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    posted a message on Looking for long term Hearthstone buddies

    Everyone here just constructed? I would be interested in discussing/viewing arena drafts and strategy as well as constructed - Spectre #1116

    Posted in: General Discussion
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    posted a message on Got my first 12 win run!
    Quote from DrScarcasm »

    And with nothing else but Rogue! Good to hear, since it's too misunderstood of a class, especially in Arena.

    Agreed, extra cred for rogue.  Any chance you've got a screen shot of the deck list?

    Posted in: The Arena
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    posted a message on Am i not intelligent enough for arena?

    Also, stop playing Mage all the time. Everyone thins mage is amazing, but i think it's overrated. Your stats say the same.

    Posted in: The Arena
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    posted a message on Mage: How many Flamestrikes is too many?

    This thread has been brought up a couple times before, the general concensus was that 3 is almost pushing it, any more than that becomes redundant and a potential hindrance. 

    Posted in: The Arena
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    posted a message on Poor Druid...
    Quote from BonesEye007 »

    Druid clears the board with minions. That's unique and effective.

    Innervate + Wild Growth give you the advantage of summoning the stronger minions, forcing your opponent to use spells as support.

    This.

    Drud has the best class minions in the game to make up for having sub-par hard removal.  The card flexibility mechanic also makes Druid spells pretty valuable.  

    And Recycle isn't terrible, it's basically the same to clear as Polymorph + ping.

    Posted in: General Discussion
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    posted a message on 5 drop for Shaman Midrange Deck
    Quote from jak_d_ripr »

    It's been said by a number of people, but truth is there's only 1 5 drop for shaman at the moment and it's Azure Drake. You can run 1 copy of a couple of other 5 drops in addition to double Drake, but double Drake is just standard at this point. It's card draw + spell power + a solid 4/4 body. What more can you ask for?

    On a separate note, no earth shocks? I'm surprised. With all the cards with special abilities running around it would seem earth shock has even more targets than before now. But I guess this is more of an aggressive deck so it's not as necessary.

    As an earlier poster suggested, I'm experimenting with cutting the Micro Machine and Mechwarper.  Earth Shock is on my list to add because I'm starting to see a lot more Handlocks at Rank 12, but I feel like the deck has too many spells then.  Is Lightning Bolt the first to go?

    Posted in: Shaman
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    posted a message on 5 drop for Shaman Midrange Deck
    Quote from bashamish »

    2 drakes would be great and should provide enough draw along with Neptulon.

    On a side note, as you're running 2 powermaces, you might consider running some arcane nullifiers: they'd provide some always usefull taunt, and the synergy with mace is really, really strong.

    Arcane Nullifier X-21 could be amazing, turn 3 Powermace, turn 4 Arcane Nullifier X-21, buff to 4/7.  I'm going to craft these next.

    Also going to try out Azure Drake, sounds like the battlecry/spell power too good to leave out, and the Nullifier will replace the taunt I'm losing.

    Posted in: Shaman
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    posted a message on Look @ this draft... it's worth it
    Quote from TehJumpingJawa »

    I wouldn't be so confident.

    • Zero card draw.
    • Terrible curve.
    • Few late game threats.

    You'll likely find yourself with an empty (or minionless) hand by turn 5, after which the game will spiral out of control. (Flamestrike, or no)

    Kind of agree here, because you are so weak at 3 and 5 drop, drawing one of those 4 drops is going to be super important, and 4 Flamestrike may be too many.  But if you can draw it, Toshley into Archmage Antonidas will be amazing. please post results! 

    Posted in: The Arena
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    posted a message on 5 drop for Shaman Midrange Deck

    I opened up a Neptulon after an arena run this week, and so I decided to try to fool around with a Shaman deck (a class I have almost no experience with.)  Here is the decklist:

    Neptulino
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    Minion (18) Ability (10) Weapon (2)
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    The idea behind the deck is to run mech synergy early with Powermace and then finish off with Dr. Boom and refill hand with Neptulon for late game synergy. So far, I've taken this from rank 22 to 15 with only one loss, but I expect to start running into stronger players shortly.  My main issue is with the 5 drop slot as there are no good mechs at this cost. I'm running Sludge Belcher right now because its an overall strong card, but I'm not sure if Azure Drake would be better because I have no card draw and run 10 spells. Also have been considering Loatheb and something else.  

    Any other suggestions are welcome as well, I'm really enjoying Shaman so far, so I'd like to run this for a while. Note that a) this is my deck, and I'm not really interested in net-decking (or hitting legendary for that matter), and b) I'm FTP, so I 'm missing some of the epics and legendaries, but I have been able to fill out most of the best ones (Rag, Sylvanas, etc.) by crafting. Also have all the Naxx cards.

    Posted in: Shaman
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    posted a message on Unstable Portal is so broken

    This poor website . . . . 

    all it's become is a place for players to whine about whatever they lost most recently to.

    everything is OP, everything needs a nerf, only the cards I like should be good, RNG always favors the opponent, my personal anecdote is the reality, etc etc

    sigh

     

    Posted in: Card Discussion
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    posted a message on Spider Tank not in decks?

    You don't see yeti in that many decks either, spider tank is more of an arena pick.

    Posted in: General Deck Building
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    posted a message on The new KING of the Arena.. who's gonna be the next Tier 1 Class ?

    I think statistically Rogue was the strongest arena class pre GvG, but Mage was definitely the most played (and a close second in win rate.)

    Its been hard to judge today because there has been A LOT of clearly inexperienced arena players using up their free passes. Mage is still going to be great, though I think the shredder cards are going to become a staple and will weaken the turn 7 reset. Paladin is also going to stay strong with even more divine shields floating around.  Priest got a buff in arena too I think.

    Posted in: The Arena
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    posted a message on Miracle = Dead
    Quote from rexracer »

    I liked to play Miracle, but I will trust Blizzard on this one. I prefer much more the actual meta ("omg hunter plz nerf undertaker") than the miracle meta from season 3 (not sure if was season 3, but was like "omg miracle solo play plz staph"). If this nerf is supose to prevent miracle everywhere in the new season, I'm fine with that.

    Now say this nerf Killed rogue is a bit exagerated, considering we have no idea how the meta will be in the next couple of months.

    The voice of reason.

    Posted in: Rogue
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    posted a message on Miracle = Dead
    Quote from Ghost7x »

    miracle rogue isnt dead. they nerfed auctioneer because of the use it will get in other decks after the release of GvG. all the spare parts are 1 mana, Druid is already using it, mage may or may not see play with it. even shamans use it from time to time. If anything, now almost all of the 9 classes can make their own miracle archetype deck.

    This^ the nerf wasn't to kill miracle rogue, it was to prevent miracle EVERYTHING.

    Posted in: Rogue
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    posted a message on Arena Help - I suck

    Pick #4 - Poison Seeds -  I think i would have gone with Soul of the Forest here, Poison Seeds is only good on EXTREMELY rare board states, Soul isn't great either, but you can get some value out of it with a few minions on board.

    Pick #8 - Spellbreaker - Maybe would have chosen Earthen Ring Farseer here but its close.  Earthen is great for board control, but Spellbreaker can swing a game too.  Earthen is probably more reliable in the end.

    Pick #11 - Wolfrider - Definitely go Senjin here.  Senjin has great stats for the cost, 5 health will stand up against almost all 4 drops, so it will require two actions to kill, which will slow the opponent down.  Wolfrider is basically just a 3 cost/3 damage spell, not awful, but not great.

    Pick #12 - Booty Bay Bodyguard - Definitely Scarlet Crusader here.  Booty Bay is bad for the opposite reason Senjin is good, 4 health will die to lots of 4 drops, so it trades down.  Scarlet Crusader is a great tempo card because it again requires 2 actions to kill, so will likely 2 for one, or at least make your opponent burn 2 mana to hero power is shield off, which slows down their turn.

    Pick #14 - Bloodfen Raptor - May have taken the Claw here, this was your 5th 2 drop pick in the first half of the draft. Claw is great for tempo because it can be played on turn 3 to take out a 3/2 minion and still leave mana left to play your own 2 drop, or it can be used to help a smaller minion trade into a larger one later in the game.

    Pick #16 - Corehound - Don't ever pick Corehound.  Same problem as Booty Bay, but even worse, as the cost vs health ratio is even more skewed.  Even if it 2 for 1s, the two minions it kills are low cost junk in late game.  Unstable Ghoul is an ok minion, good to drop on turn 2, and will generally trade evenly.

    Pick #18 - Moonfire - This is another kind of bad one.  A card that does 1 damage and nothing else isn't good enough to warrant a spot in any deck.  Venture Co. Mercenary is a great card, its stats are HUGE for the cost, and while the drawback is pretty significant, the threat of a 7/6 on the board will make your opponent scramble.

    Pick #24 - Mark of the Wild - Probably would have gone with Dire Wolf Alpha here, its not great on turn 2, but it can help your minions trade up if played a little later in the game.  Mark isn't bad, but its at its best when you can target high health to attack minions, like senjin and unstable ghoul because those minions will trade up AND survive, requiring another action to kill.

    Pick #26 - Voodoo Doctor - These 3 cards were pretty bad.  Would have probably picked the Raid Leader here, Voodoo usually just doesn't do enough. Raid Leader can at least get your minions to trade up, and its a minion your opponent will target on their turn, so it kind of has soft taunt.

    Hope this helps, your draft wasn't all that bad, just a few value mistakes in the middle.  Overall its not a bad deck, just wish it had one more spell like a Starfire or Starfall.

     

    Also, anyone else notice that this website valued Raging Worgen over Stranglethorn Tiger at pick #7? No way i would have taken Worgen there . . .

    Posted in: The Arena
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