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Hearthstone

Uhh, I just thought about opening a hearthstone thread asking if someone else plays it and to fill my friends list. And see here 116 pages Oo

EDIT: well I'd like to add you to my fl but I don't really know how to find you my name is Yell0w there as well
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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Yuck, I just blew a wonderful hunter arena. Had 2 each of Unleash, Buzzard, Scavenging Hyena, and Scar, and a whole lot of cheap utility to go with it. Went 8-0 before losing 3 straight.

Wish I would have captured the deck list. I won two games just by coining Fairy Dragon turn 1, Snake Trap turn 2, and then Hyena turn 3 along with sacking the snakes into his 3rd turn creature. But yeah, after losing the first I just went stupid and starting making bad plays. frown
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Got an interesting warlock draft, I was worried about the bad 2 and 3 drops as the mana curve looks really ugly, but synergy was really strong here. Having board control via 1 drops allowed really good setups for the Questing Adventurer, Frostwolf Warlord and Stormwind Champion in the midgame
0 - soulfire
1 - abusive sergeant, argent squire, flame imp (3), voidwalker, worgen infiltrator
2 - bloodfen raptor, bloodsail raider, river croc
3 - acolyte of pain, coldlight seer, questing adventurer, razorfen hunter
4 - dark iron dwarf (2), defender of argus, ogre magi, senjin, spellbreaker
5 - doomguard, fen creeper, frostwolf warlord, stampeding kodo
7 - ravenholdt assassin, stormwind champion
20 - molten giant

Surprisingly, this actually went 12-1 despite lots of mages and druids, and often having to lifetap on turn 2 or 3. I even beat the dreaded t1 Yeti. Molten giant never did anything, but the ogre magi - soulfire mini combo did some nice work on 5 hp creatures. And having an actual high end to a zoo style deck turned out to make it a lot more resilient to AOEs in arena. Flamestrike on turn 7 comes too late and I could always force them to fire it then reload.
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I only get 28 cards there uberish.
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Probably 1 mortal coil and another worgen infiltrator missing. Flame imp is crazy, you can lifetap + flame imp on turn 3 if necessary and it'll still trade like a 3 drop...
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I think Flame Imp is nice but only so-so after the first 2-3 turns since it ends up being 3 damage to yourself AOE bait.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Yeah flame imp is pretty bad if it gets to a late game even board topdeck war. If you draft a lot of 1's though, it's generally over if you lose control in the lategame.

Also, picked up the opposite style of play to the warlock deck. I know people say druid depends on how many swipes you get but I didn't have any Swipes, Wraths or Druids of the Claw offered and went 12-1 with this list:

1 - claw, elven archer, worgen infiltrator
2 - power of the wild, wild growth, bloodfen raptor x2, bloodsail raider, novice engineer
3 - flesheating ghoul, harvest golem x2, ironforge rifleman, ironfur grizzly, shattered sun cleric
4 - bite, chillwind yeti, cult master, keeper of the grove, spellbreaker
5 - nourish, silver hand knight x2
6 - force of nature, ogre, argent commander
7 - ancient of war
8 - ironbark protector x2
10 - sea giant

the three 1-drops did lots of good work smoothing out draws and being played with the 1 leftover mana you sometimes have. Hero power + 1-drop turn 3 is useful to have available, or 3-drop + 1-drop turn 4 when you don't have solid 4's. I think they are slightly underrated in draft lists.
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(June 28th, 2014, 18:55)uberfish Wrote: the three 1-drops did lots of good work smoothing out draws and being played with the 1 leftover mana you sometimes have. Hero power + 1-drop turn 3 is useful to have available, or 3-drop + 1-drop turn 4 when you don't have solid 4's. I think they are slightly underrated in draft lists.

I agree with this. I'm by no means a great arena player but from my experience you waste a ton of mana in arena typically and 1-drops are really key in helping balance this. Plus, since tempo swings are so frequent in arena, having more stuff to play the turn after a skillstrike or similar can really decide the game. I think its easy to get caught up in "value" but you really have to think about a good deck over simply the raw power of the cards.
I've got some dirt on my shoulder, can you brush it off for me?
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The problems with 1s is while they are good at filling out a curve/sapping a 2 mana ability, you lose too much card advantage. Also your late game kinda suffers.

Uberfish's deck reminds me of the one I got 12-2 on. Nothing fancy, just a lack of terrible cards with strong midgame and decent end game (1 golem in my case was enough since RNG didn't seem to be giving anyone I ran into any good late game drops. I honestly, I think the key to arena is to have enough high HP minions that are immune to board clear that can muscle their way to card advantage and there for victory.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Card advantage is overrated because it doesn't do you any good to have 3 more cards if you keep having to play minions into enemy board control, you'll lose those cards back since all trades favour them. With that druid I had 2 1-drops and a claw, often went 1 for 2 with them and still never ran out of cards. I also think 1-of naturalize is very underrated - it's the most powerful tempo card in the game, can completely flip board control and fills a large hole in Druid capabilities.
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