Thank you very much for posting this deck. I played some silence decks--mostly druid and shaman--way back before the first standard rotation: my experience is people hate using removal on Ancient Watcher and Arcane Watcher even when it is the best play.
I played it at low ranks and had a nice 7 match win streak (had "play 30 priest cards" quest). With a good mulligan, you can really out-tempo the fast decks in the meta before they know what is happening. I ate a couple of mech hunters alive.
I've been playing about a year and a half, and have 13 twelve win runs to my credit: 6 with rogue, 3 with paladin, 2 with mage, and one each with warlock, druid, priest, hunter, and shaman.
The warrior 12 win run continues to elude me; I play all classes evenly except warrior about 25% more often than the rest.
I've been playing about a year and a half, and have 13 twelve win runs to my credit: 6 with rogue, 3 with paladin, 2 with mage, and one each with warlock, druid, priest, hunter, and shaman.
The warrior 12 win run continues to elude me; I play all classes evenly except warrior about 25% more often than the rest.
That said, I am mostly an arena player and the most enjoyment I get out of the ladder is building (and attempting to be competitive using) "against the grain" type of decks, so I think I will be playing wild a decent amount.
I think this card looks like fun; there are a lot of possibilities. Might go well with a card like Loot Hoarder, or in a buff deck* with cards like Djinni of Zephyrs and/or Dragonkin Sorcerer.
Heck, there might even be potential cheeky combos with low-cost basic cards like Bluegill Warrior (charge) or cards people don't want to remove like Sylvannas or Wobbling Runts. I won't craft it immediately when it becomes available but I am looking forward to trying it out.
* = provided the new expansion has a replacement for Velen's Chosen.
Just finished my first ever 12-win priest. Deck is simple, survive early game trying to out-value the opponent and win the card advantage game. This deck has a lot of varied answers. Grab board back in the midgame with tigers, removal, and novas. Pick up cards with discover and draw whenever it isn't crippling to do so. Discover really helped fill out the curve nicely. Museum Curator is a boss.
MVP was probably Velen's Chosen. Gave Holy Nova an extra point of damage, which was relevant a couple times. The two Stranglethorn Tigers did a ton of work. Foe Reaper showed up exactly once. To his credit, he made a big difference in that game!
Hungry Dragon is a card I normally shy away from completely, but I have to say it wasn't horrible in this run. In the past I was stuck dumping him into my opponent's board as he was my only turn 4 play, but for whatever reason he was only clumsy and dropped in desperation one time.
Personally, I find the ladder dull and prefer to complete my quests and build my collection in arena. I think a lot of arena enjoyment comes from how one views gaming in general. For example, I like playing with "weaker" classes because I relish the challenge of defeating the seemingly endless parade of paladins and mages with hunter, warlock, warrior, or priest. On the other hand, for some players, the predominance of the most powerful heroes is a reason to avoid arena altogether.
An idea (which will never happen) here is that at any given time the top 3 used heroes or 15 most selected cards are removed from the drafting stage. Would be a nice way to mix it up a bit more.
I like the idea of adding more variety; e.g. I have faced a grand total of 5 warriors since LoE first wing release in the arena in 25 runs/252 games! On the other hand, if people prefer to play paladin and mage, that is their prerogative.
What I would really like to see is an "arena pass" quest added to the normal quest rotation. The more people are encouraged to use the arena format, the better.
Personally, I find the ladder dull and prefer to complete my quests and build my collection in arena. I think a lot of arena enjoyment comes from how one views gaming in general. For example, I like playing with "weaker" classes because I relish the challenge of defeating the seemingly endless parade of paladins and mages with hunter, warlock, warrior, or priest. On the other hand, for some players, the predominance of the most powerful heroes is a reason to avoid arena altogether.
Also, I like building decks which contain cards considered "mediocre" or even "unplayable," and like to play against a wider variety of cards. In arena, the bar for a good card is different than constructed. For instance, Piloted Shredder shoulders almost all four drops out of the constructed meta, but in arena, a card like Evil Heckler is very solid. Other examples of cards I consider strong in arena but I have rarely/never seen on ladder are Scarlet Crusader, Silver Hand Knight, Kidnapper, and North Sea Kraken.
Druid is traditionally my worst-performing class in arena, I often lost tempo and board early and couldn't recover, and figured without great removal options this deck would meet the same fate and peter out around 5 wins. However, since TGT I have almost doubled my previous average with the class (up to 7 lol) because of the great early game options introduced: Raven Idol (LoE), Living Roots, and Mounted Raptor (LoE).
The minion quality in this run was EXCELLENT. There isn't a bad card in the list, just a solid druid deck that won through card advantage obtained by good trades, card draw, and dropping Ironbarks once the opponent spent his removal.
I just completed my first ever 12 wins with Hunter. This run made me really re-evaluate the power level of Dreadscale, which I thought would be decent but was the deciding factor in 4 of the 12 victories.
Explorer's Hat is a card I had never used in arena before, and was really good in the middle game. Desert Camel wasn't horrible, either!
Did you save your draft choices somewhere? I'd love to check it out.
I just completed my first ever 12 wins with Hunter. This run made me really re-evaluate the power level of Dreadscale, which I thought would be decent but was the deciding factor in 4 of the 12 victories.
Explorer's Hat is a card I had never used in arena before, and was really good in the middle game. Desert Camel wasn't horrible, either!
0
Thank you very much for posting this deck. I played some silence decks--mostly druid and shaman--way back before the first standard rotation: my experience is people hate using removal on Ancient Watcher and Arcane Watcher even when it is the best play.
I played it at low ranks and had a nice 7 match win streak (had "play 30 priest cards" quest). With a good mulligan, you can really out-tempo the fast decks in the meta before they know what is happening. I ate a couple of mech hunters alive.
0
I did something similar. Swapped Oondasta, one Mountain Giant and both Amani War Bear for Kangor's Endless Army, 1 Bull Dozer and two Damaged Stegotron so that I would get slightly better reload and Duels against slow decks.
Thus far I am at 61%, albeit in a small sample of 18 games and at low ranks.
Mountseller might be worth trying, thanks for the idea!
2
Very cool conceptually! Please accept my up vote.
1
Good deal; i am happy to see Blizzard doing things like this. Encouraging for new and lapsed/casual players alike.
0
0
I've been playing about a year and a half, and have 13 twelve win runs to my credit: 6 with rogue, 3 with paladin, 2 with mage, and one each with warlock, druid, priest, hunter, and shaman.
The warrior 12 win run continues to elude me; I play all classes evenly except warrior about 25% more often than the rest.
0
Some truly unique cards will be unplayable in standard mode; most have been mentioned already but my list is below:
Wailing Soul
Fel Cannon
Recombobulator
Loatheb
Toshley
That said, I am mostly an arena player and the most enjoyment I get out of the ladder is building (and attempting to be competitive using) "against the grain" type of decks, so I think I will be playing wild a decent amount.
0
I think this card looks like fun; there are a lot of possibilities. Might go well with a card like Loot Hoarder, or in a buff deck* with cards like Djinni of Zephyrs and/or Dragonkin Sorcerer.
Heck, there might even be potential cheeky combos with low-cost basic cards like Bluegill Warrior (charge) or cards people don't want to remove like Sylvannas or Wobbling Runts. I won't craft it immediately when it becomes available but I am looking forward to trying it out.
* = provided the new expansion has a replacement for Velen's Chosen.
0
For sure; that is why the Dire Wolf Alpha is so hard to cut. One of the bananas, the "Deviate Banana" does the health/attack swap as well :)
Biggest problem I have seen is paladin just going face annihilated this deck. 7-1 so far, the most I have ever played a brawl in one sitting.
0
Just finished my first ever 12-win priest. Deck is simple, survive early game trying to out-value the opponent and win the card advantage game. This deck has a lot of varied answers. Grab board back in the midgame with tigers, removal, and novas. Pick up cards with discover and draw whenever it isn't crippling to do so. Discover really helped fill out the curve nicely. Museum Curator is a boss.
MVP was probably Velen's Chosen. Gave Holy Nova an extra point of damage, which was relevant a couple times. The two Stranglethorn Tigers did a ton of work. Foe Reaper showed up exactly once. To his credit, he made a big difference in that game!
Hungry Dragon is a card I normally shy away from completely, but I have to say it wasn't horrible in this run. In the past I was stuck dumping him into my opponent's board as he was my only turn 4 play, but for whatever reason he was only clumsy and dropped in desperation one time.
0
0
Personally, I find the ladder dull and prefer to complete my quests and build my collection in arena. I think a lot of arena enjoyment comes from how one views gaming in general. For example, I like playing with "weaker" classes because I relish the challenge of defeating the seemingly endless parade of paladins and mages with hunter, warlock, warrior, or priest. On the other hand, for some players, the predominance of the most powerful heroes is a reason to avoid arena altogether.
Also, I like building decks which contain cards considered "mediocre" or even "unplayable," and like to play against a wider variety of cards. In arena, the bar for a good card is different than constructed. For instance, Piloted Shredder shoulders almost all four drops out of the constructed meta, but in arena, a card like Evil Heckler is very solid. Other examples of cards I consider strong in arena but I have rarely/never seen on ladder are Scarlet Crusader, Silver Hand Knight, Kidnapper, and North Sea Kraken.
0
Hi everyone,
This is my first-ever 12-win druid. Only Shaman, Priest, and Warrior to go! :)
Druid is traditionally my worst-performing class in arena, I often lost tempo and board early and couldn't recover, and figured without great removal options this deck would meet the same fate and peter out around 5 wins. However, since TGT I have almost doubled my previous average with the class (up to 7 lol) because of the great early game options introduced: Raven Idol (LoE), Living Roots, and Mounted Raptor (LoE).
The minion quality in this run was EXCELLENT. There isn't a bad card in the list, just a solid druid deck that won through card advantage obtained by good trades, card draw, and dropping Ironbarks once the opponent spent his removal.
MVP was probably Cult Master or Zombie Chow.
0
1
I just completed my first ever 12 wins with Hunter. This run made me really re-evaluate the power level of Dreadscale, which I thought would be decent but was the deciding factor in 4 of the 12 victories.
Explorer's Hat is a card I had never used in arena before, and was really good in the middle game. Desert Camel wasn't horrible, either!