Hearthstone

Page 27 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

JTsyo

Lifer
Nov 18, 2007
11,818
953
126
Divine Favor.
Hammer of Wrath.
Lay on Hands.
Holy Wrath (little bit more iffy on this one)
Blessing of Wisdom


Since Paladin is a white weeny deck, the Cult Master is a great card for the deck. Gadgetzan Auctioneer is great for any deck just about too. So is Nat Pagle. Loot horder is good too for low casting cost 2/1 card. Even better if you use the secret to bring him back again Loot horder dying with Cult Master out and the secret to bring him back is like 4 card draws for little effort. Also lets not forget the acolyte of pain. Another good card for any deck.

There are lots of cards there that allow for draws as well as having another beneficial action event take place along with the draw for paladin.

Thanks, I'll have to see which of those would work with what I have. By end game I tend to have one one card in my hand due to no draws.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
Ok so I wish I had frapsed this. I was using my fairly poor murloc deck on my Mage for the first time in a real game. I was up against a Druid. I had a just enough low level taunts to survive the first bunch of rounds without taking too much damage and used mostly my Mage ability to kill off the real dangerous cards that were coming up (really not too many, as I believe his hand had a whole lot of mana crystal boosts but no real cards to play). On turn 8, he finally unleashed on me, using 4 different mana crystal boost cards (including the ring) and pulled out a bunch of high damage medium/low health minions on my Sen'jin Shieldmasta (3/5+taunt). He had essentially almost the entire board full of minions against just my one taunt (and pretty much cleared his hand, leaving just 2 cards).

I promptly responded with a flamestrike which killed all but 2, used my Mage ability to kill another, and killed the last with the Shieldmasta (leaving the Shieldmaster with 2 health). He then played a 3/3+taunt and used the Druid ability to hit my Shieldmasta and ended his turn. I finally unleashed the Murlocs. I played both Murloc Tidehunters, both Murloc Raiders, and a Coldlight Seer (giving all the murlocs +2 health). I get a nice well played from that

He draws and plays a 3/2 Raptor (or whatever lizard/t'rex like thing it is), and again attacks my Shieldmasta with his Druid ability to kill it. I play 2 Grimscale Oracles (each giving +1 damage to all the other murlocs), use one of the originally 1/1 summoned murlocks to kill his 3/3 taunt, use the other to kill the raptor (both my murlocs died from this) and I play both the Bluegill Warriors which have charge I then proceed to pummel the Druid with the Scouts, Tidehunters, and Warriors. He pulls a 8/8+taunt and plays it for his next round trying to stem the tide. This might have worked, except that I sheeped it.

He killed himself the moment I did that
 
Last edited:

Ns1

No Lifer
Jun 17, 2001
55,418
1,599
126
wow i just got fucked up by a priest

he dropped a 14/14 minion by round 4. i conceded after that.
 

Feneant2

Golden Member
May 26, 2004
1,418
30
91
I've been playing this a bit, I enjoy it but wtf kind of algorithm are they using to match you when you play. I start a game and these guys are whipping out rare to unique cards like they bought 50 packs. It is definitely challenging when you don't buy packs. I bought 2 for the special card it gives but when it has the first expansion I'll definitely have to put down a few bucks so I can fight better.

I'm losing about 5 for each win these days so makes it hard to get gold to buy packs.

And yes, before anyone points it out, I suck at it, bad.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
light spawn, power word shield, and then that other card that doubles a minion's health

= GGPO

Well, watching out for that sort of combination is a lot like watching out for a mind control on turn 10.
 

Ns1

No Lifer
Jun 17, 2001
55,418
1,599
126
Well, watching out for that sort of combination is a lot like watching out for a mind control on turn 10.

Not exactly a lot you can do about it if you don't draw the right cards.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
wow i just got fucked up by a priest

he dropped a 14/14 minion by round 4. i conceded after that.

Had one do that to me last night. He dropped down that 1/7 taunter. Next round, since I didn't kill the 1/7 taunter the previous round, he double it's life twice then put the +2 healths on it, and heals what little damage I had done to it. so it was like 32 health. Next round he uses the spell card that makes attack equal to it's health. So he had a nice big 32/32 out. I had placed mirrors out the turn before and another taunter because I had a feeling that little trick of his was coming. So he uses a turn clearing out my taunters. Next turn I polymorph the big guy down to a itty bitty 1/1 sheep again. Then popped it. Then crushed him after that. Mainly because he had the combo cards to do all that and I was waiting for something. Once he played out his hand, I had him after that.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Played a shaman in arena last night with 4 forked lightnings (all used within the first 6 turns...) and then an Alexstrassa. I still won, but man that was annoying. =(
 

Spidre

Member
Nov 6, 2013
146
0
0
Any links to a guide on arena draw? Currently I'm 3-9 in arena. 2-6 in ranked and above 50% in casual. I just do casual now since I just want wins for quests.

I don't have any direct links to an arena guide, but I can give you some advice.

A big problem a lot of people have in arena is drafting. I had a friend who did lowsy in arena, and after watching him draft I saw he usually took every spell that was presented to him, and he ended up with no board presence. Arena, for the most part, revolves around good cost efficient minions.

Examples of some good arena picks are:

Azure Drake - 4/4 1 spell power 1 card draw for 5

Mind Control Tech- 3/3 for 3 (with an effect)

Earthern Farseer- 3/3 and 3 heal for 3

Argent Cancer, I mean commander- 4/2 divine shield charge for 6

Chillwind yeti -4/5 for 4

Bladefist Ogre- 6/7 for 6

Flame imp- 3/2 for 1

Senji Shieldbearer (or something)- 3/5 taunt for 4

I believe it's Trump who has the value test for arena cards. If a card has more attack+health/2 then mana cost, then it is good. If it has another benefit on top of it's stats, it is great.

Cards like these are so good because, besides hard removal, they are very difficult to deal with. Chillwind Yeti is especially great because he trades so well with minions that come before and after him. If a player throws down an Azure Drake (4/4 for 5), the yeti can deal with it and still have 1 life left (for 1 less mana as well).

Card draw is also super important, depending on your class. My 2 most played classes are rogue and warlock, and drafting is very different between them. Rogue is best with a lot of card draw, where with lock I usually doesn't worry about that. If you are making a deck (that isn't warlock) and you are 10 cards in with no card draw, start to raise your mana curve as you go on. If you have low cost cards with no card draw, you will run out during a game that goes past turn 7. Similarly, if you have a lot of card draw, you can put more cost efficient low mana cards in.

Spells can be good, sometimes great, but usually only when you have board control or are in need of a board clear. The best spells are usually lightning storm, flame strike, blizzard, swipe, concecrate, holy nova, ect.

Finally, always remember that cards carry value. If you use a minion, then the opponent uses 2 cards to clear it, it is an obvious good trade for you. Always keep in mind the card advantage, and make plays that will secure a late game advantage.
 

Udgnim

Diamond Member
Apr 16, 2008
3,665
112
106
wow i just got fucked up by a priest

he dropped a 14/14 minion by round 4. i conceded after that.

some early game plays can be insane

was in Arena as a Paladin versus a Rogue

played Turn 2 ability. Rogue plays Coin + Raging Worgen. Don't remember what I played for Turn 3, but Rogue killed a 1/1 token making it 4/2 and Rogue then killed something with Eviscerate or Backstab then put +4 Attack Cold Blood on Raging Worgen

didn't have anything to deal with a 8/2 Windfury Worgen on T4 or T5 so lost

I've won some games with doing Token + Knife Juggler T1 then T2 Argent Protector and bubbling Knife Juggler and that gets me enough of a lead that the other player can't deal with the Tempo lead especially if Knife Juggler ability kills a 1 Life creature on T2
 
Last edited:

smackababy

Lifer
Oct 30, 2008
27,024
79
86
some early game plays can be insane

was in Arena as a Paladin versus a Rogue

played Turn 2 ability. Rogue plays Coin + Raging Worgen. Don't remember what I played for Turn 3, but Rogue killed a 1/1 token making it 4/2 and Rogue then killed something with Eviscerate or Backstab then put +4 Attack Cold Blood on Raging Worgen

didn't have anything to deal with a 8/2 Windfury Worgen on T4 or T5 so lost

I've won some games with doing Token + Knife Juggler T1 then T2 Argent Protector and bubbling Knife Juggler and that gets me enough of a lead that the other player can't deal with the Tempo lead especially if Knife Juggler ability kills a 1 Life creature on T2

Questing Adventurer is my favorite way to win. If they don't deal with him early, I just let him get big. It is a lot of fun!
 

Majes

Golden Member
Apr 8, 2008
1,164
148
106
I don't have any direct links to an arena guide, but I can give you some advice.

A big problem a lot of people have in arena is drafting. I had a friend who did lowsy in arena, and after watching him draft I saw he usually took every spell that was presented to him, and he ended up with no board presence. Arena, for the most part, revolves around good cost efficient minions.

Examples of some good arena picks are:

Azure Drake - 4/4 1 spell power 1 card draw for 5

Mind Control Tech- 3/3 for 3 (with an effect)

Earthern Farseer- 3/3 and 3 heal for 3

Argent Cancer, I mean commander- 4/2 divine shield charge for 6

Chillwind yeti -4/5 for 4

Bladefist Ogre- 6/7 for 6

Flame imp- 3/2 for 1

Senji Shieldbearer (or something)- 3/5 taunt for 4

I believe it's Trump who has the value test for arena cards. If a card has more attack+health/2 then mana cost, then it is good. If it has another benefit on top of it's stats, it is great.

Cards like these are so good because, besides hard removal, they are very difficult to deal with. Chillwind Yeti is especially great because he trades so well with minions that come before and after him. If a player throws down an Azure Drake (4/4 for 5), the yeti can deal with it and still have 1 life left (for 1 less mana as well).

Card draw is also super important, depending on your class. My 2 most played classes are rogue and warlock, and drafting is very different between them. Rogue is best with a lot of card draw, where with lock I usually doesn't worry about that. If you are making a deck (that isn't warlock) and you are 10 cards in with no card draw, start to raise your mana curve as you go on. If you have low cost cards with no card draw, you will run out during a game that goes past turn 7. Similarly, if you have a lot of card draw, you can put more cost efficient low mana cards in.

Spells can be good, sometimes great, but usually only when you have board control or are in need of a board clear. The best spells are usually lightning storm, flame strike, blizzard, swipe, concecrate, holy nova, ect.

Finally, always remember that cards carry value. If you use a minion, then the opponent uses 2 cards to clear it, it is an obvious good trade for you. Always keep in mind the card advantage, and make plays that will secure a late game advantage.

Also keep in mind that you can do all of this and still regularly finish 3-3...
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Also keep in mind that you can do all of this and still regularly finish 3-3...

It's fairly hard to finish 3-3 if you have a decent draft though. Even times I've had a mage draft with one flamestrike and no other spells (not a single poly or fireball), I still managed to get 7-3.
 

Ns1

No Lifer
Jun 17, 2001
55,418
1,599
126
It's fairly hard to finish 3-3 if you have a decent draft though. Even times I've had a mage draft with one flamestrike and no other spells (not a single poly or fireball), I still managed to get 7-3.

Man I really suck at Arena cuz I went 1/3, 2/3, and 3/3 all weekend.

Never did draft @ MTG so this is all new to me =X
 

Spidre

Member
Nov 6, 2013
146
0
0
Man I really suck at Arena cuz I went 1/3, 2/3, and 3/3 all weekend.

Never did draft @ MTG so this is all new to me =X

Sometimes losses are just out of your control. If someone gets a great opener and you just happen to draw nothing but high cost cards, chances are you won't make a comeback.

Sometimes I have absolutely amazing decks and have gone 1-3 wins. Drafting isn't everything.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Only did arena once. Went 0/3 but I was forced DC exploited every game I was about to win. So.... I haven't done arena in awhile. I got 360 gold saved up though. Didn't have any force DC's this weekend the few times I played. So I'm hoping Blizz fixed the exploit.
 

Ns1

No Lifer
Jun 17, 2001
55,418
1,599
126
things I learned today: read the fucking arena guides that exist on the internet
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Sometimes losses are just out of your control. If someone gets a great opener and you just happen to draw nothing but high cost cards, chances are you won't make a comeback.

Sometimes I have absolutely amazing decks and have gone 1-3 wins. Drafting isn't everything.

That is why you draft a good mana curve. You don't need 10 6+ mana cards. Sure, every once in awhile, you just get put up against that incredibly lucky silly early combo and lose, but the majority of the time that shouldn't be happening. You might not get the ideal starting hand, but you shouldn't be at turn 4 without a real play.
 

Spidre

Member
Nov 6, 2013
146
0
0
That is why you draft a good mana curve. You don't need 10 6+ mana cards. Sure, every once in awhile, you just get put up against that incredibly lucky silly early combo and lose, but the majority of the time that shouldn't be happening. You might not get the ideal starting hand, but you shouldn't be at turn 4 without a real play.

It can, and has happend. I've got around ~1500 wins in arena so far, and sometimes you just get crazy unlucky 3 times for a quick out. RNG always catches up with you. Same can be said about the trash decks that I get to 8+ wins. Chance happens when you play non-stop
 

Zak_

Member
Dec 31, 2013
27
0
0
wow i just got fucked up by a priest

he dropped a 14/14 minion by round 4. i conceded after that.

Just ran into something like that when playing my low level priest. Hadn't gotten my shadow word death cards yet to deal with it.
 

Kev

Lifer
Dec 17, 2001
16,367
4
81
I seem to have a special talent for only getting the absolute worst legendaries. Out of a set of 40 packs I get a single legendary and it's "The Beast" -- ugh. Guess I won't be buying any more packs.
 

Ns1

No Lifer
Jun 17, 2001
55,418
1,599
126
went on a 2-0 run to start in arena and was like "Man, reading those articles really helped"

then went 0-3
 
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |