Antrax Posted August 19, 2016 Author Report Share Posted August 19, 2016 Generally speaking, trying to draft synergy in Arena is doomed to fail. The exception is within a particular set due to the higher offer rate (it's 25% more likely to be offered a card from the latest expansion). Like, when GvG came out all arena decks were mech decks. Quote Link to comment Share on other sites More sharing options...
Fluffy Posted August 20, 2016 Report Share Posted August 20, 2016 In my experience: -Sinergies to silence or actvate with defender of argus or similar an otherwise deadcard, or something with nerubian egg: fail miserably-Sinergies to find a beast with a druid : Success-Sinergies to find a mech: Usually have 3-4 in the deck, have to wait for the card, but ends up appearing.-Siergies to have secrets: mixed success. Quote Link to comment Share on other sites More sharing options...
Fluffy Posted August 24, 2016 Report Share Posted August 24, 2016 I am testing control warrior with nzoth and barnes. At turn 2 should I play fiery war axe or hero power on a empty board? Quote Link to comment Share on other sites More sharing options...
mgoetze Posted August 24, 2016 Report Share Posted August 24, 2016 I am testing control warrior with nzoth and barnes. At turn 2 should I play fiery war axe or hero power on a empty board?I've not seen Harrison in a long time, I would play axe usually (but it depends on the rest of your hand). Quote Link to comment Share on other sites More sharing options...
Fluffy Posted August 24, 2016 Report Share Posted August 24, 2016 Not afraid of Harrison, and certainly not on turn 2, afrad I am advertising Ihave Fiery War Axe. Quote Link to comment Share on other sites More sharing options...
Antrax Posted August 25, 2016 Author Report Share Posted August 25, 2016 I am testing control warrior with nzoth and barnes. At turn 2 should I play fiery war axe or hero power on a empty board?I built something like that, it's fun now that ladder isn't 30% C'Thun Warrior. As for your question, it depends on a lot. First of all, you need to consider what you'd like to do with your mana the next turn. If you have something like slam or bash that you may want to combine with an axe hit if you opponent plays a minion with more than 3 health (Totem Golem, Flamewaker, Tomb Pillager, innervate Druid of the Claw) then equipping first is correct. If you'd like to shield block next turn for cycle or drop acolyte, again equipping first is better. It also depends on the class you're against and whether you're on the coin or not. Basically, the less aggressive you expect the match-up to be, the more you should lean toward hero powering. That being said, those match-ups are few and far between, so you should default to equipping. The cases against equipping are random ooze from Renolock and deception (make the opponent play a naked acolyte of pain or injured blademaster), but the value of deception diminishes greatly against solid opponents who watch your mulligan. Also don't hitch T2, i.e. think about when you'd prefer to hero power than equip during your T1 and then T2 insta-hero power if the conditions are met. Quote Link to comment Share on other sites More sharing options...
Fluffy Posted August 25, 2016 Report Share Posted August 25, 2016 People seem to be whinning about Barnes drawing Ragnaros. I guess they didn't see my Barnes drawing Ysharraj who draws Raganaros :P Quote Link to comment Share on other sites More sharing options...
Fluffy Posted August 25, 2016 Report Share Posted August 25, 2016 And at turn 3 should I play acolyte of pain into an empty board? Quote Link to comment Share on other sites More sharing options...
mgoetze Posted August 25, 2016 Report Share Posted August 25, 2016 And at turn 3 should I play acolyte of pain into an empty board?Again it depends on the matchup. If your opponent is going to be able to answer with Doomsayer, that won't work out well for you, unless perhaps you have Ravaging Ghoul and Execute in hand and your opponent is unlikely to run other things you need to execute, etc. Quote Link to comment Share on other sites More sharing options...
Antrax Posted August 25, 2016 Author Report Share Posted August 25, 2016 The general idea is to ask yourself:- Can I deal with the minion my opponent is likely to play? (so, against Druid expect Mire Keeper, against mage Water Elemental, etc)- How many draws do I need in this match-up?- How good is my hand already? Some match-ups you're fine with cycling acolytes just to spend the mana, others you'll want to only play it only when it guarantees 2 draws. For instance, against N'Zoth paladin I would coin Acolyte on 2 but never play it on 3 due to Truesilver. Quote Link to comment Share on other sites More sharing options...
mgoetze Posted September 2, 2016 Report Share Posted September 2, 2016 Well, last month I sucked it up and finally reached rank 5 playing tier 1 cancer (Aggro Shaman). This month, I might have found an even more cancerous deck. Flame ImpMalchezaar;s ImpMortal CoilPower OverwhelmingSoulfireVoidwalkerDark PeddlerDarkshire LibrarianSuccubusTiny Knight of EvilDemonwrathImp Gang BossSilverware GolemFist of JaraxxusDoomguard Quote Link to comment Share on other sites More sharing options...
Fluffy Posted September 7, 2016 Report Share Posted September 7, 2016 Well, last month I sucked it up and finally reached rank 5 playing tier 1 cancer (Aggro Shaman). This month, I might have found an even more cancerous deck. Flame ImpMalchezaar;s ImpMortal CoilPower OverwhelmingSoulfireVoidwalkerDark PeddlerDarkshire LibrarianSuccubusTiny Knight of EvilDemonwrathImp Gang BossSilverware GolemFist of JaraxxusDoomguard I played against this and was funny, empty hand all the time he beat me becasue he discarded the right card and kept doomguard to push for letal at turn 8. Quote Link to comment Share on other sites More sharing options...
Fluffy Posted September 7, 2016 Report Share Posted September 7, 2016 Can anyone explain how this creature that destroys and then resummons works exactly? I had a couple of rare enounters with sylvannas in the proccess and don't know exactly how it works yet. Quote Link to comment Share on other sites More sharing options...
mgoetze Posted September 7, 2016 Report Share Posted September 7, 2016 Can anyone explain how this creature that destroys and then resummons works exactly? I had a couple of rare enounters with sylvannas in the proccess and don't know exactly how it works yet.Moat Lurker? I don't really understand your question, Moat Lurker has a Battlecry to destroy a creature, triggering its Deathrattle (e.g. Sylvanas dies and steals something), and then a Deathrattle to resummon that creature on the same side of the board as it was on previously (e.g. you get a new Sylvanas). You can get Moat Lurker back from N'Zoth but it won't "remember" which minion it destroyed so the Deathrattle of a N'Zothed Moat Lurker does nothing. 1 Quote Link to comment Share on other sites More sharing options...
Cyberyeti Posted September 14, 2016 Report Share Posted September 14, 2016 Current tavern brawl is quite silly, most stupid match so far: Me: Priest, Mind blast, light of the naaru, shadowbomber Opp: warrior, armorsmith, whirlwind, brawl He got up to ridiculous amounts of armor, but eventually because I only had one lightwarden out at a time and he had to trade 2 cards for one, I killed him with that one lightwarden after he ran out of non brawls. Quote Link to comment Share on other sites More sharing options...
Fluffy Posted October 22, 2016 Report Share Posted October 22, 2016 Priest vs Rogue, Rogue deploys a 5/5 annubar with some friends mid-game, Priest puts a water frost elemental 5/5 to freeze him with some friends. The boards keep expanding as the big creatures refuse to trade and keep killing lesser minions, 2 dark escaler healers (one each) keep the boards growing with some turns ending with 6 creatures each. Finally the Rogue goes for the head. But the Priest has a chance, if the ogre hits a decent target, he clears the lesser minions, and finnaly hits the annubar, who returns to hand the dangerous raptor. This gives the Rogue enough power to leave the Priest with 1 health in next turn, but the rogue is now card-less. 4 turns later the Priest is in control, with 6 health he is finally out of eviscerate threat and has deployed enough creatures to have lethal next turn. Except that rogue yields a tomb spider, grabbing a war horse, and winning the jousting 7 vs 6. Quote Link to comment Share on other sites More sharing options...
Zelandakh Posted October 22, 2016 Report Share Posted October 22, 2016 Priest puts a water elemental 5/5 to freeze him with some friends.Hearthstone seems to have changed rather a lot since I was playing. At that time Water Elemental was a mage card. Has the game actually improved since that time? Quote Link to comment Share on other sites More sharing options...
Fluffy Posted October 22, 2016 Report Share Posted October 22, 2016 Hearthstone seems to have changed rather a lot since I was playing. At that time Water Elemental was a mage card. Has the game actually improved since that time? Damn english names, it is an elemental, 5/5 that freezes at battlecry Quote Link to comment Share on other sites More sharing options...
Cyberyeti Posted October 23, 2016 Report Share Posted October 23, 2016 Damn english names, it is an elemental, 5/5 that freezes at battlecry Frost elemental Quote Link to comment Share on other sites More sharing options...
Fluffy Posted November 7, 2016 Report Share Posted November 7, 2016 I watched some of the world championships, I was surprised by the big variety of decks around, I expected most players to stick to the same builds and more pure mirror matches. Also people tanked a big lot every turn, with most turns ending up last 5 seconds. Except for the rusian kid that won, he played ultra fast, and didn't give a ***** about pretending to have options. Also surprising was how often matches were decided by pure luck, it happened more often than not. Quote Link to comment Share on other sites More sharing options...
Cyberyeti Posted November 9, 2016 Report Share Posted November 9, 2016 Maybe I should give up on this "thinking seriously about deck design" nonsense. I get the "play 10 enrage cards" daily. OK wild warrior, every card I have with enrage (17) add 2 copies of 2 spells and the ghoul that do 1 damage to everything 2 copies of "+3/+3 to a damaged critter" 2 win axes, a deaths bite 2 frothings and we have a deck. Hasn't come close to losing yet, was hoping to only play one game but was winning too fast for that. Quote Link to comment Share on other sites More sharing options...
Fluffy Posted December 3, 2016 Report Share Posted December 3, 2016 I made an arena deck with both deathwings, got a longer run than I should and managed 3 times for one to summon the other for free, it was always the last turn for opponent :) Quote Link to comment Share on other sites More sharing options...
Fluffy Posted December 10, 2016 Report Share Posted December 10, 2016 Facing a Kazakus/Reno priest, Yog Sharon decided to duplicate himself several times with gang up and something else. First one was awesome cleared the board and kept himself alive but frozen while playing a lay of hands on me, and at the same time duplicated himself 4 times and deployed a hat trick. I didn't wanna play the others as I had some board control, second one was played when I lost it, and he cleared the board for me quite nicely while leaving a mirror entity with opponent nearly dead. Forcing him to heal with Reno. But the last 3 were terrible I Was already on fatigue, one played 2 warlock cards: 1 to lower his life, and discard a card from hand (Yog Sharon), and other to damage everything by 3, killing my minions and leaving opponent's alive. The last one instantly morphed himself into a toad and I rage quited :/ Quote Link to comment Share on other sites More sharing options...
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