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    posted a message on Your Arena Run In 6 Words

    Paladins can go suck my D

    .........

    .....

    ...

    .

    unless I'm playing one

    Posted in: The Arena
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    posted a message on How many wins do you think my pre-BRM arena deck can get?

    12 wins bruh

    Posted in: The Arena
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    posted a message on [shaman] Guess the number of wins for this deck

    It's not just DS+IF that you need to play around.  It could be a topdecked Shadow Word: Death, Valen's Chosen+Holy Fire/Holy Nova, or a bunch of other things.

    With shaman in Arena, you should almost always look to clear the board while keeping your dudes alive.  Unless there's Bloodlust in the deck(which yours don't), shamans don't have too much reach.  Your board advantage is your lifeblood, since you're likely not gonna nuke them down when you need that last bit of damage.  Game 1 is good proof of that.  Your deck has more reach than most Shaman decks, but I would still dedicate to board advantage with this deck.

    Shaman's Hero Power is a good indication of how the class should be played most of the time, since it's pretty garbage when your board is behind and it's great when you're ahead.  One of the more reliable win conditions for Shaman in Arena is to have a Healing Totem continuously healing your big fat dude and forcing multiple favorable trades, which your board may have been set up to do.

    Not to mention a simple 2/5 is pretty devastating against a large portion of your deck if your 6/6 did get dropped by some other means.  If a Doomhammer can clear your board in game 1, there's no guarantee that the plain 2/5 wouldn't have ruined you later on if the game dragged out.

    Posted in: The Arena
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    posted a message on Bear Trap vs Ironfur Grizzly

    The problem is that Bear Trap does nothing when your opponent does nothing, which happens much more frequently in Arena than in constructed.  People miss their 2-drop and 3-drop quite often.  When your opponent does miss their early drops, Bear Trap just gives some much needed breathing room.  Quite often, the trap will trigger after your opponent finished trading with all your other minions.

    Posted in: The Arena
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    posted a message on Why I am so bad at arena?
    Quote from rogsd >>
    Quote from Cornfalk3 >>

    Since when do you play? What deck(types) do you play most? With which deck and when did you reach legend? I think from the answers to this questions it would be possible to make a analysis, why you struggle to win in Arena and from that point maybe we can solve this issue.

    I started hearthstone before naxx but havent played so casually until now, I have played hunter the most, second most rogue and third mage, I do not play other classes since I find 'em super boring to play, I usually play all three classes when laddering not only one, depending what kinda enemys I get most at that time. And I play aggro, Tempo, Mid Range styles, I reached to legend by using all those three classes not so long time ago

    Even before reading this, I was fairly certain you played mainly face and tempo decks in Ranked.

    You're probably going for the face and over-valuating hero life in Arena.  In arena, it's pretty hard to swing tempo back in your favor.  The 'correct play' in most Arena decks usually involves getting as certain of a board lead as possible, and then going for the face when you got board control on lockdown.  Even aggro decks should lean a little more towards mid-range styles in terms of how you play the deck.

    I'd say the common factor between Ranked and Arena is that you want to get them to remove your creatures in ways that they don't want to, but have to out of necessity.  The difference is in how you achieve this goal. 

    In Ranked, this is achieved in aggro decks by just going for the face.  If they don't deal with your threats fast, they lose life until they die.

    In Arena, it's usually achieved by favorable creature trades.  That's why Chillwind Yeti is and always have been one of the top picks in Arena.  For example, it's not uncommon that you'll find yourself able to have the yeti kill their 3/2 and they have nothing else to trade with your now 4/2 yeti other than a 5/4.

    I'm personally on the other end of the table.  My friends are all Ranked players and I was always an Arena player.  I've recently put a little more energy into Ranked, and my friends can easily see why and how I play the way I do, but it's also a mistake in Ranked.

    One of the easier differences you can see is against a Mage.  In Ranked, you do not want to be at 12 life against a Mage at all costs since you're probably dead next turn.  In Arena, this isn't the case.  You can take your chances at dropping to 12 life if it means you'll almost surely win the game if they can't kill you on the next turn.

     

    Posted in: The Arena
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    posted a message on Opinion on Shaman Deck

    5-12 wins.  This deck has a whole ton of variance and it's a matter of how lucky you get.  I'd say 5 wins is the minimum you can get though.

    Just make sure to mulligan all of your removal out of your hand.  It's better to draw into them.

    Posted in: The Arena
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    posted a message on Priest Arena deck

    I haven't played priest much, but the general impression I get is that you want to stay on the board and hold the lead with your hero power when you get control.  This is mostly just what I would do, I wouldn't really take it as advice since I'm not really qualified to give advice on Priest drafts.

    I rate Spellbreakers very highly in TGT personally.  I would have picked it over both the Raider on pick#6 and War Golem on pick#12.  Also, this would be enough for me to pick up Ancient Watcher on pick #14 since I'd have 2 Spellbreakers and a Sunfury Protector.  I found 3 'unlocking' cards(no less) to be reliable enough to pick up Ancient Watcher, and this would have been a very powerful turn 2 play for your deck.

    Blackwing Technician is decent as is even without dragons, and becomes great in decks that have it.  Seeing as how Dragon Priest is actually a constructed deck, I'd say it has slightly more value for priest drafts early on for a potential dragon draft.  Not by too much, but a little bit.

    #20 Azure Drake over Twilight Drake for sure.

    Confessor Paletress is amazing and fun.  I can't really say which is a better choice, but the card has served me well personally.

     

    Posted in: The Arena
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    posted a message on Longest run of bad luck on picks

    I'm having more bad luck streaks on the board than on drafts personally.  I've found more success when I decided to embrace the randomness and incorporate it into my own.

    I've had so many bad luck streaks in my life being a former poker player that I've grown numb to them by the time I started playing Hearthstone.  Missing out on 5,000 dollars to a runner-runner straight flush just makes everything else acceptable to me.

    As such, the only one I can remember is something that happened very recently...I had an amazing deck that I was fully expecting to go 12 wins with.  I was striding along at 5 wins 0 losses, then lost against a deck that was probably even better than mine.  The game immediately after, I lost to a Murloc Knight summoning a Murloc Knight.  The game after that, I lost to a Murloc Knight summoning a Murloc Knight.

    God damn murlocs.

    Posted in: The Arena
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    posted a message on Various arena runs

    I'm just not seeing it man.  To me, the deck looks weak enough that it's at its best as a dice roll.

    Posted in: The Arena
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    posted a message on Various arena runs

    Not going to win by card advantage? The deck has 7 big drops, large removal and 3 carddraws! This is the defenition of a extreme lategame deck, if anything, it will lose against more aggressive decks.

    1 or 2 more 2-drops would be more consistent, especially, because it doesn’t have comeback mechanics like boardclears.

    On the initial question: Like I said, the mage deck can be inconsistent if you run into aggressive decks, you have all the tools to win on card advantage, but nothing to come back or stall if you fall behind. So the mage deck could do well if you get lucky with your draws/opponents, but it could also fall flat very early.

    The priest deck looks fine, 1 or 2 2-drops too many, but that’s better than too few in priest. Keeping a shrinkmeister for cabal can win games instantly. With temple enforcer, cabal and 3 kvaldir you also have decent lategame.

    The problem with priest is that, without spells, you lose if you don’t get the board and stay there. Sometimes your opponents creatures have just the "wrong" stats and you lose 2 or 3 cards instead killing his creature and healing yours.

    Priest is my most played class in arena (along with rogue) and it’s very hard to say if someone played wrong or got unlucky with opponents just by looking at the deck.

    I look at that mage deck and say it's going to lose to more aggressive decks anyways, while it's not dedicated enough to late game to ensure victory against slow decks either.  It doesn't have 'all the tools' necessary to win the late game imo.   From my perspective, adding more 2-drops at the expense of some of the late game cards will make the perfect 'half-assed' deck: Still weak against aggressive decks, while not strong enough in the late game to win against any of the real late game decks.

    For example, the deck is clearly extremely weak in 4-drops.  If you add two more 2-drops to the deck, you do give more chances to simply play two 2-drops to stay in contention...but then you're giving yourself card disadvantage, when I see card advantage as the only way for this deck to win at all.  As sad as it may be, I see more hope in banking on starting coin side to jump over turn 4, or just take the tempo loss on turn 4 and make up for it in later turns with fatter creatures.

    I agree on the inconsistency, but at least allow the deck to consistently win in the late game is what I'm saying.  I just don't see how a couple more 2-drops can add that much more stability compared to adding a few more cards to aim for a stronger late game.

    Think of it this way...recall all the recent decks you drafted, and try to imagine which one you really don't want to play against it.  I can't think of any.  I'm confident that my aggro decks would burn through, and I'm also confident that my late game decks will out-late game it.

    Posted in: The Arena
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    posted a message on Various arena runs

    On the contrary, I think your Mage deck needs more late game since it's not gonna win by tempo and it's not gonna win by card advantage either.

    At the very least, I'd 100% pick Frost Giant over Pyroblast on pick #20 because this deck is already shaping up to have a very hard time racing.  I'd also pick Venture Co. Mercenary on pick #24 over Arcane Explosion.

    The draft choice available is pretty subpar altogether, and I'd say the only reliable win condition is to drop big fat bombs over and over from turn 4 onwards.  The deck still won't be great by my suggested changes, but at least it'll be decent at one thing instead of being half-assed at a bunch of different things.

    Posted in: The Arena
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    posted a message on How often do you infinite people notice the mistakes you make?

    I play fast and tend to notice my mistake as I finished clicking the motions, and it feels REALLY bad lol.  Click,click clicNOOOoooooooo....

    Posted in: The Arena
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    posted a message on Warrior in post-TGT Arena

    They also do the least with neutral Inspire cards with their hero power.

    Posted in: The Arena
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    posted a message on Success with Top-Heavy and/or No-Curve Decks

    I guess I'll brag this 12-win deck I just had which also has a big gaping hole in 2-drops while I'm at it :)

    I'm gonna keep testing my revised conclusion on this matter: 3/2s are not worth drafting.

    12 win pally

    Posted in: The Arena
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    posted a message on Success with Top-Heavy and/or No-Curve Decks

    I guess I just haven't been caught up with the meta since I stopped playing around GvG...didn't know 2/3s were considered better nowadays.

    There's also the Buccaneer for Rogues which absolutely destroys 3/2s, Living Roots for Druids can also be a tempo loss.

    Posted in: The Arena
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