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    posted a message on Steampunk (Budget Mech)

    I subbed out a few things because I had a couple useful epics, but this is a really great basis for a Mech Rogue deck--nice work. I've won 5 straight.

    Conceal [/card]is a great combo with Sensei and of course Oil and [card]Blade Fury can be deadly.  You are right that it doesn't have a ton of draw, but Jeeveshelps with that, and the Rogue weapon power gives flexible damage ability that can easily buffed. So the lack of strong draw hasn't been an issue. I really like to see low-cost decks that actually work, and this is one : )

    For me, Backstab [/card]and [card]Cold Blood, while useful cards, don't really fit this deck. I also think that 2 Tinkertown Technicians is too much, so I dropped one (it's a little too mid-game situational for a deck that has a strong aggro style). I added an Ironbeak Owl [/card](because Taunts can really halt this deck) and a [card]Cogmaster's Wrench (a natural fit and I had pulled one a while ago but never put it to use--it's really effective here).

    Thanks for posting this!

     

    PS: why are my card links not working in some cases?

    Posted in: Steampunk (Budget Mech)
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    posted a message on Aggro Durid

    I like Cult Master as a concept in a lot of decks, but it's just target practice for your opponent these days unless you get it behind a good Taunt. And there's Druid of the Claw as a beast and Haunted Creeper is a beast, so there are four here actually. I wish there was maybe one more, but that has been enough.

    You're right about this deck only getting one so far up the ladder, but I do like it, and I think with some continued tweaking, there might really be something here. I do have Force of Nature, and I don't have Ancient of Lore, so that was another easy switch for me. I need to dust for that Ancient, I know, but there's so much other stuff I want.

    I also pulled a Dark Whispersa while back, but I couldn't get it to work well enough to justify the cost (a 6 for what is essentially 5 value IMO), so I dusted it. Plus there's a lot of buffing in Druid already.

    I still wish I could get a low-cost Druid Dragon deck to work, but I keep getting clobbered, so this has been fun to play with and win : )

    Posted in: Aggro Durid
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    posted a message on Aggro Durid

    This is working for me (3-0)--it's a good foundation for a sort of aggro/ramp hybrid deck. It's running pretty smoothly, and I like that it doesn't rely on a bunch of Legendaries to do the work.

    The switch that you made is a great one (I love Worgen Infiltrator in Druid decks, and this needed another 1-drop), and I made a switch of my own--one Knife Juggler went away so I could bring in a Druid of the Fang, which has good synergy with this deck (4 beasts). I felt like I wanted a big body but not the big cost, and that's a 7/7 if there's a beast out. Haunted Creeper makes an easy Turn 7 combo with it, or drop Claw a turn before as a Taunt. If you wanted to keep the 2nd Juggler, you could drop one of the Eggs, I suppose.

    I wish there was a little bit more Draw in this deck, but I don't see a natural way to do it without throwing off the balance.

    Posted in: Aggro Durid
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    posted a message on The Hydra

    I love the idea of this deck, but it's not working out. 0-4 on this. It's way reliant on combos--Knife Juggler, Hobgoblin, and Volcanic Lumberer are all three extremely situational in a deck which is based on a specific combo already. The Lumberer seems really superfluous in a deck which is meant for speed--I think it would do better trading those out for a couple of 1 or 2-drops. And Hob only has four cards to work on--I'd also maybe replace some of those 4 with some low drops or maybe Razorfen Hunter or Murloc Tidehunter to help fill up the board faster.

    The concept of quickly filling up the board is what I like, but there's too much early removal in the meta right now (thanks to face Hunter), so I'm not getting results on this. Maybe it needs some low drop Taunts? Ir Divine Shielded drops?

    Posted in: The Hydra
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    posted a message on Is Blackrock and Naxxramas worth the wait?

    The adventures will net you a lot of cards that you'll use across many of your decks. Packs do not do that at all.  The adventures are definitely worth the money, in-game or real.

    I'm FTP, and I saved the in-game gold for both. As many have stated, Naxx is the one to start with. So many of those cards are core to a lot of decks right now. And Blackrock is very Dragon-centered. You get the first wing, and you can skip the rest unless you really want to do Dragon decks.

    Posted in: General Discussion
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    posted a message on My Quest to Improve in Arena

    I agree with all of your picks except maybe #11, Boulderfist Ogre over Mad Bomber. I know you'd already passed up an Ogre once, but I have just found Bombers to be better value in Arena. And big drops don't seem to be a key for Mages because of their big spells, both for direct damage and for removal.

    You've got a great set of spells for this one--3 Flamestrikes is enormous. And Flamecannon has become a seriously great Mage card at this point, in Arena and regular play. 67 is very high as well. I think you'll fare better with this one than the Rogue.

    Does anyone know a way to change what kind of pack you receive as a reward? I keep getting GvG and would like to get Classic for a while.

    Posted in: The Arena
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    posted a message on My Quest to Improve in Arena
    Quote from Demonocrat »

    Zombie Chow is brutal in Arena, one of the best cards in the neutral pool. Even more so than in ranked play, Arena is about board control. The Chow draws out early removal at very little tempo cost, or trades up - and sometimes threatens 2-for-1, forcing the opponent into suboptimal plays. In everything but the most aggro Hunter decks I would take a Chow over any common not named Piloted Shredder or yetis.

    Thank you for explaining the rationale behind why this card gets rated so highly. I think your point that Arena is about board control is telling in a lot of ways, and I certainly tend to agree with that. But with two in the deck, you're healing the other hero 10 points if both come into play. This has been why I (erroneously, it would seem) avoid this card. Do you just not put them on the board if you draw them late in the game? Or do you feel as though the 2/3 body makes up for the 5 heal at any point in the game?

    Ship's Cannon was picked over Acolyte of Pain on pick 3--that's a tough call at that stage, with an expectation that there will be more 2-drops coming. You always benefit from card draw, and another engine for that may not show up at all. But I see your point about the value of a good 2 drop, especially in Arena. How I loathe Shielded Minibot.

    Posted in: The Arena
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    posted a message on My Quest to Improve in Arena

    I'm a barely adequate Arena player myself, but I like the idea of this thread a lot and will try to participate now that I know about it : )Your first pick was fortuitous in one way (Legendaries!) but a tough one. I like Sneed best too, though, especially as an early pick.

    Pick4: Sprint [/card]is hard to pass up. I think I'd have gone for that one over [card]Mechwarper (and I love picking a lot of low-cost minions in Arena too). Sprint is one of the real differentiating cards for Rogue IMO. It can win games; Mechwarpernot so much. At least you got one in one of your late picks. In Arena, where you rarely go through all your cards, Sprint doesn't have the same downside it might have in regular play.

    Pick9: This one is just dismal : (  I think you made the best of a bad one, but that sort of spread is what really irks me about Arena. I always seem to end up with a few cards in the deck that I never want to see yet are always in my opening hand.

    Pick15: I don't know why the Blade is rated so low. This should be a useful card in this deck.

    Pick17 and 22: Conversely, I don't know why Zombie Chow is rated so high.

    Pick29: The only one where you went against recommendation. I might have kept the Assassinate. I know you already had one, but it's a great card, and I don't think there are enough spells in the deck to merit a buff minion (unless it was an Azure Drake perhaps). 3 Backstabs is the reason, I'm guessing. I can sort of see that. That's a hard call. Assassinate is a removal card. Backstabis a damage card. But they cost nothing and you have 3 in the deck. It should be interesting to see how that plays for you, actually. 3 buffed Backstabs could help remove major cards late game, but you'd need more draw power in the deck to have a good chance of getting all that in your hand at once. Very hard call here.

    Overall, I think your picks are really good, honestly. My comments are super-picky, and you had some hard choices early. I think the deck will be interesting to play, as you have a lot of removal and not as many minions as I would generally want myself, and, as you noted, the curve is weird looking. If you can get through the first 4 or so turns without taking a lot of face damage, you've got great stuff in the higher drops. Your higher cost minions are really better quality than your lower cost ones. Your spells should help to keep the board clear as long as you're aggressive about using them and/or using the hero power to finish removing minions as needed.

    My current run is here: http://www.heartharena.com/arena-run/24lp2r if you're curious : )

     

    Posted in: The Arena
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    posted a message on Chromaggus normal

    Beat him on the first try, with no Rag : )  Nice deck, kublaka--thanks.

    Posted in: Chromaggus normal
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