I have beaten him with a fatigue priest with double hp, Reno, and Kazakus. the Key turn was when I managed to polymorph his full board with a Kazakus potion, so he did 5 damage a turn (7-2 from hero power) which meant I could wait for like 10 turns for him to reach fatigue, while he could do nothing. Then I just cleared his board and played Reno. Ended up winning on fatigue 8.
I think it happens whenever a Deathrattle minion is played without any minions on board. Anyway, gj Blizzard. Fucked up design creating a 5-11 for 3 mana.
I just played against a guy who played the card, and I think it might be bugged? the egg dies, as it should, creating a 5-5 and a 0-3, but then they die again, creating a 5-11 body on the same turn. Maybe I missed another minion or something, but I don't think so... Did anyone else notice this thing?
Will we get 10g for every 3 wins in this mode? I assume not, which makes this mode pretty useless. People will only play 1 run for fun and maybe 9 runs for the card back, but that's it, no reason to keep it going, Which is a shame, cuz this has some major potential and a lot of repeatability with all the different bosses and treasures and themed bundles, if only you would get something for completing a run. Even 20g will make it worthwhile, cuz right now you lose the money you could have gotten by winning 8 matches in play mode. Even in tavern brawl you get 10g, and can finish quests.
Losing to a boss in a Dungeon ends your current run.this is a really bad idea. It's going to feel sooo bad to play for an hour, only to lose to the last boss and having to start this thing from the top. Why not repeat the boss? where have you ever seen a single player mode without checkpoints? so dumb. Will make many people rage quit Hearthstone.
Rogue is famous for having lower than expected Deck score in arena since it is such a tempo based class and often can lack high value late game cards. As soon as I saw the title I knew almost immediately the deck was going to be a Rogue one.
Same story: going first, having a good curve, winning by turns 8-10. The losses were against a Priest with 2 Potion of Madness in the early game, an aggressive Hunter which out tempoed me, and a 75+ mage deck with a ton of removals and board clears.
Rogue is imo the strongest tempo class in arena, and for me, it has always been the most successful with an average of over 7 and many runs above 10 wins. I feel that rogue is the class least dependent on draft rng, as even a "low quality" rogue deck can make a good tempo deck.
Shamen is really dependent on card quality, and Warrior is just bad. don't pick Warrior if you want to do well.
I just had a pretty interesting rogue arena run. The draft seemed pretty mediocre, the tier score is 64.1, with only 5 cards above 80 points, and none above 90. Nevertheless, the deck was a relatively easy 12-2. And I'm not sure why.
It's nothing special, but time and time again I managed to curve out and lock my opponent out of the game. I do think my opponents' decks were weaker than average, but there's gotta be more than that, right? I did go first 9 out of 14 games, which might have had some impact. And it's not like I'm some sort of arena pro, my average is 5.8 and it's only the third time ever I made it to 12 wins. What I'm trying to say is, never be discouraged by your first impression of a deck, every deck can do well if you just focus on your plays.
Which cards did surprisingly well?
Doomsayer: a weak card on paper, but this guy did sooo much work every single game. Played it on turns 2, 3 and even 4, and it almost always proced, and when it did, it just put me in such a great tempo position, being able to play a 5 drop against an empty board is often times gg.
Shadowblade: This card is considered to be kinda nice, but I think it deserves much more than 68 points! It can win you the early game all by itself, and in the later stages of the game, it can still function as removal because of the immune effect, or as 6 damage to the face.
Luckydo Buccaneer: I never really played with this card before, but at least today, it was a blast! Somehow, I always managed to have a weapon by the time I wanted to drop the big dude, and if your opponent doesn't have hard removal, they will struggle to deal with a 9-9 on turn 6. This card often traded 2 for 1 or even 3 for 1, and when they can't kill it, it's over pretty quickly.
Quote from CrovaxTheCursed>>not being able to win gold in the mode is counter-intuitive for the new players. Not sure how you prevent noob farmers, but a few more details ironed out and you'd have something there.
Yeah, you might be right. if you don't win gold by playing, there is no motivation for playing there, regardless of the format's properties.
The thing about this format is that it is not supposed to be too attractive for experienced players, cuz it feels unfair for beginners to play against people they can not beat. It's great when it's just a couple of thousands, so all of them are going to be at rank 15-10, but more than that will just feel too much like standard.
Just make a "Pauper Mode": All cards of Wild are allowed but only basic, common and uncommen cards (no epics and legys).
I considered your idea as well, but I think it would feel really bad for a new player to get Ysera, and not being able to play it. New players don't have any wild cards, so it's not like it's a real restriction. Maybe a format with basic, classic, and the newest expansion? cuz a lot of the time you get few of those for free.
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Battletag: SwordDancer#2966
Region: EU
Trade Only?: Yes, you go first.
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I have beaten him with a fatigue priest with double hp, Reno, and Kazakus. the Key turn was when I managed to polymorph his full board with a Kazakus potion, so he did 5 damage a turn (7-2 from hero power) which meant I could wait for like 10 turns for him to reach fatigue, while he could do nothing. Then I just cleared his board and played Reno. Ended up winning on fatigue 8.
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If this pulls off Ysera, who she trigger?
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What is the purpose of Gnomeferatu? Are you actually getting to fatigue for it to matter?
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I think it happens whenever a Deathrattle minion is played without any minions on board. Anyway, gj Blizzard. Fucked up design creating a 5-11 for 3 mana.
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I just played against a guy who played the card, and I think it might be bugged? the egg dies, as it should, creating a 5-5 and a 0-3, but then they die again, creating a 5-11 body on the same turn. Maybe I missed another minion or something, but I don't think so... Did anyone else notice this thing?
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The strongest cheep deck is secret mage, you only need about 2000 dust to craft it from scratch.
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Will we get 10g for every 3 wins in this mode? I assume not, which makes this mode pretty useless. People will only play 1 run for fun and maybe 9 runs for the card back, but that's it, no reason to keep it going, Which is a shame, cuz this has some major potential and a lot of repeatability with all the different bosses and treasures and themed bundles, if only you would get something for completing a run. Even 20g will make it worthwhile, cuz right now you lose the money you could have gotten by winning 8 matches in play mode. Even in tavern brawl you get 10g, and can finish quests.
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Done
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I just had another "weak" rogue deck that went 10-3. The tier score is 65.2: http://www.heartharena.com/arena-run/e5ncvf
Same story: going first, having a good curve, winning by turns 8-10. The losses were against a Priest with 2 Potion of Madness in the early game, an aggressive Hunter which out tempoed me, and a 75+ mage deck with a ton of removals and board clears.
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Rogue is imo the strongest tempo class in arena, and for me, it has always been the most successful with an average of over 7 and many runs above 10 wins. I feel that rogue is the class least dependent on draft rng, as even a "low quality" rogue deck can make a good tempo deck.
Shamen is really dependent on card quality, and Warrior is just bad. don't pick Warrior if you want to do well.
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I just had a pretty interesting rogue arena run. The draft seemed pretty mediocre, the tier score is 64.1, with only 5 cards above 80 points, and none above 90. Nevertheless, the deck was a relatively easy 12-2. And I'm not sure why.
http://www.heartharena.com/arena-run/9eqj7c
It's nothing special, but time and time again I managed to curve out and lock my opponent out of the game. I do think my opponents' decks were weaker than average, but there's gotta be more than that, right? I did go first 9 out of 14 games, which might have had some impact. And it's not like I'm some sort of arena pro, my average is 5.8 and it's only the third time ever I made it to 12 wins. What I'm trying to say is, never be discouraged by your first impression of a deck, every deck can do well if you just focus on your plays.
Which cards did surprisingly well?
Doomsayer: a weak card on paper, but this guy did sooo much work every single game. Played it on turns 2, 3 and even 4, and it almost always proced, and when it did, it just put me in such a great tempo position, being able to play a 5 drop against an empty board is often times gg.
Shadowblade: This card is considered to be kinda nice, but I think it deserves much more than 68 points! It can win you the early game all by itself, and in the later stages of the game, it can still function as removal because of the immune effect, or as 6 damage to the face.
Luckydo Buccaneer: I never really played with this card before, but at least today, it was a blast! Somehow, I always managed to have a weapon by the time I wanted to drop the big dude, and if your opponent doesn't have hard removal, they will struggle to deal with a 9-9 on turn 6. This card often traded 2 for 1 or even 3 for 1, and when they can't kill it, it's over pretty quickly.
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Done
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