cross fingers and hope not to run into too much Stronghold?
Vampires
I occasionally run into a vampire deck and that seems to be a terrible match-up. My creatures are terrible against vampires. Especially once Death Lord shows up; suddenly every vampire attacks twice, killing half my board and healing my opponent like crazy. Almost impossible to recover from since, again, Blinding Light and Town Portal are not much of an answer. Get real answers (in the form of Void Ripple/Disintegration)? Run bigger creatures? Or just ignore this tiny slice of the meta?
Imperial Crossbowman
Some builds (Kieran in particular) run Imperial Crossbowman, which looks absolutely terrible to me (which is why I haven't even tried it), but I could be wrong (especially since I haven't even tried it). Totally worth it? Or just as bad as it looks?
Mulligan for Barracks
Barracks deck needs Barracks. And since the deck is loaded with cheap creatures it's fairly hard to get a bad hand anyway, so I generally throw away all opening hands that don't include Barracks. Aggressively mulligan for Barracks? Or keep reasonable hands without it?
Non-Kieran builds
If the previous Road to Paris Gold Cup finals are any indication, the de facto best Haven deck is Alia with only 2 Barracks. Kieran didn't even show up. Variance? Or is Kieran indeed not the Empire's Chosen?
The speed bump
Put Barracks in front of a big enemy. Assuming you play at least one human every turn (which is easy), you keep that enemy occupied forever. It is perhaps best placed on the front line for this purpose. That way you can put a shooter behind it to chip away at the enemies while the tokens protect the shooter. Good defensive strategy? Or a waste of Barracks' potential?
The finisher
Put Barracks on an open row and try to grow a stack that's so big that it's hard to block effectively. This appears to be the preferred use but also the hardest because by now everyone seems to have caught on that Barracks should not be allowed to develop. I like Barracks on the back line for this purpose. That way I can throw a blocker in front of it to shield it from melee creatures and flyers, but that doesn't work well against shooters. Good general strategy that needs to be forced? Or just something that you have to luck into?
Blinding Light
I like to put Blinding Light on creatures pressuring my Barracks. Especially nice if you manage to block the entire row, but even if your opponent has another creature there it's difficult for that one creature to exert sufficient pressure (especially if it can be blocked by your melee creatures). Is putting Blinding Light on 2/0/4 shooters totally worth it? Or is it best reserved for big scary threats?
The switch
This Barracks starts out as a speed bump, but at some point (due to Blinding Light/Town Portal/melee blocker/shooter backup) the pressure gets taken off and it develops into a finisher stack. Worthwhile strategy to pursue? Or just something that occasionally happens?
Bloodthirst
Barracks has a nasty habit of feeding Bloodthirst, which is not a good place to be in today's meta. Bloodsnake Shaman is especially nasty because it not only chews through tokens with its triggered ability, it also hits you in the face for a million while it's at it. And it keeps shrinking your stack even if you put Blinding Light on it. There's no convenient answer. I suppose I could play Void Ripple or Disintegration in my Kieran deck, but their cost and requirements are horrible. Go big for removal (and possibly Time Jump)? Or just cross fingers and hope not to run into too much Stronghold?
Vampires
I occasionally run into a vampire deck and that seems to be a terrible match-up. My creatures are terrible against vampires. Especially once Death Lord shows up; suddenly every vampire attacks twice, killing half my board and healing my opponent like crazy. Almost impossible to recover from since, again, Blinding Light and Town Portal are not much of an answer. Get real answers (in the form of Void Ripple/Disintegration)? Run bigger creatures? Or just ignore this tiny slice of the meta?
Imperial Crossbowman
Some builds (Kieran in particular) run Imperial Crossbowman, which looks absolutely terrible to me (which is why I haven't even tried it), but I could be wrong (especially since I haven't even tried it). Totally worth it? Or just as bad as it looks?
Mulligan for Barracks
Barracks deck needs Barracks. And since the deck is loaded with cheap creatures it's fairly hard to get a bad hand anyway, so I generally throw away all opening hands that don't include Barracks. Aggressively mulligan for Barracks? Or keep reasonable hands without it?
Non-Kieran builds
If the previous Road to Paris Gold Cup finals are any indication, the de facto best Haven deck is Alia with only 2 Barracks. Kieran didn't even show up. Variance? Or is Kieran indeed not the Empire's Chosen?