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Antrax

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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.
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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.

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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).

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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.

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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.

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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.

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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 Imp

Malchezaar;s Imp

Mortal Coil

Power Overwhelming

Soulfire

Voidwalker

Dark Peddler

Darkshire Librarian

Succubus

Tiny Knight of Evil

Demonwrath

Imp Gang Boss

Silverware Golem

Fist of Jaraxxus

Doomguard

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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 Imp

Malchezaar;s Imp

Mortal Coil

Power Overwhelming

Soulfire

Voidwalker

Dark Peddler

Darkshire Librarian

Succubus

Tiny Knight of Evil

Demonwrath

Imp Gang Boss

Silverware Golem

Fist of Jaraxxus

Doomguard

 

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.

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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.

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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.

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  • 1 month later...

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.

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  • 2 weeks later...

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.

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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.

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  • 4 weeks later...

bgod.jpg

 

 

 

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 :/

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