It's been a while since my last 12 wins and my first with Shaman. Thought this deck would be a total disaster. The final boss was a Warlock and I had to go all in to keep up. Suprisingly enough he did not have a single board clear.
My first 12 win mage run (somehow got it with druid, paladin, rogue and shaman beforehand)
Didn't draft this one in heartharena so I'm not sure what its tierscore would be, I'd guess like a 68/69. The MVPs were surprisingly ogre magi and archmage. 3 damage volcanic potion f**ed up some of the more aggro decks I faced.
Had a mix of opponents, a few priests, two warlocks and a few mages. Didn't see any druids or shamans. I started off playing aggressively and switched to a more controlly style at 7 wins. Closest game I had was against a paladin who just had every buff imaginable. I only won because of the spell damage bonuses and him not being able to kill doomsayer t8. He also misplayed into a flamestrike horrendously, although I get why he would do that. Probably could have beat me though if he held back on an evil heckler and a minibot.
Christmas came early and I got a 12-0 run back to back with the mage 12-0 run :feelsgoodman:
This deck was just pretty damn good. The endless aoe with abyssals infenals and two felfires, together with early game meant it was basically impossible for me to get steamrolled. I came close to dying twice, once to an incredibly greedy paladin deck (I only won because i had felfire potion x2 in my hand by t9). There were some really strong warlocks, but they seemed to lack early game so couldn't make up the health they'd lost.
Too many really good cards to name an MVP, but I think dread infernal actually saved me a couple of times, when I needed a whirlwind but didn't want to waste an abyssal, or when it was a turn early to play abyssal.
Hit 12 wins with this warlock deck and honestly it was an amazing deck. Really good curve and Kazakus was the MVP for some matches, especially the last one, where it literally won me the game as the potion gave me one extra turn to kill my opponent, who had lethal on board and i was able to freeze his minions and set up lethal with Abyssal Enforcer, which is. by the way, a really op card.
The fact that i had two duplicates didn't really affect kazakus as i always drew at least one copy of those cards or i held kazakus until a situation where the potion could turn a game around.
Just very solid minions, managed to curve out well in about 8/13 games, was able to recover in 4/5 of the games where I lacked an early game. The warlock that I lost against was unbelievable - managed to coin out Wrathguard, then Darkbomb, Violet Illusionist, and snowballed from there. Despite starting with a Zombie Chow, I just couldn't keep up with his/her value plays.
Despite there not being any "wow" cards (even the legendary I got was just OK - no Kazakus, Reno or Ragnaros), the key was that there were few "bad" minions, and there was a lot of value trading going on - the small buffs from various sources, the Hozen Healer and overall quality of the minions did it for me - I was particular to control the board, trade well, and not be afraid to go face when I judged that I was within one or two turns of lethal.
I'm amazed that I got to 12 without drafting any AOE's. I did, however, get quite a few of them from RNG sources like Kabal Chemist - which gave me a key Felfire Potion against a mage at 10 wins that saved the game. Maexxna was decent during the run - thankfully I only ran into one priest this run. And naturally, having 3 Bog Creepers helped a lot.
Well here is mine as well to join the party first 12-0 to be made with new standard arena as a paladin run. I will tell the details how I used certain cards as well if you have some questions I will most likely respond.
Right lets get over this the deck itself is midrange type so you curve well you got good chance to win the round that is first idea of playstile now some combos and openers early stage and late stages of run. Early on with this deck if you are going first you want to initiate the play by having something playable early like secret probably best redemption or perhaps noble if its not a class that can attack with hero power. You generaly want a nice 3 drop or 2 drop with situational card as well if you know what oponnent may go on. If I was going second it was ok to have some more heavy drop like a 4 mana if lucky a weapon that I had the argent lance which in 10 times I lost duel and 2 times as well got busted fairly easy but why on second going having weapon is good idea? well the oponnent may have a strong one drop I killed of 2 times flame imp like that by coining out and continuing to use hero power or a 2 drop I had. Most of 4 drops I had are generaly mediocre but it realy shined that Oazis snapjaw in terms of tanking damage for board control which enabled later stage to get bigger things protected by taunt or divine shield to mess up certan aoe play or posible easy trades. Now the hozen healer done well with those bulky minions to heal them up and increase usability to control or to get more turn time if its the heavy taunt minion ready. Ok the fattys I had are taunts but they way Grimestreat protectors were used is this: I kept my board in solid shape and prolonged usage of minions on curve ofc if posible and then they hop in if minions on board and my as well can trade eliminate and survive then I would pop one dual divine shield to protect them cause a divine shield will always be at least 2 shot deal to clean like deathrattle. Ofc divine shield minions were also good board takers and damage makers since they coundt make efficient clean of them due mid and heavy taunts generaly in way. Lets see the guy who kept me rolling when I droped down in few rounds was Wickerflame Burnbristle now this guy with redemtion boy it was great stopping power vs small swarm like unleash and you get hp restored. The core card that gave me many board presence was the humbe Coliseum Manager cause of high hp like some other he kept the line and gave time for fattys to get mana count right also reusability if used right and ability to bail if I know or expect boardclear which hapened few times. One of cards that one me few games was corrupted seer seems bad in stats but aoe effect sure helped in the games to deal with zoo decks or when I knew I could not have good draw I kept it in open hand. He basicly one one game vs a prestandard mage who had preety much all 2 mana wryms shade of nax flamestrike frostbolt fireball flamecannon and solid minions but the greed of shade to make it big and ingorance of a smaller board I had at that stage he was threating leathal that point well I done well trade at turn 9 played that murlock messed up board and played some smaller things folowed by fatty taunt grimestreet protector in end he lost due better plays even though he had better deck in value what made him game lost was panicked usage of strong removal on small things like doppleganger. right best cards to keep in hand if you know your oponent has boardclear heavy type is dopleganger and of my codorider that made the tiping point for damage output and control of board. Right if you have any questions about cards in deck how it worked go ahead and ask as I said I will probably respond to it. Hopefully you have some better idea how this deck got me to 12 wins.
The lack of consistent on-curve plays from opponents meant that an early advantage either snowballed into a turn 6-7 win or that Mortal Strike could provide the needed burst to finish the game from behind. In fact, just about every game revolved around dealing 6+ damage with Mortal Strike while severely behind on the board. I anticipated that I'd draft a deck built around this when my first 2 rares were Mortal Strike and the rest of my cards were small removal or incremental value cards like Blood To Ichor and Slam. I was extremely lucky to see Sir Finley Mrglton appear on the 29th pick, filling a better role than Genzo the Shark for either an early minion or in topdeck situations. The other legendary option was more control oriented and I don't even remember what it was.
My first run in almost 2 months. I was expecting about 5 wins because I thought the draft was pretty bad. Lost my first game vs an aggressive Rogue because I didn't have a turn 1 and 2 play. Then I went on a winning streak to 11-1, going first every time except for once. I have to admit I probably shouldn't have gotten that far but I had good draws and didn't get AoE'd often. The final 2 games I went second and just barely lost to Rogue because my Sunwalker got sapped while he had Cho'Gal on the board and I couldn't clear his big minions while being 2 off lethal myself. Last game went smoothly.
My first 12 wins deck since the standard arena came to be. Kazakus won me most of the games. The games were slow enough for me to go for the 10 mana potions and I barely got any bad ones. Only played Rhonin twice the whole run. Rather mediocre rewards.
What I thought was most interesting about this was I only lost games where I went first, and I WENT SECOND NINE TIMES out of the 12 wins. Second is supposed to be much worse especially for warlock, but not now I guess.
Probably it's bette to go second in this deck because I had so many (3) drops, and coining out a 3 into another 3 is good.
The Most of the time it felt really strong, because this deck has so much value in it, and it's a warlock deck, so basically, If ever I got to the late game, I automatically won. So I played very aggressively to make sure I got there. Doing things like coining out Forbidden Ritual makes a big deal. I mulliganed HARD. VERY HARD. I only kept things playable on turn 1 or 2. You really want to play the first minion in attrition decks.
I didn't tap very much, and curved out every turn after turn 1 pretty consistently. With so many effects that add other cards to my hand, It helped me fill out my curve when it wasn't perfect. As a result I didn't really have bad turns. Except for when I go first, and get all 3 drops, and then can't do anything on turn 2. Probably is actually a BAD IDEA to tap on turn 2 if you didn't have a turn 1 play. 2 health matters.
Anyways roflstomped most enemies and the others I didn't
In the two games I lost I got roflstomped by a hunter. Hunter is best matchup against warlock. 2nd loss came from horrible rng. If I would have just got one good outcome! JUST ONE!
Speaking of which I played Master Jouster I think 6 times, and only once did I win a joust. My opponents played master jouster against me and won once and lost once.
I played a game against a priest, where he drew 5 cards from northshire Clerip he played on turn 1, and another priest played a 4/9 azure drake on turn 4, and it stayed on the board untilI killed it with Inferno! on turn 16. Neither times did it matter how much value they had. I get to the late game, I win.
Maybe It's because I drafted the deck with playing control in mind? IDK. But maybe analyzing this deck will make you think more about how you play.
Or just don't listen to any of the things I just wrote because I suck at this game.
Had a ton of fun playing this deck but it was a pretty mediocre list. The card quality isn't that insane but the dragon synergy allowed for some pretty strong plays.
Once I managed to make it to mid-game, the board clears combined with potion of madness (this card is good) allowed me to make my swing turns. Going seconded might still not be ideal, but with this deck it was a huge advantage most of the time.
Someone on these forums reckoned that hunter was insanely strong right now - easy to get an early tempo advantage and close out the game spamming hero power. Turned out to be good advice. 2x Call of the Wild helped. I got 12-2 with this draft, both losses against paladin. This was my first 12-win arena and it feels pretty good :)
Seems like Shaman is still pretty good after the arena patch. Jade claws and all of the spells carried this run. Deathwing only showed up twice and I needed it once.
Started off 2-2 which was really depressing. But all of the games after 2-2 were relatively easy except the final boss, that match went to fatigue.
Deck went 7-0 until i faced a druid, other loss came to a warlock at 11-1 final boss was paladin ( also faced a paladin at 10-1 with prince malchezaar).
Pretty standard run, when you're able to play a weapon and or buff it, you win a lot of games.
Also Leatherclad Hogleader came up big a few games, with all the value decks running around the battlecry made a huge difference.
Fight Promoter went off a few times, which I didn't expect while drafting the deck, apparently most people ignore Burgly Bully if they're unable to deal with it cleanly.
My most intense match was against a mage, while I was hovering at 7 or less health for about 8 turns, praying he wouldn't top deck burst damage.
It's been a while since my last 12 wins and my first with Shaman. Thought this deck would be a total disaster. The final boss was a Warlock and I had to go all in to keep up. Suprisingly enough he did not have a single board clear.
My first 12 win mage run (somehow got it with druid, paladin, rogue and shaman beforehand)
Didn't draft this one in heartharena so I'm not sure what its tierscore would be, I'd guess like a 68/69. The MVPs were surprisingly ogre magi and archmage. 3 damage volcanic potion f**ed up some of the more aggro decks I faced.
Had a mix of opponents, a few priests, two warlocks and a few mages. Didn't see any druids or shamans. I started off playing aggressively and switched to a more controlly style at 7 wins. Closest game I had was against a paladin who just had every buff imaginable. I only won because of the spell damage bonuses and him not being able to kill doomsayer t8. He also misplayed into a flamestrike horrendously, although I get why he would do that. Probably could have beat me though if he held back on an evil heckler and a minibot.
Christmas came early and I got a 12-0 run back to back with the mage 12-0 run :feelsgoodman:
This deck was just pretty damn good. The endless aoe with abyssals infenals and two felfires, together with early game meant it was basically impossible for me to get steamrolled. I came close to dying twice, once to an incredibly greedy paladin deck (I only won because i had felfire potion x2 in my hand by t9). There were some really strong warlocks, but they seemed to lack early game so couldn't make up the health they'd lost.
Too many really good cards to name an MVP, but I think dread infernal actually saved me a couple of times, when I needed a whirlwind but didn't want to waste an abyssal, or when it was a turn early to play abyssal.
Tempo Warlock carried by good spells and a nice curve.
24/30 runs down, three 12 win drafts. Might be able to get on bottom of NA leaderboard.
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
Hit 12 wins with this warlock deck and honestly it was an amazing deck. Really good curve and Kazakus was the MVP for some matches, especially the last one, where it literally won me the game as the potion gave me one extra turn to kill my opponent, who had lethal on board and i was able to freeze his minions and set up lethal with Abyssal Enforcer, which is. by the way, a really op card.
The fact that i had two duplicates didn't really affect kazakus as i always drew at least one copy of those cards or i held kazakus until a situation where the potion could turn a game around.
12 wins with a Warlock - but oddly, not a single Blastcrystal Potion or Abyssal Enforcer!
Just very solid minions, managed to curve out well in about 8/13 games, was able to recover in 4/5 of the games where I lacked an early game. The warlock that I lost against was unbelievable - managed to coin out Wrathguard, then Darkbomb, Violet Illusionist, and snowballed from there. Despite starting with a Zombie Chow, I just couldn't keep up with his/her value plays.
Despite there not being any "wow" cards (even the legendary I got was just OK - no Kazakus, Reno or Ragnaros), the key was that there were few "bad" minions, and there was a lot of value trading going on - the small buffs from various sources, the Hozen Healer and overall quality of the minions did it for me - I was particular to control the board, trade well, and not be afraid to go face when I judged that I was within one or two turns of lethal.
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My first 12-win deck in quite some time, and just in time before the big shakeup.
I'm amazed that I got to 12 without drafting any AOE's. I did, however, get quite a few of them from RNG sources like Kabal Chemist - which gave me a key Felfire Potion against a mage at 10 wins that saved the game. Maexxna was decent during the run - thankfully I only ran into one priest this run. And naturally, having 3 Bog Creepers helped a lot.
Midrange Warlock. No abyssal, no blastcrystal, no problem. Draft has lots of taunts and healing mechanics.
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
Well here is mine as well to join the party first 12-0 to be made with new standard arena as a paladin run. I will tell the details how I used certain cards as well if you have some questions I will most likely respond.
http://www.hearthpwn.com/decks/741788-arena-paladin-deck
Right lets get over this the deck itself is midrange type so you curve well you got good chance to win the round that is first idea of playstile now some combos and openers early stage and late stages of run. Early on with this deck if you are going first you want to initiate the play by having something playable early like secret probably best redemption or perhaps noble if its not a class that can attack with hero power. You generaly want a nice 3 drop or 2 drop with situational card as well if you know what oponnent may go on. If I was going second it was ok to have some more heavy drop like a 4 mana if lucky a weapon that I had the argent lance which in 10 times I lost duel and 2 times as well got busted fairly easy but why on second going having weapon is good idea? well the oponnent may have a strong one drop I killed of 2 times flame imp like that by coining out and continuing to use hero power or a 2 drop I had. Most of 4 drops I had are generaly mediocre but it realy shined that Oazis snapjaw in terms of tanking damage for board control which enabled later stage to get bigger things protected by taunt or divine shield to mess up certan aoe play or posible easy trades. Now the hozen healer done well with those bulky minions to heal them up and increase usability to control or to get more turn time if its the heavy taunt minion ready. Ok the fattys I had are taunts but they way Grimestreat protectors were used is this: I kept my board in solid shape and prolonged usage of minions on curve ofc if posible and then they hop in if minions on board and my as well can trade eliminate and survive then I would pop one dual divine shield to protect them cause a divine shield will always be at least 2 shot deal to clean like deathrattle. Ofc divine shield minions were also good board takers and damage makers since they coundt make efficient clean of them due mid and heavy taunts generaly in way. Lets see the guy who kept me rolling when I droped down in few rounds was Wickerflame Burnbristle now this guy with redemtion boy it was great stopping power vs small swarm like unleash and you get hp restored. The core card that gave me many board presence was the humbe Coliseum Manager cause of high hp like some other he kept the line and gave time for fattys to get mana count right also reusability if used right and ability to bail if I know or expect boardclear which hapened few times. One of cards that one me few games was corrupted seer seems bad in stats but aoe effect sure helped in the games to deal with zoo decks or when I knew I could not have good draw I kept it in open hand. He basicly one one game vs a prestandard mage who had preety much all 2 mana wryms shade of nax flamestrike frostbolt fireball flamecannon and solid minions but the greed of shade to make it big and ingorance of a smaller board I had at that stage he was threating leathal that point well I done well trade at turn 9 played that murlock messed up board and played some smaller things folowed by fatty taunt grimestreet protector in end he lost due better plays even though he had better deck in value what made him game lost was panicked usage of strong removal on small things like doppleganger. right best cards to keep in hand if you know your oponent has boardclear heavy type is dopleganger and of my codorider that made the tiping point for damage output and control of board. Right if you have any questions about cards in deck how it worked go ahead and ask as I said I will probably respond to it. Hopefully you have some better idea how this deck got me to 12 wins.
Sir Finley Mrglton carried! Triple Mortal Strike for hidden lethals! Fool's Bane assisted for dropping health below 12 easily.
The lack of consistent on-curve plays from opponents meant that an early advantage either snowballed into a turn 6-7 win or that Mortal Strike could provide the needed burst to finish the game from behind. In fact, just about every game revolved around dealing 6+ damage with Mortal Strike while severely behind on the board. I anticipated that I'd draft a deck built around this when my first 2 rares were Mortal Strike and the rest of my cards were small removal or incremental value cards like Blood To Ichor and Slam. I was extremely lucky to see Sir Finley Mrglton appear on the 29th pick, filling a better role than Genzo the Shark for either an early minion or in topdeck situations. The other legendary option was more control oriented and I don't even remember what it was.
My first run in almost 2 months. I was expecting about 5 wins because I thought the draft was pretty bad. Lost my first game vs an aggressive Rogue because I didn't have a turn 1 and 2 play. Then I went on a winning streak to 11-1, going first every time except for once. I have to admit I probably shouldn't have gotten that far but I had good draws and didn't get AoE'd often. The final 2 games I went second and just barely lost to Rogue because my Sunwalker got sapped while he had Cho'Gal on the board and I couldn't clear his big minions while being 2 off lethal myself. Last game went smoothly.
My first 12 wins deck since the standard arena came to be. Kazakus won me most of the games. The games were slow enough for me to go for the 10 mana potions and I barely got any bad ones. Only played Rhonin twice the whole run. Rather mediocre rewards.
It says it's only 66.9 points . . . Is that top of the curve now? Because this is my first recorded run on HearthArena Since blizzard nerfed arena.
Here's the link to the run:
http://www.heartharena.com/arena-run/ndpbdq
What I thought was most interesting about this was I only lost games where I went first, and I WENT SECOND NINE TIMES out of the 12 wins. Second is supposed to be much worse especially for warlock, but not now I guess.
Probably it's bette to go second in this deck because I had so many (3) drops, and coining out a 3 into another 3 is good.
The Most of the time it felt really strong, because this deck has so much value in it, and it's a warlock deck, so basically, If ever I got to the late game, I automatically won. So I played very aggressively to make sure I got there. Doing things like coining out Forbidden Ritual makes a big deal. I mulliganed HARD. VERY HARD. I only kept things playable on turn 1 or 2. You really want to play the first minion in attrition decks.
I didn't tap very much, and curved out every turn after turn 1 pretty consistently. With so many effects that add other cards to my hand, It helped me fill out my curve when it wasn't perfect. As a result I didn't really have bad turns. Except for when I go first, and get all 3 drops, and then can't do anything on turn 2. Probably is actually a BAD IDEA to tap on turn 2 if you didn't have a turn 1 play. 2 health matters.
Anyways roflstomped most enemies and the others I didn't
In the two games I lost I got roflstomped by a hunter. Hunter is best matchup against warlock. 2nd loss came from horrible rng. If I would have just got one good outcome! JUST ONE!
Speaking of which I played Master Jouster I think 6 times, and only once did I win a joust. My opponents played master jouster against me and won once and lost once.
I played a game against a priest, where he drew 5 cards from northshire Clerip he played on turn 1, and another priest played a 4/9 azure drake on turn 4, and it stayed on the board untilI killed it with Inferno! on turn 16. Neither times did it matter how much value they had. I get to the late game, I win.
Maybe It's because I drafted the deck with playing control in mind? IDK. But maybe analyzing this deck will make you think more about how you play.
Or just don't listen to any of the things I just wrote because I suck at this game.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Arena tier score ratings are what they used to be over a year ago, the overall tier ceiling has went down.....
64-65 average
66-67 above average
68-69 very good
70+ top tier
Had a ton of fun playing this deck but it was a pretty mediocre list. The card quality isn't that insane but the dragon synergy allowed for some pretty strong plays.
Once I managed to make it to mid-game, the board clears combined with potion of madness (this card is good) allowed me to make my swing turns. Going seconded might still not be ideal, but with this deck it was a huge advantage most of the time.
Got a pretty sweet pack for my achievements.
Someone on these forums reckoned that hunter was insanely strong right now - easy to get an early tempo advantage and close out the game spamming hero power. Turned out to be good advice. 2x Call of the Wild helped. I got 12-2 with this draft, both losses against paladin. This was my first 12-win arena and it feels pretty good :)
Seems like Shaman is still pretty good after the arena patch. Jade claws and all of the spells carried this run. Deathwing only showed up twice and I needed it once.
Started off 2-2 which was really depressing. But all of the games after 2-2 were relatively easy except the final boss, that match went to fatigue.
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
Deck went 7-0 until i faced a druid, other loss came to a warlock at 11-1 final boss was paladin ( also faced a paladin at 10-1 with prince malchezaar).
Pretty standard run, when you're able to play a weapon and or buff it, you win a lot of games.
Also Leatherclad Hogleader came up big a few games, with all the value decks running around the battlecry made a huge difference.
Fight Promoter went off a few times, which I didn't expect while drafting the deck, apparently most people ignore Burgly Bully if they're unable to deal with it cleanly.
My most intense match was against a mage, while I was hovering at 7 or less health for about 8 turns, praying he wouldn't top deck burst damage.
https://hsreplay.net/replay/PsdNCZURmuoePEJtMsQ6rk
Definitely did not expect to get 12 wins with this deck