Maybe I'm just getting shafted on my numbers of early game minions that I'm offered, but we're talking eight sub-three drops, 6 games, and the majority of my calls pulled one minion. I usually get around 2-3 1/2-drops outside of lock - and that's aggressively drafting the blighters. That's the best arena draft I've had in terms of Call and call synergy. I've had calls just dead in hand because they would hit absolutely nothing before - One call is a risk, IMO, a second is suicide in almost every arena deck.
The thing is, even when I do get Call early and draft aggressively with bad 1- and 2-drops (4 if I'm lucky) - I then have to mull aggressively for them to, you know, actually have something to play. I'm pretty sure that I've not been offered any of the one or two drops you've mentioned, ND, other than drygulch, in the entirety of my post-KaC Arena runs. Seriously, how many targets do you feel is good for the card? And how do you get offered that many?
Guild recruiter? Very different card, has a non-negligible pool of targets to hit. Call? Getting boycotted by me, even first pick. When I get shafted on it reliably and I have 8 targets in the deck? I can't see the appeal.
You don't need a lot of 1 and 2 drops for call to arms to work. For example, in this draft I probably only keep emerald hive queen in my opening hand and I hard mulligan for call to arms, a weapon, or a 3 drop. The meta is so slow that you can just hero power turn 2. I basically treat my 1 and 2 drops like patches the pirate, I want them to stay in my deck and I let call to arms and guild recruiter thin them out.
Its very difficult to draft a aggro or tempo deck in this meta. I just go midrange or control most of the time.
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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
Since you people all love Call to Arms, I need some help understanding why. You simply cannot get enough 2-drops to be consistent. 8 total 1- and 2- drops? Nah, not enough. And that's an excessive amount of sub-three drops to get in my experience. I have been known to get more Call to Arms than targets for the thing, ffs! Feels like a trap card that looks good on paper, but sucks in practise. <4 sub-three drops in an entire draft is common now. Can't aggressively pick them when they're not offered. It feels like a 4 rating card to me.
You have to pick sub par 1 and 2 drops to fill the curve. Emerald hive queen is not that bad because you can hero power turn 2, duskboar has 4 attack vs all these priest. drygulch is not too bad since the games are really long now. I've had grimscale chum, a crappy 1 drop in two of my 12 win paladin decks. I also got beat by dirty rat from call to arms by the final boss.
I had divine favor in one deck, and blessing of wisdom in the other. Both decks had guild recruiter for more deck thinning.
The problem for me is not drafting these low cost minions, the problem is if I highroll and get call to arms early I usually win. If I don't the game is a struggle with these terrible stat minions and you have to hope your draft contains a lot of weapons or buff spells to carry you.
There is a lot of highrolling required with Paladin and Hunter in this expansion, which is frustrating when you lose and unsatisfying when you win, at least that is how I feel.
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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
Cursed Disciple has been doing a breakout performance for me in this meta. I had this card in 4/8 of my 12 win drafts.
It seems to be very powerful against priest. There are also less hunters in the meta to candleshot it, not enough paladins with lost in the jungle, mages lose 2 mana to ping it, and rogues take a lot of face damage.
The success of this card completely depends on the meta so its understandable that a lot of you rated it 4. I personally gave the card a 3 at the start of the expansion. And now I would say its a 2 or 2.5.
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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
You have to accept that the loss was out of your control and realize you will get those same bull %&$# cards in a future draft and make someone else feel miserable.
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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
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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
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
Cursed Disciple has been doing a breakout performance for me in this meta. I had this card in 4/8 of my 12 win drafts.
It seems to be very powerful against priest. There are also less hunters in the meta to candleshot it, not enough paladins with lost in the jungle, mages lose 2 mana to ping it, and rogues take a lot of face damage.
The success of this card completely depends on the meta so its understandable that a lot of you rated it 4. I personally gave the card a 3 at the start of the expansion. And now I would say its a 2 or 2.5.
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
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