Ahh, thanks. Just Googled that. I actually don't think I realized it was anything unusual. My experience is pretty limited, so even major changes might appear to be random variations to me. I did notice the daily quests were paying really well for a while, which I certainly enjoyed :)
I started playing a few weeks earlier than you I guess (next day I became a member here after finding out about innkeeper). My win rate in the first couple of days was like 10% or something, I think I wouldn't win if my opponent didn't disconnect or concede at the start of the game for unknown reasons!
I spent some time watching video tutorials from Trump https://www.youtube.com/playlist?list=PLvEIxIeBRKSjprrvlbAcbVjzHsnH9PjDX these might be somewhat outdated, but watching and understanding them would put you in the right direction. Armed with this knowledge I went on to beat the innkeeper I spent a lot of time in the single player dungeons (for some reason I like the single player mode!). Practice makes you more familiar with the cards, mechanics of the game and what decks are played.
Reading the guides they all suggested that I invested in arena. I thought it would be a good idea because it would be a somewhat even playing field as you draft random cards. I am better than average in arena (no I don't get the 12 wins on average run, more like than 4-5) and with the help of the arena draft guide you can build a decent deck there and compete with the other players. It IS still a game of chance and skill combined.
Having limited resources (i.e. cards) means that you have to make out the best of them. I see many discussions here about the dust cost of a deck. Well the dust cost of a deck is pretty irrelevant to ALL players. What is relevant is the dust THEY need to spend in order to make this deck. I'll get to that later. You need to work with the cards you already own and find a solution to your deck problems. Thus with the cards I owned I created a deck that had the purpose of filling the board with spiders. The only card I actually had to craft was the main card (one of the 2 copies) of the deck Fal'dorei Strider. I've even wrote a guide for it, https://www.hearthpwn.com/decks/1082240-f2p-rogue-deck
The thinking process in creating your own deck out of the resources you have is very important in order to make you a better player. Anyone can copy a deck off the internet, craft it, then try to use it. In earlier posts some guys complained that they had to face top tier decks in level 20 or so. While these might be players that didn't bother with laddering earlier on the month there is a very good reason why these players are at this level. Simply put they are either new players learning the game now, or not good players, most likely reason being the latter. They will be making mistakes that you need to capitalise on.
When Witchwood came out I realised I had a bunch of Witchwood packs that I had earned (arena would give you one classic pack AND one witchwood pack before the witchwood release, you were also given witchwood packs after finishing quests as well, which meant I ended up with something like 60 witchwood packs by the time witchwood was out). I wanted to climb the ladder, but I was stuck at level 12-14, so I had to create a new deck in order to get further.
At that time most people were playing Warlock (90% of the time it would be Cubelock), Spiteful Druid or Even Paladin. I had to beat them using the cards I owned so I used this deck
. Only card I had to craft was the Bonemare and one copy of the Spiteful Summoner. Now I don't really understand why Mossy Horror didn't get to see more play. The card is devastating against Cubelocks or Druids who would hide behind walls of 1/X taunts, Paladins that would flood the board with their 2 mana minions and would be useful against pretty much every class that used the widely used Saronite Chain Gang (I only used one myself because I only owned one!). I finished the month at Level 5, then got up to level 3 with this deck. Most people would class this as a tier trash deck, but I got to beat Tier 1 decks below Level 5 most of the time. Because these players were bad players and as a result they were stuck at that level.
I decided to open an account in Asia as well on the 28th of April. You'd get some free Witchwood packs then including one legendary. Now I was REALLY LUCKY on this one. My free legendary was Baku the Mooneater. I had a new account and pretty much no cards to play with. Spent most of my starting gold to buy K & C packs in order to get Fungalmancer and Level Up!. Got Fungalmancer, had to craft Level Up! and started laddering. Everyone was playing Even Paladin then and I was the odd one. Pun intended.
Added pretty much every odd card I owned on the paladin deck and got to legend in Asia last month (the Spiteful Nerf helped a lot!). In NA I wasn't going well after the Spiteful Nerf, but got really lucky there as well with the Witchwood packs I had acquired through arena and quests. I got 3 Witchwood Legendaries, which were Shudderwock, Hagatha the Witch and Grumble, Worldshaker. For some reason I also had a card that I considered to be useless before, Hemet, Jungle Hunter. Well the choice is obvious there in building a Shudderwock deck. Now I don't think that Shudderwock is a good deck, mainly because it can fail even if you get all the combo pieces and can be ruined if for some reason 2 cards from this deck are destroyed. But the deck got me to legend in NA as well.
The mistake most new players make is that they just keep on playing and making the same mistakes. I would record my games, then after every loss I would go back and see, could have I made a better play here? Could I have played better? Did I simply lose because the other guy drew the nuts? Did I lose because it's a bad matchup?
There are definitely ways to improve the new player experience. I agree with a lot of what you see in the replies from other players who feel that being new means the game is going to be hard and frustrating and that you need to figure it out. A game should be that way. All games are like this. Someone has been playing for a long time and has an advantage over you in both the stuff they have and the way they play. That does not mean that you quit and say the game sucks. You learn by your bruises and scars and come back with knowledge. It would not be any more fun if you somehow just played what comes off the top of your deck and won. It’d be boring and more like a game of Go fish. What is fun is beating someone with a Chillwind Yeti.
What you need to play against is that player who has all of the good cards and loses because you had 1 card that beats him. If you didn’t draw it, that’s fine because you just queue up for the next game and remember if you get that card you’re going to play it at the right time. Then you learn combos and what not to play when you face each hero. Brawl is a good example. Learning that you don’t want to play more than 3 Minions because you get burned by Mind Control Tech. Learning to space out your board so that you don’t get hit by Meteor. Installing the deck tracker so that you can see what’s left in your deck and your opponents. Learning how to trade well or go face.
I can remember being so frustrated because I couldn’t even hit rank 15, then it finally came and it felt good. One of the best changes they made was the level cap at 15-10-5. You’ll get players messing around at those ranks and collect easy wins instead of falling all the way back. I always tell new players to pick the aggro or zoo type decks to start. Don’t even mess around with longer games because you don’t really know how to trade well and always end up with cards you can’t play. Pick the cheap cards and get them out of your hand as quick as possible. Then find ways to draw cards or make more cards. Acolyte of Pain, Cult Master, loot hoarder, or stonehill defender. You’re going to need to have 1-2 of these cards to extend the game in most cases. Tar Creeper is another great card.
If you haven’t already heard this from other players, buy at least 10 packs of each set in Standard until you get that 1stLegendary. Also dust anything gold or from Wild, so that you can get those 1-2 Epic/Legendary cards that complete your deck. Play your favorite Hero and Deck as much as possible, and put your game face on when laddering. Know what you’re facing the most of by using the deck tracker, and then add those tech cards. If it doesn’t improve your win rate, try other cards, or think about what is causing you to lose. Is it because you’re facing all control decks and can’t get past taunt? Put in 2 spellbreakers and go look at the competitive build of your deck so that you can start adding cards that you don’t have. You almost can’t go wrong with a Hunter deck that has 2 spellbreakers and card draw.
As for Arena. I hated it when I first started playing. Did my best to keep away from it. Every time I would lose 0-3 and consider it a waste of time. Then I installed Heartharena, and that helped out quite a bit with the card pick. I got better because I had played a bunch of games and soon enough I was getting some good results. I’m still frustrated with it because I can’t seem to get past 10 – 11 wins. But I have so much gold and dust I don’t really care that much any more. Arena is never going to be easy, so the only way you’ll ever succeed at it is to get good. Getting good means to really study the cards and take a long time to build a deck, something I don’t have patience for. I’ve watched the streamers and they really get into the card selection and review how good a card is, the synergy, and the type of deck you’re going for. Watch Kripp and you’ll learn a lot from the way he trades. It really seems like they are super lucky when they play, but they’re not, they’re just that good.
I started around the time Tournament of Champions came out. Secret Paladin was the deck I was going for and was a really strong deck at the time. I sucked pretty bad but a few secrets and a shielded minibot means a win in most games. Then I crafted Tirion, and a few other Epics and I went through each hero collecting cards and buying pre releases. Now I have all golden heroes, and a mountain of dust. I still buy pre releases because I want to have good cards each release. Witchwood I opened 170 packs and got 7 legendaries, 2 golden. I really like Hearthstone and I’m not ready to quit yet. I can consistently sit a level 5 each season, and have reached Legendary 1 time. I’m sure that anyone can play F2p and also make it to rank 5 with some practice and patience. If you want variety in the game, you will have to spend money. The game is not pay to win, it’s pay to have more cards. Anyone can win if they put in the time.
F2P player here from the beginning. I downloaded the game in October 2015 with no knowledge about CCG games. Hearthstone is the game I love and appreciate as it brought me a lot of positivity and passion for CCG games. I do get that people with F2P tend to say things like: hand me all of the stuff cause my collection is small compared to others. What I really don't get is how someone who claims to play MTG for decade can say the same thing. My first 7 months of Hearthsone were just sitting at rank 19 at best. Scratching all the dust that I could find just to make a Control Dragon Priest with Ysera,Shrinkmeisters,Kabal and such. I made a really terrible crafting decisions (Example: crafting Ysera because i love that card instead of others like Boom,Sylvannas or Ragnaros) and I always struggled to archieve my goal. I ended up having Freeze Mage and semi decent Control Priest with some weird cards like Annoyotron instead of Wyrmrest Agenst and so on and on. Long story short: When I finally learned how the game truly works and I decide to invest time into it, I got rewarded. And oh man it was hard compared to F2P experience nowadays. As I said, I started in October 2015 so there was arguably a large collection of cards and no free stuff! You had literally to grind trough daily quests and Arenas. But I was terrible at Arenas and I discovered sites,stremaers and threads related to Hearthstone later on. No rich dust events like Toki,Midsummer Fire Festival or Frost Festival. No free legendary card at the beggining of the expansion. After first year in Hearthstone I already could afford a couple of Tier 1 or 2 decks even with terrible decisions first 7 months. As I improved and as I moved forward, I can now afford up to 80% of the decks in both constructed formats. And that is just because of the game knowledge and investing the time. You as a Magic player can now grind a few months to get few strong Tier 1-2 decks if you want to be F2P. Or you can invest the money like you invested them into Magic to build your collection. Hearthstone is cheaper than Magic anyway. As there was mentioned here already: Large collection still won't get you into higher ranks easily. Even though there are some sarcastic comments like: "HS is a skilled game,, Hearthstone truly is about skill (streamers like Zalae,Kibler,Firebat,Kolento,Stancifka and so on are proof of that) and about working with the stuff that you have in hand, Improve yourself and be patient and you will eventually love this game.
Don't usually do this, but HOLLY WALL OF TEXT, Bartman!!
Read down to this mess... I have been playing since G&G and I can not imagine starting out now. As so many others have said- there really needs to be an updated match making system in place for newer players. Something that looks at the age of an account and number of urple / gold cards.
A few people mentioned that a 50% deck is good enough to get to rank 5. Maybe I am using jargon incorrectly, but I don't see how winning half your games could result in rank 5, without some incredible luck in the distribution of those outcomes. If I win 2 and then lose 2, I think I end up netting 1 star. If I win 3 in a row, and lose 3 in a row, I net 2 stars (right?). But that's not a typical distribution. It's more like W W L L L W L L W W L W L W. That's 7 wins, 7 losses, but I think my net after each match in that scenario would be: 1 3 2 1 0 1 0 -1 0 2 1 2 1 2. So after 14 games, I might gain 2 stars. The next 14 might be a similar distribution, resulting in the loss of a star or two. I guess I'm not seeing the math on how this could lead to netting 75 stars (15 levels x 5 stars/level = 75 net stars between 20 and 5, right?) unless I play hundreds (maybe thousands) of games a month.
The thing is, you (as many people) do not understand how probabilities work. If you just flip a coin 200 times, you WILL experience long streaks of heads and long streaks of tails. (see https://www.random.org/integers/?num=200&min=0&max=1&col=1&base=10&format=html&rnd=new for example). Winning streaks give you 2 star par win for each win after the first 2. WWWWW for example will give you 1+1+2+2+2 = 8 stars. Losing streaks have no effect. But, yes, in order to climb ranks with a 50% winrate, you will need to play a LOT of games. But that's how the ladder works for everyone...
Regarding arena, I read lots of comments that implied that I have a bad take on arena, because it's how it SHOULD work. I agree, and even said I'm more understanding of that. But it's still frustrating as a new player. And, reading through the comments, the community seems to be pretty split on whether new players should play that mode or wait until they "get gud". I've watched Twitch streams, I watched the recent (I think) championships, I watch top players' YT videos, and I read a lot more than I care to admit about this game. I'm trying to learn, and improve. I understand this game mode, and I actually enjoy it, but it is, nonetheless, a losing proposition (in terms of building my collection). That isn't the end-all, be-all reason to play, which is why I play arena a lot, but I do want to build a collection, too. I've taken university courses on gamification (I work in the software industry), and different players are "fulfilled" in different ways - I happen to be a completionist, so if there's a "collect the things" component to a game, I'm going to try to "collect ALL the things". Every gun in CoD, diamond with everything unlocked. Every inch of every map in platformers discovered and explored. And, in this case, every card available to me, in my collection when I want it.
About collectionism : you will NOT collect everything, unless you spend hundreds (more probably thousands) of $/€ in the game.
For arena, I'm on the side of the community that would say new players SHOULD play arena. Better wait ~1 month to familiarize with the game first, and it's better if you've played draft/limited in MtG (to know a bit about mana curve, the value of vanilla minions, and the use of removals). Even if at first you average 1-2 wins per run, it still gives you valuable experience, both for constructed (trade, ...) and for arena, and you get a pack + a small gift, so you "lose" like 20 gold or so, not too harsh. But once you get to an average of 3 wins per run (it should happen soon enough if you play carefully, and try to learn from your mistakes), it will become (on average) as valuable for collection-building as buying packs (well, except it only grants you packs of WW and not other expansions...). And it is definitely less frustrating than ranked ladder where you face players with huge collections, because everyone starts equal in arena.
You said you were not going to spend money on the game. And if that is true, then you are playing a game for free. Everything you see, every little ‘Greetings’, every little window that gets crashed when you click on it enough times and every single card you play and face are for free.
Let´s say you don´t pay........with money......
You did not contribute in any way.
false
You are what you could call dead weight. And the game and the company behind the game are actively trying to get rid of you
false
(by making you pay for the game)
true
so you turn into a person that the game can appreciate
It is a simple truth. Not debatable. Even though it is not funny. However there is also a simple solution: Contribute so the rest of us are not the only ones paying for all future expansions.
Heil Blizzard!
Blizzard is proud to have you as a customer. You are clearly not unterstanding their business model.
False, false, false.
Of course I understand their business model since I have many years of education in business. I would do exactly what Blizzard is doing; trying to get rid of the dead weight non-paying customers.
Everything you just said was stupid. Try reading it again.
I just started playing MTG: Arena last week and it mirrors the original post.
I really enjoyed the original post, but that is the nature of CCG's. I'm getting paired with people who have much better cards and tuned, competitive decks.
For me, the fun is in accumulating the cards and getting better. Striving to overcome.
Kinda bored with Hearthstone because I have everything and have all the top decks made.
Hopefully Blizz/Team5 see posts like this. It's still a pretty abysmal experience for a new player to jump in without forking over big chunks of money. The Standard environment is basically all top decks in all formats and that's a fast track to losing new players when they simply can't compete without purchasing large blocks of cards. The pack opening doesn't yield enough useful cards and the dust economy is still the original structure despite 1230 cards being added over the last few years.
The grind is just vastly different in the current environment. The pack costs and/or dust economy are not adequate anymore.
Is it an idea to help new players with double-dust values for the first month after the introduction part has been concluded? Or does there need to be a completely different and fundemental change in the dust-system?
The dust system needs to be overhauled. It needs to be reduced (especially for epics and legendaries) to help new players gain necessary pieces faster and to give all players a bit more room to experiment.
Hopefully Blizz/Team5 see posts like this. It's still a pretty abysmal experience for a new player to jump in without forking over big chunks of money. The Standard environment is basically all top decks in all formats and that's a fast track to losing new players when they simply can't compete without purchasing large blocks of cards. The pack opening doesn't yield enough useful cards and the dust economy is still the original structure despite 1230 cards being added over the last few years.
The grind is just vastly different in the current environment. The pack costs and/or dust economy are not adequate anymore.
Is it an idea to help new players with double-dust values for the first month after the introduction part has been concluded? Or does there need to be a completely different and fundemental change in the dust-system?
The dust system needs to be overhauled. It needs to be reduced (especially for epics and legendaries) to help new players gain necessary pieces faster and to give all players a bit more room to experiment.
This is probably my biggest complaint with the game. Things are setup now to discourage experimentation when it comes to crafting cards. I have always wanted to experiment with quest Warlock, but could never justify crafting it when I still lack better legendaries and cards that are not as close to being rotated out. I recognize that this issue is much worse for new players.
I would love a feature where you could try out cards without crafting them. What if once a week, you were able to choose a card that would be added to your collection for that week? I think that could be a really fun feature and encourage experimentation.
Hopefully Blizz/Team5 see posts like this. It's still a pretty abysmal experience for a new player to jump in without forking over big chunks of money. The Standard environment is basically all top decks in all formats and that's a fast track to losing new players when they simply can't compete without purchasing large blocks of cards. The pack opening doesn't yield enough useful cards and the dust economy is still the original structure despite 1230 cards being added over the last few years.
The grind is just vastly different in the current environment. The pack costs and/or dust economy are not adequate anymore.
Is it an idea to help new players with double-dust values for the first month after the introduction part has been concluded? Or does there need to be a completely different and fundemental change in the dust-system?
The dust system needs to be overhauled. It needs to be reduced (especially for epics and legendaries) to help new players gain necessary pieces faster and to give all players a bit more room to experiment.
This is probably my biggest complaint with the game. Things are setup now to discourage experimentation when it comes to crafting cards. I have always wanted to experiment with quest Warlock, but could never justify crafting it when I still lack better legendaries and cards that are not as close to being rotated out. I recognize that this issue is much worse for new players.
I would love a feature where you could try out cards without crafting them. What if once a week, you were able to choose a card that would be added to your collection for that week? I think that could be a really fun feature and encourage experimentation.
I support a rent-a-card feature, the borrow decks feature was kinda a half answer, but really I've only used it once.
The dust system is so stingy, people are mostly forced to craft the best cards only with their dust, and even resort to dusting their collection. I'm probably in the minority for being able to climb ranks with missing cards from full versions of netdecks, but I bought packs because I wanted a broader collection of cards from each set and didn't want to have to dust my collection. The newer a player you are, the worse it gets, starting out, especially if you also want to consider Wild. I started a year ago, but for people starting in the Witchwood era, the $$$ cost you pay to just get, let's say 40-60 packs of each expansion (which gives you many playable cards), just keeps mounting up.
I say this because I opened 40 packs of MSG and 60 packs of WoG (40 bought), while they were still in rotation, and I feel little need to buy more packs to fill in commons and rares, I would just craft some legendaries/epics if needed. But as for GvG and TGT, well, I have 0. Crafting all staple mechs with dust is just wasteful when I would probably buy a GvG bundle down the line. Someone starting today has to consider 4 Wild expansions with no catch up on any older expansion but the current one.
Ahh, thanks. Just Googled that. I actually don't think I realized it was anything unusual. My experience is pretty limited, so even major changes might appear to be random variations to me. I did notice the daily quests were paying really well for a while, which I certainly enjoyed :)
I hear you loud and clear...
But it's collectible card game,,, so maybe your experience is what really publisher intended.
For every 10 new players, 3-4 will quit within few months, 4-5 will stick as FTP, 1-2 will become whales = profit?
(PS. I'm not sure about MTG, what would the experience of that game be if someone want to head-dive into without paying at all.)
I started playing a few weeks earlier than you I guess (next day I became a member here after finding out about innkeeper). My win rate in the first couple of days was like 10% or something, I think I wouldn't win if my opponent didn't disconnect or concede at the start of the game for unknown reasons!
I spent some time watching video tutorials from Trump https://www.youtube.com/playlist?list=PLvEIxIeBRKSjprrvlbAcbVjzHsnH9PjDX these might be somewhat outdated, but watching and understanding them would put you in the right direction. Armed with this knowledge I went on to beat the innkeeper I spent a lot of time in the single player dungeons (for some reason I like the single player mode!). Practice makes you more familiar with the cards, mechanics of the game and what decks are played.
Reading the guides they all suggested that I invested in arena. I thought it would be a good idea because it would be a somewhat even playing field as you draft random cards. I am better than average in arena (no I don't get the 12 wins on average run, more like than 4-5) and with the help of the arena draft guide you can build a decent deck there and compete with the other players. It IS still a game of chance and skill combined.
Having limited resources (i.e. cards) means that you have to make out the best of them. I see many discussions here about the dust cost of a deck. Well the dust cost of a deck is pretty irrelevant to ALL players. What is relevant is the dust THEY need to spend in order to make this deck. I'll get to that later. You need to work with the cards you already own and find a solution to your deck problems. Thus with the cards I owned I created a deck that had the purpose of filling the board with spiders. The only card I actually had to craft was the main card (one of the 2 copies) of the deck Fal'dorei Strider. I've even wrote a guide for it, https://www.hearthpwn.com/decks/1082240-f2p-rogue-deck
The thinking process in creating your own deck out of the resources you have is very important in order to make you a better player. Anyone can copy a deck off the internet, craft it, then try to use it. In earlier posts some guys complained that they had to face top tier decks in level 20 or so. While these might be players that didn't bother with laddering earlier on the month there is a very good reason why these players are at this level. Simply put they are either new players learning the game now, or not good players, most likely reason being the latter. They will be making mistakes that you need to capitalise on.
When Witchwood came out I realised I had a bunch of Witchwood packs that I had earned (arena would give you one classic pack AND one witchwood pack before the witchwood release, you were also given witchwood packs after finishing quests as well, which meant I ended up with something like 60 witchwood packs by the time witchwood was out). I wanted to climb the ladder, but I was stuck at level 12-14, so I had to create a new deck in order to get further.
At that time most people were playing Warlock (90% of the time it would be Cubelock), Spiteful Druid or Even Paladin. I had to beat them using the cards I owned so I used this deck
I decided to open an account in Asia as well on the 28th of April. You'd get some free Witchwood packs then including one legendary. Now I was REALLY LUCKY on this one. My free legendary was Baku the Mooneater. I had a new account and pretty much no cards to play with. Spent most of my starting gold to buy K & C packs in order to get Fungalmancer and Level Up!. Got Fungalmancer, had to craft Level Up! and started laddering. Everyone was playing Even Paladin then and I was the odd one. Pun intended.
Added pretty much every odd card I owned on the paladin deck and got to legend in Asia last month (the Spiteful Nerf helped a lot!). In NA I wasn't going well after the Spiteful Nerf, but got really lucky there as well with the Witchwood packs I had acquired through arena and quests. I got 3 Witchwood Legendaries, which were Shudderwock, Hagatha the Witch and Grumble, Worldshaker. For some reason I also had a card that I considered to be useless before, Hemet, Jungle Hunter. Well the choice is obvious there in building a Shudderwock deck. Now I don't think that Shudderwock is a good deck, mainly because it can fail even if you get all the combo pieces and can be ruined if for some reason 2 cards from this deck are destroyed. But the deck got me to legend in NA as well.
In order to get any further you need to spend more money (or endlessly grind on the game). I have spent more money on the game now, building more decks and competing in tournaments I can find, even though I'm a bit lost at the moment. I have created a thread about that, if someone could help me I'd appreciate it. https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/220013-how-to-get-my-hearthstone-game-a-bit-further
The mistake most new players make is that they just keep on playing and making the same mistakes. I would record my games, then after every loss I would go back and see, could have I made a better play here? Could I have played better? Did I simply lose because the other guy drew the nuts? Did I lose because it's a bad matchup?
There are definitely ways to improve the new player experience. I agree with a lot of what you see in the replies from other players who feel that being new means the game is going to be hard and frustrating and that you need to figure it out. A game should be that way. All games are like this. Someone has been playing for a long time and has an advantage over you in both the stuff they have and the way they play. That does not mean that you quit and say the game sucks. You learn by your bruises and scars and come back with knowledge. It would not be any more fun if you somehow just played what comes off the top of your deck and won. It’d be boring and more like a game of Go fish. What is fun is beating someone with a Chillwind Yeti.
What you need to play against is that player who has all of the good cards and loses because you had 1 card that beats him. If you didn’t draw it, that’s fine because you just queue up for the next game and remember if you get that card you’re going to play it at the right time. Then you learn combos and what not to play when you face each hero. Brawl is a good example. Learning that you don’t want to play more than 3 Minions because you get burned by Mind Control Tech. Learning to space out your board so that you don’t get hit by Meteor. Installing the deck tracker so that you can see what’s left in your deck and your opponents. Learning how to trade well or go face.
I can remember being so frustrated because I couldn’t even hit rank 15, then it finally came and it felt good. One of the best changes they made was the level cap at 15-10-5. You’ll get players messing around at those ranks and collect easy wins instead of falling all the way back. I always tell new players to pick the aggro or zoo type decks to start. Don’t even mess around with longer games because you don’t really know how to trade well and always end up with cards you can’t play. Pick the cheap cards and get them out of your hand as quick as possible. Then find ways to draw cards or make more cards. Acolyte of Pain, Cult Master, loot hoarder, or stonehill defender. You’re going to need to have 1-2 of these cards to extend the game in most cases. Tar Creeper is another great card.
If you haven’t already heard this from other players, buy at least 10 packs of each set in Standard until you get that 1stLegendary. Also dust anything gold or from Wild, so that you can get those 1-2 Epic/Legendary cards that complete your deck. Play your favorite Hero and Deck as much as possible, and put your game face on when laddering. Know what you’re facing the most of by using the deck tracker, and then add those tech cards. If it doesn’t improve your win rate, try other cards, or think about what is causing you to lose. Is it because you’re facing all control decks and can’t get past taunt? Put in 2 spellbreakers and go look at the competitive build of your deck so that you can start adding cards that you don’t have. You almost can’t go wrong with a Hunter deck that has 2 spellbreakers and card draw.
As for Arena. I hated it when I first started playing. Did my best to keep away from it. Every time I would lose 0-3 and consider it a waste of time. Then I installed Heartharena, and that helped out quite a bit with the card pick. I got better because I had played a bunch of games and soon enough I was getting some good results. I’m still frustrated with it because I can’t seem to get past 10 – 11 wins. But I have so much gold and dust I don’t really care that much any more. Arena is never going to be easy, so the only way you’ll ever succeed at it is to get good. Getting good means to really study the cards and take a long time to build a deck, something I don’t have patience for. I’ve watched the streamers and they really get into the card selection and review how good a card is, the synergy, and the type of deck you’re going for. Watch Kripp and you’ll learn a lot from the way he trades. It really seems like they are super lucky when they play, but they’re not, they’re just that good.
I started around the time Tournament of Champions came out. Secret Paladin was the deck I was going for and was a really strong deck at the time. I sucked pretty bad but a few secrets and a shielded minibot means a win in most games. Then I crafted Tirion, and a few other Epics and I went through each hero collecting cards and buying pre releases. Now I have all golden heroes, and a mountain of dust. I still buy pre releases because I want to have good cards each release. Witchwood I opened 170 packs and got 7 legendaries, 2 golden. I really like Hearthstone and I’m not ready to quit yet. I can consistently sit a level 5 each season, and have reached Legendary 1 time. I’m sure that anyone can play F2p and also make it to rank 5 with some practice and patience. If you want variety in the game, you will have to spend money. The game is not pay to win, it’s pay to have more cards. Anyone can win if they put in the time.
Don't usually do this, but HOLLY WALL OF TEXT, Bartman!!
Read down to this mess... I have been playing since G&G and I can not imagine starting out now. As so many others have said- there really needs to be an updated match making system in place for newer players. Something that looks at the age of an account and number of urple / gold cards.
I enjoy.
The thing is, you (as many people) do not understand how probabilities work. If you just flip a coin 200 times, you WILL experience long streaks of heads and long streaks of tails. (see https://www.random.org/integers/?num=200&min=0&max=1&col=1&base=10&format=html&rnd=new for example).
Winning streaks give you 2 star par win for each win after the first 2. WWWWW for example will give you 1+1+2+2+2 = 8 stars. Losing streaks have no effect.
But, yes, in order to climb ranks with a 50% winrate, you will need to play a LOT of games. But that's how the ladder works for everyone...
About collectionism : you will NOT collect everything, unless you spend hundreds (more probably thousands) of $/€ in the game.
For arena, I'm on the side of the community that would say new players SHOULD play arena. Better wait ~1 month to familiarize with the game first, and it's better if you've played draft/limited in MtG (to know a bit about mana curve, the value of vanilla minions, and the use of removals).
Even if at first you average 1-2 wins per run, it still gives you valuable experience, both for constructed (trade, ...) and for arena, and you get a pack + a small gift, so you "lose" like 20 gold or so, not too harsh.
But once you get to an average of 3 wins per run (it should happen soon enough if you play carefully, and try to learn from your mistakes), it will become (on average) as valuable for collection-building as buying packs (well, except it only grants you packs of WW and not other expansions...).
And it is definitely less frustrating than ranked ladder where you face players with huge collections, because everyone starts equal in arena.
False, false, false.
Of course I understand their business model since I have many years of education in business. I would do exactly what Blizzard is doing; trying to get rid of the dead weight non-paying customers.
Everything you just said was stupid. Try reading it again.
I just started playing MTG: Arena last week and it mirrors the original post.
I really enjoyed the original post, but that is the nature of CCG's. I'm getting paired with people who have much better cards and tuned, competitive decks.
For me, the fun is in accumulating the cards and getting better. Striving to overcome.
Kinda bored with Hearthstone because I have everything and have all the top decks made.
facts
This is probably my biggest complaint with the game. Things are setup now to discourage experimentation when it comes to crafting cards. I have always wanted to experiment with quest Warlock, but could never justify crafting it when I still lack better legendaries and cards that are not as close to being rotated out. I recognize that this issue is much worse for new players.
I would love a feature where you could try out cards without crafting them. What if once a week, you were able to choose a card that would be added to your collection for that week? I think that could be a really fun feature and encourage experimentation.
I support a rent-a-card feature, the borrow decks feature was kinda a half answer, but really I've only used it once.
The dust system is so stingy, people are mostly forced to craft the best cards only with their dust, and even resort to dusting their collection. I'm probably in the minority for being able to climb ranks with missing cards from full versions of netdecks, but I bought packs because I wanted a broader collection of cards from each set and didn't want to have to dust my collection. The newer a player you are, the worse it gets, starting out, especially if you also want to consider Wild. I started a year ago, but for people starting in the Witchwood era, the $$$ cost you pay to just get, let's say 40-60 packs of each expansion (which gives you many playable cards), just keeps mounting up.
I say this because I opened 40 packs of MSG and 60 packs of WoG (40 bought), while they were still in rotation, and I feel little need to buy more packs to fill in commons and rares, I would just craft some legendaries/epics if needed. But as for GvG and TGT, well, I have 0. Crafting all staple mechs with dust is just wasteful when I would probably buy a GvG bundle down the line. Someone starting today has to consider 4 Wild expansions with no catch up on any older expansion but the current one.
Yeah, I don't even consider playing Wild, but I've never felt like I was missing much. I prefer rotation to a gigantic card pool.