There aren't any super-massive bombs, but there weren't any bad cards (Coldlight excepted, because it always drew 2 good cards). Noble Sacrifice was surprisingly good.
I've won my first game for 6 weeks straight, and I haven't netdecked once. I don't even have a full collection. If you don't like the brawl, get your pack and get out. Or, you can find a deck that beats these netdecks. It's not particularly difficult to do either.
What if they used something similar to the discover mechanic and had you choose 3 totems and they'd pick one at random? It's still strictly better than the paladin hero power, but it's better than choosing from all 4 and choosing from 2 is borderline OP
Choosing from 2 is strictly worse than choosing from 3. Honestly, choosing from 2 is probably the best solution.
I was recently playing in Arena, and without me doing anything, I conceded. I see "You win this one" pop up, and I've lost. Has anybody else experienced this bug?
This would be insanely broken. A lot of the time, Healing Totem can just win the game. Stoneclaw Totem is also often a winner. The only reason that it isn't already broken is because you don't always get the totem you need. Consider that Searing Totem is often the worst of the four, and it's essentially equivalent to Paladin HP. This change makes Shaman HP strictly better than Paladin HP, which defeats the purpose of the hero power.
3 opponents in a row have been dead on board, then topdecked perfectly for at least 3 turns each to win. Hearthstone is skill game, yeah. I believe that. Almost.
For some reason, I have immense difficulty ever breaking 3-3 in Arena, even with good decks. I recently went 1-3 with a reasonably good Paladin deck (Missing Truesilvers, Minibots, and Consecration, so I didn't expect much, but I had 3 Keeper of Uldaman and a Sword of Justice. I had hoped to at least beat 3-3 with it).
It seems that my opponents always have exactly the cards they need to win when I'm ahead on the board and on cards. For example, in one game I had a commanding lead (Yeti and Keeper vs an empty board, up about 5 life, and with 2 more cards in hand), and my opponent had North Sea Kraken to kill the Keeper, Fireball for the Yeti, and somehow kept drawing answers until I ran out of threats. I know that there must be some way to play better than I am, because Arena streamers consistently do better than I do, and have pretty low variance. However, I can't see what mistakes I'm making. Are there any common mistakes that I should be avoiding?
So clearly Inspire: Draw a card is clearly super powerful, and spell damage is icing. However, as a 3-mana 1/1, the card is really bad at combat, which seems in-flavor. Familiars generally amplify magic, but don't necessarily assist in combat. After board control is established, the card can be insanely powerful, but it also has a potentially high downside.
Only played a few games, but Bloodlust is pretty good, because it tends to be hard to regulate the board. I've won a few because people don't realize that I can attack through big Taunt dudes. I'm assuming that this won't work at higher levels, but I mostly just played for the pack anyways.
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Innervate + Coldlight Oracle works. Haven't lost with it yet. I assume I lose to the Innervate+big stuff decks, though.
0
I opened a golden one, and I was thinking that I would dust, but . . . your entire deck is golden? That's amazing.
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Got my first 12-win today with Paladin!
There aren't any super-massive bombs, but there weren't any bad cards (Coldlight excepted, because it always drew 2 good cards). Noble Sacrifice was surprisingly good.
MVP Synergy: Muster for Battle + Warhorse Trainer. Blowouts every time I drew both cards.
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I've won my first game for 6 weeks straight, and I haven't netdecked once. I don't even have a full collection. If you don't like the brawl, get your pack and get out. Or, you can find a deck that beats these netdecks. It's not particularly difficult to do either.
1
Just played against a guy with Lock and Load. Not sure if it's good, but he did some broken stuff. Needs cheaper minions to work well, though.
Summoning Stone bases off of original costs :(.
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T2 Hobgoblin, Tinyfin, Tinyfin. Well, GG.
0
Hey guys,
I was recently playing in Arena, and without me doing anything, I conceded. I see "You win this one" pop up, and I've lost. Has anybody else experienced this bug?
3
This would be insanely broken. A lot of the time, Healing Totem can just win the game. Stoneclaw Totem is also often a winner. The only reason that it isn't already broken is because you don't always get the totem you need. Consider that Searing Totem is often the worst of the four, and it's essentially equivalent to Paladin HP. This change makes Shaman HP strictly better than Paladin HP, which defeats the purpose of the hero power.
0
3 opponents in a row have been dead on board, then topdecked perfectly for at least 3 turns each to win. Hearthstone is skill game, yeah. I believe that. Almost.
0
I don't have gameplay videos, but I used HearthArena for drafting, so I have the choice overview here
0
For some reason, I have immense difficulty ever breaking 3-3 in Arena, even with good decks. I recently went 1-3 with a reasonably good Paladin deck (Missing Truesilvers, Minibots, and Consecration, so I didn't expect much, but I had 3 Keeper of Uldaman and a Sword of Justice. I had hoped to at least beat 3-3 with it).
It seems that my opponents always have exactly the cards they need to win when I'm ahead on the board and on cards. For example, in one game I had a commanding lead (Yeti and Keeper vs an empty board, up about 5 life, and with 2 more cards in hand), and my opponent had North Sea Kraken to kill the Keeper, Fireball for the Yeti, and somehow kept drawing answers until I ran out of threats. I know that there must be some way to play better than I am, because Arena streamers consistently do better than I do, and have pretty low variance. However, I can't see what mistakes I'm making. Are there any common mistakes that I should be avoiding?
Thanks for your advice.
3
N
Nuh nuh nuh nuh nuh nuh nuh nuh Bat . . . thing!
So clearly Inspire: Draw a card is clearly super powerful, and spell damage is icing. However, as a 3-mana 1/1, the card is really bad at combat, which seems in-flavor. Familiars generally amplify magic, but don't necessarily assist in combat. After board control is established, the card can be insanely powerful, but it also has a potentially high downside.
0
Only played a few games, but Bloodlust is pretty good, because it tends to be hard to regulate the board. I've won a few because people don't realize that I can attack through big Taunt dudes. I'm assuming that this won't work at higher levels, but I mostly just played for the pack anyways.
1
He chained 3 Gorillabots! Still won.