* NOTE: If you have an Arena run in progress when Hallow’s End begins on October 24, then it will be retired and you’ll receive the normal rewards for the number of wins you achieved and a free Arena ticket. In the hours just before the beginning and conclusion of Hallow’s End on October 24 and November 6, it will temporarily be impossible to purchase a new Arena ticket.
Hmm... I guess it'll depend on the state of my run when I hit 2 losses. If I'm at 3-4 wins or less, I may do this, but if I have a good run going, I'm going to push for 12, even if I would get more rewards mathematically by waiting for the auto-retire.
What'll be interesting is once the cutoff point has passed and no more arena tickets can be purchased, how will the player pool be affected? How skewed will the matchmaking become as the number of players available shrinks? Will it be a good time to shoot for the dream? Or just the opposite?
What I'm afraid is going to happen is it's going to be even harder to draft a decent deck for the simple reason that the card pool will be even more diluted thanks to the addition of the class cards from the second class. It's nice to dream about these great combos, but the truth is you're still choosing from the 3 cards offered. I'm looking forward to a new experience, but I'm keeping a small measure of skepticism. We'll see how it goes.
Now, if they were to alter the drafting rules so that every choice was between 1 neutral and 1 card from each class...
Also remember that your draft will pull from both classes as well as neutrals. Think about the combination of class cards you could get. Prophet VelenPyroblast anyone?
... that makes absolutely no sense. The rewards you get on the retired run will be based on your wins, just like a completed run, or even a run you manually retire. By stopping at 2 losses, you forfeit any additional rewards from possibly winning more games.
I think the bigger news is the absolute guarantee to never encounter a wild arena deck ever again, barring a return to the format. Also, RIP Vicious Fledgling.
Not my best game personally, but the highlight is Nat Pagle. Opponent got it from Prince Malchezaar and played it on turn 5. Nat had a good day fishing: he only missed on Turn 10. And he actually burned a card on Turn 11. Unreal.
Hey guys, I was just wondering if anyone has ever had any success using Nourish for ramp instead of draw. On my current Druid run I drafted 1 copy primarily for card draw, but twice so far I've had situations where using it for ramp was not only an option, but actually helped win the game. Prior to those games I've only considered Nourish for card draw. Obviously the situation has to be right (in both cases I was able to use my remaining mana to maintain effective board presence), but I'll be looking at Nourish more openly from here on. Anyone else have any luck with it?
Oh, great. Now you've done it. Now, just because you said that, they WON'T be removed tomorrow. Because we know how much the game hates you. Good job, dude.
I'm leaning toward Rag personally. Bonemare on 7 into Rag on 8 to potentially heal the Bonemare target is really, really strong. Your curve is fairly midrange at the moment, but you have good tempo, and as odd as it sounds, Rag is the higher tempo play here, while the DK gives more value over time. So my vote is Rag.
Yeah, I guess it really just boils down to the best option for the situation. Snipe worked for me in this case, but I think that was more because I already had board advantage when I played it, so forcing my opponent to play around a hunter secret while trying to catch up gave me enough of an edge.
I had an interesting situation in a recent match. Playing a paladin deck against a warlock, on Turn 2 I drop Grimestreet Informant (for lack of a better option, really). The choices presented are Snipe, Humility, and Mountainfire Armor. Both Humility and Mountainfire are passably useful (soft removal and a solid 3-drop), but I ended up taking Snipe in part for the confusion value by forcing my opponent to play around it, and also because Snipe isn't draftable, and so my opponent might neglect to account for it. I only caught a Bluegill Warrior with it, but it succeeded in slowing my opponent's development and I went on to win.
So my question for the community: is there value in choosing undraftable cards when offered by discovery effects simply for the potential of surprising your opponent with a card you "shouldn't" have, or is it well-enough known that undraftables can still show up through discovery that it's not relelvant? For reference, the game in question above took place at 4-1 against a Legend cardback opponent.
0
https://playhearthstone.com/en-us/blog/21098847
0
Hmm... I guess it'll depend on the state of my run when I hit 2 losses. If I'm at 3-4 wins or less, I may do this, but if I have a good run going, I'm going to push for 12, even if I would get more rewards mathematically by waiting for the auto-retire.
What'll be interesting is once the cutoff point has passed and no more arena tickets can be purchased, how will the player pool be affected? How skewed will the matchmaking become as the number of players available shrinks? Will it be a good time to shoot for the dream? Or just the opposite?
0
What I'm afraid is going to happen is it's going to be even harder to draft a decent deck for the simple reason that the card pool will be even more diluted thanks to the addition of the class cards from the second class. It's nice to dream about these great combos, but the truth is you're still choosing from the 3 cards offered. I'm looking forward to a new experience, but I'm keeping a small measure of skepticism. We'll see how it goes.
Now, if they were to alter the drafting rules so that every choice was between 1 neutral and 1 card from each class...
1
Also remember that your draft will pull from both classes as well as neutrals. Think about the combination of class cards you could get. Prophet Velen Pyroblast anyone?
0
... that makes absolutely no sense. The rewards you get on the retired run will be based on your wins, just like a completed run, or even a run you manually retire. By stopping at 2 losses, you forfeit any additional rewards from possibly winning more games.
3
I think the bigger news is the absolute guarantee to never encounter a wild arena deck ever again, barring a return to the format. Also, RIP Vicious Fledgling.
1
FTFY
1
https://hsreplay.net/replay/pFfD6gXWCzsrNPCHCqnmLP
Not my best game personally, but the highlight is Nat Pagle. Opponent got it from Prince Malchezaar and played it on turn 5. Nat had a good day fishing: he only missed on Turn 10. And he actually burned a card on Turn 11. Unreal.
0
Hey guys, I was just wondering if anyone has ever had any success using Nourish for ramp instead of draw. On my current Druid run I drafted 1 copy primarily for card draw, but twice so far I've had situations where using it for ramp was not only an option, but actually helped win the game. Prior to those games I've only considered Nourish for card draw. Obviously the situation has to be right (in both cases I was able to use my remaining mana to maintain effective board presence), but I'll be looking at Nourish more openly from here on. Anyone else have any luck with it?
0
0
http://support.overwolf.com/article-categories/heartharena-companion/
0
I'm leaning toward Rag personally. Bonemare on 7 into Rag on 8 to potentially heal the Bonemare target is really, really strong. Your curve is fairly midrange at the moment, but you have good tempo, and as odd as it sounds, Rag is the higher tempo play here, while the DK gives more value over time. So my vote is Rag.
0
Yeah, I guess it really just boils down to the best option for the situation. Snipe worked for me in this case, but I think that was more because I already had board advantage when I played it, so forcing my opponent to play around a hunter secret while trying to catch up gave me enough of an edge.
Still, kinda cool to play a "banned" card. :+)
0
I had an interesting situation in a recent match. Playing a paladin deck against a warlock, on Turn 2 I drop Grimestreet Informant (for lack of a better option, really). The choices presented are Snipe, Humility, and Mountainfire Armor. Both Humility and Mountainfire are passably useful (soft removal and a solid 3-drop), but I ended up taking Snipe in part for the confusion value by forcing my opponent to play around it, and also because Snipe isn't draftable, and so my opponent might neglect to account for it. I only caught a Bluegill Warrior with it, but it succeeded in slowing my opponent's development and I went on to win.
So my question for the community: is there value in choosing undraftable cards when offered by discovery effects simply for the potential of surprising your opponent with a card you "shouldn't" have, or is it well-enough known that undraftables can still show up through discovery that it's not relelvant? For reference, the game in question above took place at 4-1 against a Legend cardback opponent.
What do you think?
0
My first thought when I saw the rules for this brawl was Zoolock. Here's what I came up with:
http://www.hearthpwn.com/decks/940585-discard-zoo-feat-bonemare
Went 7-1 with it so far (lost to a Shaman who kept dropping taunts). It's fun, quick, and entertaining.