BlewHedgehog
Member
Any good primers on how to build in a Arena mode? My limited skills in MtG are not so hot and don't seem to be helping me here.
Blood imps are fine as is and are easily dealt with. 2 mana for blood imps is way overkill.
Not really man. You get a 1/1 unit with two abilities... stealth and a passive buff that counters low damage aoes and pretty much guarantees board control for any decent warlock deck.
As a rogue I'd have to use FoK a 3cc aoe to deal with a single blood imp and the other minions on the board come off clean unless they were already injured. Then you have double blood imp which would then require a second FOK or 2cc spell power minion which would cost another 2-3 mana to the cost to remove blood imps.
Well, basically I come to the conclusion that a 1/1 with two strong text abilities should cost more than 1 mana. The main thing it would accomplish is slowing down tempo of a warlock rush deck that gets first turn, a position where they probably already dominate.
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Its also a great set up for a poweroverwhelming + attack + shadowflame board clear and 5 damage to hero... really good card... it is hard to believe it isn't 2cc from my perspective.
It's a huge contributor to overwhelming Warlock starts.Yes, it's good, but I don't see warlocks are dominating because of it. If it had no counter, then I could get behind a fix.
You don't see Warlock dominating because of it? That's like the core part of all the rush down Warlock decks. Even the Murloc decks have those Imps in there.Yes, it's good, but I don't see warlocks are dominating because of it. If it had no counter, then I could get behind a fix.
You just have to suck it up- the game can be very streaky, especially since they've nerfed chain-running Arenas. Some form of organized constructed format would definitely be appreciated though.I really hope they introduce a tournament format in the near future, Arena is burning me out. After going 10-2 with a mage with all of the standard deck cards I run another mage with zero flamestrike, fireball or Pyro. Lock with no imps, Paladin with no consecrate or True-silver. I know luck is a huge part of any draft TCG, but it can definitely be draining.
Open Beta was pushed back. But everyone who opted in was supposed to be in by now. So if you haven't opted in, you really should do it.
I really hope they introduce a tournament format in the near future, Arena is burning me out. After going 10-2 with a mage with all of the standard deck cards I run another mage with zero flamestrike, fireball or Pyro. Lock with no imps, Paladin with no consecrate or True-silver. I know luck is a huge part of any draft TCG, but it can definitely be draining.
Any good primers on how to build in a Arena mode? My limited skills in MtG are not so hot and don't seem to be helping me here.
You just have to suck it up- the game can be very streaky, especially since they've nerfed chain-running Arenas. Some form of organized constructed format would definitely be appreciated though.
It was alway 7 wins, but the margins are way smaller on your net gains.Yeah, the old reward system allowed for luck to play into your total prize money and even a bad run could break even. With the new reward system you need to hit 7 wins just for break even. Even the 10 win run I had only gave me 175 gold.
Felguard destroys, Arcane Golem gives.
Yeah, the old reward system allowed for luck to play into your total prize money and even a bad run could break even. With the new reward system you need to hit 7 wins just for break even. Even the 10 win run I had only gave me 175 gold.
That Dust Devil actually looks like dust.
Listening to one of the designers speak about them was not comforting. He kept talking about the Mage's mass removal like it was Wrath effects, when they're Bonfires. They're two totally different animals, and you can't play around them like you can Wraths.Sign god damn Mages in arena. It's ludicrous how good they can be.
Yeah, the old reward system allowed for luck to play into your total prize money and even a bad run could break even. With the new reward system you need to hit 7 wins just for break even. Even the 10 win run I had only gave me 175 gold.
Just got rolled in 6 (7?) turns by a Warlock Murloc deck. I'm ranked 12 and he was rank 10. Very painful. Not sure how to counter it just yet with my Shaman deck. Will need some more experience with it I think.
By the way, has anyone claimed duty for making an OT when the game goes to Open Beta, or will we just continue to use this thread with a title change?
Imp Master works so well with Shaman (Healing Totem).
I would say it perhaps works better with Blood Imp or Cult Master.
How are y'all getting enough dust to construct the cards you want? I don't know every card well enough to know which ones are useless and the return on disenchanting seems pretty bad. Arena runs are giving me barely any dust anymore (3 to 6 wins). I just keep running arena hoping for either a good card in the pack or duplicates.
You can get nothing but dust off three wins.People are confusing breaking even and going infinite. You only need ~3 wins to break even, while 7 lets you go infinite and never need gold again to play arena.
You can get nothing but dust off three wins.
I just had a couple of 3-3 runs recently, and while it's just an isolated set to draw from I really wasn't even getting close to 50g back. I'm not really sure what the average would be though.You can also get 50g from 0 wins, so I was just going at a fair average (maybe 4-X is more fair than 3-X though). I wouldn't call breaking even going 0-X typically, or going 7-X, those are pretty extreme examples.
And another small question, I just bought 7 packs and got a bit lucky with Jaraxus, harrison jones and old murk eye (because i got all the murlocs or something). I think I will hold on to Jarraxus but should I de the other 2 and get Ragnaros/Sylvanas/Ysera (I read that those are the top 3 legendaries)
Any advice would be appreciated and thanks in advance![]()