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Siveure DtTrikyp Mafia Scum
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I don't get rogues tbh. I always do terrible with them. Idk why. I think I over-hero power, probably.
My thing with warlocks is the ability is great in and of itself. Life really doesn't matter as much in arena because the enemy is a lot less likely to have stuff dedicated to killing your face. And you mostly take neutral cards.
Warrior and hunter i agree with.-
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Hmm.
The other thing is Warlock ALWAYS has the card draw, and doesn't have to get a card first. Also, health doesn't matter until you get to 0 (or molten giant/mortal strike).
Imo, there are like 3 ways to lose.
1) All your cards in hand are too expensive to play and your opponent gains huge leads in tempo and wins off that. (Earlygame)
2) You run out of cards in hand before your opponent does. (Lategame)
3) Your hit points run out, before either of the others happen. eg, to pyroblast. (Life)
In my experience, aggro decks lose because of lategame. Most "aggro" wins are due to a lack of earlygame on the part of the opponent. Warlock is great because the risk of lategame fails is way less. You are completely screwed if earlygame happens because you can't hero power out of it, but hey, most classes are screwed if they don't get early cards.
The big thing is that the only real constant you have in arena is the hero power. Looking purely at hero powers.
Warrior and hunter interact with just life, which makes them bad for arena.
Priest helps lategame and life.
Druid helps all game AND both aspects of life, but not both at once.
Rogue helps earlygame tons, lategame not so much, but loses on life.
Warlock helps lategame a TON, but loses on life.
Shaman helps mostly your lategame, although early game is kinda cool.
Paladin works both early and late.
Mage is allgame + offensive life.
My arena tier list overall is something like
Paladin/Shaman
Mage/Druid
Priest/Warlock
Hunter
Rogue/Warrior-
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Siveure DtTrikyp Mafia Scum
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^ Yup, all that. The ramp is mostly irrelevant, but you can avoid it. The hero power does everything... not all at once but you do get to choose.
Mage is AMAZING if it gets spell cards and kinda crap without them... the good thing is most of the spell cards are common/basic so you get a lot of chances at them.
And reck. What you're describing is not you winning the game. That's the other guy losing the game because he didn't get out his own plays to counter you (most of the time).-
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That's probably my issue with rogue. I don't try to win early, i try to win late. It does work, so long as i don't epicfail on drawing plays up to turn 4 - i can just make 1 for 1 trades of the 2 drop and the 3 drop if i actually put them out and win with tons of 5+ drops.
Risky, but hard not to have a risky arena deck.-
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Imo, Hunter is VERY combo-based. You really need unleash the hounds, but put it with a starving buzzard/scavenging hyena/timber wolf and it's ridiculously strong. Mitigated in arena by just getting a ton of those cards, and in constructed with tracking. Personally, I wouldn't touch hunter in arena b/c if you don't get enough of your good cards you are screwed.
What were the other ptions with hungry crab? That's a rare/epic itself isn't it?-
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I agree with quite a bit of the above. I've a few reservations on some things.
Blessing of kings, it's not auto card advantage b/c you had to play blessing of kings, but it's 2+4 mana for a 5/5 if you put it on a recruit, which is pretty good stats. The extra 1 mana for the stats is irrelevant by turn 7/8, and at turn 4 you've gained tempo. Putting it on a divine shield minion is also really strong. The one issue is when you don't have any minions out - it has no potential without prior minions until turn 6.
Sword of justice. I mean, yes, it's effect is brilliant, but people like ooze in arena. And it's 3 mana for very little direct board presence. If you play it turn 3/4, you're hoping the opponent doesn't have an ooze, and that he doesn't use the opportunity to take board control and start to control the trades. Bigger minions doesn't usually offset the disadvantage that you're not choosing who bashes into who. And if you want late-game plays, there are usually better options, especially among your other epics that you're getting.
On cards reck didn't mention that i think are great
Argent protector. The only reason divine shield isn't completely OP is that you have to play the minion beforehand and the other guy gets a chance to knock it out with a tiny minion / 1 damage ability. This card is good for the same reason argent commander is good, divine shield that has a guaranteed target. If both you and your opponent have an 8/8 minion out, you just argent protector and trade the minions. You have an 8/8, the enemy doesn't. You can also use this early to get good trades - if the enemy expects to trade his 3 drop for your 3 drop you can argent protector and suddenly have a rather large lead on the board.
Guardian of kings is a pretty cool card. You don't want loads of them, but one or two can win you games where your life has dropped too low. I generally over-use these though, and end up screwing myself with no earlygame cards... hmm... yeah.
I also have very good success with blessing of wisdom. It's 1 cost, so if you just play it for one card you're not putting yourself too far behind manawise, and if you've board control you can keep the minion you put it on alive for years, getting 3 or 4 cards out of it. In a pinch, play it on a durable enemy minion (high hp), and let them puzzle over whether to give you cards or not attack with that minion (high attack minions aren't that great, b/c they generally attack anyway and the extra cards don't count for the tempo). It's not better than actual good cards though, so take it only if the other 2 options are bad or decent at best.
In epics, lay on hands and avenging wrath are rather good for lategame plays. Avenging wrath is somewhat of a good removal spell, and lay on hands is card draw and healing.-
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This is what I was getting at. That 5/5 minion did cost you 1 card (blessing of kings).In post 112, xRECKONERx wrote:to deal with the 5/5 minion that cost you no cards at all.-
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They don't really stall. You have 6 cards that you can get out before turn 4. 9 before turn 5/turn 4 with coin. Sure, hero power is good, but you don't hero power in early turns unless you're desparate for plays. 7 minions are so high cost they really don't combo with defender. You'll be lucky to combo anything with them until turn 6 at least. By which time if you're against aggro you've already probably lost.
Eh, it's not that bad, but you've no hope of getting 2 minions with it and I'm not personally convinced that argus is worth it on only one minion.-
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Vezok's tips are all good in arena. In arena life really doesn't matter that much, but it really does in constructed.
Sea giant isn't the one that's based on health, that's molten giant. Sea giant is based on how many minions are on the board.
The only reason mages are considered OP is because they require specific counterplay. Sure, a 4 health nuke on everything that you have out is nasty, but it's not that bad unless it kills 4+ minions. Just don't overplay stuff against them, leave a reserve of decent minions in your hand and you can win. Don't leave a ton of minions around going into their turn 6, especially don't leave a ton of minions around going into turn 7. You can just play 2/3 minions, and keep the rest in your hand unless they get rid of the minions you have out.
Of course, you do have to ignore all of this if your health gets low.
And I missed the holy light to stall aspect of reck's deck. That's nice.
Spellbreaker is okay, the silence is what you're going for. In quite a few cases you are essentially deleting all a cards value by silencing it. Even if you trade for a 2 drop you should've done good.
Also it deals with priest cheese decks that want to make enormous minions really fast. Other good cards for that are big game hunter, and tinkmaster overspark. You want to have something in your deck to deal with this sort of sillyness.
Kings is bad in constructed b/c it just makes big. Sure, maybe a recruit becoming a 5/5 can do it, but on every other minion you risk it getting whacked for 1 card and giving up card advantage.-
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Hope like hell the rest of his deck sucks too much to do that.In post 147, Katsuki wrote:What if mage drew 4 firestrikes?-
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You picked murlocs. And pirates. What were you thinking? You had other picks, that weren't part of a "get everything in this set to be useful" set. Don't blame rag. And don't take stuff that's reliant on combos in arena, unless you've already got the rest of the combo.
I mean, taking one of murlocs or pirates is usually foolhardy but both... wow.-
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All pirates are either bad or very reliant on weapons to be useful.
The 3/3 with taunt for 4 really wants a weapon or it's too expensive. Good in maybe warrior if you get a fiery war axe, or deadly poison rogue, otherwise nope.
Same for the 2/1 with charge if you've a weapon - 2/1 is really weak unless you have mitigating factors like charge, stealth or not actually being on the board until the enemy attacks. Even then, it's just a 2 damage hope you trade 1 for 1.
The 2/3 with +attack for weapon attack is okay without weapons, and does combo pretty well with weapons, so okay.
The 1/2 that removes enemy durability - not as good as ooze. And ooze is actually common.
The captain... isn't great without a bunch of other pirates. And it's an epic. If you've an epic, you should get a good card at least.
Greenskin, again, needs weapons. His ability is really cool with weapons.
About mages, the mage cannot take all of these three things.
1) A bunch of flamestrikes
2) Low-cost delay spells/minions.
3) A bunch of big minions.
If they do put out all these things, then their deck is risky, they don't have many low cost spells/minions and they just got lucky on you.
Hmm, that said, polymorph/fireball do deal with bigguns pretty well, so they don't need big minions... IDK-
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Deathwing is great.
Except for big game hunter/vaporize/hex/polymorph/basically any removal.
But hey, you probably lost those games anyway right? Not like any other card would have won there.
Tink is still decent imo. You CAN use it's ability guaranteed if the only minion on the board is the one you want to hit. As for how often that happens, ummm... yeah...
I want leeroy. I like gimmicky decks that are built about killing the enemy with direct damage slooowly (lolheadcrack) and having the finisher 6 damage of leeroy would be cool. Didn't get him with my first crafted legendary because i need dat spellpower from thalnos.-
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Shieldbearers are okayish given the strength of the rest of the deck. The only thing they do is tank up 4 damage each, which is decent for 1 mana, and nice to slow down the enemy tempo. Ice barrier is similar, 8 tanked damage for 3 mana. Not gonna win you the game, but is gonna slow down losing, possibly to the point where you win.
And kirin tor is a 4/3 for 3. How the hell is that bad?-
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I've beaten all of them.
Maexxna I basically used a rogue with the 1 and 3 cost damage/healing battlecry minions. Then I used vanish when eventually she got up to 7 minions to slow her down. There's an argent commander, and the rest of the deck is removal.
Like, as long as you can survive the early bit with voodoo doctor and elven archer you can win.-
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Siveure DtTrikyp Mafia Scum
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I beat maexxna with a rogue battlecry deck.
Lots of elven archers. Lots of si agents. Lots of voodoo doctors. Lots of farseers. One vanish for the point halfway through the game where she has 7 minions out that cost quite a bit. One big game hunter for the sea giant.
You're just trying to outlast her with this deck though. Issues are drawing voodoo doctor in the first turn so you don't outright lose, and dealing with the 4/6 untargetable.-
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Wheee. EU plague quarter first
Loacheb's mechanic is weird. If anyone played WoW did he work like that there?
Also naturalize is such a good card against nearly all the heroic bosses lol, because their cards are usually kindof crap.
Spoiler: Spoilers on plague heroic strats - assumes reader knows about the heroic bosses-
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In post 720, esuriospiritus wrote:but sludge belcher is a better taz
Uh, not really? Like, taz is one mana cheaper, and that mana does matter.
That said, sludge belcher vs fen creeper is 5 mana 3/5 into 1/2 vs 5 mana 3/6 - sludge is way better.-
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