I’d love if blizzard made more cards that synergizes with the paladins hero power besides neutral buff minions and blessings. Like

or a card that triggers the hero power twice?
I’d love if blizzard made more cards that synergizes with the paladins hero power besides neutral buff minions and blessings. Like
or a card that triggers the hero power twice?
So you’re saying you want the Paladin’s hero power to be marginally better than a 2 cost 1/1 at any given time? PFFT
A man can dream :sad:
I ended up losing to a Druid deck that kept top decking answers…it was the damndest thing. Every time I had him dead to rights he would draw an ironbark or some big fatty.
April win rates from Hearthstats (copy pasted from liquidhearth)
I’m really surprised to see Warlock so far down, second best class in arena after Rogue in my opinion.
Yeah you’d think that zoolock would have a field day in arena if their opponent didn’t draft any aoe removal. Not like arena is much besides zoo decks anyway.
Venture Beat has a list of what they think are OP cards: http://venturebeat.com/2014/05/13/the-7-most-controversial-and-overpowered-cards-in-hearthstone/
I agree with Rag being a bit OP. Wondering when Blizzard will take a look at that card.
Only reason why lock is so far down is because it’s kind of inconsistent. Mage, Pally and Druid are the definition of consistent, since they have the best AoE and best class minions.
Oh yeah, this guy’s supposed Rag nerf would end up being a huge buff. Lowering Rag’s attack from 8 to 6 would make him immune to Big Game Hunter, which would be quite insane.
I got the idea that the two people they consulted only play the game on a casual level. That and they were looking for 7 cards and they were going to have 7 cards even if the case for it wasn’t that great. Hell, the second guy even disagrees with him on occasion and says he thinks the card is fine.
i think the thing with Lock in arena is that if you don’t see specific cards things can go really bad for you. It definitely has a high ceiling, and I think you can exploit a weakness in most arena strats with a hyper aggressive warlock, but it’s easier for it to just end up not having the right cards for the job than with some other strategies especially because warlock is not particularly removal dense like mage, shaman, or rogue.
Also that venturebeat article is bad, Pyroblast is actually worse than fireball. If you can’t deal with t1 northshire your deck is bad, etc. etc. Scrubs gonna scrub.
For some reason I keep trying to run Warrior in arena…somebody slap me.
I only run Warrior in arena if my other choices are Shaman and Priest. I just can’t get any good luck with either of those classes, for some reason.
Giants pally vs handlock is soooooooooo fun.
2 siphon souls at full health used on twilight drake and mountain giant
His mountain giant had to follow da rules, he silenced it so that he can hit my face for a 8 damage no problem, traded the 2nd twilight drake.
My Ragnaros started causing problems, guardian of kings to heal up the damage he did, ysera to bait another silence. At around 6 health he plays all his giants with taunt. Equality combo.
I personally think that Shaman is the 2nd best Arena class, the thing is though it’s very non linear to play. You have to manage overload, totems(know when to trade, when to make instead of playing a guy, structuring plays for heal totem, etc.), and need to be able to switch up between being aggressive and grindy.
Benefits are a ridiculous amount of common removal(axe, bolt, lightning, hex, fire elemental, earthshock(VERY SERIOUS WITH SPELLPOWER), and some crappy ones), and good class specific stuff at some normally not so great mana costs like 3 and 5.
Depending on class you’re playing against and how you drafted you might have to change how aggressive you play. Sometimes you’re a to the face aggro deck that uses totems only as a mana sink and extra dude for your flametounges. Sometimes you’re a grindy control deck that uses totems to make you less attractive to attack and to make your twilight drakes cheaper. Sometimes you’re a tempo deck that tries to stick a cheap threat(UNBOUND ELEMENTAL) and simply play a crapload of removal and never let the opponent get anything going.
In all the above cases though learning how to manage overload was probably the biggest jump in my shaman winrate. Things like rockbiter yourself instead of bolt early, not playing earth elemental on 5 mana most of the time, not coining into feral spirit/axe unless you have to, etc. Once you don’t feel limited by your mana you realize you can play some pretty ridiculous stuff for under the usual costs you’d associate it with, at least on that turn. The important thing to do at least in my opinion is to setup mana inefficient plays for your opponent the next turn if they want to deal with how swingy the overload just was. Intentionally leaving a guy in hero power+minion attack range, or a harvest golem in hero power range is great here. Most people can’t let stuff live and would rather kill your harvest golem on t4 and play a 2 drop than play a 4 drop. This is especially good after feral spirit turns as you’ve effectively “wasted” just as much mana for your opponent as you “wasted” with overload.
On the other hand my Warrior strategy is “draft plz give me lots of weponz”
I don’t like to play Shaman because they are so very very very reliant on getting those class powerhouses. I mean, I wreck house when I can get a fair amount of class cards, but it feels too luck-based for me, especially with the totem hero power mechanic.
My personal arena preference list is as follows:
Mage - hyper efficient class cards for every phase of the game
Paladin - Not many arena decks lay on huge pressure in the early game, so Paladins get to cruise to their powerful mid and late game
Druid - Above average cards for most of the game, stupidly good epics (if you can get them) to back up their great class cards, versatile hero power
Rogue - Aggressive class cards, most flexible removal out of everyone, provided you have the card draw to back it up (or an explosive enough early game to not need any)
Hunter - Hero power makes going for an aggressive deck the obvious choice. Drafting multiple Unleash the Hounds will get you past 7 wins pretty reliably. Deadly Shot is great, and it’s more stable to draft for than Warlock, IMO.
Warlock - Great hero power, but you need specific class cards to meld with your specific deck to excel, as well as avoiding bad luck (Soulfire discarded Soulfire? Drew Soulfire with Doomguard? Sucks to be you).
Warrior - DRAFT ALL THE CHEAP WEAPONS YOU CAN. Late game is lacking from class cards, and Warrior sucks ass without Fiery War Axe and Frothing Berserker.
Shaman - Already talked about above. I love it when I can get a lot of class cards that aren’t Windfury/Ancestral Healing, hate it when I can’t.
Priest - So weak most of the time. Feels like you’re reacting to your opponent, instead of making them react to you. Class cards are weak in arena, since they usually require a board presence + one other class card to be outstanding. The only exceptions are Shadow Madness, Mind Control and Power Word: Shield, for the most part.
I’m getting a lot of mileage out of windfury as of late. Haha. Usually it’s kill a guy, my guy takes some damage, and I hit the face. Then it makes it a must answer the next turn or I more than likely win. Also had a good amount of combo kills with it. It’s not great but i don’t think it’s that bad.
Mine in terms of winrates is
mage=shaman > paladin > druid > warrior = warlock > hunter > rogue > priest
I’ve only hit 12 with the first 4 though, capped at 10 with warlock/warrior, though I’ve only played them both a handful.
I start 4-0 with every rogue deck then I lose to everything under the sun. Whenever I play against Rogue they have 4 SI7 agents and 3 deadly poisons though.
Or the last rogue I lost to had 3-4 eviscerates, 2 perditions blade, 2 SI7, and 3 ringleaders. He had a turn where he went backstab, SI7, blade, evisercate. On my turn I ooze the blade, he plays another and another si7. When I finally had a minion out of dumb combo kill range he plays faceless and assassinate.
I like how rogue is just good with whatever combo of class cards that you can pull up. Like, as long as I get a combination 8 of the following, I’m pretty happy with my deck, and I can usually get a solid 6-7 wins:
Deadly Poison
Eviscerate
Backstab
Cold Blood
SI7 Agent
Also, there’s nothing quite like playing Vanish into a Doomsayer to pull ahead in the late game, from what I experienced in a draft. That crap won me two games in a 9-3 draft, since it gives you back complete late game momentum at the cost of two cards. That said, I wouldn’t ever willingly draft a Vanish again, since my only choices were some vanilla 1 drop murloc and a wisp.
I wanna stick a doomsayer in a freeze mage deck.
I’ll usually see a combo of 3-4 total of those cards at max and get rocked.
With shaman if I get a handful of class cards I’m pretty happy. I think I both suck and am unlucky with rogue though.
This was a thing before freeze mage got the nerfbat into garbage tier