I just felt like bringing this up in a thread for new players and veterans alike. I dont know what has gotten in to people this weekend but I have won somewhere around 3-6 games in arena due to the other guy trying to rush me down. Each game they get me down under 10 health, ignore all my minions, and then I wrestle board control away from them. At this point in the game they are usually top decking so its GG. This is twice as big of a mistake if playing against a druid, warrior or priest that can armor up or heal to weather the storm. I can just picture the rage as they have a 20-4 hp advantage over me and I come back to win the match lmao. Anyway yea I know a lot of beta keys have been going out lately so just wanted to remind everyone this is a easy mistake that may cost you the game. Dont try to rush down your opponent!!
While at it, I see some people usually coin to do hero ability when I passed first turn. Kind of a waste. Similarly, using holy smite/arcane shot/arcane missile at turn one on hero..... This game is more about board control than hero's health. It's better to trade your health over your minion's death (aka if you have a weapon that does 4 damage, and your minion does 4, use your weapon to kill, not your minion to exchange)
Yep, simple things like that can cost you the game. The coin is the most powerful card in the game do not use it unless you know it will grant you an advantage.
Yeah, there are constructed decks designed for it but it is a bad idea to try in arena, you rarely will have the deck to pull it off. In arena they usually only get you to 15-20 hp before losing control of the board completely and might get you down to 10 hp with spells/weapons before they lose (if you have no way to regain health/armor), but that is about it. I've even had someone in arena winning board control who decided to go for the throat, he was a druid vs my warrior. He got me to 1 hp before I finished off all his minions and took board control, I had to pray he didn't have a spell/charge to get through my 1 hp +2 armor but he didn't and after that I used shield blocked (+5 armor and draw card) the next turn and was safe while he had little left, gg. I won with 1 health and 17 armor by the end. I would have almost certainly lost if he kept with board control, he had a strong start and I only came back because he let me chose the trades.
Well, thanks to AI the people knowing the game win more often in Arena. Good thing :)
I once (out of hundreds of arena entries) had a true warlock rush deck. Worked great. Had all the basic tools: 2 Soulfires, 3 Shadowbolts, 3 Flameimps, 2 Bloodimps, 3 Voidwalkers and several token minions (Huntress etc.) Add in 2 Shadowflames for some funny AOE. Won pretty fast. Went 9-1, lost the game to a really nasty warrior deck.
So yeah, usually it is not good to rush or do bad plays like the AI. But once in a while ... :)
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Nothing wrong with rushing when you build the deck correctly ;-)
But yes, most of the time, definitely deal with their threats, mainly because of cards like Cult Master that will enable your opponent to draw 3 cards if you don't kill his guys the previous turn (or cards like flamestrike that will 3 for 1 you)
I will generally hold back because of those that try to bait you into brawls, flamestrikes, Hellfire ect...so I have a limit on the amount of mobs I will play on the field if I feel that are overly passive.
Well, thanks to AI the people knowing the game win more often in Arena. Good thing :)
I once (out of hundreds of arena entries) had a true warlock rush deck. Worked great. Had all the basic tools: 2 Soulfires, 3 Shadowbolts, 3 Flameimps, 2 Bloodimps, 3 Voidwalkers and several token minions (Huntress etc.) Add in 2 Shadowflames for some funny AOE. Won pretty fast. Went 9-1, lost the game to a really nasty warrior deck.
I once had a murloc warlock deck in arena :P 2 tidecallers, 2 tidehunters, 2 coldlight seers, the 2/1 charge, a warleader, 3 grimscale oracles, and I also had 2 blood imps and a raid leader and a couple of other sweet things thrown in for good measure.
Not much is quite as fun as a turn two 5/2 (turn 1 tidecaller, turn 2 double grimscale) when they haven't played anything because they just assume you can't possibly have a murloc deck in arena.
Bad players trying to rush and losing--it happens very often, true. But rushing is a great strategy when you can see how you are going to win. If you can see 1 or 2 turns a head that you are capable of lethal damage, then rushing works. If you have a silence or removal to get through a taunt, if you have multiple spells like fire ball, weapons and/or charge minions, then rushing wins games that you would have lost if you tried to control the board. Especially if you are losing card advantage, in which case it's just a matter of time before you are overwhelmed.
Rushing from the beginning of the game works too. The other day I played my Priest for nearly 20 games, I only lost 1 game and it was to a burn deck mage. The guy had all the worst minions: charge boar, charge murlock, ect. and attacked to the face every time. 2 fireballs, a frost bolt then killed me with a pyro blast: that's 25 damage plus the charge minions. Even with my board full of the best minions I had I couldn't take him out in time.
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I just felt like bringing this up in a thread for new players and veterans alike. I dont know what has gotten in to people this weekend but I have won somewhere around 3-6 games in arena due to the other guy trying to rush me down. Each game they get me down under 10 health, ignore all my minions, and then I wrestle board control away from them. At this point in the game they are usually top decking so its GG. This is twice as big of a mistake if playing against a druid, warrior or priest that can armor up or heal to weather the storm. I can just picture the rage as they have a 20-4 hp advantage over me and I come back to win the match lmao. Anyway yea I know a lot of beta keys have been going out lately so just wanted to remind everyone this is a easy mistake that may cost you the game. Dont try to rush down your opponent!!
While at it, I see some people usually coin to do hero ability when I passed first turn. Kind of a waste. Similarly, using holy smite/arcane shot/arcane missile at turn one on hero..... This game is more about board control than hero's health. It's better to trade your health over your minion's death (aka if you have a weapon that does 4 damage, and your minion does 4, use your weapon to kill, not your minion to exchange)
Yep, simple things like that can cost you the game. The coin is the most powerful card in the game do not use it unless you know it will grant you an advantage.
agreed, rushing never tends to work with the exception of decks built around it (spell rush mage for example)
Yeah, there are constructed decks designed for it but it is a bad idea to try in arena, you rarely will have the deck to pull it off. In arena they usually only get you to 15-20 hp before losing control of the board completely and might get you down to 10 hp with spells/weapons before they lose (if you have no way to regain health/armor), but that is about it. I've even had someone in arena winning board control who decided to go for the throat, he was a druid vs my warrior. He got me to 1 hp before I finished off all his minions and took board control, I had to pray he didn't have a spell/charge to get through my 1 hp +2 armor but he didn't and after that I used shield blocked (+5 armor and draw card) the next turn and was safe while he had little left, gg. I won with 1 health and 17 armor by the end. I would have almost certainly lost if he kept with board control, he had a strong start and I only came back because he let me chose the trades.
Well, thanks to AI the people knowing the game win more often in Arena. Good thing :)
I once (out of hundreds of arena entries) had a true warlock rush deck. Worked great.
Had all the basic tools: 2 Soulfires, 3 Shadowbolts, 3 Flameimps, 2 Bloodimps, 3 Voidwalkers and several token minions (Huntress etc.)
Add in 2 Shadowflames for some funny AOE. Won pretty fast. Went 9-1, lost the game to a really nasty warrior deck.
So yeah, usually it is not good to rush or do bad plays like the AI.
But once in a while ... :)
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Nothing wrong with rushing when you build the deck correctly ;-)
But yes, most of the time, definitely deal with their threats, mainly because of cards like Cult Master that will enable your opponent to draw 3 cards if you don't kill his guys the previous turn (or cards like flamestrike that will 3 for 1 you)
While |I tend to agree with the advice, rushing can still be a solid strategy for hunters.
I have an opinion on almost everything. :)
I will generally hold back because of those that try to bait you into brawls, flamestrikes, Hellfire ect...so I have a limit on the amount of mobs I will play on the field if I feel that are overly passive.
I once had a murloc warlock deck in arena :P 2 tidecallers, 2 tidehunters, 2 coldlight seers, the 2/1 charge, a warleader, 3 grimscale oracles, and I also had 2 blood imps and a raid leader and a couple of other sweet things thrown in for good measure.
Not much is quite as fun as a turn two 5/2 (turn 1 tidecaller, turn 2 double grimscale) when they haven't played anything because they just assume you can't possibly have a murloc deck in arena.
Bad players trying to rush and losing--it happens very often, true. But rushing is a great strategy when you can see how you are going to win. If you can see 1 or 2 turns a head that you are capable of lethal damage, then rushing works. If you have a silence or removal to get through a taunt, if you have multiple spells like fire ball, weapons and/or charge minions, then rushing wins games that you would have lost if you tried to control the board. Especially if you are losing card advantage, in which case it's just a matter of time before you are overwhelmed.
Rushing from the beginning of the game works too. The other day I played my Priest for nearly 20 games, I only lost 1 game and it was to a burn deck mage. The guy had all the worst minions: charge boar, charge murlock, ect. and attacked to the face every time. 2 fireballs, a frost bolt then killed me with a pyro blast: that's 25 damage plus the charge minions. Even with my board full of the best minions I had I couldn't take him out in time.