I have started playing ranked with a Murloc/Warlock deck (created by TomParisDE) and reached Rank 20 without losing a single game. It reminds me bit of Necropotence decks which I liked to play in the early MtG days.
It synergizes really well with the Warlock class ability since you can draw additional cards after your initial hand is played. It's even good enough so that I could win despite my opponent playing 2x Holy Nova.
And did you guys know that you get a legendary Murloc ("Old Murk-Eye") automatically once you have 1 card of every other Murloc?
First arena after the bug fix, made a nice little shaman deck:
12-1, only loss on a terrible string of draws in my 5th game. The deck was top-to-bottom good, with lots of removal, a solid curve, and four fire elementals, but no legendaries or even epics. I did not take a picture of the actual deck, sadly.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Just had one in Arena as Mage.
I had a (enrageable +3attack) berserker at +5/+5 attack and one +6/+5 boulderfist ogre. 2 fireballs in hand. 4 HPs (round 10, so 10 mana)
He had a 5/10 taunt, 5 hard-hitting minions on the table, and 12 HP and 2 armor.
Close enough. Ogre + fireball to kill the taunt, fireblast to beef up the berserker, then fireball + berserker in his face for the kill. I was sure I had it lost, before I drew the second fireball on my turn.
How do I get more gold? Quests is the way? And win in the Arena - how many wins should I need to break about even?
(December 20th, 2013, 18:27)Merovech Wrote: 12-1, only loss on a terrible string of draws in my 5th game.
WTF? 12-1? How did you do that?
I must be picking wrong cards. Can anybody recommend a very successful video caster that focuses on arena and shows and explains the draft process when picking cards?
About rewards:
I think:
- with 3 wins you get a booster pack and 50 gold, so you don't lose any gold. (Considering buying the booster for gold would have cost you 100g)
- with 7 wins you are supposed to get your fee of 150 gold pack, plus the booster and some dust. So you are definitely on the plus side there as opposed to spending gold on packs only.