I believe they should change the RNG to be about random cards within a quality level. I.E everybody gets 1 legendary, 3 epics, 8 uncommon, 10 common, 8 normal. This way at least the quality is fair.
Why is everyone trying to defeat the purpose of drafting? The real solution is more picks and larger packs but that is an argument for another day.
go to the above link when you draft its pretty accurate.
That is the only place where I think people have trouble in the beginning is proper picks, the actual gameplay is very basic and I will assume you are playing fine.
i was at 11, my options were to play sun cleric, looter and gain 2 life going to 13, or mind control the 3/3 . Mind controlling the 3/3 plays around the only spell in the game that kills me (the epic pyro) or the other non epics that kill me (i think 3 spells). Did you not read my initial post at all lol?
Someone correct me if I am wrong about the rarities, it might be more likely to get an epic in your class than the rarity below it in neutral. Honestly not sure but would assume epic is harder to open.
I don't think the image shows, was at 13 life against a 3/3 my opponent and I have 2 cards left in deck. I was afraid of pyroblast, ysera, deathwing, onyxia, the 5/7 that puts a fireball into your hand, the two cards left in my deck were holy nova and either acidic swamp ooze the 2/2 that gives adjacent taunt can't remember for sure (know it was a two drop). Was so hilarious, almost died!
RNG in arena is absolutely horrible. And I'm talking about rarity. I just had a crappy druid deck (4-3) that barely had druid cards (like 4-5 in total) and no epics/legendaries against a mage with ysera, sylvanas, pyro and the usual mage goodies. I don't have a problem with a mage getting 4 wurms and 4 polymorphs and whatnot but 2 legendaries plus epic(s)? Wheres the balance in that. At least give everyone equal footing when it comes to rarity of cards to choose from.
. The combo in this thread requires some set up but does kill in one turn, how exactly is it not a one turn kill again?
Well let's suppose I take several turns to put out some big creatures and give them windfury - enough to do 30 damage in one turn. I suppose you'd call that a OTK too - because it kills in one turn, right? Right? I am interested in your reply, because if you say "No, that's not a OTK" then I'll want to know why that one isn't while the Gorehowl one is...
Let's get specific: Do you consider THIS to be a OTK
The major point you are missing is that it's easily possible to stop a kill that takes more than one turn to set up, simply (in the case of the one in this thread) by playing any taunt or an ooze after the opponent plays Gorehowl.
It doesn't matter that you want to think of this as a OTK, the simple fact of the matter is that the opponent has an opportunity to spoil it.
So, me giving you 4 examples of mtg considered otk decks that all take a turn to set up and then kill on the following turn you still had to wonder if I would consider the exact same scenario in Hearthstone a one turn kill? You say the major point I am missing is that it's easy to disrupt the combo because it takes more than one turn to set up and I never at any point made an argument about how that affects the effectiveness of said combo, I was just annoyed that you were arguing that a deck that attempts to kill its opponent in one turn is not an otk deck. In a game like yugioh I would maybe agree with you that a deck taking multiple turns to set up is not really an otk deck because everything is free. Every combo I mentioned including this one are only multiple turn set ups because of mana constraints. Every magic deck I mentioned and even the hearthstone one in this thread could be performed in one turn given enough mana, but because that is not the fastest way to kill your opponent it is rarely correct.
In conclusion, this will basically go nowhere because it is all just opinion anyway lol. Just do what everyone else in the world does and call it a combo deck to avoid any annoying arguments like this one.
You seem to be misconstrued as to what OTK means. Just to let you know, it means one turn kill, which this deck is designed to do. It requires 3 cards, not 5, but again I appreciate your input. You are knocking a concept that was put together by the fine gentlemen at Doge, you know, people like Artosis, Ekop etc. People that most would consider to be pretty respectable in the hearthstone community.
But he's right. It's not strictly a one turn kill, because it takes TWO turns to set it up.
One turn to play Gorehowl, and the next to play Alexstrasza.
By your definition of "OTK", it's not particularly special because there are many ways to set up a two turn kill. For example, a Shaman can play Alexstrasza on one turn and then play Windfury on the next for the kill (which is arguably a better combo because it only requires TWO cards).
The point about what I consider to be a proper OTK is that the opponent can do NOTHING about it.
With the OTK from this thread, the opponent can play some taunt creatures or an ooze inbetween you playing Gorehowl and Alex, totally stuffing it up.
It's definitely a fun deck - but it's not strictly OTK by my definition. But then again, we don't really have strict definitions for these terms. In Magic the Gathering, an OTK was often defined as a turn one kill!
So, coming from magic I assume you have heard of or played splinter twin, storm, or living end? All three modern combo decks (the first two largely ported from standard).
twin on turn 3 end of turn deceiver ex arched, untapped cast turn 4 splinter twin and killed there opponent
stoplea plays pyromancers ascension some turn and then uses it to combo off and kill there opponent another turn
living end can violent outburst at the end of some turn or a mainphase cascade spell and cascadeinto living end and then kill them on there next turn
Moderns eggs (before bannings) would use lotus bloom on some turn and then wheit they could use it (3 turns later) they killed their opponent
Thsee are all considered one turn combo decks in magic, it is rare that a combo deck in any game requires no setup on a previous turn to kill thei opponent in one turn. The combo in this thread requires some set up but does kill in one turn, how exactly is it not a one turn kill again?
So OP you think the game would be better if it was even harder to kill buffed creatures than it already is? Most people like having interaction in their card games instead of everyone just racing to assemble tron. Silence lets the game have a little more ebb and flow, it gives players outs to peoples bombs they opened, and it also makes people have to think before they 3 for 1 themselves. More interaction almost always makes for a better, healthier game. Long story short, I don't think you understand what makes a game better.
Your not, mage is by far the best draft strategy. They are still working on balancing things out but I think it is laughable that they think flamestrike at common is fine.
When you opponent has a 3/2 sun cleric in play and it gets buffed to a 4/3 because they put a stormwind into play, they pass. I ping sun cleric with mage ability making it a 4/2, then fireball stormwind killing it. The cleric should now be a 3/1, but for some reason it is a 3/2 ? Is this a bug or does stormwind not actually do what his text reads?
Everyone is trying to defeat the purpose of drafting. The real solution is more picks and larger packs but that is an argument for another day.
Why is everyone trying to defeat the purpose of drafting? The real solution is more picks and larger packs but that is an argument for another day.
http://ihearthu.com/vivafringes-guide-to-arena/
go to the above link when you draft its pretty accurate.
That is the only place where I think people have trouble in the beginning is proper picks, the actual gameplay is very basic and I will assume you are playing fine.
i was at 11, my options were to play sun cleric, looter and gain 2 life going to 13, or mind control the 3/3 . Mind controlling the 3/3 plays around the only spell in the game that kills me (the epic pyro) or the other non epics that kill me (i think 3 spells). Did you not read my initial post at all lol?
Someone correct me if I am wrong about the rarities, it might be more likely to get an epic in your class than the rarity below it in neutral. Honestly not sure but would assume epic is harder to open.
I don't think the image shows, was at 13 life against a 3/3 my opponent and I have 2 cards left in deck. I was afraid of pyroblast, ysera, deathwing, onyxia, the 5/7 that puts a fireball into your hand, the two cards left in my deck were holy nova and either acidic swamp ooze the 2/2 that gives adjacent taunt can't remember for sure (know it was a two drop). Was so hilarious, almost died!
Could be someone in this thread, not me though I don't play constructed.
first draft?
So, me giving you 4 examples of mtg considered otk decks that all take a turn to set up and then kill on the following turn you still had to wonder if I would consider the exact same scenario in Hearthstone a one turn kill? You say the major point I am missing is that it's easy to disrupt the combo because it takes more than one turn to set up and I never at any point made an argument about how that affects the effectiveness of said combo, I was just annoyed that you were arguing that a deck that attempts to kill its opponent in one turn is not an otk deck. In a game like yugioh I would maybe agree with you that a deck taking multiple turns to set up is not really an otk deck because everything is free. Every combo I mentioned including this one are only multiple turn set ups because of mana constraints. Every magic deck I mentioned and even the hearthstone one in this thread could be performed in one turn given enough mana, but because that is not the fastest way to kill your opponent it is rarely correct.
In conclusion, this will basically go nowhere because it is all just opinion anyway lol. Just do what everyone else in the world does and call it a combo deck to avoid any annoying arguments like this one.
So, coming from magic I assume you have heard of or played splinter twin, storm, or living end? All three modern combo decks (the first two largely ported from standard).
twin on turn 3 end of turn deceiver ex arched, untapped cast turn 4 splinter twin and killed there opponent
stoplea plays pyromancers ascension some turn and then uses it to combo off and kill there opponent another turn
living end can violent outburst at the end of some turn or a mainphase cascade spell and cascadeinto living end and then kill them on there next turn
Moderns eggs (before bannings) would use lotus bloom on some turn and then wheit they could use it (3 turns later) they killed their opponent
Thsee are all considered one turn combo decks in magic, it is rare that a combo deck in any game requires no setup on a previous turn to kill thei opponent in one turn. The combo in this thread requires some set up but does kill in one turn, how exactly is it not a one turn kill again?
lol I read this and thought the same thing.
But mainly, can everyone stop whining about how unlucky they got? It is not like there is anything actually on the line.
So OP you think the game would be better if it was even harder to kill buffed creatures than it already is? Most people like having interaction in their card games instead of everyone just racing to assemble tron. Silence lets the game have a little more ebb and flow, it gives players outs to peoples bombs they opened, and it also makes people have to think before they 3 for 1 themselves. More interaction almost always makes for a better, healthier game. Long story short, I don't think you understand what makes a game better.
I missed the announcement earlier but I believe this is getting fixed now?
Your not, mage is by far the best draft strategy. They are still working on balancing things out but I think it is laughable that they think flamestrike at common is fine.
Thank you, I didn't understand it because it doesn't actually make any sense, now I get it.
When you opponent has a 3/2 sun cleric in play and it gets buffed to a 4/3 because they put a stormwind into play, they pass. I ping sun cleric with mage ability making it a 4/2, then fireball stormwind killing it. The cleric should now be a 3/1, but for some reason it is a 3/2 ? Is this a bug or does stormwind not actually do what his text reads?
congrats! You must have very large amount of disposable income.