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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)
  • 1

    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
  • 1

    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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