You have to accept that the loss was out of your control and realize you will get those same bull %&$# cards in a future draft and make someone else feel miserable.
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4x Top 150 arena player #95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
There's actually less inherently RNG cards tbh, it's just the powerlevel of particular cards are absolutely off the charts, like the cards ^ mentioned. Cube, void lord, hooked reaver are other cards that takes the cake. Cube is like an extremely crazier version of corpse raiser which is already a decent card, and corridor creeper is absolutely ridiculous and tbh should have its offering rates reduced for every class. Minions that breaks tempo games usually have some strong drawbacks, like King Mukla, Unlicensed Apothecary, and Keening Banshee. This card HAS NO DRAWBACK, and is still good in topdeck wars since it's still a 5/5. Either this card should be increased in mana cost (would be a good nerf to evolve effects too since there are tons of OP 8 mana cards) or its stats should be reduced.
Cursed Disciple has been doing a breakout performance for me in this meta. I had this card in 4/8 of my 12 win drafts.
It seems to be very powerful against priest. There are also less hunters in the meta to candleshot it, not enough paladins with lost in the jungle, mages lose 2 mana to ping it, and rogues take a lot of face damage.
The success of this card completely depends on the meta so its understandable that a lot of you rated it 4. I personally gave the card a 3 at the start of the expansion. And now I would say its a 2 or 2.5.
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4x Top 150 arena player #95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
Corridor Creeper (1) +1 – Think most people missed this one. We had the card at a (2) which is an above average card, but not only is the 5/5 body for cheap and early, a great tempo play that can win the game right away, the condition to trigger is very reasonable. This card is actually one of the best neutral cards IN THE GAME right now, and has seen success in Constructed play as well.
I called it as the sleeper card of the set and was surprised people had it as anything other than a 1.
I was incredibly wrong on everything else though, so it balanced out.
Corridor Creeper (1) +1 – Think most people missed this one. We had the card at a (2) which is an above average card, but not only is the 5/5 body for cheap and early, a great tempo play that can win the game right away, the condition to trigger is very reasonable. This card is actually one of the best neutral cards IN THE GAME right now, and has seen success in Constructed play as well.
I called it as the sleeper card of the set and was surprised people had it as anything other than a 1.
I was incredibly wrong on everything else though, so it balanced out.
Well, if the meta didnt slow down, this card would probably be just the 2. But since you can afford to have a dead card in your hand for a future swing turn, it performs this well even in arena.
Since you people all love Call to Arms, I need some help understanding why. You simply cannot get enough 2-drops to be consistent. 8 total 1- and 2- drops? Nah, not enough. And that's an excessive amount of sub-three drops to get in my experience. I have been known to get more Call to Arms than targets for the thing, ffs! Feels like a trap card that looks good on paper, but sucks in practise. <4 sub-three drops in an entire draft is common now. Can't aggressively pick them when they're not offered. It feels like a 4 rating card to me.
The card is good cause it thins your deck from crap u wouldnt want to draw into later on while providing a decent value in stats for its cost. Even if u get like two 2-drops on average, that is still very much acceptable. Also while Righteous Protector has boosted appearance draft rates, that is another super good card that synergises well with Call to Arms.
Obviously in the end it depends on how your deck looks like at any given point when you are offered the card and/or if offered early, you will have to decide how much to "draft into it" to not weaken your deck in spite of it. It is far from an auto-pick card, but it is one that generally performs very well, if you are aware of what you are doing during the drafting phase ;-)
Since you people all love Call to Arms, I need some help understanding why. You simply cannot get enough 2-drops to be consistent. 8 total 1- and 2- drops? Nah, not enough. And that's an excessive amount of sub-three drops to get in my experience. I have been known to get more Call to Arms than targets for the thing, ffs! Feels like a trap card that looks good on paper, but sucks in practise. <4 sub-three drops in an entire draft is common now. Can't aggressively pick them when they're not offered. It feels like a 4 rating card to me.
You have to pick sub par 1 and 2 drops to fill the curve. Emerald hive queen is not that bad because you can hero power turn 2, duskboar has 4 attack vs all these priest. drygulch is not too bad since the games are really long now. I've had grimscale chum, a crappy 1 drop in two of my 12 win paladin decks. I also got beat by dirty rat from call to arms by the final boss.
I had divine favor in one deck, and blessing of wisdom in the other. Both decks had guild recruiter for more deck thinning.
The problem for me is not drafting these low cost minions, the problem is if I highroll and get call to arms early I usually win. If I don't the game is a struggle with these terrible stat minions and you have to hope your draft contains a lot of weapons or buff spells to carry you.
There is a lot of highrolling required with Paladin and Hunter in this expansion, which is frustrating when you lose and unsatisfying when you win, at least that is how I feel.
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4x Top 150 arena player #95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
Maybe I'm just getting shafted on my numbers of early game minions that I'm offered, but we're talking eight sub-three drops, 6 games, and the majority of my calls pulled one minion. I usually get around 2-3 1/2-drops outside of lock - and that's aggressively drafting the blighters. That's the best arena draft I've had in terms of Call and call synergy. I've had calls just dead in hand because they would hit absolutely nothing before - One call is a risk, IMO, a second is suicide in almost every arena deck.
The thing is, even when I do get Call early and draft aggressively with bad 1- and 2-drops (4 if I'm lucky) - I then have to mull aggressively for them to, you know, actually have something to play. I'm pretty sure that I've not been offered any of the one or two drops you've mentioned, ND, other than drygulch, in the entirety of my post-KaC Arena runs. Seriously, how many targets do you feel is good for the card? And how do you get offered that many?
Guild recruiter? Very different card, has a non-negligible pool of targets to hit. Call? Getting boycotted by me, even first pick. When I get shafted on it reliably and I have 8 targets in the deck? I can't see the appeal.
You don't need a lot of 1 and 2 drops for call to arms to work. For example, in this draft I probably only keep emerald hive queen in my opening hand and I hard mulligan for call to arms, a weapon, or a 3 drop. The meta is so slow that you can just hero power turn 2. I basically treat my 1 and 2 drops like patches the pirate, I want them to stay in my deck and I let call to arms and guild recruiter thin them out.
Its very difficult to draft a aggro or tempo deck in this meta. I just go midrange or control most of the time.
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4x Top 150 arena player #95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
Call to Arms has been performing very well for me. I got 2 in my last paladin run (and declined a third), with only 4 1-2 drops, and ended up 12-2.
I was worried after the draft, but having two simply gave me more chances to draw one early. And I lost only one of the games where I quickly drew both. That card won about a third of the game straight away, and generally always gave me a huge lead.
If you hit stuff with it, it's good. But I get steamrolled by aggro if I miss a two or three drop at the moment - but I'm meant to mull them away for the chance of a strong four drop on curve? That's not hype for a card I can understand, sorry.
I'd never mulligan away my 1-2 drops because I've got a Call to Arms in my hand, though I would keep it in my hand if I had a 1/2 drop. I've not played with it much really, but if you've got 6-8 1/2 drops in your deck then on average it should perform better than it has for you.
Call to Arms has been performing very well for me. I got 2 in my last paladin run (and declined a third), with only 4 1-2 drops, and ended up 12-2.
I was worried after the draft, but having two simply gave me more chances to draw one early. And I lost only one of the games where I quickly drew both. That card won about a third of the game straight away, and generally always gave me a huge lead.
If you hit stuff with it, it's good. But I get steamrolled by aggro if I miss a two or three drop at the moment - but I'm meant to mull them away for the chance of a strong four drop on curve? That's not hype for a card I can understand, sorry.
I'd never mulligan away my 1-2 drops because I've got a Call to Arms in my hand, though I would keep it in my hand if I had a 1/2 drop. I've not played with it much really, but if you've got 6-8 1/2 drops in your deck then on average it should perform better than it has for you.
Depends on the 1-2 drops. I had a deck with 2 CtA (the 2nd copy appeared on like the 29th pick) and had some shitty 1 drops I drafted after I got offered 1 (Weasel Tunneler, Wax Elemental) and I threw these cards back for sure. They're just cards you never want to draw yourself anyway and is only CtA fodder. Made CtA much stronger and you really just want a solid turn 3-4 most of the time in this meta tbh.
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Regular NA Arena Leaderboard player. Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
4x Top 150 arena player
#95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
There's actually less inherently RNG cards tbh, it's just the powerlevel of particular cards are absolutely off the charts, like the cards ^ mentioned. Cube, void lord, hooked reaver are other cards that takes the cake. Cube is like an extremely crazier version of corpse raiser which is already a decent card, and corridor creeper is absolutely ridiculous and tbh should have its offering rates reduced for every class. Minions that breaks tempo games usually have some strong drawbacks, like King Mukla, Unlicensed Apothecary, and Keening Banshee. This card HAS NO DRAWBACK, and is still good in topdeck wars since it's still a 5/5. Either this card should be increased in mana cost (would be a good nerf to evolve effects too since there are tons of OP 8 mana cards) or its stats should be reduced.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
Cursed Disciple has been doing a breakout performance for me in this meta. I had this card in 4/8 of my 12 win drafts.
It seems to be very powerful against priest. There are also less hunters in the meta to candleshot it, not enough paladins with lost in the jungle, mages lose 2 mana to ping it, and rogues take a lot of face damage.
The success of this card completely depends on the meta so its understandable that a lot of you rated it 4. I personally gave the card a 3 at the start of the expansion. And now I would say its a 2 or 2.5.
4x Top 150 arena player
#95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
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4x Top 150 arena player
#95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
4x Top 150 arena player
#95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
I've just drafted a Hunter deck with 4x Crushing Walls. I wonder how that goes.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
Wow...
I just got infinite Unstable Evolutions by transforming into a Sorcerer's Apprentice lol...
But then my opponent did a crazy Yogg O_o
Overloaded Mana Addict
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