After playing with some of the first wing minions I don't think I would change any of my initial ratings, but I will say that Djinni of Zephyrs is amazing in the right deck. I drafted him in a Paladin deck with Blessing of Wisdom, Blessing of Kings, and Seal of Champions. Every game he hit the board I was able to abuse his ability and create loads of problems for my opponents.
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"To build or destroy...only you decide which joy." - Last Crack
Tunnel Trogg has more ability to spiral out of control than Mana Wyrm, though, since you need a separate spell card for each of Mana Wyrm's +1 attack but one Earth Elemental can boost Tunnel Trogg to 4/3 proportions.
Tunnel Trogg is a much better late game card than Mana Wyrm but even early game you have an opportunity to drop cards like Lightning Bolt, Crackle, Stormforged Axe, and Totem Golem to boost it to Zombie Chow stats.
Overall, I think Tunnel Trogg > Mana Wyrm. This is an easy 1, IMO, even when we're talking about Arena.
The question for Tunnel Trogg versus Mana Wyrm of course is not just about the value it can get, but how likely you are to have cards that give that value. For mage, spells that you want to draft include:
On top of that, you have The Coin in half the games and the new discover cards have a good chance of giving you a spell option, as well as having our new torch which can give 2 spells.
In short, both 1-drops are pretty close in terms of card choices and most of those cards will give comparable value too, with the most popular common cards overloading for only 1. On top of that, both sets of cards work well for protecting the 1-mana minion (being removal or taunts), and both are mostly fairly cheap cards that can follow directly after a turn 1 play of your minion. In short, it looks like Tunnel Trogg may indeed be a worthy competitor to Mana Wyrm.
League of Explorers has some minions that come with come awkward stats and effects in comparison to minions of the same mana cost. So it's difficult to predict how effective they will be without experimentation.
I’ve been having success with Anubisath Sentinel and Ancient Shade in aggressive classes such as Warlock and Hunter. 11 wins with Sentinel in Warlock and 11 wins with Shade in Hunter. So close to 12 wins
Shade is very far away from being terrible and I think it deserves a 3. It just needs to be in a draft with a strong early game.
And has anyone found a class and deck archetype for Jeweled Scarab and Tomb Spider. I tend to draft very aggressive and I'm hesitant to pick these minions because they probably fit better in slower drafts.
i love how ppl are taking jeweled scarab so often in arena. the loss in tempo is usually pretty huge. if I play a 2/3 and they play a jeweled scarab, they often end up at a reaaaally bad spot.
Tunnel Trogg has more ability to spiral out of control than Mana Wyrm, though, since you need a separate spell card for each of Mana Wyrm's +1 attack but one Earth Elemental can boost Tunnel Trogg to 4/3 proportions.
Tunnel Trogg is a much better late game card than Mana Wyrm but even early game you have an opportunity to drop cards like Lightning Bolt, Crackle, Stormforged Axe, and Totem Golem to boost it to Zombie Chow stats.
Overall, I think Tunnel Trogg > Mana Wyrm. This is an easy 1, IMO, even when we're talking about Arena.
The question for Tunnel Trogg versus Mana Wyrm of course is not just about the value it can get, but how likely you are to have cards that give that value. For mage, spells that you want to draft include:
On top of that, you have The Coin in half the games and the new discover cards have a good chance of giving you a spell option, as well as having our new torch which can give 2 spells.
In short, both 1-drops are pretty close in terms of card choices and most of those cards will give comparable value too, with the most popular common cards overloading for only 1. On top of that, both sets of cards work well for protecting the 1-mana minion (being removal or taunts), and both are mostly fairly cheap cards that can follow directly after a turn 1 play of your minion. In short, it looks like Tunnel Trogg may indeed be a worthy competitor to Mana Wyrm.
which would be fine, if there werent extra spell synergies for mage like apprentice and flamewaker (and coin). Also the overload itself can be an issue, you really need exceptional curve to come enough ahead, stormforged is fine if it can kill by itself, but bolt is pretty bad t2 followup, crackle is just overkill for essentialy 3 mana, most of those overload cards give you momentary tempo, which you lose immediately, when the opponent can play good minions on curve, since you wont be actually able to contest them with the board, the only really strong plays are totem golem followups. the trogg is welcome addition to shaman collection, but nowhere as powerful and scary as wyrm, since you actually sacrifice something for the next turn each time you buff him, unlike wyrm.
I just watched Kripp's latest https://www.youtube.com/watch?v=8kaEJpk65L0 video, in which he gets rapidly rekd by perfect Arena decks. He seems genuinely stunned by what happens, but it's all incredibly familiar to me. As far as I'm concerned, that's just what Arena is like now.
I think this is in part due to LOE's new impact in Arena. I'm also not doing as good so I think it's a period of adjustment to see what works.
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Regular NA Arena Leaderboard player. Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
One big problem of arena is powercreep. No, i am not one of these Doomsayers that see the world fall apart because of an Ice Rager. But in Arena this is a problem. It is a big difference if you draft a Bloodfen Raptor or a Huge Toad. And especially mediocre and overpowered minions like Piloted Shredder. Getting one of those increases your winrate by a huge amount, while for example The Grand Tournament introduced so many mediocre Minions while LoE has so many good and useable ones. Also the % chance to get an AoE or an Hard Removal gets lower and lower from expansion to expansion. When you are lucky and draft 2 Flamestrike, a few damage Spells and at least a shredder, congratulation to 12 wins.
Personally i would add a small change to arena: you can redraw 3 times. When you have a so bad hand that you simply cannot use any of the minions, try your luck and redraw.
Personally i would add a small change to arena: you can redraw 3 times. When you have a so bad hand that you simply cannot use any of the minions, try your luck and redraw.
Do u mean entire draft 3 times over? Or 3 single cards? I wouldnt be against being able to toss 1-3 cards and being able to redraw them with new ones, that would be kinda cool, but getting entire new draft is too much.
One big problem of arena is powercreep. No, i am not one of these Doomsayers that see the world fall apart because of an Ice Rager. But in Arena this is a problem. It is a big difference if you draft a Bloodfen Raptor or a Huge Toad. And especially mediocre and overpowered minions like Piloted Shredder. Getting one of those increases your winrate by a huge amount, while for example The Grand Tournament introduced so many mediocre Minions while LoE has so many good and useable ones. Also the % chance to get an AoE or an Hard Removal gets lower and lower from expansion to expansion. When you are lucky and draft 2 Flamestrike, a few damage Spells and at least a shredder, congratulation to 12 wins.
Personally i would add a small change to arena: you can redraw 3 times. When you have a so bad hand that you simply cannot use any of the minions, try your luck and redraw.
I think this is clearly what's happening in arena. The gap between decks can be outrageous. A few bad cards (because you had to take the best of 3 terrible cards) can easily put you too far behind to catch up when your opponent is playing cards that severely outclass your deck. Essentially, you can easily find yourself in a situation where your deck is only as good as its worst few cards.
yeah,thats pretty much what kept happening to me the last few runs, I was forced to pick some mediocre utility 5drops or just bad cards and I was getting them all the time, in the end the anubisath and dragons breath just dont work, when the opponent gets proper "vanilla" cards on curve for t2>5 and outtempos you because you lack decent removal options in your draft...
Ethereal Conjurer is actually pretty great in arena! He gives me the right spell at least 80% of the time. I can't think of many times when I didn't get either Polymorph, Fireball, Pyroblast, or Frostbolt as a choice. All are amazing spells.
Ethereal Conjurer is actually pretty great in arena! He gives me the right spell at least 80% of the time. I can't think of many times when I didn't get either Polymorph, Fireball, Pyroblast, or Frostbolt as a choice. All are amazing spells.
Yup, Ethereal Conjurer is one of the best (and worst) things that happened to mage arena in a long time :) Hes insane. I have won games that i had no business to win only cause of him and secured wins with ease in other cases, pure value :)
From what little I've played, and I stopped playing Arena shortly after TGT came out, it's gotten back to feeling like you can craft decks that are better than everyone else's, where I thought TGT made it so everybody had inspire cards coming out of their rear ends so you rarely ran into decks with primarily bad cards. I think arena is at it's best when the skill comes in making the most out of mediocre options, not when everyone gets good cards. Or else it's no better than constructed. Plus the inspire plague made classes with bad hero powers worse, when they didn't really have room to be worse. Having said that, Keeper of Uldaman is, ridiculous.
From what little I've played, and I stopped playing Arena shortly after TGT came out, it's gotten back to feeling like you can craft decks that are better than everyone else's, where I thought TGT made it so everybody had inspire cards coming out of their rear ends so you rarely ran into decks with primarily bad cards. I think arena is at it's best when the skill comes in making the most out of mediocre options, not when everyone gets good cards. Or else it's no better than constructed. Plus the inspire plague made classes with bad hero powers worse, when they didn't really have room to be worse. Having said that, Keeper of Uldaman is, ridiculous.
I think now more then ever is arena about your ability to detect if opponent is holding aoe/hard removal etc. and know if u should go for a win (face) or try stalling and play more careful or around specific card(s). Its not always so easy to tell and with discover there is even more things that can go wrong (if u wait too long and opponent gets miraculous recovery by discovering a specific card that saves him), thats my feeling about arena right now.
Ethereal Conjurer is actually pretty great in arena! He gives me the right spell at least 80% of the time. I can't think of many times when I didn't get either Polymorph, Fireball, Pyroblast, or Frostbolt as a choice. All are amazing spells.
I agree and I would probably bump it up a notch or two in the rankings after having played with it more.
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"To build or destroy...only you decide which joy." - Last Crack
Ethereal Conjurer is actually pretty great in arena! He gives me the right spell at least 80% of the time. I can't think of many times when I didn't get either Polymorph, Fireball, Pyroblast, or Frostbolt as a choice. All are amazing spells.
I agree and I would probably bump it up a notch or two in the rankings after having played with it more.
Well we didnt know how exactly discover worked, when we made the list, that it would give u only class+neutral cards and class cards would even have bumped chance over neutrals, thats a pretty huge part of the discover mechanic. I stomped Conjurer to the ground as well :D
From what little I've played, and I stopped playing Arena shortly after TGT came out, it's gotten back to feeling like you can craft decks that are better than everyone else's, where I thought TGT made it so everybody had inspire cards coming out of their rear ends so you rarely ran into decks with primarily bad cards. I think arena is at it's best when the skill comes in making the most out of mediocre options, not when everyone gets good cards. Or else it's no better than constructed. Plus the inspire plague made classes with bad hero powers worse, when they didn't really have room to be worse. Having said that, Keeper of Uldaman is, ridiculous.
I think now more then ever is arena about your ability to detect if opponent is holding aoe/hard removal etc. and know if u should go for a win (face) or try stalling and play more careful or around specific card(s). Its not always so easy to tell and with discover there is even more things that can go wrong (if u wait too long and opponent gets miraculous recovery by discovering a specific card that saves him), thats my feeling about arena right now.
The discover mechanic is basically more card draw, which means you can't really get away with no card draw like you may have been able to do before. I'm usually not too bothered by my opponents playing the discover cards unless I haven't drafted enough card draw of my own.
Warrior is back to being sort of ok, that 7-7 is pretty solid, the spider tankish monkey is kinda ok too.
To be honest though, I'll probably stop playing arena again soon, as as much as I think arena is back to being enjoyable, the game is a bit stale at this point.
From what little I've played, and I stopped playing Arena shortly after TGT came out, it's gotten back to feeling like you can craft decks that are better than everyone else's, where I thought TGT made it so everybody had inspire cards coming out of their rear ends so you rarely ran into decks with primarily bad cards. I think arena is at it's best when the skill comes in making the most out of mediocre options, not when everyone gets good cards. Or else it's no better than constructed. Plus the inspire plague made classes with bad hero powers worse, when they didn't really have room to be worse. Having said that, Keeper of Uldaman is, ridiculous.
I think now more then ever is arena about your ability to detect if opponent is holding aoe/hard removal etc. and know if u should go for a win (face) or try stalling and play more careful or around specific card(s). Its not always so easy to tell and with discover there is even more things that can go wrong (if u wait too long and opponent gets miraculous recovery by discovering a specific card that saves him), thats my feeling about arena right now.
The discover mechanic is basically more card draw, which means you can't really get away with no card draw like you may have been able to do before. I'm usually not too bothered by my opponents playing the discover cards unless I haven't drafted enough card draw of my own.
Warrior is back to being sort of ok, that 7-7 is pretty solid, the spider tankish monkey is kinda ok too.
To be honest though, I'll probably stop playing arena again soon, as as much as I think arena is back to being enjoyable, the game is a bit stale at this point.
It is kinda like a card draw (but not exactly), cause especially Conjurer will in most cases give u a superior card to what u might draw from your own deck and that is a HUGE difference. Basically same with Curator, even tho he is a very different story/scenario, but also powerful one most of the time.
After playing with some of the first wing minions I don't think I would change any of my initial ratings, but I will say that Djinni of Zephyrs is amazing in the right deck. I drafted him in a Paladin deck with Blessing of Wisdom, Blessing of Kings, and Seal of Champions. Every game he hit the board I was able to abuse his ability and create loads of problems for my opponents.
"To build or destroy...only you decide which joy." - Last Crack
Meanwhile, shaman overload cards give:
In short, both 1-drops are pretty close in terms of card choices and most of those cards will give comparable value too, with the most popular common cards overloading for only 1. On top of that, both sets of cards work well for protecting the 1-mana minion (being removal or taunts), and both are mostly fairly cheap cards that can follow directly after a turn 1 play of your minion. In short, it looks like Tunnel Trogg may indeed be a worthy competitor to Mana Wyrm.
League of Explorers has some minions that come with come awkward stats and effects in comparison to minions of the same mana cost. So it's difficult to predict how effective they will be without experimentation.
I’ve been having success with Anubisath Sentinel and Ancient Shade in aggressive classes such as Warlock and Hunter. 11 wins with Sentinel in Warlock and 11 wins with Shade in Hunter. So close to 12 wins
Shade is very far away from being terrible and I think it deserves a 3. It just needs to be in a draft with a strong early game.
And has anyone found a class and deck archetype for Jeweled Scarab and Tomb Spider. I tend to draft very aggressive and I'm hesitant to pick these minions because they probably fit better in slower drafts.
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 love how ppl are taking jeweled scarab so often in arena. the loss in tempo is usually pretty huge. if I play a 2/3 and they play a jeweled scarab, they often end up at a reaaaally bad spot.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
I played against a Warrior activated Reno Jackson successful yesterday in arena. It was funny, even though I still won with Shaman.
Had a bad start with 0-2 but comeback 7-3. For me, Shaman is really strong in arena.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
One big problem of arena is powercreep. No, i am not one of these Doomsayers that see the world fall apart because of an Ice Rager. But in Arena this is a problem. It is a big difference if you draft a Bloodfen Raptor or a Huge Toad. And especially mediocre and overpowered minions like Piloted Shredder. Getting one of those increases your winrate by a huge amount, while for example The Grand Tournament introduced so many mediocre Minions while LoE has so many good and useable ones. Also the % chance to get an AoE or an Hard Removal gets lower and lower from expansion to expansion. When you are lucky and draft 2 Flamestrike, a few damage Spells and at least a shredder, congratulation to 12 wins.
Personally i would add a small change to arena: you can redraw 3 times. When you have a so bad hand that you simply cannot use any of the minions, try your luck and redraw.
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Sjeeezz.. Arena is equally worse than ranked nowadays.
Ethereal Conjurer is actually pretty great in arena! He gives me the right spell at least 80% of the time. I can't think of many times when I didn't get either Polymorph, Fireball, Pyroblast, or Frostbolt as a choice. All are amazing spells.
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From what little I've played, and I stopped playing Arena shortly after TGT came out, it's gotten back to feeling like you can craft decks that are better than everyone else's, where I thought TGT made it so everybody had inspire cards coming out of their rear ends so you rarely ran into decks with primarily bad cards. I think arena is at it's best when the skill comes in making the most out of mediocre options, not when everyone gets good cards. Or else it's no better than constructed. Plus the inspire plague made classes with bad hero powers worse, when they didn't really have room to be worse. Having said that, Keeper of Uldaman is, ridiculous.
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"To build or destroy...only you decide which joy." - Last Crack
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