Mekgineer Thermaplugg previosuly would've been my auto pick in this situation. 2/1 Leper Gnome can trade up easily and generate a lot of value. So if you play him with a board, it can help stabilize. But now post nerf, it became a lot harder to stablize the board with Mekgineer, so I am considering the alternatives.
Icehowl is actually great in Arena. He is the most immediate of all 3 minions and his stat are great too. I have almost went average of 8+ wins everytime I draft icehowl on Mage or Rogue.
Anub'arak is something I really want to try out, but I have never picked him before. Anub'arak seem to be the value King, but I am wondering if he is even too slow for Arena. His main body being 4 Health make him open to 75% of the Removal in Hearthstone and AOE like Flamestrike. I might not even get the chance to replay him if enemy have enough Tempo. So I am wondering if anyone can share their experience of using Anub'arak in Arena.
I had an Arena run where I had Journey below give me Anub as the best option twice in that run, and I had mixed results. 1 game my opponent didn;t have a board and couldn;t really deal with him, so I was more or less free to play him several times. The other game my opponent did have a board and Anub sat in my hand while I tried to do something with my other cards and when finally called upon did very little, cause my opponent took care of him pretty easily and then I had to play him again as my whole turn while my opponent kept hitting my face with the remainder of his board.
I'm pretty sure I would have won the first game anyway, and obviously he didn;t effect my game I lost enough to swing it. I;d definitely not choose Anub if your goal is to win more games.
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I believe that the tempo Anub generates is only outstanding indeed when your games are already won. Otherwise he's a very heavy card that won't save you mostly. I like the other options better - Megkinner is fun, but works worse than Icehowl mostly.
I'd go for Icehowl. It helps you to turn the board, generating tempo and maybe even contesting an almost lost game.
I assume u got rogue in arena coz of anubarak. In arena it is all about tempo and rogue is a good tempo class. So u only have small chance to win in arena if u play control type deck with rogue class.
Icehowl and anubarak is a really good control card. Unfortunately the moment u drop icehowl i assume u need to clear the board and its mean u already in bad run in arena if on turn 9 u already lose board. and if u drop anubarak its gonna lose u some tempo (turn 9 play 8/4? Its like drop salty dog).
So i prefer mekginer because it can help to secure the win on turn 9. But its not a good card. Better north sea kraken than him.
Next time u gonna ask, post the screenshot of already picked card. So we can help you analyze what you should pick more throughly.
I've played with anubarak several times, mostly from journey but I've drafted him once or twice. after limited testing, it's actually a preposterously bad card. If you are losing or even on an even game, your opponent can just ignore him and go face and the mana cost for his 4 health body is awful tempo. The value generated from getting the deathrattle is nice but it's sooooooo sloooooowwww. Most close games that I've played him I lost and when I won by playing him I probably would have won with any other decent big card.
Ice howl is generally the best card here, but if you have a deck with lots of early game and expect to have full board control by turn 9, thermoplug might be better. It would have to be a very specific deck for me to take therm over icehowl.
I think Anub'barak is not only a win more card as implied, but he's only really good when you're in those grindy arena games where you're just top decking for the W. Thermaplugg serves a similar role. Icehowl is likely the going to give you the best % in arena but none of them are great picks in my humble opinion.
Mekgineer Thermaplugg previosuly would've been my auto pick in this situation. 2/1 Leper Gnome can trade up easily and generate a lot of value. So if you play him with a board, it can help stabilize. But now post nerf, it became a lot harder to stablize the board with Mekgineer, so I am considering the alternatives.
Icehowl is actually great in Arena. He is the most immediate of all 3 minions and his stat are great too. I have almost went average of 8+ wins everytime I draft icehowl on Mage or Rogue.
Anub'arak is something I really want to try out, but I have never picked him before. Anub'arak seem to be the value King, but I am wondering if he is even too slow for Arena. His main body being 4 Health make him open to 75% of the Removal in Hearthstone and AOE like Flamestrike. I might not even get the chance to replay him if enemy have enough Tempo. So I am wondering if anyone can share their experience of using Anub'arak in Arena.
I had an Arena run where I had Journey below give me Anub as the best option twice in that run, and I had mixed results. 1 game my opponent didn;t have a board and couldn;t really deal with him, so I was more or less free to play him several times. The other game my opponent did have a board and Anub sat in my hand while I tried to do something with my other cards and when finally called upon did very little, cause my opponent took care of him pretty easily and then I had to play him again as my whole turn while my opponent kept hitting my face with the remainder of his board.
I'm pretty sure I would have won the first game anyway, and obviously he didn;t effect my game I lost enough to swing it. I;d definitely not choose Anub if your goal is to win more games.
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I believe that the tempo Anub generates is only outstanding indeed when your games are already won. Otherwise he's a very heavy card that won't save you mostly. I like the other options better - Megkinner is fun, but works worse than Icehowl mostly.
I'd go for Icehowl. It helps you to turn the board, generating tempo and maybe even contesting an almost lost game.
Si vis pacem, para bellum.
Corvus oculum corvi non eruit.
Go pick mekginer. Its the most decent card.
I assume u got rogue in arena coz of anubarak. In arena it is all about tempo and rogue is a good tempo class. So u only have small chance to win in arena if u play control type deck with rogue class.
Icehowl and anubarak is a really good control card. Unfortunately the moment u drop icehowl i assume u need to clear the board and its mean u already in bad run in arena if on turn 9 u already lose board. and if u drop anubarak its gonna lose u some tempo (turn 9 play 8/4? Its like drop salty dog).
So i prefer mekginer because it can help to secure the win on turn 9. But its not a good card. Better north sea kraken than him.
Next time u gonna ask, post the screenshot of already picked card. So we can help you analyze what you should pick more throughly.
IceHowl is better among the three, #Tempo4Lyfe
What I think every time he comes up with Journey Below...
Sometimes "win more" is the right choice, though.
Icehowl, in contrast, wins games you've lost. So it's by far the best choice.
I've played with anubarak several times, mostly from journey but I've drafted him once or twice. after limited testing, it's actually a preposterously bad card. If you are losing or even on an even game, your opponent can just ignore him and go face and the mana cost for his 4 health body is awful tempo. The value generated from getting the deathrattle is nice but it's sooooooo sloooooowwww. Most close games that I've played him I lost and when I won by playing him I probably would have won with any other decent big card.
Ice howl is generally the best card here, but if you have a deck with lots of early game and expect to have full board control by turn 9, thermoplug might be better. It would have to be a very specific deck for me to take therm over icehowl.
I think Anub'barak is not only a win more card as implied, but he's only really good when you're in those grindy arena games where you're just top decking for the W. Thermaplugg serves a similar role. Icehowl is likely the going to give you the best % in arena but none of them are great picks in my humble opinion.
Balancing busted cards version 1.0.