Yeah this adventure seems to be destined to be the worst of the 4 so far in terms of challenge and potentially cards. I've not had to go into wild to beat any of them and I think I might just try to do them with Classic and Old Gods and Kara cards. Heroic should be a challenge for all players. I remember having to try dozens of times for some heroics.
While I am glad for Arena's sake that Priest of the Feast will show up twice as much now, I am still confused why using rarities better, especially in adventures, wouldn't be a solid solution to these self inflicted issues.
Here's what I would envision the deck could look like once Kara comes out. Earliest minion is Blademaster since Northshire doesn't seem great in today's meta at this time. I went with the Nzoth mini package since resurrecting deathrattles is good, but you could go a taunt route with stuff like Priest of the Feast (with all your spells) in its place and big Taunt for Nzoth. Another option that could be fun is an Elise for one of your 4 drops. I think you need removal like Evacavated still, and I like Entomb x2, but YMMV. I think the new giant works really well here for a late threat/good resurrection target, and I think 1x of the new Bishop is good since you don't want to get him again with copy #2.
The OP keeps going back to his useless card argument phrasing, which is doing his position a disservice. a Pit Fighter is not useless. It's not at the top of the curve, but it will get work done on 5 at a minimal tempo loss.
I think he would be better served focusing on his argument that the idea of cards having effect without being drawn/played being a bad mechanic for Blizzard to explore more.
Didn't they determine that the current translation of Prince Malchezaar is incorrect and that it actually reads "At the start of your turn"? Makes a lot more sense.
No, it was the other way around. It was originally stated to be "At start of your turn" but it was clarified to be at start of game
I'd hardly say it's terrible regardless of what it does, it could have an alexstraza effect or could act like mistcaller. The balance is dependent on what it does not just the start of the game mechanic
That's it, I don't want anything that will affect the game-play outside of the actual game process. Imagine a card that will initially set the health of each hero to 15/45. It will be even worse that malchezzar.
The whole idea of alextraza and the mistcaller is that you need to draw it and to play it (with the mistcaller the tempo loss is the main thing).
And sure, I didn't say it's OP or that it not worth it, I said that the idea is bad.
Ok, now your point is beginning to make more sense. I can see this position. I just happen to like the possibilities that it opens up in the future.
I didn't talk about malchezzar specifically, I just don't want to have in my deck card that I don't want to play, just to effect the overall game.
Ok... then don't? This is hardly a specific issue to this mechanic. If you don like what a card does don't play it. It's a reasonable body for its cost, and the deckslot "cost" is reasonable for its text.
I think you are missing the forest for the trees. While I agree that anyone who has played a CCG will know that having a bigger deck is usually not a good thing, specifically as Malchezzar does, the fact that its in the game is very interesting.
You can add a card to your deck that never gets drawn (ie a mythical 30th card) but still has impact, and impact that has to be remembered by your opponent.
This is a step up in complexity to the game that gets us one step closer to permanent effects much like we have seen in various brawls. I'm wondering if permanent effects are going to be the big mechanic of the set.
I'd say the three most common neutral card drawers are Loot Horder, Azure Drake, and Acolyte of Pain. You lose a good bit of tempo with all of them when you compare then to the best vanillas at the same mana cost, but they make up for them in synergy, or as, thomasvicfelix said, in a deck that you need to cycle through to get your win conditions. Of the three, the only on that saw play in a tempo deck was Azure in Tempo Mages, and that was because of the synergy with spell damage... but even now most Tempo Mages go with Ethereal Conjurer for the guaranteed spell draw.
I wouldn't run any of these in any tempo decks currently IMO.
Argent Horserider, Mortal Coil. Soulfire would be the best since its such flexible reach, and if you can see that all the pro zoolocks run it and PO and some sort of charger like Leeroy. It's not counter to them at all.
Its not needed in all decks, but im guessing you do have some conditional draw in your deck already. Quick Draw and Kings Elekk etc. Putting in Loot Horders and Azure Drakes is definitely a case by case basis. I'd say the average deck overall has 2-3 cards that draw or generate something.
0
Yeah this adventure seems to be destined to be the worst of the 4 so far in terms of challenge and potentially cards. I've not had to go into wild to beat any of them and I think I might just try to do them with Classic and Old Gods and Kara cards. Heroic should be a challenge for all players. I remember having to try dozens of times for some heroics.
0
While I am glad for Arena's sake that Priest of the Feast will show up twice as much now, I am still confused why using rarities better, especially in adventures, wouldn't be a solid solution to these self inflicted issues.
0
I too took that comment to mean that they didn't want two cards that did similar things in Priest's toolkit. Not that anything was wrong with PW:S
0
Here's what I would envision the deck could look like once Kara comes out. Earliest minion is Blademaster since Northshire doesn't seem great in today's meta at this time. I went with the Nzoth mini package since resurrecting deathrattles is good, but you could go a taunt route with stuff like Priest of the Feast (with all your spells) in its place and big Taunt for Nzoth. Another option that could be fun is an Elise for one of your 4 drops. I think you need removal like Evacavated still, and I like Entomb x2, but YMMV. I think the new giant works really well here for a late threat/good resurrection target, and I think 1x of the new Bishop is good since you don't want to get him again with copy #2.
0
The OP keeps going back to his useless card argument phrasing, which is doing his position a disservice. a Pit Fighter is not useless. It's not at the top of the curve, but it will get work done on 5 at a minimal tempo loss.
I think he would be better served focusing on his argument that the idea of cards having effect without being drawn/played being a bad mechanic for Blizzard to explore more.
2
2
3
5
I think you are missing the forest for the trees. While I agree that anyone who has played a CCG will know that having a bigger deck is usually not a good thing, specifically as Malchezzar does, the fact that its in the game is very interesting.
You can add a card to your deck that never gets drawn (ie a mythical 30th card) but still has impact, and impact that has to be remembered by your opponent.
This is a step up in complexity to the game that gets us one step closer to permanent effects much like we have seen in various brawls. I'm wondering if permanent effects are going to be the big mechanic of the set.
0
#ArenaMagesMatterTooMuch
1
I'd say the three most common neutral card drawers are Loot Horder, Azure Drake, and Acolyte of Pain. You lose a good bit of tempo with all of them when you compare then to the best vanillas at the same mana cost, but they make up for them in synergy, or as, thomasvicfelix said, in a deck that you need to cycle through to get your win conditions. Of the three, the only on that saw play in a tempo deck was Azure in Tempo Mages, and that was because of the synergy with spell damage... but even now most Tempo Mages go with Ethereal Conjurer for the guaranteed spell draw.
I wouldn't run any of these in any tempo decks currently IMO.
1
Welcome!
Can you share your current deck, or at least suggest decks you like playing so we can point you in the right direction?
0
Argent Horserider, Mortal Coil. Soulfire would be the best since its such flexible reach, and if you can see that all the pro zoolocks run it and PO and some sort of charger like Leeroy. It's not counter to them at all.
0
A few things stick out to me:
Sea Giant is a 1x card if anything. You don't need two big board presences.
Shadowflame is an odd choice. You win by controlling the board, not through turning it around with AOE
I like Soulfire x1 and PO x1, but YMMV.
Cards I like:
Mortal Coil
Crazed Alchemist
Gormak the Impaler
Many are also going back to Doomguards.
1
Its not needed in all decks, but im guessing you do have some conditional draw in your deck already. Quick Draw and Kings Elekk etc. Putting in Loot Horders and Azure Drakes is definitely a case by case basis. I'd say the average deck overall has 2-3 cards that draw or generate something.