i've played 5 games in a row where i never get another discount card and i lose . i was excited at first but now I'm super pissed off angry seeing opponents get 3 discount cards and i only get only ONE f***king offensive game for all game , is it a bug ? has anyone else experienced this crap ; i repeat in terms of crystal clear written communication : ONLY one discount card for 7 to 8 rounds a game five times in a row .
This is a volume brawl. You got a bad sample. If you hang on the result of each game you'll get disappointed. If you concede quickly and find a winning streak it can be fun.
That might be true. But after losing 15 games in a row without having any chance to win, it kinda got boring.
I begin to wonder how several Mogors are calculated...
Do you only have a 25% Chance to attack the right target if there are 2 Mogor Ogors? Should you be attacking the wrong target on purpose then?
Each Mogor in play has a 50% chance to redirect an attacking minion elsewhere. And, they don't care if the minion was already redirected by some previous Mogor. Still, the chance that your attacker would hit the desired target is greater than the chance it'll hit a certain other enemy, but with more than two targets total the chances will become closer with each Mogor added.
With two Mogors and say 8 targets (full table plus face) the chance to hit face if directed to face still exceeds 25%, because both Mogors can trigger and the second Mogor can point that minion to face. The total chance of hitting the right target would then be 25%+25%*1/7 ~= 28.4%.
Not every brawl will be a test of skill, that's just a given. A luck-based one still has merit if it hits some of the marks below (this hits 'em all)
Pre-made decks, just click and go (why bother honing a deck if it's just luck anyway?)
Can choose your class (good for questing)
Games are quick, not just to actually finish but to see who's going to win quickly most of the time
The rule twist makes possible some crazy stuff you'd never see otherwise
Premade decks aren't exactly luck based...
Well, this one is, and that wasn't really my point. My point is, IF the brawl is mostly luck-based, it's better for decks to be pre-made. It takes away the time and pretense of trying to inject skill via deck-making.
Just played against a rogue whose Turn 1 opener was Sir Finley -> Coin -> Sir Finley -> Offensive Play -> Edwin Van Cleef (8/8)... With Sir Finley giving him the Hunter HP.
Not every brawl will be a test of skill, that's just a given. A luck-based one still has merit if it hits some of the marks below (this hits 'em all)
Pre-made decks, just click and go (why bother honing a deck if it's just luck anyway?)
Can choose your class (good for questing)
Games are quick, not just to actually finish but to see who's going to win quickly most of the time
The rule twist makes possible some crazy stuff you'd never see otherwise
Premade decks aren't exactly luck based...
Well, this one is, and that wasn't really my point. My point is, IF the brawl is mostly luck-based, it's better for decks to be pre-made. It takes away the time and pretense of trying to inject skill via deck-making.
This isn't a 'premade' deck, it's a generated or random deck. There is a pretty big difference.
Premade decks are things like the Ragnaros vs Nefarian, or the Mechazod challenges.
I see what you're saying. I only meant decks you don't have to construct in a broad sense.
1.Pick rogue since this class have highest chance to get a legendary that cost 6 or less (edwin 3 mana (0 with OS, 2 or more of those in starting hand resoult in insta win especially with coin), xaril (1 with OS, weak body but flexible with poisons its possible to bounce it/them multiple times for answer), gallywix 6 (3 with OS 2 counting coin, good body + ability to lock your opponents offensive spell) not to mention most efficient hero power.
2.Mulligan away everything that cost 7 mana or more unless you are going second and have multiple copies of Dr Balanced, don't be greedy since it will bite you in the ass in the long run, there aren't much cards that will increase your chance for comeback.
3.Look at your starting hand and decide which legendary you want to use offensive spell on (it should have decent/good body and cost 5-6 or less), mulligan everything away to increase your chance to get multiple copies of it, if everything in your hand sucks or cost to much ditch whole hand.
4.If your hand is slow don't use offensive spell right away since you may get something decent on curve before, yes theres cho and loatheb but if they had it you would lose anyway with slow hand.
Nice idea on paper.. Trash in practice. Worst brawl ever. I think auto-concede is a better name for this brawl. This isn't based on strategy or interaction nearly as much as it's based on an opening hand. Wins aren't fought for, they're concedes. We already knew they don't actually test these brawls. Oh well. Maybe next weeks will be better. Blizzard please don't ever bring this back.
This has actually been my favorite brawl in a while. Yes it has a lot of rng, but there is no penalty for losing, and the games are super quick/different. I like brawls that let you play the game in a very different way than you can outside. I've played with most classes, and had a lot of fun. I do agree rogue seems to be the best overall for winning super quick.
Played some more because I got the TB quest again. I'm pretty sure the best opening hand is 4x Old Murk-Eye and The Coin. Still not a huge fan of the brawl, but at least I've gotten one or two fun/interesting games out of it. The decks could really use more of the Offensive Play cards though. Fighting your way to T13 without drawing a second one just shouldn't be possible.
This brawl shows how too few RNGs have too big of an impact. Only 7 different cards, 7 RNGs, when the range of legendary outcomes is too large. Sylvanas vs Boogymonster x4 is monumental. A brawl with 30 RNGs, 30 different cards (ex. crossroads) will more likely have decks closely matched due to law of averages. Offensive Play is a neat idea, but the format needs serious work to support it in a balanced way.
Fix 1: Give everyone 30 random legendaries each cost 1 or 2 less. Toss in 1 Reno to each starting hand automatically for consistency.
Fix 2: Golden Monkey?
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"Put 'em all in", they said. "You gon' be ballin", they said.
worst brawl ever, got 1 game opponent played 4 the beast with 0 cost with 2 offensive play on turn 2 while i have nothing playable in my hand. auto concede immediately, meaningless game
Balance is truly awful. Fun concept though i guess.
3 games to get my win. First, warrior with t2 emperor... auto loss due partly to my hand, second game, druid plays t1 murkeye, i drop sir finley hoping to get a defensive hero power... he plays his own sir finley and plays another 2 murkeye... gg. Third game, i get 2x mukla with offensive play and drop them t1. Opponent has to coin hero power to avoid mill on his next turn, i hero power on t2, play darkbane on t3... won by t4...
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Two out of my seven random legendaries was thaurissan. I had 8 thaurissans. Needless to say I won, but it is possible to get duplicates.
The most terrible brawl they had ever make, i will not play 5 times of this one
There is a lot of steak here...
This brawil is hilarius, doble Nat, the Darkfisher for a milling experience :v
English is not my mother language :,v
this tavern brawl is so balanced. enemy plays 3 elise on turn 2
Have some cuteness overload.
Silver Hand Murloc Silver Hand Murloc Silver Hand Murloc Silver Hand Murloc Silver Hand Murloc Silver Hand Murloc Silver Hand Murloc
Just played against a rogue whose Turn 1 opener was Sir Finley -> Coin -> Sir Finley -> Offensive Play -> Edwin Van Cleef (8/8)... With Sir Finley giving him the Hunter HP.
How to win more in this brawl
1.Pick rogue since this class have highest chance to get a legendary that cost 6 or less (edwin 3 mana (0 with OS, 2 or more of those in starting hand resoult in insta win especially with coin), xaril (1 with OS, weak body but flexible with poisons its possible to bounce it/them multiple times for answer), gallywix 6 (3 with OS 2 counting coin, good body + ability to lock your opponents offensive spell) not to mention most efficient hero power.
2.Mulligan away everything that cost 7 mana or more unless you are going second and have multiple copies of Dr Balanced, don't be greedy since it will bite you in the ass in the long run, there aren't much cards that will increase your chance for comeback.
3.Look at your starting hand and decide which legendary you want to use offensive spell on (it should have decent/good body and cost 5-6 or less), mulligan everything away to increase your chance to get multiple copies of it, if everything in your hand sucks or cost to much ditch whole hand.
4.If your hand is slow don't use offensive spell right away since you may get something decent on curve before, yes theres cho and loatheb but if they had it you would lose anyway with slow hand.
5.Pick rogue.
Nice idea on paper.. Trash in practice. Worst brawl ever. I think auto-concede is a better name for this brawl. This isn't based on strategy or interaction nearly as much as it's based on an opening hand. Wins aren't fought for, they're concedes. We already knew they don't actually test these brawls. Oh well. Maybe next weeks will be better. Blizzard please don't ever bring this back.
FFS, Lorewalker Cho, Nat Pagle, Nat the Darkfisher,Hemet Nesingway, and Nozdurmo
As I sit here in at my desk, sighing, while the Eboladin in casual ropes....
This has actually been my favorite brawl in a while. Yes it has a lot of rng, but there is no penalty for losing, and the games are super quick/different. I like brawls that let you play the game in a very different way than you can outside. I've played with most classes, and had a lot of fun. I do agree rogue seems to be the best overall for winning super quick.
Yeah, this one is terrible. In my 8 or so games, have literally never gotten past turn 4.
Favorite class: keeping all 9 of them equal in level.
Played some more because I got the TB quest again. I'm pretty sure the best opening hand is 4x Old Murk-Eye and The Coin. Still not a huge fan of the brawl, but at least I've gotten one or two fun/interesting games out of it. The decks could really use more of the Offensive Play cards though. Fighting your way to T13 without drawing a second one just shouldn't be possible.
This brawl shows how too few RNGs have too big of an impact. Only 7 different cards, 7 RNGs, when the range of legendary outcomes is too large. Sylvanas vs Boogymonster x4 is monumental. A brawl with 30 RNGs, 30 different cards (ex. crossroads) will more likely have decks closely matched due to law of averages. Offensive Play is a neat idea, but the format needs serious work to support it in a balanced way.
Fix 1: Give everyone 30 random legendaries each cost 1 or 2 less. Toss in 1 Reno to each starting hand automatically for consistency.
Fix 2: Golden Monkey?
"Put 'em all in", they said. "You gon' be ballin", they said.
Manage to complete the Brawl quest. Notable mainly because I won two games by summoning V-07-TR-0N, so it was kinda worth it for that at least.
worst brawl ever, got 1 game opponent played 4 the beast with 0 cost with 2 offensive play on turn 2 while i have nothing playable in my hand. auto concede immediately, meaningless game
Balance is truly awful. Fun concept though i guess.
3 games to get my win. First, warrior with t2 emperor... auto loss due partly to my hand, second game, druid plays t1 murkeye, i drop sir finley hoping to get a defensive hero power... he plays his own sir finley and plays another 2 murkeye... gg. Third game, i get 2x mukla with offensive play and drop them t1. Opponent has to coin hero power to avoid mill on his next turn, i hero power on t2, play darkbane on t3... won by t4...