I can't say that any of those picks are particularly compelling. Moonfire is a definite no, but the other two might have some degree of usefulness. Stonetusk Boar is a bit like a sub-standard Elven Archer, but it could prove useful to clear a one or two drop or provide a little bit of additional burst with Savage Roar. Poison Seeds could help you get back into the game in some, probably quite rare, circumstances.
I'd say it's about even between the two of them, but on the rare occasion that they're useful, you might appreciate the impact of Poison Seeds more.
Does anyone know if I cast Poison Seeds, can I then attack with the 2/2s on my side of the board? I would assume that since those 2/2s come into play without Charge that they're unable to attack that turn.
Does anyone know if I cast Poison Seeds, can I then attack with the 2/2s on my side of the board? I would assume that since those 2/2s come into play without Charge that they're unable to attack that turn.
You are correct in that they can NOT attack the same turn.
Very underwhelming set of picks, but I unfortunately think Stonetusk Boar is probably your best bet. However, if you ever fall behind or lose board control in the mid-game, you could play Poison Seeds into a minion ie. Yeti.
Moonfire is not as unplayable as everyone says, but yeah, not a very good set of cards. Poison Seeds can turn a board around, but you're most likely the one who's going to have all those big drops, so it may not work in your game plan. Stonetusk Boar is awful, awful, but works okay with Savage Roar and can top off your combo to deal 17 out of nowhere on turn 10...
I'd go with Moonfire, since the best play with the Boar is to finish something wounded, which the spell can do with a lower investment. Plus, spell power turns it into Backstab, which is a good card.
Edit : Just to add that Moonfire gives you an out to turn 2 3/2s with your hero power - important when facing Whirling Zap-o-matics.
I love CCGs, but there's one format I'm not good at, but oddly still really enjoy: drafting.
I suggest u start using apps like this (http://www.heartharena.com), first of all it will be easier for u to present your draft to us and it will be more "smooth" and second, it will help u draft better. U can see how the cards r valued against each other and it takes into account the cards already drafted, so u can try and see the "thought process" behind the drafting (there is also always a little text about the 3 choises and why pick one over other), if u have 15x 2drop, u probably dont want another etc. ;-)
btw Poison Seeds r ok to pick, its basicly hard removal (ish), its better to destroy 6/7 + 5/5 + 4/1 and give em 3x 2/2 than leave that on board, or u can just use it to destroy single 6/7, it is not the best play ever, but it is not the worst either.
Gah, this was an oddly challenging pick. Despite initial misgivings, I actually went with Moonfire. The ability to turn two clear a 2 body minion is actually what sold me. I decided to value being able to free ping on a minion in the early game over the situational conditions for Poison Seeds and the 1/1 boar. There have also been plenty of games that I've played where I just needed 1 more point of damage to clear a minion off the board. So I'm going to roll the dice on Moonfire. *fingers crossed*
I'd like to, but oddly the network I'm on blocks that site. :(
OPTIONS FOR PICK #12: Flesheating Ghoul vs Wrath vs Silver Hand Knight. I feel like Wrath is the obvious choice here, but I've heard good arguments for Silver Hand Knight. Is there any reason I should pick SHK over Wrath?
I actually do like shk in arena because board presence is so important, but not over wraith. It is cheap removal and a possible card draw, which is something you are completely lacking so far in this draft. With a heavy curve, you don't need a ton of draw but you still want some. This is the time you want to start valuing 2 drops a little more and at least if you don't get enough you can clear your opponents early drops before things snowball on you.
SHK definitely isn't a bad card. You get 6/6 of stats on two bodies for 5 mana. Wrath is also a pretty solid and flexible card. That 1 dmg to finish something off and draw a card or 3 damage to take something bigger out is nice. Arenavalue puts the two at pretty much a tie so it's up to which one fits your deck better and personal preference. You've already got 2 4 drops a 5 and a 6 drop along with a couple big cards so I think I'd go with wrath.
Looks like arenavalue is blocked too. It seems like hearthpwn just happens to slip through the cracks somehow.
I went withWrath for pick #12. And now I apparently have the option for a second...
OPTIONS FOR PICK #13: Cogmaster vs Wrath vs Savage Roar. I assume that Wrath again here is the right choice, but a second Savage Roar could give me more consistency for a Force of Nature combo. Also, I initially wanted to write off Cogmaster, but I do actually have 3 mechs (Anodized Robo Cub, Harvest Golem, and Sneed's Old Shredder), two of which are early drops. I feel like a great start would be a turn 1 Cogmaster into a turn 2 Cub or Golem (w/ Coin), but you obviously can't rely on that consistently. Any thoughts?
I am not a fan of one-drops in the arena, although one with 2 health is much more playable. A second Savage Roar would allow you to go all in on your game ending combo, but Wrath is always good... I'd go with consistency over inconsistent opener (Cogmaster) or inconsistent finisher, but that's your call ;)
A 1/2 for 1 isn't a bad body for the base stats. If you happen to be able to drop a mech too then a 3/2 for 1 is just crazy. Your mech density is a little low and you can't really guarantee it will get any better so I'd evaluate it based on it's base stats and I think in light of that the other two options are clearly better picks.
I think at this point I'd go Wrath. A second Savage Roar could be helpful to get you your combo but it might be limited usefulness otherwise. I don't know that you've got enough good low cost sticky creatures to ensure a board presences to make a Savage Roar without a FoN very useful.
This is a tough choice but I agree with the posters above. I usually value 1 drops less in arena unless it's flame imp, chow or something like that. It's hard to regain the board as a Druid, so I would probably go wrath. i feel like you don't have the early drops or stickiness to ensure you get use out of 2 roars but wrath is always useful.
OPTIONS FOR PICK #14: Druid of the Claw vs Earthen Ring Farseer vs Innervate. Druid of the Claw is obviously very powerful, but Earthen Ring Farseer can be useful both early if I need a body or late-game to help keep a bigger minion alive. I feel like Innervate could help me ramp up into some of my more costly drops, but right now I have to imagine I want to value both of the other cards over it. Am I wrong there?
Toughest choice yet. Dotc is usually an insta pick but innervate is so good, especially where your curve is going. Earthen is a solid early drop that gives you some healing too but not against these two. I'm curious to see what kind of advice you get on this. Great thread btw, this is one I'll keep tabs on.
Toughest choice yet. Dotc is usually an insta pick but innervate is so good
:DDDDDD Easiest choise DotC (one of the best minions in arena, draft 5 of them no problem :p), dont even think about stupid Innervate lol ... it will loose u games more times than not, innervate is play, that will put u in card disadvantage and that is where u start loosing in arena, sure u can pull of some good combo once in a 6 games, but in those other 5 games it will be terrible topdeck or like i said, 2for1 in your opponent favour. If ur not good with drafting a druid deck with certain idea, dont even touch Innervate.
Three pretty good options. ERF is a 3/3 for 3 which fits average for a body. The heal can be used to heal up another minion so it can get more trades out of it or to heal you after using your Hero Power to help clear the board. Both potentially very useful things.
Innervate is a druid staple in constructed and can certainly be useful, Combo on turn 7 or a turn 6 Sneed's or even a turn 3 DOTC. Innervate is trading card advantage for tempo advantage. That can work well in Arena because your opponent may not have a good answer to that early Sneed's or DOTC. It can also backfire if you don't really have many good cards in your hand to use it on. Innervate into a Archmage? No thanks.
Druid of the Claw Definitely a solid pick even if you've already got one. It gives you good flexibility and another good taunt minion to help you get to your late game for Sneed's or combo.
I think I'd go Druid but I'm not an arena pro by any means so I could easily be wrong.
Thanks for the input, everyone! This was a particularly tough choice, but ultimately, I went with Druid of the Claw. I am a big fan of Earthen Ring Farseer in general, but at the end of the day, DotC is a solid threat in its own right, it's versatile, and can help me survive into the late game for Sneed, Force of Nature + Roar combo, or Ironbark.
OPTIONS FOR PICK #15: Mark of the Wild vs Tauren Warrior vs Salty Dog. My thought here is to go Tauren Warrior. An early-game taunt, with the potential to grow its attack at least sounds like a good choice. Salty Dog certainly seems menacing, but as a five drop, I begin to worry about a 4 health body not surviving the turn to allow me to swing with it. I think Mark of the Wild could be situationally good, but I fear overloading on spells. If I were to pick MotW, I'd be halfway into the draft with 1/3 of my cards spells. Is that an unwarranted fear?
I can't say that any of those picks are particularly compelling. Moonfire is a definite no, but the other two might have some degree of usefulness. Stonetusk Boar is a bit like a sub-standard Elven Archer, but it could prove useful to clear a one or two drop or provide a little bit of additional burst with Savage Roar. Poison Seeds could help you get back into the game in some, probably quite rare, circumstances.
I'd say it's about even between the two of them, but on the rare occasion that they're useful, you might appreciate the impact of Poison Seeds more.
Does anyone know if I cast Poison Seeds, can I then attack with the 2/2s on my side of the board? I would assume that since those 2/2s come into play without Charge that they're unable to attack that turn.
You are correct in that they can NOT attack the same turn.
Very underwhelming set of picks, but I unfortunately think Stonetusk Boar is probably your best bet. However, if you ever fall behind or lose board control in the mid-game, you could play Poison Seeds into a minion ie. Yeti.
Moonfire is not as unplayable as everyone says, but yeah, not a very good set of cards. Poison Seeds can turn a board around, but you're most likely the one who's going to have all those big drops, so it may not work in your game plan. Stonetusk Boar is awful, awful, but works okay with Savage Roar and can top off your combo to deal 17 out of nowhere on turn 10...
I'd go with Moonfire, since the best play with the Boar is to finish something wounded, which the spell can do with a lower investment. Plus, spell power turns it into Backstab, which is a good card.
Edit : Just to add that Moonfire gives you an out to turn 2 3/2s with your hero power - important when facing Whirling Zap-o-matics.
I suggest u start using apps like this (http://www.heartharena.com), first of all it will be easier for u to present your draft to us and it will be more "smooth" and second, it will help u draft better. U can see how the cards r valued against each other and it takes into account the cards already drafted, so u can try and see the "thought process" behind the drafting (there is also always a little text about the 3 choises and why pick one over other), if u have 15x 2drop, u probably dont want another etc. ;-)
btw Poison Seeds r ok to pick, its basicly hard removal (ish), its better to destroy 6/7 + 5/5 + 4/1 and give em 3x 2/2 than leave that on board, or u can just use it to destroy single 6/7, it is not the best play ever, but it is not the worst either.
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After I sent my initial comment, I was looking at that as well. Could be a decent early play if the opening hand isn't great.
Gah, this was an oddly challenging pick. Despite initial misgivings, I actually went with Moonfire. The ability to turn two clear a 2 body minion is actually what sold me. I decided to value being able to free ping on a minion in the early game over the situational conditions for Poison Seeds and the 1/1 boar. There have also been plenty of games that I've played where I just needed 1 more point of damage to clear a minion off the board. So I'm going to roll the dice on Moonfire. *fingers crossed*
I'd like to, but oddly the network I'm on blocks that site. :(
OPTIONS FOR PICK #12: Flesheating Ghoul vs Wrath vs Silver Hand Knight. I feel like Wrath is the obvious choice here, but I've heard good arguments for Silver Hand Knight. Is there any reason I should pick SHK over Wrath?
I actually do like shk in arena because board presence is so important, but not over wraith. It is cheap removal and a possible card draw, which is something you are completely lacking so far in this draft. With a heavy curve, you don't need a ton of draw but you still want some. This is the time you want to start valuing 2 drops a little more and at least if you don't get enough you can clear your opponents early drops before things snowball on you.
You could try http://www.arenavalue.com/ which is a similar site and might not be blocked.
SHK definitely isn't a bad card. You get 6/6 of stats on two bodies for 5 mana. Wrath is also a pretty solid and flexible card. That 1 dmg to finish something off and draw a card or 3 damage to take something bigger out is nice. Arenavalue puts the two at pretty much a tie so it's up to which one fits your deck better and personal preference. You've already got 2 4 drops a 5 and a 6 drop along with a couple big cards so I think I'd go with wrath.
Looks like arenavalue is blocked too. It seems like hearthpwn just happens to slip through the cracks somehow.
I went withWrath for pick #12. And now I apparently have the option for a second...
OPTIONS FOR PICK #13: Cogmaster vs Wrath vs Savage Roar. I assume that Wrath again here is the right choice, but a second Savage Roar could give me more consistency for a Force of Nature combo. Also, I initially wanted to write off Cogmaster, but I do actually have 3 mechs (Anodized Robo Cub, Harvest Golem, and Sneed's Old Shredder), two of which are early drops. I feel like a great start would be a turn 1 Cogmaster into a turn 2 Cub or Golem (w/ Coin), but you obviously can't rely on that consistently. Any thoughts?
I am not a fan of one-drops in the arena, although one with 2 health is much more playable. A second Savage Roar would allow you to go all in on your game ending combo, but Wrath is always good... I'd go with consistency over inconsistent opener (Cogmaster) or inconsistent finisher, but that's your call ;)
A 1/2 for 1 isn't a bad body for the base stats. If you happen to be able to drop a mech too then a 3/2 for 1 is just crazy. Your mech density is a little low and you can't really guarantee it will get any better so I'd evaluate it based on it's base stats and I think in light of that the other two options are clearly better picks.
I think at this point I'd go Wrath. A second Savage Roar could be helpful to get you your combo but it might be limited usefulness otherwise. I don't know that you've got enough good low cost sticky creatures to ensure a board presences to make a Savage Roar without a FoN very useful.
This is a tough choice but I agree with the posters above. I usually value 1 drops less in arena unless it's flame imp, chow or something like that. It's hard to regain the board as a Druid, so I would probably go wrath. i feel like you don't have the early drops or stickiness to ensure you get use out of 2 roars but wrath is always useful.
Fair enough! 2nd Wrath it is. :)
OPTIONS FOR PICK #14: Druid of the Claw vs Earthen Ring Farseer vs Innervate. Druid of the Claw is obviously very powerful, but Earthen Ring Farseer can be useful both early if I need a body or late-game to help keep a bigger minion alive. I feel like Innervate could help me ramp up into some of my more costly drops, but right now I have to imagine I want to value both of the other cards over it. Am I wrong there?
Toughest choice yet. Dotc is usually an insta pick but innervate is so good, especially where your curve is going. Earthen is a solid early drop that gives you some healing too but not against these two. I'm curious to see what kind of advice you get on this. Great thread btw, this is one I'll keep tabs on.
I'd still go with DotC.
:DDDDDD Easiest choise DotC (one of the best minions in arena, draft 5 of them no problem :p), dont even think about stupid Innervate lol ... it will loose u games more times than not, innervate is play, that will put u in card disadvantage and that is where u start loosing in arena, sure u can pull of some good combo once in a 6 games, but in those other 5 games it will be terrible topdeck or like i said, 2for1 in your opponent favour. If ur not good with drafting a druid deck with certain idea, dont even touch Innervate.
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Three pretty good options. ERF is a 3/3 for 3 which fits average for a body. The heal can be used to heal up another minion so it can get more trades out of it or to heal you after using your Hero Power to help clear the board. Both potentially very useful things.
Innervate is a druid staple in constructed and can certainly be useful, Combo on turn 7 or a turn 6 Sneed's or even a turn 3 DOTC. Innervate is trading card advantage for tempo advantage. That can work well in Arena because your opponent may not have a good answer to that early Sneed's or DOTC. It can also backfire if you don't really have many good cards in your hand to use it on. Innervate into a Archmage? No thanks.
Druid of the Claw Definitely a solid pick even if you've already got one. It gives you good flexibility and another good taunt minion to help you get to your late game for Sneed's or combo.
I think I'd go Druid but I'm not an arena pro by any means so I could easily be wrong.
Thanks for the input, everyone! This was a particularly tough choice, but ultimately, I went with Druid of the Claw. I am a big fan of Earthen Ring Farseer in general, but at the end of the day, DotC is a solid threat in its own right, it's versatile, and can help me survive into the late game for Sneed, Force of Nature + Roar combo, or Ironbark.
OPTIONS FOR PICK #15: Mark of the Wild vs Tauren Warrior vs Salty Dog. My thought here is to go Tauren Warrior. An early-game taunt, with the potential to grow its attack at least sounds like a good choice. Salty Dog certainly seems menacing, but as a five drop, I begin to worry about a 4 health body not surviving the turn to allow me to swing with it. I think Mark of the Wild could be situationally good, but I fear overloading on spells. If I were to pick MotW, I'd be halfway into the draft with 1/3 of my cards spells. Is that an unwarranted fear?