Maybe. I also decided that it needs polymorphs, otherwise it gets completely wrecked by things like druids ramping into ancient of war, or anyone playing sludge belcher.
Uh, I'd say go fireball instead of polymorph. If the other guy ramps you're probably fked anyway, fireball deals nearly as well with sludge belcher and you are better off in the cases where neither of those happens.
I have been building some silly decks lately. I have a mage secrets deck, a rogue deck that's similar to miracle, but adding Illidan Stormarage, a priest aggro-heal deck, and I'm trying to see what else I can do.
jdodge1019: hasjghsalghsakljghs is from vermont
jdodge1019: vermont is made of liberal freaks and cows
jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
It feels great to go 3-0 so far in arena after my previous 3 trys ended in 1-2 1-2 and 0-3... T_T. It had me considering just buying a single pack at a time and not wasting ~20-15 gold.
Be aware that the ranked system resets every month. when it resets you may end up as a brand new level 20 or something vsing a guy that is super pro with his legend deck. Just play though that
I enjoy it, but it's very light on, I would also use the 100g/pack gating system to allow you to become familiar with new cards rather than just buying 60 packs straight up.
It's unfortunate that good oral sex excuses bad chemistry. - Korts
In post 1283, Klazam wrote:decided to get into this. any tips for me, starting out?
As counter-intuitive as it might seem, you'll get fairer matchmaking in ranked than in casual play as a new player. Casual play just throws you against anyone it finds, practically, where ranked play tries to find a close match of skill.
There's no ranking penalty for a loss until you reach "rank 20", but you still get gains for a win. It takes 11 wins total to get to rank 20, but if you have 3 or more in a row, each win counts double.
Best overall tip I can think of is that unless you're playing a full out rush deck, you generally want to prioritize keeping their board clear over doing damage. It's hard to describe the right balance of affirmative trading (using your creatures to kill theirs), negative trading (making the opponent use their creatures to kill yours), and damaging the "face" (life points) in generalized words, but if you add me as a friend (theelkspeaks #1397), I can spectate a game or two and give my opinion (note: my best rank so far is "rank 9", far lower than AngryPidgeon)
My update: I opened The Black Knight and my second molten giant from an extremely lucky pack, so I went ahead and crafted the last two cards I needed to make the "pineapple handlock" (a BGH and a second mountain giant). It's been working pretty well for me so far, though Hunter is huge pain.
Also have nearly all the cards for the "burning light" aggro priest that's been going around, I tried subbing in two Velen's Chosens for the Shadowbombers but it's not doing so hot for me so far. Might need to either craft those or try playing something else.
Anyone having any luck with control hunter? I feel like I want to try it, but don't especially want to craft the second steamwheedle unless the deck gets good results (I have one so far).
(1:55:11 AM) ahallucinogenic: it's ok drench
(1:55:21 AM) ahallucinogenic: it's perfectly normal for young children to walk in on their parents making love
(1:55:31 AM) Drench394: i can't wait
Your picks are generally fine. Priestess of Elune is a terrible card so I'd rather have the psudo-removal effect of Humility, and Bloodsail Raider is almost strictly better than Stormwind Knight considering your Truesilver + Coghammer combo. Not to mention 2-drops are sooooo important in draft.
Lord of Lynch protect us. For the Night is dark and full of scum.
Noir Mafia, a 13p bastard Mini Theme delayed until further notice.
Stormwind Knight is dwarfed in comparison to your other 4-cost cards. The
very
best he can hope for is playing onto a board with two 3/2s (a situation you'd do well to avoid altogether), and often times he'll only trade out with one 3/2 and get 2 damage onto the other big threats that start coming out Turns 4-5; late game he's almost useless. This doesn't quite make the cut when you consider the cards you'd rather be playing on Turn 4.
Bloodsail on the other hand is an effective 2 drop in the early game if you don't draw into your Minibots
or
a sizable threat dropped midgame next to a Truesilver. Early board control is a very important idea in draft, particularly when you lack effective removal or big taunters. Your cards like Aldor Peacekeeper and Dark Iron Dwarf lose a lot of their potency for tempo if you can't establish early game presence with good 2 drops.
I'd almost always pick Bloodsail over Stormwind Knight for the virtue of a 2/3 2-drop alone; the extra attack is a nice bonus considering the weapons you already have in your deck.
Lord of Lynch protect us. For the Night is dark and full of scum.
Noir Mafia, a 13p bastard Mini Theme delayed until further notice.
Using my spreadsheet for calculating average dust value of a pack, (https://docs.google.com/spreadsheets/d/ ... sp=sharing - feel free to File->Make a Copy if you want to use this yourself) - you'll get 159 or 184 dust on average from a pack with the current state of your collection. (The former number assumes you keep any gold cards you get, the latter assumes you DE all gold cards on sight.)
To anyone who wants to use a copy of the spreadsheet, just enter the number of
unique
commons, rares, epics, and legs you want on lines 6, 9, 12, and 15. I use it for comparing whether I want Classic or GVG packs occasionally.
so i've started playing this on my ipad. i feel like i'm fairly good with the play of the hand for the cards/decks i've been using (though by no means world class), but not very good at deck composition. That's particularly true in the Arena. Does anyone have any guidance or rules of thumb on how to approach arena deck building?