• 1

    posted a message on Most fun deck to craft with 4K dust?

    Quest Rogue is hella fun. Some may call it cancer but it actually requires skill to exploit its full potential. And people are still experimenting with different builds for Q Rogue, so there's room for you to mess around too. 

    Miracle/Combo Priest is superb awesome. It definitely has the potential to be tier 1 yet not many people have been testing it extensively enough to conclude an optimal list. High skill cap deck with open room for you to experiment.

    Lastly, Aggro Tempo Mage is a great option if you like Aggro decks but find Hunter to be too brainless.  2 common builds are full-on secret package or hybrid (ice block + medihv's velet + pyroblast). There's not many open slots but you still could tinker around to find the build that fit you the best.

     

     

     

    Posted in: Standard Format
  • 3

    posted a message on (Rank 5-legend) Miracle

    Cutting Drake means this is a very all-in deck. The 2 ways to win is either draw Gadgetzan early (pray that Gadget is top 10-12 cards) or high roll with your Burgle-effect cards. Furthermore, without Questing you have limited option to all-in early compare to regular Miracle, which is bad given we all know how often Miracle can draw blank (your deck even add 2x Shadow Step, thus its very likely to blank on draw).

    However, this deck is also demonstrate the state of Hearthstone right now, either you high roll or you lose. And this is a very fun and original deck too, so congrats on creativity.

    Just my 2 cents after playing with it a bit.

    Posted in: (Rank 5-legend) Miracle
  • 3

    posted a message on All Aboard the Hype Train: Priest is in a Tournament - Americas Last Call 2016 Decks

    The thing is it's almost impossible to counter Mid Shaman and Druid, these decks can cheese out wins by sheer nut draw, even the worst match ups for those decks come at 40-60 . By bringing a whole line up countering CW (let's say every of his decks has 80-20 chance vs CW), he's always has the edge over anyone has CW in their line ups. 

    Some math:

    In BO7 conquest, you play max. 7 games. Since the opponent knows CW is their weakpoint in the line up, they may put CW as their last deck to play.

    Assume all greedy decks from Frozen has 30-70 chance vs any midrange & combo deck in general, the probability he loses all first 3 games (before playing vs CW) is 0.7^3=34.3%. Then, since every of his deck beat CW by 80-20, the chance he reverse sweep is 0.8^4=40.9%. -> He has 0.343*0.409=14.03% winning this way.

    If he goes 1win-3loss before playing vs CW, which has probability of 0.7^3*0.3*4C1*3/4=30.87%, the chance he wins by beating CW with the remaining 3 decks would be 0.8^3=51.2%. -> He has 0.3087*0.512=15.80% winning this way.

    Similarly, if he goes 2-3, which is 0.7^3*0.3^2*5C2*6/10=18.52 chance, he has 0.8^2=64% chance to win the remaining 2 games vs CW. -> 0.1852*0.64=11.85% chance to win this way.

    If he goes 3-3, which is 12.35%, he has 80% chance to win vs CW in last game. -> 9.88% chance to win this way.

    In case he win the match at 4-2 (not playing vs CW yet) -> 5.95% winning this way.

    Total is at least 57.52% he wins the game (not yet including he wins at higher score, i.e. 4-1 or 4-0) vs anyone who plays CW in the line up. (it's not as high as I thought after I've done the math, but still)

    P/s: all calculation is based all the assumed match-up win-rate, things would change drastically if the win-rate of the match-up changes. And I'm not sure where's your 50/50 and 75/25 comes from?

    Posted in: News
  • 2

    posted a message on All Aboard the Hype Train: Priest is in a Tournament - Americas Last Call 2016 Decks

    His line up targets control Warrior. There's no reason to bring Freeze Mage. 

    Posted in: News
  • 2

    posted a message on All Aboard the Hype Train: Priest is in a Tournament - Americas Last Call 2016 Decks

    There's a high change Fr0zen will make it to the final match as his whole line up destroy control Warrior (all players in his bracket side bring CW). These decks seem unusual because of that. 

    Posted in: News
  • 1

    posted a message on Bloodmage Thalnos in Current Meta

    Thalnos is my first Legendary to draft. Never regret. Go for it.

    Posted in: Card Discussion
  • 2

    posted a message on Card Nerf - Rockbiter Weapon
    Quote from Rhyolth >>

    I call bs on all those "Doomhammer was the real issue".

    Just look at Doomhammer's ranking in arena. It is the worst Shaman  weapon in that environment, rated below Stormforged Axe & Charged Hammer.
    In comparaison, Rocbiter has been an auto-include in Shaman since the beginning of times :
    _ it allows great tempo swing in the early game (since it is 1 mana cheaper than the other class similar removals)
    _ AND acts like a 1 mana Fireball to the face when combined with any card with windfury (Doomhammer just happen to be the most practical one, as it requires no setup).

    Rockbiter Weapon would have survived without Doomhammer, but the opposite is simply not true : if Rockbiter phases out, Doomhammer will go down as well.

    For Rogue, Preparation is a super bad card in Arena but it's top tier in constructed. Your argument using Arena as reference isn't valid at all.
    Doomhammer is stable in Aggro Shaman deck (even of Rockbitter didn't exist) because it's a high value card that provides burst damage, which is useful vs. all archetype.
    Rockbitter is a strong card, I wouldn't deny that, but it's not broken by any mean. The combo has been around since the beginning of HS, yet it was never strong enough to make Shaman tier 1, not until Trogg + Golem came out. The problem with Aggro Shaman currently is its whole package, from Claw, Trogg, Rockbitter, Golem, Flamewreath, Doomhammer, etc. Every card is strong on it's own and they're broken when combined together. Considering in next year, Trogg & Totem Golem goes away from Standard, Shaman loses its strong early game, without Rockbitter as good early removal is pretty bad (you feel waeful using Lightning Bolt on turn 1 to remove Mana Wyrm cuz of the overload, for example).
    I think a more reasonable nerf would be Doomhammer costing 6 or 7 without overload, i.e. aggro can't burst you down as early as it's now. It keeps the Al'Akir + Rock combo available (that's the whole reason people play him anyway) and Doomhammer as an alternative finisher in Aggro deck (or mayble just don't nerf it as all because as I said, Aggro Shaman may not be viable anymore in next year when Trogg + Golem goes away)
    Posted in: Card Discussion
  • 0

    posted a message on Card Nerf - Rockbiter Weapon

    I'm about to say what you just said, not nerfing Doomhammer but Rockbitter instead is a greedy and bad move by Blizzard. 

    Posted in: Card Discussion
  • 0

    posted a message on Card Nerf - Call of the Wild

    This nerf is fair. If they hadn't introduced too many new sticky minions to Hunter recently (Grandmother, Wolf), 8 mana could have been fine. Considering how hard is it to remove Hunter's board now, 9 mana CotW is reasonable and should be (marginally) playable in mid-Hunter.

    Posted in: Card Discussion
  • 2

    posted a message on Card Nerf - Rockbiter Weapon

    This is the worst nerf ever. The card isn't even close to problematic (if they want to nerf Doom+Rock combo, nerf Doom instead). Now the card is unplayable (why would you play it while you have a 1 mana War Axe). They could have just changed it to target minion only instead of doing this. Considering Aggro Shaman's about to lose lots of good stuff (Tuskar + Abusive gone, Trogg + Golem goes away in next expansion), Doom + Rock combo shouldn't be broken anymore (the combo has been around since forever and it was all fine before Trogg stepped in ), prepare to see Shaman as tier 3 class in next year.

    Posted in: Card Discussion
  • 0

    posted a message on How to counter midrange Shamans?

    Freeze Mage, I'd say the match up is 80-20 for the Mage (applicable for Mid Shaman only, Aggro with Doomhammer is a bad match up for Freeze)

    Posted in: Standard Format
  • 21

    posted a message on freeze mage back again?[Finished with in-depth guide]

    Because Freeze Mage is not a control deck. The core of Freeze Mage is killing opponent before you die, sometimes you Alex + kill him next turn, sometimes you throw spell to face early and set up 2 or 3 turn lethal. This deck want to outlast an out-value opponent. The playstyle is totally different, the win-con is difference; that's why you cannot call it Freeze Mage. Two decks have similar freeze-themed cards as they both don't have early game and need stall mechanics to get to mid and late game.

    Posted in: freeze mage back again?[Finished with in-depth guide]
  • 0

    posted a message on Thoughts reguarding Arena Draft?

    Sure, I completely get your point. And you're right.

    What I want to point out is that missing turn 2 is still comebackable. It's true the example put up included premium drops; however, remember that missing good drop on 4 (eg you play Farseer (3/3) on 4 while opponent play Yeti or double 2 drops) is just as devastating as missing turn 2, yet it's harder to comeback at this point. (Midgame is where things get scary, everydeck has its own trick and can snowball you from here).

    So, instead of having 6 2-drops & 3 3-drops; I could go with 3 2-drops and 6 3-drops as long as they're all Ogre Brute and Spider Tank; and get to higher win. Cheers.

    Posted in: The Arena
  • 10

    posted a message on freeze mage back again?[Finished with in-depth guide]

    This is Control Mage, not Freeze. Your win-con is out value opponent with Medivh, Anton & Portal. In Freeze, you win by kill opponent while not dying (think of Freeze as aggressive burst-y deck that play defensive on its first 8-9 turns).

    Posted in: freeze mage back again?[Finished with in-depth guide]
  • 0

    posted a message on Thoughts reguarding Arena Draft?
    Quote from TachiiDerp >>

    I disagree with taking less 2 drops just because you have premium 3s. Rogue right now is the only class that can miss a 2 drop and still do good. Every other class needs the 2 or risk losing the game as it becomes impossible to catchup. Paladin is one of the priority classes that cannot miss a turn in its early game due to lack of a hero power ping. Around the half way point you should already be looking to fill the curve rather than taking more valuable cards.

    There should be guides around the net that shows you what an ideal curve should look like. 

    Turn 3 Ogre into Truesilver into Pit Fighter will get you to 7+ consistently even without the 2 drop. To beat such premium drop on curve you need either exact same curve or faster start followed by some "cheats" (for example: Blessing of King, Vale Chosen, Backstab + SI7, etc.). Not much draft can pull of both consistent early + cheats (at least It appear to me that way). Cheers.

    Posted in: The Arena
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