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    posted a message on What is your first GvG constructed deck?

    I made demon zoo with floating watcher + voidcaller + void terror nonsense. It is most PHUNNY. 
    Then I made druid ramp and realized that grove tender is fairly bad. Most of the time it's a 2 mana 2/4 on turn 10. Wee.

    Posted in: General Discussion
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    posted a message on Fel Reaver Screws Opponent Over So bad

    Fel Reaver is actually quite strong. I haven't played an arena game yet where his drawback mattered. Even if you burn 15 cards, it doesn't matter. Either they can kill the reaver and win, or they can't and they die.

    Posted in: The Arena
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    posted a message on Arena Bad Beats

    I just beat a guy who turn 3 had innervate, innervate, ancient of lore. ( on 3-2 win record no less lol)

    Without using any spells or hard removal on it ( as shaman ). Lol.  I had played an axe the previous turn. So I hit it and sent a 2/1 murloc at it, which prompted him to brewmaster his 5/1, in the process losing board control for the entire game despite his ridiculous opener. I took 10 face damage from it but that line was the only possible way I had to win that game and it worked lol. Of course next game I lose to a mage who topdecked direct damage on empty hand for lethal while facing 20+ damage on board. Weee. 

    Posted in: The Arena
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    posted a message on Why everyone keeps saying that Arena got easier
    Quote from vodkavlaflip »

    I had 3 12 win games today of which 1 was 12-0. One of them was even without fire or earth elementals. So ye it's way easier than just before release.

    Well can't conclude too much from that but now that the weekend is over and the free arena passes are gone, it seems to have returned to normal, i.e. only good players want to play because bad players get farmed and quit in frustration because the arena is not designed in any way that lets anyone think there's any skill involved. Over the weekend I did see some amazingly terrible plays though even at 6-7 wins... A druid at 6 wins coin+hero powered my face.. Wow...

    Posted in: The Arena
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    posted a message on Predict the next card to be changed by a patch

    Undertaker is only a matter of time unless they massively bump the power level of 1 drops. Even then, the entire game will just be decided by whoever gets the best 1 drop first. Better to just trash undertaker now and not make the same mistake again.

    Probably same with Mad Scientist. It's a 2/2 that basically draws an innervate and a secret. What? That card's power level is so far above loot hoarder that it's almost a joke. Also quite sick of seeing it in mage arena decks. 

    Too early to tell for the new cards.

    Posted in: General Discussion
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    posted a message on Why everyone keeps saying that Arena got easier

    Looking at arenamastery stats you see that the average wins for people has gone up since release. Most of my runs were ridiculously swingy, either 0-1-2 or 8-9-10 type things. Probably played 15-20 arenas and my record is something like 1-3-5-8-9-10-8-12-0-2-3-3-9. Something ridiculous like that. 

    But the new cards are not to blame for this so much. Most of the more disgusting stuff is still from the classic sets: Multiple flamestrikes, equality+consecration, fire elemental, mind control tech, fiery war axe, BGH, black knight etc. 

    Posted in: The Arena
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    posted a message on Murlock *RwlRwlRwl* (Warlock/Murloc)

    I'm 18-0 with the deck in casual. Can't speak for ranked but I am a rank 5 currently and have seen the Murloc deck played against me many times.

    It's extremely strong but people make many many mistakes both playing WITH and AGAINST this deck. Let me outline a few:

    WHEN PLAYING WITH:
    - send back all your spells
    - send back anything that costs more than 3 and only keep one 3
    - always cast the most creatures possible
    - it's almost never correct to trade for their creatures
    - if you have to use power overwhelming to clear taunts, don't use your murlocs
    - don't ever life tap until you have nothing to play, then life tap every turn. I see many murloc players tapping turn 2-3. NO YOU FAIL
    - cast leeroy even if it's not a kill. protect him with voidwalker. He often will still deal his 6 and then trade for a big guy. His 6 power means he kills almost every taunt creature in the game and they often will spend their entire turn playing a taunt after being leeroyed, which means that leeroy just dealt his 6 AND traded with their defense, as opposed to just running into a taunt later for no gain. If you have power overwhelming + anything, they get Leeroyed twice instead. 
    - Always use mortal coil to finish off minions. Let's say they have a 3/5 taunt and you have two 4/4s. Send one at it, then mortal coil. Don't try to "save it for later". That's a giant tempo loss for you: You wasted one mana, missed out on 4 damage, damaged a 4/4 and didn't draw a card. 
    - Use soulfire early, don't wait until you have no other card in hand. Discarding ANY card is worth being able to kill their turn 2-4 play for free. This allows you to often push an extra 3-10 damage for 0 MANA. 
    - Don't play around sweepers except by casting health-buffing murlocks. Murloc is too fast for flamestrike to matter in time and the other sweepers deal only 2, which is not enough to kill murlocs buffed with the +2 HP one. Only hellfire sweeps your team fast enough and it damages the other guy and wastes their entire turn, giving YOU the opportunity to put pressure right back on the board and keep punching.
    - Let them have their value trades. Yes they will often 2 for 1 you by eating 2 creatures with one of theirs. Doesn't matter as you'll have dealt 4-5 extra damage instead. That's a free fireball for you that cost you no mana. Your hero ability lets you refuel and you will not take any damage - anyway so you should have 25+ lives to lifetap with.
    - ignore hero abilities. Sure they can kill your leper gnome "for free". if they spend most of their early turns doing nothing but killing your guys with hero abilities, they will have taken 10+ damage, stopped almost nothing and will not have developed their board at all. Yes it sucks that rogue can kill two guys with 2 mana, but they'll have to take the damage to the face anyway and eventually you will kill them as they run out of ways to kill 1-2 new creatures per turn.

    WHEN PLAYING AGAINST:

    - Kill the murloc lords, not the "bigger" buffed murlocs. this seems obvious but I can't count the times people kill the 5/3 instead of the 3/3 that gives +4 to my team.
    - Kill murlocs before any other creature. When they have the chance, people often go for flame imp or voidwalker instead of murlocs. wrong wrong.
    - always trade your guys into their murlocs and use spells to kill them
    - don't get greedy with taunts and start attacking their face thinking they'll trade into you anyway. soulfire, mortal coil and power overwhelming might just blow your taunt in a horribly bad way and you will then proceed to take an extra 4+ damage. 

    Having played against murloc at higher ranks, I can tell you they are definitely beatable ( I played druid ) but sometimes there is nothing you can do at all. You just need to be smart.

    Well hope this helps some of the people trying out this deck.

    Posted in: Murlock *RwlRwlRwl* (Warlock/Murloc)
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