Liferebooted
Banned
Wow, everyone I fight in arena is a damn priest.
I don't even think the class is that good in arena (but that might be my win rate w/ pallys/mages talking, lol.) But its good draws/decks are pretty absurd. Light elemental or w/e is a monster, as is lightwell.Wow, everyone I fight in arena is a damn priest.
I don't even think the class is that good in arena (but that might be my win rate w/ pallys/mages talking, lol.) But its good draws/decks are pretty absurd. Light elemental or w/e is a monster, as is lightwell.
I don't even think the class is that good in arena (but that might be my win rate w/ pallys/mages talking, lol.) But its good draws/decks are pretty absurd. Light elemental or w/e is a monster, as is lightwell.
Yep, turn 1 cleric is a really weak play, and it'll cause you to lose vs decks that try to end the game before turn 5. It's basically a pray and hope your opponent doesn't have any early game removal or creatures. A late game cleric though is super strong, you can easily draw 6 or more cards if you combo it right.yes, I've always found cleric to be more valuable later in the game. which is why I don't really think turn 1 cleric is all that dangerous, cleric into holy nova on turn 6 with a decent board is far more crazy.
Heroes' health need to be increased to 40, who's with me.
On the other hand, turn one mind visions is incredibly op. It's completely non committal, gives you information about your opponents hand, and then either buffs up your early game by taking one of the minions they hope to play, or gives you an potential removal card that they won't be expecting. You guys are seriously undervaluing mind visions, it's the strongest turn 1 play in the game. The only weakness mind visions has is that it's completely useless if you get into a top deck war.
please blizzard no. low cost is fun.Play 20 minions that cost 5 or more.
"Take" was the wrong word to use there. What I meant was, let's say you picked a mid game priest deck and didn't draft a lot of early game drops, when you mind visions turn one you will draw early game drops from rush decks that will help shore up your weakness, or great removal cards if your opponent is playing for mid/late game. It's not at all uncommon for people to hold onto holy novas/flame strikes/hex/poly in their starting hands as insurance to early game rush decks.Er... The information is semi-symmetrical. The Priest knows about one card you have in your hand. You have a list of potential cards in the Priest's hand. By evaluating their play you can deduce which card they took, and Secrets are probably not very secret at all. You cannot possibly "not expect" a removal after they Mind Visioned you, and the case wouldn't be particularly different if Mind Vision was itself just another removal card like Shadow Word: Pain or Shadow Word: Death.
It doesn't "take away" their minion unless I'm misreading? It creates a copy, it doesn't steal their minion. Both players have the same amount of cards in their hand afterwards.
Personally, I think Mind Vision works best in the late game where it can give you more information relative to the size of their hand, and better drops because they will probably be saving their better drops in order to bait out SWor MC.
For the most part, people in Arena draft decks centered around the 3-5 cost, and even then, most players will mull away almost every 5+ card in their hand. Unless you see the 1/1 Charge Boar or Mirror Image in their opening hand using Mind Vision, it doesn't tell you much about what kind of deck you're facing. Arena is all about drafting the most consistent deck possible (goodstuff.dec), not any specific archetypes (unless you're really lucky with your draft). Being able to deduce a deck from a random deck from a single card is probably more difficult than deducing a single card from a pool of 3-4.What I meant was, let's say you picked a mid game priest deck and didn't draft a lot of early game drops, when you mind visions turn one you will draw early game drops from rush decks that will help shore up your weakness, or great removal cards if your opponent is playing for mid/late game.
It's not at all uncommon for people to hold onto holy novas/flame strikes/hex/poly in their starting hands as insurance to early game rush decks.
how about we decrease cleric hp to 2
now shes kinda average!
That'd actually be a pretty great change. Either that or increase her cost to 2. There's just no way I can get a 3-damage minion out on turn 1, and if I get it out on turn 2 it won't have charge and he can shadow word it easily.
At 2 health, I think she'd be below average. I'd prefer to see something minor, like changing her ability to this: "Whenever a friendly minion is healed, draw a card." (That means her ability doesn't trigger when the Priest heals her, heals an enemy minion, or when the Priest's opponent heals a minion.)
I don't believe people pick simply the best cards in arena, and most of my 7+ runs agree with that(and most of my disastrous losses also agree with that). Early game rush decks seem to be the most successful, and they tend to counter the pick good stuff decks that don't bother to pick something with a good mana curve, or a ton of early game drops. The most reliable arena strats for me have been : 1) Play priest, 2) Pick a shitton of 2-3 drops. Seeing one of your opponent's starting hand can reveal something about tempo of the deck your opponent is playing.For the most part, people in Arena draft decks centered around the 3-5 cost, and even then, most players will mull away almost every 5+ card in their hand. Unless you see the 1/1 Charge Boar or Mirror Image in their opening hand using Mind Vision, it doesn't tell you much about what kind of deck you're facing. Arena is all about drafting the most consistent deck possible (goodstuff.dec), not any specific archetypes (unless you're really lucky with your draft). Being able to deduce a deck from a random deck from a single card is probably more difficult than deducing a single card from a pool of 3-4.
I would venture to say that a player willing to hold onto Holy Nova/Flame Strike in their opening hand probably won't really mind being hit by a Holy Nova/Flame Strike, because all their cards will survive it. Hex and Poly are more generalized, I'll give you that, but, again, decks that want removal in their opening hands aren't really vulnerable to removal in their early hands, just like how aggro decks will easily power through half-hearted aggro. You'll get a single fair, and that's a maybe, because the thing aggro decks dread most is the early Taunter, and they will be ready to play around that.
Wait how does that even work?Fair enough. I still think Mind Vision is a weak card in general (because I'm used to the likes of Duress and Thoughseize) but I can see your point.
In other news, this Spell Damage Hunter is blowing my mind.
Let me tell you about spell damage rogues...In other news, this Spell Damage Hunter is blowing my mind.
That, Arcane Shot, and E trap are literally the only things he can hit you with, lol.He has like, Kobolds.
And he plays Arcane Arrows?
And he Kill Commanded me for 6.
I'd really like for them to take a hard look at Hero powers. Only a few really seem like "good ideas" for repetitive buttoms.Raising the max deck size is no simple matter. You'd have to raise the starting hand to compensate (so that games aren't completely inconsistent. Drawing 3/30 is different from drawing 3/40). And then you'd need more spells for every kind of basic archetype that exists so far.
Example: Any single deck can run a maximum of 17 Murlocs, 2 of which most decks eschew because of its Battlecry (each player draws 2). For a deck of 30, this means 1 in 2 cards will be a Murloc, which is important for basically every Murloc that works with other Murlocs. In a deck of 40, this means almost 1-3 will be a Murloc, so 66% of the deck will be non-Murloc cards that don't work with the Murloc buffers. If the maximum deck size were raised, Murlocs deck would become very weak until Blizzard makes some new Murlocs. You can apply the same logic to Beasts, Spell Damage, etc. Only generalized "play stuff, win" decks would be unaffected by the shift to 40 cards.
It would also be an indirect buff to Warlocks because they can Life Tap more aggressively. Life Tap is already the best Hero Power in a vacuum and such a change would make it even stronger.
I'd really like for them to take a hard look at Hero powers. Only a few really seem like "good ideas" for repetitive buttoms.
you have to learn what to play around out of which classes. Its a rough learning curve.fun fact:
I'm losing every single fucking game to AoE and the occasional Mind Control or Sea Giant. I'm not exaggerating either, literally every single game
fun fact:
I'm losing every single fucking game to AoE and the occasional Mind Control or Sea Giant. I'm not exaggerating either, literally every single game
Constructed in Hearthstone just isn't fun. There's no reward mechanism.
Probably, unless they flat out buff a card.Do they always temporarily increase a card's dust value after it has been changed? My only Legendary is that dipshit, if the above is the case it'd probably be worth keeping him for now.![]()
Do they always temporarily increase a card's dust value after it has been changed? My only Legendary is that dipshit, if the above is the case it'd probably be worth keeping him for now.![]()
Probably, unless they flat out buff a card.
Only if it's nerfed. So if it's crap that probably won't happen.
yupDoes the color of the crystal inside the card represent its rareness?
I just opened a pack and got one blue (magic?) and one purple (epic?). Am I understanding things right?
Legendary > Epic > Rare > Magic > Basic ?
Does the color of the crystal inside the card represent its rareness?
I just opened a pack and got one blue (magic?) and one purple (epic?). Am I understanding things right?
Legendary > Epic > Rare > Magic > Basic ?
the problem I have are board wipes - talking about arena specifically. I'm seriously tired of being stopped dead on the tracks by a 2 or 4 damage wipes. I'm not even overextending either, both players pretty much share the same minions pool and I have to trade blows every turn against a good opponent. One well-placed board wipe and it's nearly impossible to come back. Doesn't help that 80-90% of your cards are minions in arenaDepending on your class you'll want to save a spell or two to take out the high dmg/hp minions. For example, with rogue you have assassinate. Mage has fireball. Warlock has shadow bolt. Druid has starfire. Combine the damage ones with a weak minions attack and you can drop most minions. Or have some spell damage buffs on the field to take them out only using spells.
There are also big game hunter, which is a neutral rare that has battlecry: kill target with 7 or more attack. Probably a couple other ways like cards with poison etc.