I have seen some manage it, but it seems a lot harder to manage themes with the influx of cards. I used to sometimes (though it wasn't easy) be able to get enough beasts for hunter, deathrattles for Undertaker and demons for Warlock etc. I can't manage it at all anymore. Even mechs aren't that reliable. I used to avoid the card value charts and did pretty well because I know how to build a deck, but It seems at that point where it's now almost entirely card value and curve.
Priest seems to still have the health and heal synergy. That's all I see.
This isn't really a complaint, more an observation. Just curious if anyone else has had any luck drafting a theme/synergy. It could just be me.
yep, it's a big question, for instance, whether you wanna pick the tinkertown technician. You have to look at the mech you already have and evaluate the chance of the combo happening. If you had to choose a card like that in first 3 picks, i would never choose it (other mech cards can be good on their own, not this one).
Most of the time i dont pick undertaker either. If you dont have a deathrattle turn 2, he's such a poor turn 1. I've not seen an undertaker doing well in arena for a long time.
Just before this set I had 4 Webspinners, an Undertaker, 2 UtH, 2 Hyenas and a bunch of other cards along those lines. That was particularly lucky, but not the first time.
I don't see that at all. In my opinion there's a ton of new cards to work with, so themes work out easier. Aside from demons, murlocs, beasts, and pirates, synergies in general are easy to make. Mechs are the most obvious new synergy, but stuff like spare parts, ogres, and curve shenanigans. Dude, just think of a theme, pick up like ~18 cards that fit, and then fill the rest with good cards to fill your curve.
Doesn't seem to work for me. Getting 18 in theme cards doesn't seem to work. Some classes got some amazing standalone cards for sure. But I only see 5 mech choices in a deck. And not all of them are that great. Spare parts are useful, but they only synergize with 4 or 5 cards that I can think of. More cards of different types means it's harder to synergize. From how my options have been anyway.
A fully developed synergy was always hard to pull off in Arena (with the exception of Beast Hunter or Weapon Warrior).
With the addition of GvG there are more synergy types out there, but you basically need one or two key cards before it's worth going after the others.
The biggest exception is Mechs. Several mechs are already good arena picks. I'm going to grab Harvest Golem, Spider Tank, and Mechanical Yeti even if I don't have synergy cards, so why not grab the synergy cards as well?
Things just got more complicated but it's synergy is not exactly destroyed. After a bunch of arena runs you'd get the hang of it, we just need to adjust. value is still king most of the time, imo
seems synergy is alive and well. Just lost to assassin's blade + deadly poison + sword oil + blade flurry.
I will point out that with the exception of Blade Flurry, all of those cards are considered top arena picks anyway. No one had to "chase" that combo (unless they started with the Blade Flurry, which I doubt).
I don't think it's right to chase after any synergies in arena anyway. I would never pick undertaker unless I already had 3-4 deathrattles and the other 2 options were subpar. I wouldn't pick it and hope to draft deathrattles. That's just ridiculous. Same with mechs. Most mechs are good standalone cards like mechwarper is an ok 2/3 even if you have no other mechs but I would not draft a tinkertown technician without already having a lot of mechs.
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I have seen some manage it, but it seems a lot harder to manage themes with the influx of cards. I used to sometimes (though it wasn't easy) be able to get enough beasts for hunter, deathrattles for Undertaker and demons for Warlock etc. I can't manage it at all anymore. Even mechs aren't that reliable. I used to avoid the card value charts and did pretty well because I know how to build a deck, but It seems at that point where it's now almost entirely card value and curve.
Priest seems to still have the health and heal synergy. That's all I see.
This isn't really a complaint, more an observation. Just curious if anyone else has had any luck drafting a theme/synergy. It could just be me.
I really want Pirates to be a playable theme.
yep, it's a big question, for instance, whether you wanna pick the tinkertown technician. You have to look at the mech you already have and evaluate the chance of the combo happening. If you had to choose a card like that in first 3 picks, i would never choose it (other mech cards can be good on their own, not this one).
Most of the time i dont pick undertaker either. If you dont have a deathrattle turn 2, he's such a poor turn 1. I've not seen an undertaker doing well in arena for a long time.
Just before this set I had 4 Webspinners, an Undertaker, 2 UtH, 2 Hyenas and a bunch of other cards along those lines. That was particularly lucky, but not the first time.
I really want Pirates to be a playable theme.
I don't see that at all. In my opinion there's a ton of new cards to work with, so themes work out easier. Aside from demons, murlocs, beasts, and pirates, synergies in general are easy to make. Mechs are the most obvious new synergy, but stuff like spare parts, ogres, and curve shenanigans. Dude, just think of a theme, pick up like ~18 cards that fit, and then fill the rest with good cards to fill your curve.
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Doesn't seem to work for me. Getting 18 in theme cards doesn't seem to work. Some classes got some amazing standalone cards for sure. But I only see 5 mech choices in a deck. And not all of them are that great. Spare parts are useful, but they only synergize with 4 or 5 cards that I can think of. More cards of different types means it's harder to synergize. From how my options have been anyway.
I really want Pirates to be a playable theme.
A fully developed synergy was always hard to pull off in Arena (with the exception of Beast Hunter or Weapon Warrior).
With the addition of GvG there are more synergy types out there, but you basically need one or two key cards before it's worth going after the others.
The biggest exception is Mechs. Several mechs are already good arena picks. I'm going to grab Harvest Golem, Spider Tank, and Mechanical Yeti even if I don't have synergy cards, so why not grab the synergy cards as well?
seems synergy is alive and well. Just lost to assassin's blade + deadly poison + sword oil + blade flurry.
Things just got more complicated but it's synergy is not exactly destroyed. After a bunch of arena runs you'd get the hang of it, we just need to adjust. value is still king most of the time, imo
I will point out that with the exception of Blade Flurry, all of those cards are considered top arena picks anyway. No one had to "chase" that combo (unless they started with the Blade Flurry, which I doubt).
I don't think it's right to chase after any synergies in arena anyway. I would never pick undertaker unless I already had 3-4 deathrattles and the other 2 options were subpar. I wouldn't pick it and hope to draft deathrattles. That's just ridiculous. Same with mechs. Most mechs are good standalone cards like mechwarper is an ok 2/3 even if you have no other mechs but I would not draft a tinkertown technician without already having a lot of mechs.