Never. It would be a bad investment then. But I did have 2 or 3 horrible decks that I just didn't want to play. Still, even those kind of decks can produce a win or two.
This is coming from a guy who played Handlock the whole last season: Leeroy wins games 9 times out of 10. Also, he doesn't necessarily always act as a finisher, since Leeroy + Shadowflame is also a very powerfull combo.
Both heroes' health reaches zero in the same round. This causes a draw, although both players will see the Defeat screen. Neither player will win or lose a star in Ranked play, and neither player will be awarded a win or loss in Arena mode.
I get the feeling Handlock as a whole is really badly positioned right now. Just bad luck on my part?
Nah. Handlock performed the best for me out of all the decks this season. That's on EU. I hear the meta is a bit different on the NA servers... But from what I hear a lot of Miracle Rogue is being played there, so Handlock should be even better.
1. Shaman (avg. wins - 7.357): This is actually my fourth most played class in arena, behind Mage, Druid and Priest. I find it to be unstoppable with the right class cards like Fire Elemental, Stormforged Axe, Hex and Lightning Storm.
2. Mage (avg. wins - 7.337): Not suprisingly the class I play the most. Nothing special to say about Mage. Best hero ability in arena, great spells and very hard to counter if you draft a good burn deck.
3. Rogue (avg. wins - 7.192): Probably my favourite class to play with. Tempo works great in arena and the right opening with good cards (Backstab, Defias Ringleader, SI:7 Agent) plus a few others, coupled with the great hero ability equals good times.
4. Priest (avg. wins - 6.214): Used to be my favourite class to play with in arena, but seems to be too slow nowadays. Strong early game is the most important thing here. If you don't lose board presence in the early game, the win is pretty much in the bag.
5. Warlock (avg. wins - 6.125): Value hero power. Coupled with some good quality, cheap cards, Warlock is just too strong. On the other side, if you don't get good quality, cheap cards... You're pretty much done for. This is the only class with which I had 1 win runs... Due to poor draft choices, mostly.
6. Druid (avg. wins - 5.78): Either you get a good draft and manage to control things or you don't and end up being too slow. That's how my runs go. Also, no Swipe, no win.
7. Hunter (avg. wins - 5.5): Pretty simple. Starving Buzzard + Unleash the Hounds or gtfo. At least that's how it goes for me. An agro oriented deck without that combo can work too, but I've found it to be unreliable.
8. Warrior (avg. wins - 5): I've played only 2 games with this class, so I can't say anything about it. Will probably start playing more. I'm sorry.
9. Paladin (avg wins - 4.375): I don't know how to play Paladin. That must be it. I've tried and tried again, but it just relies too much on the staple 4 drops.
These are based on my stats since the 12 win patch (1100+ arena wins in total) and do not represent my opinion on which class is stronger than the other.
I see. That Rogue was lucky he topdecked the second Shadowstep. But then again you were lucky against that last Warlock... I bet he didn't think the Soulfire would discard that Mortal Coil.
Now back on topic... Nice experiment. It's fun to look at that picture and see hitting the opponents face with your minions, and how you clicked on the interactive parts of the board a lot.
So to sum everything up. Yes, once you hit rank 5 the game becomes a slow grind to Legend. Unless you get a lucky streak rolling and get good draws and favorable matchups in most of your matches... Which rarely happens.
Arena is the best way to earn packs/cards without spending real money. But... To do this, you need to be good at it. And to get good, you need experience. So just keep on playing.
As long as you're prepared to spend 150 gold on a pack + a few dust, rather than 100 gold on a pack, for quite a few runs while you try to get good at it.
True. Nevertheless it does payout in the end, as those additional 50 gold per pack will return with interest once you start averaging 6+ wins per run.
Arena is the best way to earn packs/cards without spending real money. But... To do this, you need to be good at it. And to get good, you need experience. So just keep on playing. Some of the keys to winning in arena are: - A good mana curve. You really don't want half of your cards to cost 5+ mana. So a good mana curve should look something like this:
- Watch popular streamers. You could try watching a few of Trump's arena videos on YouTube, and analyze his plays and draft picks.
- Don't rush and use your time. Always use your time to think about the best possible plays for your current turn and the turns to come.
- Pick the right classes. Some people will argue about this one and have every right to do so, but if you're new to arena, try not to pick Hunter, Warlock and possibly Priest. These classes are harder to play with in arena and require a very good draft to reach 12 wins.
Well sure, it's stronger than a good number of cards, but no other card is imbalanced as this one. That's why I've never seen this card played in constructed, and only two times in arena (one of those was played by me). It needs a buff in the form of lower mana cost or the removal of combo requirement. And even then, with current cards that are in the game, no one would play it.
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Never. It would be a bad investment then. But I did have 2 or 3 horrible decks that I just didn't want to play. Still, even those kind of decks can produce a win or two.
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This is coming from a guy who played Handlock the whole last season: Leeroy wins games 9 times out of 10.
Also, he doesn't necessarily always act as a finisher, since Leeroy + Shadowflame is also a very powerfull combo.
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http://www.hearthpwn.com/decks/44975-firebat-ataks-rogue-elegance
http://www.hearthpwn.com/decks/52798-elegant-alex-consistent-ladder-friendly
There is also a possibility of a Priest deck with Malygos and Mind Blast... But no one has made one worth using in Ranked play as far as I know.
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Both heroes' health reaches zero in the same round. This causes a draw, although both players will see the Defeat screen. Neither player will win or lose a star in Ranked play, and neither player will be awarded a win or loss in Arena mode.
Edit: D00mL0rd beat me to the punch.
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Nah. Handlock performed the best for me out of all the decks this season. That's on EU.
I hear the meta is a bit different on the NA servers... But from what I hear a lot of Miracle Rogue is being played there, so Handlock should be even better.
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1. Shaman (avg. wins - 7.357): This is actually my fourth most played class in arena, behind Mage, Druid and Priest. I find it to be unstoppable with the right class cards like Fire Elemental, Stormforged Axe, Hex and Lightning Storm.
2. Mage (avg. wins - 7.337): Not suprisingly the class I play the most. Nothing special to say about Mage. Best hero ability in arena, great spells and very hard to counter if you draft a good burn deck.
3. Rogue (avg. wins - 7.192): Probably my favourite class to play with. Tempo works great in arena and the right opening with good cards (Backstab, Defias Ringleader, SI:7 Agent) plus a few others, coupled with the great hero ability equals good times.
4. Priest (avg. wins - 6.214): Used to be my favourite class to play with in arena, but seems to be too slow nowadays. Strong early game is the most important thing here. If you don't lose board presence in the early game, the win is pretty much in the bag.
5. Warlock (avg. wins - 6.125): Value hero power. Coupled with some good quality, cheap cards, Warlock is just too strong. On the other side, if you don't get good quality, cheap cards... You're pretty much done for. This is the only class with which I had 1 win runs... Due to poor draft choices, mostly.
6. Druid (avg. wins - 5.78): Either you get a good draft and manage to control things or you don't and end up being too slow. That's how my runs go. Also, no Swipe, no win.
7. Hunter (avg. wins - 5.5): Pretty simple. Starving Buzzard + Unleash the Hounds or gtfo. At least that's how it goes for me. An agro oriented deck without that combo can work too, but I've found it to be unreliable.
8. Warrior (avg. wins - 5): I've played only 2 games with this class, so I can't say anything about it. Will probably start playing more. I'm sorry.
9. Paladin (avg wins - 4.375): I don't know how to play Paladin. That must be it. I've tried and tried again, but it just relies too much on the staple 4 drops.
These are based on my stats since the 12 win patch (1100+ arena wins in total) and do not represent my opinion on which class is stronger than the other.
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I see. That Rogue was lucky he topdecked the second Shadowstep. But then again you were lucky against that last Warlock... I bet he didn't think the Soulfire would discard that Mortal Coil.
Now back on topic... Nice experiment. It's fun to look at that picture and see hitting the opponents face with your minions, and how you clicked on the interactive parts of the board a lot.
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DO IT!
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So to sum everything up. Yes, once you hit rank 5 the game becomes a slow grind to Legend. Unless you get a lucky streak rolling and get good draws and favorable matchups in most of your matches... Which rarely happens.
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True. Nevertheless it does payout in the end, as those additional 50 gold per pack will return with interest once you start averaging 6+ wins per run.
1
Great stuff, best post I've seen in ages, 10/10.
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Arena is the best way to earn packs/cards without spending real money. But... To do this, you need to be good at it. And to get good, you need experience. So just keep on playing.
Some of the keys to winning in arena are:
- A good mana curve. You really don't want half of your cards to cost 5+ mana. So a good mana curve should look something like this:
- Use a card tier list when drafting. This is the one I used back in the days: https://docs.google.com/spreadsheet/pub?key=0AifXEOqTcGcLdFVvWk1GRjVJTHJUaTVLcGViR1RRTFE&gid=20
- Watch popular streamers. You could try watching a few of Trump's arena videos on YouTube, and analyze his plays and draft picks.
- Don't rush and use your time. Always use your time to think about the best possible plays for your current turn and the turns to come.
- Pick the right classes. Some people will argue about this one and have every right to do so, but if you're new to arena, try not to pick Hunter, Warlock and possibly Priest. These classes are harder to play with in arena and require a very good draft to reach 12 wins.
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Well sure, it's stronger than a good number of cards, but no other card is imbalanced as this one. That's why I've never seen this card played in constructed, and only two times in arena (one of those was played by me). It needs a buff in the form of lower mana cost or the removal of combo requirement. And even then, with current cards that are in the game, no one would play it.
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It is quite simply one of the worst, if not the worst card in the game... And by that I mean it's dreadfully unbalanced.
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It depends on the rest of the deck. But let's say that in your curve you have space for 5 minions that cost 4 mana... I would take 5 Chillwind Yeti. But usually the limit would be around 3-4 cards. Cards that I would probably take 4 of are Backstab, Water Elemental, Fire Elemental, Boulderfist Ogre, Animal Companion and Fireball. I think that's about it.