edit2: OK so I've got a new one. This dude just wouldn't stop with the spamming! Only in Arena for sure,, but damn how I managed to battle my way through that mess I have no idea!
The missed lethal at the end is confusing, maybe just lead with that and some screenshots next time so I don't have to sit through a typical budget Mage vs budget Odd Paladin game.
Your opponent probably thought it had to play around Vaporize.
Yeah that game was very strange. And also you want to kill every Silver Hand Recruits against a Baku Paladin. For example: in turn 10 you went face with Dalaran Mage for 1 damage. I understand that you went face with Ogre Magi (I would kill a 1/1 with it tho) but It would be way better if you killed one of the 1/1 dudes with Dalaran Mage. Always be careful for Level Up! and Unidentified Maul against that deck and you will be safe.
So this is how the game looks like for new players? Well Khalex said what it is. Both of you missplayed a lot, but as youre new its koay yo make mistakes, but try to learn from them :D
Yeah thanks for the tips there Khalex. I made some misplays but I also slowplayed my Shadowstrikes to get maximum damage. I was kind of aware of the maul, but oblivious to Level Up! There are so many heroes to learn much less key cards that people are likely to play. I'm slowly learning reads, but for it's going to take 5x longer than anyone else!
Shadow Strike is a rogue card from the Old Gods set (super 5 damage backstab which can also go face if hero is at full health for 3 mana), so wild now. You meant Flamestrike I presume.
EDIT: Had a look at the replay, you're playing some bad cards in the deck (Mogu'shan Warden, Lord of the Arena, the worgen spell damage guy, the mini mage). If you want spell damage you are better off with 2 Kobold Geomancers because you can combo them with a spell most of the time. Sen'jin Shieldmasta is better than the other taunts you are playing but you only have 1. If you want to survive for longer water elemental is probably better than a bad taunt since it can stop weapons if it hits face and stall for a turn against a big minion while you search for removal. If you need other taunts you probably have some better ones available I would have thought. I can't remember if you were playing an acidic swamp ooze but that is good vs. paladins as well.
Thanks for the tips as always mungo! I'll look at refining that deck. It's only just got to lvl 20 and it's the only deck that I've advanced that far in Asia just to unlock brawl - so the card choice is pretty poor at the moment.
Definitely Flamestrike - never seen that Shadow strike card :D
My preference for taunts is my favourite turtle with the giant hat - I love the discover aspect of the old Stonehill Defender. I could just craft a couple but I was only really trying to bang out some games to unlock stuff to maximise pack draws - now I'll hit the arena with that account and see if I can get some decent cards.
I think I'm ignorant to elementals - as a group they're uber powerful, but I took the view that just a couple of them aren't really worth it. I'll revisit that!
I'm still trying to understand the theory of building decks for specific enemy heroes - as it's impossible to know who you'll be up against. The reasoning behind the taunts I chose was to have a mana curve of taunts to simply protect the spell minions. The spell minions I chose were purely for health reasons only. Kobold was the very last card I removed after a lot of debate to try out the Arcane Artificer. I see why it was a silly decision when I can combo it.
It's really just me experimenting at the bottom of the cesspool to see what I can learn about synergies etc. I could just dust everything and build the best deck I could find on HSreplay for what I've got - but I won't be learning a lot from it (and will probably soon realise it was a mistake!)
You are still playing bad taunts. Bad taunts just soak up damage for a turn, maybe 2. They have low attack for their cost. You are better off playing a big threat, since that acts as a pseudo taunt, since it is a "must remove" minion. The best threats for their cost in the basic set are Chillwind Yeti and Boulderfist Ogre.
As I said you should consider Water Elementals to freeze opponent threats/face and probably 1 Acidic Swamp Ooze for weapon removal.
Ugh I thought I put the elementals and acidic swamp ooze in - crap at multi-tasking!
The concept (which is clearly a bad one) was to literally use the taunts as nothing more than stalls so I could buff spells and get them off. Nothing more than protection. But I see your point :D
Ugh I thought I put the elementals and acidic swamp ooze in - crap at multi-tasking!
The concept (which is clearly a bad one) was to literally use the taunts as nothing more than stalls so I could buff spells and get them off. Nothing more than protection. But I see your point :D
That's the hard thing to learn with Hearthstone. You can put a plan in your deck but It's hard to pull them off. You have to balance your plan with stopping your opponent's plan. The obvious exceptions to this are aggro decks which generally speaking don't require that level of play, you can just go face and do okay.
What you must know in this game, is that your opponent may always make a mistake and that's why you should never concede!! Everything may change in a couple of turns. (today I won a game after being down to 1 health and the other player still at full health)
As a tip against this type of decks, you should try to kill as many minions as you can, there are many cards that can make minions better. No minions = less ways to kill your minions.
Yeah I remember reading that early on a few months ago linkinboy (Linkin Park? RIP Chester :'( ) and I have remembered it! I played that match horribly, but the idea was to allow minions for my AoE removal. It's a risk as they can be buffed out of my range, but I decided to wait an extra turn or so to kill off more minions and get maximum value.
Anyway, if my Arena love-fest ever ends and I go back to constructed I'm going to laugh at this deck!!
edit2: OK so I've got a new one. This dude just wouldn't stop with the spamming! Only in Arena for sure,, but damn how I managed to battle my way through that mess I have no idea!
https://hsreplay.net/replay/n99cexEosqq8pupFVhYfGK
----------------------------------------------------------------------
edit: It's really just about the missed lethal - but I thought his over all play was weird.
https://hsreplay.net/replay/jV3X8uJKoXAnTg6RqMuGck
Granted I'm only a month or so in, and I played it horribly. But this guy! Looks like he just crafted a few cards and was crossing his fingers!
The missed lethal at the end is confusing, maybe just lead with that and some screenshots next time so I don't have to sit through a typical budget Mage vs budget Odd Paladin game.
Your opponent probably thought it had to play around Vaporize.
Wow,i expected unusual decks
Oops sorry - as I said I'm new....
Yeah that game was very strange. And also you want to kill every Silver Hand Recruits against a Baku Paladin. For example: in turn 10 you went face with Dalaran Mage for 1 damage. I understand that you went face with Ogre Magi (I would kill a 1/1 with it tho) but It would be way better if you killed one of the 1/1 dudes with Dalaran Mage. Always be careful for Level Up! and Unidentified Maul against that deck and you will be safe.
So this is how the game looks like for new players? Well Khalex said what it is. Both of you missplayed a lot, but as youre new its koay yo make mistakes, but try to learn from them :D
Bartosz :)
Huh. That was weird.
Yeah thanks for the tips there Khalex. I made some misplays but I also slowplayed my Shadowstrikes to get maximum damage. I was kind of aware of the maul, but oblivious to Level Up! There are so many heroes to learn much less key cards that people are likely to play. I'm slowly learning reads, but for it's going to take 5x longer than anyone else!
Shadow Strike is a rogue card from the Old Gods set (super 5 damage backstab which can also go face if hero is at full health for 3 mana), so wild now. You meant Flamestrike I presume.
EDIT: Had a look at the replay, you're playing some bad cards in the deck (Mogu'shan Warden, Lord of the Arena, the worgen spell damage guy, the mini mage). If you want spell damage you are better off with 2 Kobold Geomancers because you can combo them with a spell most of the time. Sen'jin Shieldmasta is better than the other taunts you are playing but you only have 1. If you want to survive for longer water elemental is probably better than a bad taunt since it can stop weapons if it hits face and stall for a turn against a big minion while you search for removal. If you need other taunts you probably have some better ones available I would have thought. I can't remember if you were playing an acidic swamp ooze but that is good vs. paladins as well.
Thanks for the tips as always mungo! I'll look at refining that deck. It's only just got to lvl 20 and it's the only deck that I've advanced that far in Asia just to unlock brawl - so the card choice is pretty poor at the moment.
Definitely Flamestrike - never seen that Shadow strike card :D
My preference for taunts is my favourite turtle with the giant hat - I love the discover aspect of the old Stonehill Defender. I could just craft a couple but I was only really trying to bang out some games to unlock stuff to maximise pack draws - now I'll hit the arena with that account and see if I can get some decent cards.
I think I'm ignorant to elementals - as a group they're uber powerful, but I took the view that just a couple of them aren't really worth it. I'll revisit that!
I'm still trying to understand the theory of building decks for specific enemy heroes - as it's impossible to know who you'll be up against. The reasoning behind the taunts I chose was to have a mana curve of taunts to simply protect the spell minions. The spell minions I chose were purely for health reasons only. Kobold was the very last card I removed after a lot of debate to try out the Arcane Artificer. I see why it was a silly decision when I can combo it.
It's really just me experimenting at the bottom of the cesspool to see what I can learn about synergies etc. I could just dust everything and build the best deck I could find on HSreplay for what I've got - but I won't be learning a lot from it (and will probably soon realise it was a mistake!)
Just made a quick tweak to this:
### Asia Mage
# Class: Mage
# Format: Standard
# Year of the Raven
#
# 2x (1) Arcane Artificer
# 1x (1) Arcane Missiles
# 1x (1) Mana Wyrm
# 2x (1) Mirror Image
# 2x (2) Arcane Explosion
# 2x (2) Frostbolt
# 2x (2) Kobold Geomancer
# 1x (2) Spellshifter
# 2x (3) Arcane Intellect
# 1x (3) Black Cat
# 2x (3) Dalaran Mage
# 1x (3) Mirror Entity
# 2x (4) Fireball
# 1x (4) Mogu'shan Warden
# 2x (4) Ogre Magi
# 2x (4) Polymorph
# 2x (4) Sen'jin Shieldmasta
# 2x (7) Flamestrike
Likely won't be playing it for a while after I unload a tonne of arena runs so by then most of these cards will be replaceable!
He missed lethal at least 2 times. Btw what rank is this.
It was the absolute bottom of the unranked I reckon. My Mage was lvl20 and I hadn't played with any other heroes except for Witchwood solo adventures.
don'tvsee anything unusual about this game, except that both decks have tonnes of bad cards. (even for a budget)
You are still playing bad taunts. Bad taunts just soak up damage for a turn, maybe 2. They have low attack for their cost. You are better off playing a big threat, since that acts as a pseudo taunt, since it is a "must remove" minion. The best threats for their cost in the basic set are Chillwind Yeti and Boulderfist Ogre.
As I said you should consider Water Elementals to freeze opponent threats/face and probably 1 Acidic Swamp Ooze for weapon removal.
Ugh I thought I put the elementals and acidic swamp ooze in - crap at multi-tasking!
The concept (which is clearly a bad one) was to literally use the taunts as nothing more than stalls so I could buff spells and get them off. Nothing more than protection. But I see your point :D
That's the hard thing to learn with Hearthstone. You can put a plan in your deck but It's hard to pull them off. You have to balance your plan with stopping your opponent's plan. The obvious exceptions to this are aggro decks which generally speaking don't require that level of play, you can just go face and do okay.
What you must know in this game, is that your opponent may always make a mistake and that's why you should never concede!! Everything may change in a couple of turns. (today I won a game after being down to 1 health and the other player still at full health)
As a tip against this type of decks, you should try to kill as many minions as you can, there are many cards that can make minions better. No minions = less ways to kill your minions.
Yeah I remember reading that early on a few months ago linkinboy (Linkin Park? RIP Chester :'( ) and I have remembered it! I played that match horribly, but the idea was to allow minions for my AoE removal. It's a risk as they can be buffed out of my range, but I decided to wait an extra turn or so to kill off more minions and get maximum value.
Anyway, if my Arena love-fest ever ends and I go back to constructed I'm going to laugh at this deck!!
Posted another crazy match that's a whole lot more entertaining (probably not)