As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Hearthstone

(November 17th, 2013, 22:02)v8mark Wrote: Cool, thanks. I think I agree broadly with your proposed changes. Not altogether sure about the Bluegill. Seems a waste of a card to me... if you're using it on turn 2, it's basically the same as your hero power. Its only real use is as a removal for your opponent's 3/2, and I'd probably rather have an Arcane Shot for that...

There are one or two cards I'd add - Ironbeak Owl is really strong (and would have shut down your Berserker before it had a chance to get rolling!). If you want a bit more higher end stuff, Chillwind Yeti is an excellent card. At 4 mana it's not too expensive, and the 4/5 stats mean it's just out of range of a bunch of spells that come in to play at about that level. It also dodges some of the higher end AoE stuff like Flamestrike.

The only removal I'd say you're missing is Explosive Shot, which does 5 to the targeted minion and 2 to adjacent minions. At 5 mana it's a little expensive, but it extends the deck a little more into the mid-game.

I'd thought about Chillwind. I think I'd rather have a Stranglethorn Tiger for serious Turn 6 removal though. The Ironbeak Owl is a good call. I saw Day9 ran one in his version.

Derp. You are right about bluegill. I forgot it's 2-drop. That's a lot iffier. Coining him out on Turn 1 is not so bad because it gives you some board removal next turn but I'd almost certainly be better with Explosive Shot or sometihng.

(November 17th, 2013, 22:27)Merovech Wrote: Is Stonetusk Boar really worth playing? That's the 1/1 charger, right?

In my deck they are an absolute necessity. My deck relies on getting 1-2 starving buzzards out on turn 7 or 8 and then playing 6-7 1-mana beasts to draw the rest of my deck. Then I play Unleash The Hounds. Between the +1 Unleash the Hounds buff, the Timber Wolves' +1 to beasts and Dire Wolves' buff I typically have at least 20 damage right then. Stonetusk boars are 1-mana beasts that will hit for at least 3 and pull a card. Absolute must-have.

I can't think of another type of deck where they'd be worth running though.
Reply

Okay, cool, thanks for the response.
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.
Reply

I finally started playing Arena mode and it's great! Drafting a deck is a lot of fun because you can use cards that you don't usually own or see. I think it's the best way to "level" and grind out new packs. Once you have the basics of general gameplay down it's not so hard to go 3-3 or so in the Arena which gives you a pack, 10 or so gold, and 20-30 crafting dust. This is less than you'd get if you just spent gold on packs but it's way more fun.
Reply

How have your Arena runs been going?

(And have you run into anyone famous yet?)
Reply

(November 29th, 2013, 17:52)v8mark Wrote: How have your Arena runs been going?

(And have you run into anyone famous yet?)

I feel like I'm plateauing a little. I can regularly go 3 wins but it's pretty rare I get more than 4 or maybe 5. I've gotten to 7 wins twice but haven't been able to push over the top. I may post a draft here so that I can analyze that aspect a little more carefully.

I ran into Hafu once and she absolutely crushed me. She was a Paladin and iirc she started Turn 1 Coin->Knife Juggler->Turn 2 Argent Protector->Turn 3 Shatter Sun on the Juggler. That is a completely ludicrous opening and I never got board control back so GG.
Reply

Can you post your next arena deck here? smile
Maybe even include what choices you had to make, though that is more work than just screenshotting the final deck.

EDIT: I can't read, you just said you'd do it lol
Reply

Here's my latest draft. Before I get to that I'll mention some general principles I follow in Arena. Given the randomness of the decks, going for combos is a terrible idea. Instead you want to prioritize cards that enable really efficient trades. That means cards that buff other minions are very strong. Dark Iron Dwarf (+2/+0 to minion), Shattered Sun Cleric (+1/+1), etc are very effective as they are individually decent minions that will typically let a lesser minion kill a more powerful one. I also aim to have a ton of early game minions, as fighting for early board game control can dictate all future trades in your favor. Aside from that I just try to draft the best available card, which I am okay at. However, I am bad at figuring out how to draft in later rounds to fit the characteristics of my deck.

As an aside, I think there are two general cards that are almost always worth drafting, 100% of the time: Acidic Swamp Ooze and Spellbreaker. Both have good stats for their mana cost AND amazing abilities.

CLASS: Rogue / Priest / Shaman

In my opinion, priest is the strongest Arena class, with Mage and Paladin a little behind. It is much better than Rogue who has a top tier hero ability but requires too many combos to reliably work in Arena. I haven't played too much Shaman. Seems alright but nothing amazing. Priest has incredible early game removal, late game presence, and general board control.

My draft is in spoilers below. I bolded my pick and gave a brief discussion of each.
1. Arcane Golem / Master Swordsmith / Argent Commander
Argent Commander is amazing. Master Swordsmith is decentish and Arcane Golem is holy-cow-bad.

2. Auchenai Soulpriest / Knife Juggler / Questing Adventurer
Knife Juggler is solid but the Soulpriest interaction with my hero ability is too good to pass up.

3. Silence / Stonetusk Board / Booty Bay Bodyguard
Blech these cards stink. Booty Bay Bodyguard is way overpriced at 5. Compare it to a Chillwind Yeti - similar stats plus a taunt but it's weaker. This is why Chillwind Yeti is so good. I'll take Silence here.

4. Inner Fire / Reckless Rocketeer / Mind Control
Mind Control is OP and why everyone hates playing against priests.

5. Archmage / Thoughtsteal / Reckless Rocketeer
Thoughtsteal is nifty. I considered the Archmage.

6. Novice Engineer / Power Word: Shield / Shieldbearer
I tend to think Power Word: Shield is a trap card. I'd much rather have the Novice Engineer which is similar but has more board presence. One mitigating factor is that Power Word: Shield is much stronger with Auchenai Soulpriest in play.

7. Ironforge Rifleman / Temple Enforcer / Spiteful Smith
Priests don't have weapons so the Smith is out. The Rifleman doesn't have good enough stats for a 3-drop imo. Temple Enforcer is decent by itself but the +3 is really good in Arena.

8. Abusive Sergeant / Tauren Warrior / Inner Fire
None of these cards are very good. I don't have a reliable way to enrage the TW and he dies to most 2 or 3 drops the opponent will have out. Inner Fire has some niche uses but is better if you can combo it. I'll go for the Sergeant for some trading power.

9. Sen'jin Shieldmaster / Lord of the Arena / Magma Rager
No brainer. TazDingo is amazing, the other two are weak (Lord) or terrible (Rager).

10. Twilight Drake / Ancient Walker / Mind Control Tech
Ancient Walker is stupid if you don't have a combo planned. Mind Control Tech can occasionally swing a game but is generally dead. Twilight Drake, however, is totally amazing, and can routinely be at least a 4/5 4-drop.

11. Stormwind Champion / Northshire Cleric / Darkscale Healer
This is my first tough one. I like Cleric but suspect I'm falling into a noob trap. Stormwind is probably better than the Healer but I am actually a little worried about my curve at this point. This may be a mistake to worry about so early but I have already have three 6 mana+ strong cards. I'm going Healer but I'm not sure.

12. Northshire Cleric / Lord of the Arena / Reckless Rocketeer
Rocketeer is okay, Lord is weak, and I like the Cleric. Plus there is some synergy between the Cleric and the Healer I just drafted. Also, I need more low-drop minions.

13. Venture Co Mercenary / Archmage / Divine Spirit
Venture Co can be game changing if the opponent doesn't have hard removal ready for it. Divine Spirit is meh and I don't have any attack spells so Archmage is over-priced.

14. Stormwind Knight / Bloodfen Raptor / Mind Blast
Mind Blast is a terrible awful card. Please never use it. I'm taking the Raptor but think it's marginal either way. My mana curve says Raptor then.

15. Holy Nova / Shadow Word: Death / Stonetusk Boar
Shadow Word: Death is good but not quite as good as Holy Nova.

16. Holy Fire / Wild Pyromancer / Lightwell
Wild Pyromancer is too fickle. I can't decide between the others. Lightwell is tough to deal with for 2-drop and has obvious synergy with my Cleric. But it doesn't really add to board control so you'll have to fight hard for it on turns 3 and 4, which I'm not sure I can do. Not much to say about Holy Fire other than it's decent value - the 5 health isn't too important but 5 generic damage is really nice. I'll take Lightwell but I'm not sure.

17. Silverback Patriarch / Abusive Sergeant / Holy Smite
Those minions stink and Holy Smite is pretty good.

18. Mind Control / Darkscale Healer / Faerie Dragon
Faerie Dragon is nice but Mind Control is still OP.

19. Gnomish Inventor / Ogre Magi / Nightblade
Nightblade is bad. Ogre Magi is okay. Gnomish Inventor is good.

20. Wild Pyromancer / Injured Blademaster / Lightwell
I have lots of ways to heal the Blademaster which can make him quite strong.

BREAK: Okay, I'm 20 cards in, so it's time to evaluate my mana curve and think about what I absolutely need. My curve is:
0: 1 card
1: 3 cards / 2 minions
2: 3 cards / 2.5 minions (Lightwell doesn't fully count)
3: 2 cards / 1 minion
4: 4 cards / 4 minions
5: 3 cards / 2 minions
6: 2 cards / 2 minions
7+: 2 cards / 0 minions (Mind Control: still OP)
So I have 4.5 minions with 2 or fewer mana costs. This is NOT enough. From now on I will think harder about foregoing 1,2,3 drop minions even if they are slightly worse.

21. Ironfur Grizzly / Worgen Infiltrator / Murloc Tidemaster
I like Worgen a bit more than the Grizzly but I desperately need 3-drops.

22. Sen'jin Shieldmasta / Dire Wolf Alpha / Ironbeak Owl
Tough decision here. TazDingo is the best of these cards, but the other two fill my 2-drop needs. I think Owl is a little overrated if I'm just taking it for it's 2-mana nature - it's not like I'm going to play it without silencing something early. Of course, the same is true for the Dire Wolf, and I'd rather have the silence than the conditional +1s.

23. Mogushan Warden / Raid Leader / Temple Enforcer
Ugh I hate Raid Leader outside of a Murloc cheese deck. He is just so fragile with only 2 health. The warden is lousy. I think I'll take the Temple Enforcer here but this could be a mistake.

24. Silvermoon Guardian / Mind Control / Ogre Magi
This would be harder if a) the other options were 2 or 3 drops and b) Mind Control weren't stupid OP. I'm not kidding about this. Any late game against a priest is terrifying because of Mind Control. With 3 in my deck it makes it extremely likely that I will dominate any game that goes late. The trick is getting there though.

25. Holy Smite / Shattered Sun Cleric / Core Hound
Holy Smite is a very good card but Cleric is really strong as well and it's a 3-drop! Core Hound is not very good.

26. Stormpike Commando / Kobold Geomancer / Earthen Ring Farseer
Tough call here between the Geomancer and the Farseer. I've got enough spells now that the +1 damage is nice but the Geomancer is still a pretty weak minion. The Farseer has synergy with some of my other cards and is a 3-drop.

NOTE: I now have four 3-mana cost, which is much closer to where I want it to be. Could still use a few more 2-mana cards.

27. Alarm-O-Bot / Master Swordsmith / Young Priestess
And here we go! Master Swordsmith has a nice buff and is pretty durable. Young Priestess is nice but a little too fragile.

28. Elven Archer / Holy Smite / Leper Gnome
Leper Gnome is okay but Holy Smite is exactly what I need.

29. Wolfrider / Boulderfist Ogre / Acolyte of Pain
I don't like passing up the Ogre but I have enough late game and the Acolyte is pretty good.

30. Coldlight Seer / Gadgetzan Auctioneer / Azure Drake
The Auctioneer is pretty solid since I have 8 spells in my deck but the Drake is better.

Final deck screenshot:
[Image: toF6oHm.png]
Overall I think the draft went pretty well. Maybe a little lacking in 2-drops but a solid group of 3-4-5s. And then my late game is also solid. All in all this is a clearly above average deck and I will be a little sad if I don't get at least 4 wins with it.

Questionable picks: 3, 6, 11, 16, 22, 23, 26

It's good to keep these in mind when I'm playing. Then when I draw one of my questionable pick cards I ask myself whether I would like to have had the alternative option in my hand right now. Usually I'll only track one or two of these but since I wrote all this down I'll keep an eye on a few more than usual.

Wow that was more work than I thought it'd be but it was also a lot of fun. I probably drafted better because of it. Any criticisms you guys have would be much appreciated!
Reply

Comments from a noob with no beta key:

5. I don't like thoughtsteal, it's too reliant on luck.
11. I would probably take Cleric here, though it worked out since you got one as the next card.
16. I think Holy Fire is by far the best card here.
21. I don't think Murloc Tidemaster exists lol
23. I'd take Raid Leader when low on 3 drops.
24. I like Silvermoon Guardian here. It's a decent card and you already have two mind controls.

I want to know if you found any use for Silence, Lightwell and Thoughtsteal. Not a big fan of those cards :P
I think you'll get 2-3 wins with this deck. I could see it being overwhelmed early.
Reply

I won't get a chance to play the deck until later today. Some discussion, with the underlying caveat that I am a terrible noob even though I'm in the beta.

5. Cards are OP. There's a reason that there's a card to draw 4 cards and it's 7 mana. You're right that Thoughtsteal is more random because you draw from your opponent's deck but it can be good early if your opponent doesn't lead with a strong board and very strong late when you pull two cards that you can immediately play.

I too am worried about 11,16,23. We'll see.

24. Mind Control is OP. So OP. smile

Agreed about the potential problems early. But I don't think switching a couple of my picks to Raid Leader or another Cleric would help that fact very much. That's life for priests.
Reply

Ooh, interesting! Do report back, and thanks for posting all of that.

I think it's a solid deck. It's light on early power, as you've identified... and the 2 and 3 drops you have tend more towards utility than straight-up power. The card draw may not be that useful until later on, as you'll struggle to play everything with your high mana costs. Looking back at your draft, there's not an awful lot I'd have done differently (I've not looked at Jowy's in detail before this!):

2. Toss-up between Soulpriest and Knife Juggler. Looking at the rest of the deck I'd definitely rather have the Juggler. But you had no way of knowing what was to come!
3. I'd have taken the Booty Bay. It's an okay minion. Silence is kind of a waste of a card IMO... situationally useful, but it's still a card.
11. I'd have taken the Northshire probably. Darkscale Healer is much better for non-priests who have no other way to heal minions! Even then it's still not good IMO.
15. This is a toss-up between HN and SW:D. Either are fine I think. SW:D is very good, but with 3 mind controls you're unlikely to need it.
16. I'd have gone Wild Pyromancer. It's very good.. a 3/2 for 2, which is very solid, and you can use the passive in a variety of useful ways. There are some circumstances where it does more harm than good, but mostly you can turn this into something beneficial (especially in a deck with very few weak minions!)
21. I'd have gone Wargen Inflitrator, probably. Really good card as it can trade with 3/2s on your terms. I assume the Tidemaster is the Tidehunter? (2/1 and 1/1 Scout for 2 mana?) If so, that's also worth considering; it's a solid 2-drop even outside of a Murloc deck.

Looking at Jowy's notes, I disagree about Holy Fire... it's basically an expensive removal with a heal, which are generally overpriced in Hearthstone. Otherwise, I agree with Bruce's decisions. Raid Leader isn't worth it, esp with few small minions. And I'd have taken Mind Control over anything else (I might even take a 4th if it's offered!)

Edit: Tidehunter not Tidecaller, which is bad!
Reply



Forum Jump: