Well, that doesn't mean those decks are unbeatable. Both of my 12 wins have come without any legendaries
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.
I still haven't hit 12 wins but my best runs have been very conventional, no-legendary decks. Arena is so random that boring but solid play (2 for 1s or trading up) is almost always the best drafting and play strategy. I have much more fun losing in constructed because I can actually try ideas out or build decks around certain concepts. Doing that in Arena is a losing strategy unless you get a really favorable draft. Plus I have a hard time getting a good handle on how a deck plays until I've used it 10-15 times or so. That probably means I need to get better at reading decks but I'd rather do that by trial and error! Too bad Arena is by far the best way to get cards without spending money.
I've been trying to build a control/mill deck lately but I'm not sure if that's a viable concept in Hearthstone. I think it could work alright against other control decks but it's not doing very well against decks that try to end before turn 7.
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.
Ugh, Ragnaros.
I conceded a game, because my opponent had fatal on board with Ragnaros in the lead. I had minions, but not taunt. A few seconds after I conceded I realized that I *might* have won, because Ragnar can't attack, so if he hadn't fireballed me I would win after all. Felt stupid there.
I like arena the most still - after 3 weeks.
I don't care if I meet a guy with a perfect deck - I still got 2 more strikes this arena run, and next time it is my turn to get that draft.
Also I have a great deck now - but lost horribly one game because of bad luck in card draw, not a single 2 or 3 drops after I dumped my entire starting hand, and drew cards round 1 and 2. Shit happens. (I had plenty of 2/3 drops, but they all decided to clump together in the lower half of my deck).
And I make mistakes both when drafting and playing still, so I hope to achieve a positive gold-income flow soon. (I'll add 50g a day, and only got time for 1 run anyway. Should be doable). So far I'm losing steadily all the gold I amassed after beginner quests.
(January 6th, 2014, 17:09)Sir Bruce Wrote: I've been trying to build a control/mill deck lately but I'm not sure if that's a viable concept in Hearthstone. I think it could work alright against other control decks but it's not doing very well against decks that try to end before turn 7.
I'm not sure if it is viable, either, but I'd love to see it happen. I've always found mill decks to be fun to play.
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.
(January 6th, 2014, 17:09)Sir Bruce Wrote: I've been trying to build a control/mill deck lately but I'm not sure if that's a viable concept in Hearthstone. I think it could work alright against other control decks but it's not doing very well against decks that try to end before turn 7.
I'm not sure if it is viable, either, but I'd love to see it happen. I've always found mill decks to be fun to play.
Congrats on rank 5! What decks are you running now?
The mill deck can work in theory if you have enough survivability. A Coldlight Oracle and 2xYouthful Brewmaster combo on turn 2 of fatigue is 27 damage. I've been trying with Druid (Naturalize for milling, Healing Touch to stay in the game) although Rogue may be okay as well for additional preparation/shadowstep combos with the Coldlight. Rogue is worse at midgame control though. I also don't have those cards.
Played my first game against a "legendary deck". Not a complete shit one like TB's, but he had all the OP cards. It was the first game where I felt like no matter what deck I could gather from the cards I have, I would never be able to go 1:1 against him. The cards are just too strong. The problem isn't limited to just legendaries though, plenty of other must-have cards in the game, but legendaries are the worst since they are the hardest to obtain.
Thanks, guys. I'm still playing mid-range/control Shaman:
If anyone has any questions or suggestions, feel free to ask. Specifically, I keep wondering if there might be a better or cheaper card I can use instead of one or both of the Spellbreakers.
I also have a casual combo rogue deck, but I don't use it in ranked. It's not that great, but it sometimes pulls off hilarious things.
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.