Yeah with my previous deck link above, kinda outdated now with the locks running rampant, I felt that I had the tools to deal with almost any class or playstyle. So much tools that I find that there’s so much different ways to play a hand or to start a game , I’d find that there’d be like 2-4 different ways to clear a board or trade with my opponent with multiple positions to take I could have complete board control, a bit behind but save my removals for later, save for a combo etc… then i’d realize even if I made a optimal decision for the moment, there was other optimal decisions to make that could have better prevented later threats.
I might consider dropping 1 Sun Cleric since I find myself only buffing with 1 of them and i’d be good for the game board control wise.
Not being able to drop a iron dwarf by itself on the board is ultra annoying though, Though he helps me open up some great trades most of the time.
I want 5 defias for my first arena game and then attempt to play them all at once
“This is our town scrub -//- this is our yeah beat -//- this is our town yeah beat scrub -//- this is yeah beat it scrub yeah beat it”
Too bad there’s a limit on how much minions you can have out, or the fact that mages exist. Anyways I got a Arena key as a quest. I haven’t touched arena so does it consume the key even though the first try for Arena is free?
I think that Hearthstone’s arena is provably the worst limited format in a CCG/TCG.
Everything is far too random, your pool doesn’t have any room for bad picks, you can’t reliably create synergy and you have no way of influencing other player’s pools.
The mulligan system in hearthstone is bad, which hurts arena decks the most because they’re less focused than constructed decks.
I think that they need to change it so if you go first, you start with 4 cards but don’t draw on your first turn, that way both sides have equal 4 cards to mulligan.
Eh, the player going first is already at a slight advantage (Blizzard states that first player wins 53% of the time), so I don’t really like giving the guy going first a better chance of curving out nicely.
2 drops make or break you in arena. Specifically 2/3 or 3/2 creatures.
I’ve had a few good runs with the WORST purples (5-7 wins), but if you have legit epics/legendaries you SHOULD smash on people.
I agree that the Arena is pretty ass, but I still love drafting, it can be very difficult to get 7+ wins without a huge bomb card.
My most successful runs have of course gone the way of Mage; It is easily the best drafting class in the game. Even if you don’t land any good epics/legendaries you can still land some phenomenal board wipes --and even without board wipes the Mage’s hero ability makes it really easy to trade up with other creatures.
There is an amount of skill involved with drafting arena, but I do feel that there is a good amount of luck that goes with winning 9 games.
Just drafted Warrior in arena. Haven’t done this in a while. Got the shaft with weapons–which is usually a death sentence but It’ll be fun to go #yolo all in on people, though. I got one of each weapon (which isn’t horrible) but you definitely need multiples to be a force.
Drafting Warrior is alright. The only times that I do exceptionally well are when I manage to get a nice mix of those sweet, sweet class-specific allies. A unchecked Frothing Berserker is so much fun to swing to the face with.
It varies slightly from class to class, some classes do better going second in some matchups. I agree it feels fairly balanced, but 3 cards to mulligan vs 4 is a huge difference. I feel like having 4 cards to mulligan is sometimes a bigger help than having the coin.
Playing mage for dailies and just got flame strike. Being able to have arcane explosionx2/flame strike 2x + mage hero power vs murloc locks, FEELS SOOOOOO GOOOODDDD.
Flamestrike is really good, but funny that most mages didn’t even really run it during the frost control phases. Now that Blizzard costs 6, Flamestrike at 7 probably looks a bit more enticing. In arena it’s super deadly
I think they need to have more dailies that aren’t about winning games, the 10 per 3 is already win or bust, and if you have quests that are exclusively about winning then losses are so much worse.
However, if every daily was about summoning x minions, dealing damage, etc etc, then you wouldn’t feel so bad.
Also, running rampant with a shitty warlock murloc deck to get dailies done (summon creatures cost 2 or less + 5 wins with warloc), too much fun. I ran through this mage who had a deck 100% geared to crushing weenie decks, running frost novas and flame strikes, it felt so rewarding when I beat them.
Mage board wipes are amazing but you REALLY need to have a board presence – I mean ANYTHING–for them to be effective. Otherwise its just a reset. And if your turn 7 is just a board wipe with no minions and your opponent answers with a bomb or a “yetti” on their turn 7 you can be in big trouble.