Hell I got every deck to 10 in AI before touching Play because Fuuuuuuck Thaaaaat.
Grinding out 10 against the AI may be super tedious, but it might be less frustrating than trying to play against real people with no cards. But that begs the question, why not give us all the damn cards to start with?
Earning product increases customer attachment and promotes subsequent interactions with product and future monetization.
None of those words make any sense in the context of how frustrating and stupid it is to either grind against the AI to unlock cards or punch yourself in the nuts against people to unlock cards.
Blehhh lost a game to 3rd mind control on my venture co in arena after fighting to deal with 2 soulpriests as well.
And that's whatever, but when a dude then says thank you after, it makes me not want to play anymore. i don't think mc is really that great in constructed, but it's infuriating in arena.
Baidol Voprostein AvrahamThetherooTaya Zerofill EffefCrimson KingLalaboxMortal SkyASimPerson Sal Wiet Theidar Tynic Speed Racer Neotoma Goatmon ==>Larlar Munkus Beaver Day of the Bear miscellaneousinsanitySkull Man Delzhand Caulk Bite 6Somestickguy
0
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
I got all my classes to ten with the default cards, didn't seem terrible, but I read that article on the good neutral minions before I started playing.
Hell I got every deck to 10 in AI before touching Play because Fuuuuuuck Thaaaaat.
Grinding out 10 against the AI may be super tedious, but it might be less frustrating than trying to play against real people with no cards. But that begs the question, why not give us all the damn cards to start with?
Earning product increases customer attachment and promotes subsequent interactions with product and future monetization.
None of those words make any sense in the context of how frustrating and stupid it is to either grind against the AI to unlock cards or punch yourself in the nuts against people to unlock cards.
Hell I got every deck to 10 in AI before touching Play because Fuuuuuuck Thaaaaat.
Grinding out 10 against the AI may be super tedious, but it might be less frustrating than trying to play against real people with no cards. But that begs the question, why not give us all the damn cards to start with?
Earning product increases customer attachment and promotes subsequent interactions with product and future monetization.
None of those words make any sense in the context of how frustrating and stupid it is to either grind against the AI to unlock cards or punch yourself in the nuts against people to unlock cards.
And yet you still play....they got you
But I've given them no money! Nyaa~~~
you've streamed games and caused others to criticize your games increasing their own connection to the product
This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?
You can't disenchant basic cards and you get them in a set order as you level the class.
Blehhh lost a game to 3rd mind control on my venture co in arena after fighting to deal with 2 soulpriests as well.
And that's whatever, but when a dude then says thank you after, it makes me not want to play anymore. i don't think mc is really that great in constructed, but it's infuriating in arena.
...my apologies
Guy was doing the same to me in constructed playing my shaman deck. I played my earth elemental out, and he says "thank you" then plays out black knight. I play out my fire elemental, cause if I don't I'm going to get crushed anyway, and he also says "thank you" and MCs it.
Squelched after that (not that the game was much longer).
rogue or warrior daily is the worst punishment this game has to offer. warrior is awful in general and I have no idea how people make rogue work in constructed. I am something like 0-5 so far and I want to uninstall so fucking badly.
Rogue would be much better in constructed if not for the million mages out there.
One of the problems is that, IMO, the basic sets for both those classes are pretty bad.
If you make a good neutral minion set and then put in rogue cards like assassinate, deadly poison, assassins blade, backstab, it's not too bad.
Defias ringleader and eviscerate are both also great, and are commons.
who the fuck gets 3 fucking aldor peacekeepers in a single draft and also draws them all by turn 7. peacekeepered both of my venture cos.
hooray for 0-3 with this rogue even though i think the deck is good. first loss was to a rogue with 4 assassinates a carine and a sylvanus. eyerollllll.
Hell I got every deck to 10 in AI before touching Play because Fuuuuuuck Thaaaaat.
Grinding out 10 against the AI may be super tedious, but it might be less frustrating than trying to play against real people with no cards. But that begs the question, why not give us all the damn cards to start with?
Looking for feedback on my two most recent Shaman losses. The Priest had a perfect start followed by me getting screwed by the RNG, but I manage to drag it out for a while before getting crushed.
Game #2, vs. a Mage... just couldn't get on the board.
Starting the VoD linked to in this post, comments below. Comments are made before seeing what happens in the rest of the vod. I'll pause before each of your turns and say what I would do in that spot.
First game:
(Spoilered for long)
you should /definitely/ mulligan far sight in that spot. The problem with your first draw is that you don't have a 2drop, and you desperately need a 2drop, and something to do both of the first two turns would be better. If I'm dealt that hand, the question is whether I mulligan the imp master; I mulligan the rest immediately without thought. I need a 2drop, and a 1drop would be great.
On your turn 2, I seriously consider coining out the imp master or the acolyte. On review, I decide since he's got a northshire out, the imp master is a bad idea because you're feeding him cards, but you can draw cards with the acolyte because all of his minions are low power. I would have settled on coining out the acolyte.
I think coining out taz'dingo is a perfectly defensible option on that turn. The problem with it is that he's going to charge your taz'dingo with the northshire, heal it, then kill the taz'dingo with a buffed lightkeeper. You're in a really bad spot; both of his options out scale with time. I seriously consider rockbiter on you, killing the lightkeeper, then putting out a totem. Alternately, I would coin out the acolyte after I rockbiter the lightkeeper. I think that's what I would've done, intending to put out taz'dingo the turn after, so I can carefully control what damages the acolyte.
Yup, that went the way I thought it would. The lightwell is pretty bad for us, but the spellbreaker is exactly the right thing. I'm pretty sure I would silence the lightwell because that way I can more or less ignore the lightwell for the rest of the game, whereas the cleric still does damage. Either one of them is fine, I think. Ah, but silencing the cleric would also remove PW:S. I think either option is fine, but you have to play the spellbreaker.
uggggggh. the inner fire play is /awful/ for us, even though it's a pretty bad misplay for them to put it on the cleric and not the lightwell. if he innerfires the light well, the lightwell survives then heals itself next turn. The one upside is that he draws a card this way from the cult master, but I prefer the greater board control from the additional creature.
The acolyte's a bad play for us now because the cult master kills it for free, then gets healed. I play the imp master and totem.
Wow, that far sight turned out /amazing/ for us. That was pretty much the best card possible in that spot.
Ugh, mindgames into flametongue is pretty bad. Board position is awful now. I think I go for whatever is necessary to get board position; that means imp master, sunfury to give imp master taunt, then rockbiter kill on the lightwell.
Comment on your play: toteming in that spot is pretty bad. You don't have board control, and moreover the things that out for him are going to improve whatever else he plays. If we strike now and do whatever we can to grab back board control, we can actually be in a pretty good spot. Toteming is awful for that; two of our four totems are utterly useless right now, and a third is borderline at best.
You should kill the lightwell, not the flametongue. He's a priest, he only has access to neutral charge minions, you'll be able to kill the flametongue next turn before any other minions he plays can attack. But once we've burned the rockbiter, we actually don't have enough damage to kill the lightwell before it heals itself.
You draw the lightning bolt and immediately use it on the thing with four health. I think that's a bad move, the dalaran mage is a 1/4, nothing significant, and our opponent's a priest; spell power affects holy nova, holy fire, holy smite, and mind blast. None of those are particular threats right now; even holy nova doesn't actually hurt us too bad. Better to use it to kill a thing that matters, like that 3/3. I run an imp into the divine shield guy, then kill him with lightning bolt. Then I summon the acolyte on the right side of everything, then sunfury between the acolyte and the totem, so that those two things get taunt.
The other option that turn is to summon the stormwind champion and use the imp and the imp master to kill the dalaran mage, then sac the totem to break the divine shield. On review, I actually like that better; it leaves us with some removal next turn and also has a big meaty dude out he's got to deal with.
Next turn, I've got the capacity to go for the board clear, so I do it. Here's option 1: Summon stormwind champion, use your silenced totem and spellpower totem to kill the owl, then run both imps into the 4/4 and your sunfury protector into the 3/3. That leaves us them with a clear board, and on our side, a 2/3 imp master, a newly produced 2/2 imp, a 3/1 sunfury protector, and a 6/6 champion of stormwind. It's a pretty good spot for us. Things could go pretty bad if he's got a mind control, but otherwise it's a good spot.
Option 2 is the flametongue between the sunfury and the silenced totem, and use those two to pop the taunts, then use the imp that moves next to the flametongue to trade for the 3/3. Then we summon the acolyte of pain and a totem. That leaves us with a 1/2 imp master, 1/1 new imp, 3/1 old imp, 0/3 flametongue, 2/2 spellpower totem with taunt, and the new totem and the acolyte off to the side. This one is very vulnerable to holy nova, though not mind control. Between the two, I pick vulnerability to holy nova and the second option; even if he novas, it will get us another card from the acolyte and we should expect to bring out the champion next turn.
Ugh. You misplaced the flametongue and it meant you both traded badly and didn't clear his board.
Next turn, you draw the novice engineer and immediately play it. I get that you're hoping for the instawin on bloodlust, but you can't play the stormwind champion until something dies because you're maxed on minions now. Play the stormwind champion first, kill the silverback with the acolyte (free card!) and an imp, then summon the engineer. Then kill his 3/3 argus with your now 3/4 sunfury. You've got 6 damage worth of minions left after that, you can kill the 6/6, but I'd just lunge for the face. He's likely to trade his 6/6 for your 6/6, and I'd prefer to have 3 smaller minions instead of one big one because of bloodlust.
You have /got/ to use your acolyte to attack 1 power things. You want your acolyte to take as many small hits as possible, so whenever there's a 1-power thing out there, hit it with your acolyte.
MC on the champion to be expected. SW:P on the acolyte suuuuucks. Totem first, see what we get. We're hoping for taunt, but probably wont' change things. I'd fire elemental on the champion, then kill it with a rockbiter'd silenced totem. Need to get some use out of that totem, and something's got to die. We'd like to keep as many things around as possible for when bloodlust comes.
If you kill the stormwind first, the frostwolf will become a 6/6.
Next turn: kill champ with fire elemental, go for the face with everything else.
Holy nova: game ender unless you draw another fire elemental. Everything afterward is inconsequential.
First game is all I have time for now.
Generalísimo de Fuerzas Armadas de la República Argentina
who the fuck gets 3 fucking aldor peacekeepers in a single draft and also draws them all by turn 7. peacekeepered both of my venture cos.
hooray for 0-3 with this rogue even though i think the deck is good. first loss was to a rogue with 4 assassinates a carine and a sylvanus. eyerollllll.
Sometimes you just get rolled by people who flat out had vastly better draft options. Unless they fix that, I don't really see people paying $$ for arena much. If it's just virtual gold your spending, well, it can be irritating, but you haven't lost anything rela.
I too have been in the sadface club of aldor peacekeepered venture mercs. I was so begging to top deck a silence
who the fuck gets 3 fucking aldor peacekeepers in a single draft and also draws them all by turn 7. peacekeepered both of my venture cos.
hooray for 0-3 with this rogue even though i think the deck is good. first loss was to a rogue with 4 assassinates a carine and a sylvanus. eyerollllll.
Sometimes you just get rolled by people who flat out had vastly better draft options. Unless they fix that, I don't really see people paying $$ for arena much. If it's just virtual gold your spending, well, it can be irritating, but you haven't lost anything rela.
I too have been in the sadface club of aldor peacekeepered venture mercs. I was so begging to top deck a silence
Silence doesn't fix it because it changes the attack value to 1 not reduces it to 1.
There are two different things change and like increase or reduce. Aldo doesn't green things so it isn't silenceable. It is basically altering the cards text or so I remember. Someone might want to test this.
There are two different things change and like increase or reduce. Aldo doesn't green things so it isn't silenceable. It is basically altering the cards text or so I remember. Someone might want to test this.
I am confident silence does not change back something hit by aldor peacekeeper. Same thing for health and equality.
Generalísimo de Fuerzas Armadas de la República Argentina
who the fuck gets 3 fucking aldor peacekeepers in a single draft and also draws them all by turn 7. peacekeepered both of my venture cos.
hooray for 0-3 with this rogue even though i think the deck is good. first loss was to a rogue with 4 assassinates a carine and a sylvanus. eyerollllll.
Sometimes you just get rolled by people who flat out had vastly better draft options. Unless they fix that, I don't really see people paying $$ for arena much. If it's just virtual gold your spending, well, it can be irritating, but you haven't lost anything rela.
I too have been in the sadface club of aldor peacekeepered venture mercs. I was so begging to top deck a silence
I think Wizards' experience says this is wrong. Running into say, the doubling hydra or Jace in M14 is not a fun experience. And yet you keep doing them.
Granted, running the doubling hydra is good times.
enlightenedbum on
Self-righteousness is incompatible with coalition building.
There are two different things change and like increase or reduce. Aldo doesn't green things so it isn't silenceable. It is basically altering the cards text or so I remember. Someone might want to test this.
I am confident silence does not change back something hit by aldor peacekeeper. Same thing for health and equality.
This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?
You can't disenchant basic cards and you get them in a set order as you level the class.
Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.
It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.
It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.
This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?
You can't disenchant basic cards and you get them in a set order as you level the class.
Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.
It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.
But these are prettier!
Generalísimo de Fuerzas Armadas de la República Argentina
Silence removes equality, which restores the minion to original maximum health, however it's at 1 health, so it's now at 1 health of max.
It restores health too. If there's a 5/5hp, you Equality it to 1/1hp, silence brings it back to 5/5hp.
They should just remove Paladin really.
Ahh this is their wierd damage mechanic at play. Since when you equality something it takes it to 1 health with 0 damage, when you remove the text you get restored back to normal health at 0 damage. The way I remembered their wording works for all instances except for equality I guess!
You want to silence your venture co even if it doesn't remove peacekeepering because it's not a threat at 1 attack and will not be removed, which means you can't play any additional minions and you have no threat on the board
Its kind of all over the place, but with the mana tide totems out i dont have a problem with card shortages and with my silence minions can handle most of the crappy text heavy beasts they throw at me.
Morskitter wrote "Spikes, choppas, tentacles, magic? Can't hold a candle to Sergeant Pimp here."
Hell I got every deck to 10 in AI before touching Play because Fuuuuuuck Thaaaaat.
Grinding out 10 against the AI may be super tedious, but it might be less frustrating than trying to play against real people with no cards. But that begs the question, why not give us all the damn cards to start with?
Looking for feedback on my two most recent Shaman losses. The Priest had a perfect start followed by me getting screwed by the RNG, but I manage to drag it out for a while before getting crushed.
Game #2, vs. a Mage... just couldn't get on the board.
Starting the VoD linked to in this post, comments below. Comments are made before seeing what happens in the rest of the vod. I'll pause before each of your turns and say what I would do in that spot.
First game:
(Spoilered for long)
you should /definitely/ mulligan far sight in that spot. The problem with your first draw is that you don't have a 2drop, and you desperately need a 2drop, and something to do both of the first two turns would be better. If I'm dealt that hand, the question is whether I mulligan the imp master; I mulligan the rest immediately without thought. I need a 2drop, and a 1drop would be great.
On your turn 2, I seriously consider coining out the imp master or the acolyte. On review, I decide since he's got a northshire out, the imp master is a bad idea because you're feeding him cards, but you can draw cards with the acolyte because all of his minions are low power. I would have settled on coining out the acolyte.
I think coining out taz'dingo is a perfectly defensible option on that turn. The problem with it is that he's going to charge your taz'dingo with the northshire, heal it, then kill the taz'dingo with a buffed lightkeeper. You're in a really bad spot; both of his options out scale with time. I seriously consider rockbiter on you, killing the lightkeeper, then putting out a totem. Alternately, I would coin out the acolyte after I rockbiter the lightkeeper. I think that's what I would've done, intending to put out taz'dingo the turn after, so I can carefully control what damages the acolyte.
Yup, that went the way I thought it would. The lightwell is pretty bad for us, but the spellbreaker is exactly the right thing. I'm pretty sure I would silence the lightwell because that way I can more or less ignore the lightwell for the rest of the game, whereas the cleric still does damage. Either one of them is fine, I think. Ah, but silencing the cleric would also remove PW:S. I think either option is fine, but you have to play the spellbreaker.
uggggggh. the inner fire play is /awful/ for us, even though it's a pretty bad misplay for them to put it on the cleric and not the lightwell. if he innerfires the light well, the lightwell survives then heals itself next turn. The one upside is that he draws a card this way from the cult master, but I prefer the greater board control from the additional creature.
The acolyte's a bad play for us now because the cult master kills it for free, then gets healed. I play the imp master and totem.
Wow, that far sight turned out /amazing/ for us. That was pretty much the best card possible in that spot.
Ugh, mindgames into flametongue is pretty bad. Board position is awful now. I think I go for whatever is necessary to get board position; that means imp master, sunfury to give imp master taunt, then rockbiter kill on the lightwell.
Comment on your play: toteming in that spot is pretty bad. You don't have board control, and moreover the things that out for him are going to improve whatever else he plays. If we strike now and do whatever we can to grab back board control, we can actually be in a pretty good spot. Toteming is awful for that; two of our four totems are utterly useless right now, and a third is borderline at best.
You should kill the lightwell, not the flametongue. He's a priest, he only has access to neutral charge minions, you'll be able to kill the flametongue next turn before any other minions he plays can attack. But once we've burned the rockbiter, we actually don't have enough damage to kill the lightwell before it heals itself.
You draw the lightning bolt and immediately use it on the thing with four health. I think that's a bad move, the dalaran mage is a 1/4, nothing significant, and our opponent's a priest; spell power affects holy nova, holy fire, holy smite, and mind blast. None of those are particular threats right now; even holy nova doesn't actually hurt us too bad. Better to use it to kill a thing that matters, like that 3/3. I run an imp into the divine shield guy, then kill him with lightning bolt. Then I summon the acolyte on the right side of everything, then sunfury between the acolyte and the totem, so that those two things get taunt.
The other option that turn is to summon the stormwind champion and use the imp and the imp master to kill the dalaran mage, then sac the totem to break the divine shield. On review, I actually like that better; it leaves us with some removal next turn and also has a big meaty dude out he's got to deal with.
Next turn, I've got the capacity to go for the board clear, so I do it. Here's option 1: Summon stormwind champion, use your silenced totem and spellpower totem to kill the owl, then run both imps into the 4/4 and your sunfury protector into the 3/3. That leaves us them with a clear board, and on our side, a 2/3 imp master, a newly produced 2/2 imp, a 3/1 sunfury protector, and a 6/6 champion of stormwind. It's a pretty good spot for us. Things could go pretty bad if he's got a mind control, but otherwise it's a good spot.
Option 2 is the flametongue between the sunfury and the silenced totem, and use those two to pop the taunts, then use the imp that moves next to the flametongue to trade for the 3/3. Then we summon the acolyte of pain and a totem. That leaves us with a 1/2 imp master, 1/1 new imp, 3/1 old imp, 0/3 flametongue, 2/2 spellpower totem with taunt, and the new totem and the acolyte off to the side. This one is very vulnerable to holy nova, though not mind control. Between the two, I pick vulnerability to holy nova and the second option; even if he novas, it will get us another card from the acolyte and we should expect to bring out the champion next turn.
Ugh. You misplaced the flametongue and it meant you both traded badly and didn't clear his board.
Next turn, you draw the novice engineer and immediately play it. I get that you're hoping for the instawin on bloodlust, but you can't play the stormwind champion until something dies because you're maxed on minions now. Play the stormwind champion first, kill the silverback with the acolyte (free card!) and an imp, then summon the engineer. Then kill his 3/3 argus with your now 3/4 sunfury. You've got 6 damage worth of minions left after that, you can kill the 6/6, but I'd just lunge for the face. He's likely to trade his 6/6 for your 6/6, and I'd prefer to have 3 smaller minions instead of one big one because of bloodlust.
You have /got/ to use your acolyte to attack 1 power things. You want your acolyte to take as many small hits as possible, so whenever there's a 1-power thing out there, hit it with your acolyte.
MC on the champion to be expected. SW:P on the acolyte suuuuucks. Totem first, see what we get. We're hoping for taunt, but probably wont' change things. I'd fire elemental on the champion, then kill it with a rockbiter'd silenced totem. Need to get some use out of that totem, and something's got to die. We'd like to keep as many things around as possible for when bloodlust comes.
If you kill the stormwind first, the frostwolf will become a 6/6.
Next turn: kill champ with fire elemental, go for the face with everything else.
Holy nova: game ender unless you draw another fire elemental. Everything afterward is inconsequential.
First game is all I have time for now.
Why are you super into killing the Lightwell? It seems pretty innocuous.
Hell I got every deck to 10 in AI before touching Play because Fuuuuuuck Thaaaaat.
Grinding out 10 against the AI may be super tedious, but it might be less frustrating than trying to play against real people with no cards. But that begs the question, why not give us all the damn cards to start with?
Looking for feedback on my two most recent Shaman losses. The Priest had a perfect start followed by me getting screwed by the RNG, but I manage to drag it out for a while before getting crushed.
Game #2, vs. a Mage... just couldn't get on the board.
Starting the VoD linked to in this post, comments below. Comments are made before seeing what happens in the rest of the vod. I'll pause before each of your turns and say what I would do in that spot.
First game:
(Spoilered for long)
you should /definitely/ mulligan far sight in that spot. The problem with your first draw is that you don't have a 2drop, and you desperately need a 2drop, and something to do both of the first two turns would be better. If I'm dealt that hand, the question is whether I mulligan the imp master; I mulligan the rest immediately without thought. I need a 2drop, and a 1drop would be great.
On your turn 2, I seriously consider coining out the imp master or the acolyte. On review, I decide since he's got a northshire out, the imp master is a bad idea because you're feeding him cards, but you can draw cards with the acolyte because all of his minions are low power. I would have settled on coining out the acolyte.
I think coining out taz'dingo is a perfectly defensible option on that turn. The problem with it is that he's going to charge your taz'dingo with the northshire, heal it, then kill the taz'dingo with a buffed lightkeeper. You're in a really bad spot; both of his options out scale with time. I seriously consider rockbiter on you, killing the lightkeeper, then putting out a totem. Alternately, I would coin out the acolyte after I rockbiter the lightkeeper. I think that's what I would've done, intending to put out taz'dingo the turn after, so I can carefully control what damages the acolyte.
Yup, that went the way I thought it would. The lightwell is pretty bad for us, but the spellbreaker is exactly the right thing. I'm pretty sure I would silence the lightwell because that way I can more or less ignore the lightwell for the rest of the game, whereas the cleric still does damage. Either one of them is fine, I think. Ah, but silencing the cleric would also remove PW:S. I think either option is fine, but you have to play the spellbreaker.
uggggggh. the inner fire play is /awful/ for us, even though it's a pretty bad misplay for them to put it on the cleric and not the lightwell. if he innerfires the light well, the lightwell survives then heals itself next turn. The one upside is that he draws a card this way from the cult master, but I prefer the greater board control from the additional creature.
The acolyte's a bad play for us now because the cult master kills it for free, then gets healed. I play the imp master and totem.
Wow, that far sight turned out /amazing/ for us. That was pretty much the best card possible in that spot.
Ugh, mindgames into flametongue is pretty bad. Board position is awful now. I think I go for whatever is necessary to get board position; that means imp master, sunfury to give imp master taunt, then rockbiter kill on the lightwell.
Comment on your play: toteming in that spot is pretty bad. You don't have board control, and moreover the things that out for him are going to improve whatever else he plays. If we strike now and do whatever we can to grab back board control, we can actually be in a pretty good spot. Toteming is awful for that; two of our four totems are utterly useless right now, and a third is borderline at best.
You should kill the lightwell, not the flametongue. He's a priest, he only has access to neutral charge minions, you'll be able to kill the flametongue next turn before any other minions he plays can attack. But once we've burned the rockbiter, we actually don't have enough damage to kill the lightwell before it heals itself.
You draw the lightning bolt and immediately use it on the thing with four health. I think that's a bad move, the dalaran mage is a 1/4, nothing significant, and our opponent's a priest; spell power affects holy nova, holy fire, holy smite, and mind blast. None of those are particular threats right now; even holy nova doesn't actually hurt us too bad. Better to use it to kill a thing that matters, like that 3/3. I run an imp into the divine shield guy, then kill him with lightning bolt. Then I summon the acolyte on the right side of everything, then sunfury between the acolyte and the totem, so that those two things get taunt.
The other option that turn is to summon the stormwind champion and use the imp and the imp master to kill the dalaran mage, then sac the totem to break the divine shield. On review, I actually like that better; it leaves us with some removal next turn and also has a big meaty dude out he's got to deal with.
Next turn, I've got the capacity to go for the board clear, so I do it. Here's option 1: Summon stormwind champion, use your silenced totem and spellpower totem to kill the owl, then run both imps into the 4/4 and your sunfury protector into the 3/3. That leaves us them with a clear board, and on our side, a 2/3 imp master, a newly produced 2/2 imp, a 3/1 sunfury protector, and a 6/6 champion of stormwind. It's a pretty good spot for us. Things could go pretty bad if he's got a mind control, but otherwise it's a good spot.
Option 2 is the flametongue between the sunfury and the silenced totem, and use those two to pop the taunts, then use the imp that moves next to the flametongue to trade for the 3/3. Then we summon the acolyte of pain and a totem. That leaves us with a 1/2 imp master, 1/1 new imp, 3/1 old imp, 0/3 flametongue, 2/2 spellpower totem with taunt, and the new totem and the acolyte off to the side. This one is very vulnerable to holy nova, though not mind control. Between the two, I pick vulnerability to holy nova and the second option; even if he novas, it will get us another card from the acolyte and we should expect to bring out the champion next turn.
Ugh. You misplaced the flametongue and it meant you both traded badly and didn't clear his board.
Next turn, you draw the novice engineer and immediately play it. I get that you're hoping for the instawin on bloodlust, but you can't play the stormwind champion until something dies because you're maxed on minions now. Play the stormwind champion first, kill the silverback with the acolyte (free card!) and an imp, then summon the engineer. Then kill his 3/3 argus with your now 3/4 sunfury. You've got 6 damage worth of minions left after that, you can kill the 6/6, but I'd just lunge for the face. He's likely to trade his 6/6 for your 6/6, and I'd prefer to have 3 smaller minions instead of one big one because of bloodlust.
You have /got/ to use your acolyte to attack 1 power things. You want your acolyte to take as many small hits as possible, so whenever there's a 1-power thing out there, hit it with your acolyte.
MC on the champion to be expected. SW:P on the acolyte suuuuucks. Totem first, see what we get. We're hoping for taunt, but probably wont' change things. I'd fire elemental on the champion, then kill it with a rockbiter'd silenced totem. Need to get some use out of that totem, and something's got to die. We'd like to keep as many things around as possible for when bloodlust comes.
If you kill the stormwind first, the frostwolf will become a 6/6.
Next turn: kill champ with fire elemental, go for the face with everything else.
Holy nova: game ender unless you draw another fire elemental. Everything afterward is inconsequential.
First game is all I have time for now.
Why are you super into killing the Lightwell? It seems pretty innocuous.
I dunno if he's thinking of it, but there's a lot of stupid obnoxious combos that killed me involving making that thing 10/10 on turn 3.
Self-righteousness is incompatible with coalition building.
Posts
And yet you still play....they got you
...my apologies
38thDoE on steam
Penny Arcade Rockstar Social Club / This is why I despise cyclists
you've streamed games and caused others to criticize your games increasing their own connection to the product
you've become an advertisement!
You can't disenchant basic cards and you get them in a set order as you level the class.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Guy was doing the same to me in constructed playing my shaman deck. I played my earth elemental out, and he says "thank you" then plays out black knight. I play out my fire elemental, cause if I don't I'm going to get crushed anyway, and he also says "thank you" and MCs it.
Squelched after that (not that the game was much longer).
Origin: KafkaAU B-Net: Kafka#1778
One of the problems is that, IMO, the basic sets for both those classes are pretty bad.
If you make a good neutral minion set and then put in rogue cards like assassinate, deadly poison, assassins blade, backstab, it's not too bad.
Defias ringleader and eviscerate are both also great, and are commons.
PSN: Vorpallion Twitch: Vorpallion
hooray for 0-3 with this rogue even though i think the deck is good. first loss was to a rogue with 4 assassinates a carine and a sylvanus. eyerollllll.
Origin: KafkaAU B-Net: Kafka#1778
Starting the VoD linked to in this post, comments below. Comments are made before seeing what happens in the rest of the vod. I'll pause before each of your turns and say what I would do in that spot.
First game:
(Spoilered for long)
On your turn 2, I seriously consider coining out the imp master or the acolyte. On review, I decide since he's got a northshire out, the imp master is a bad idea because you're feeding him cards, but you can draw cards with the acolyte because all of his minions are low power. I would have settled on coining out the acolyte.
I think coining out taz'dingo is a perfectly defensible option on that turn. The problem with it is that he's going to charge your taz'dingo with the northshire, heal it, then kill the taz'dingo with a buffed lightkeeper. You're in a really bad spot; both of his options out scale with time. I seriously consider rockbiter on you, killing the lightkeeper, then putting out a totem. Alternately, I would coin out the acolyte after I rockbiter the lightkeeper. I think that's what I would've done, intending to put out taz'dingo the turn after, so I can carefully control what damages the acolyte.
Yup, that went the way I thought it would. The lightwell is pretty bad for us, but the spellbreaker is exactly the right thing. I'm pretty sure I would silence the lightwell because that way I can more or less ignore the lightwell for the rest of the game, whereas the cleric still does damage. Either one of them is fine, I think. Ah, but silencing the cleric would also remove PW:S. I think either option is fine, but you have to play the spellbreaker.
uggggggh. the inner fire play is /awful/ for us, even though it's a pretty bad misplay for them to put it on the cleric and not the lightwell. if he innerfires the light well, the lightwell survives then heals itself next turn. The one upside is that he draws a card this way from the cult master, but I prefer the greater board control from the additional creature.
The acolyte's a bad play for us now because the cult master kills it for free, then gets healed. I play the imp master and totem.
Wow, that far sight turned out /amazing/ for us. That was pretty much the best card possible in that spot.
Ugh, mindgames into flametongue is pretty bad. Board position is awful now. I think I go for whatever is necessary to get board position; that means imp master, sunfury to give imp master taunt, then rockbiter kill on the lightwell.
Comment on your play: toteming in that spot is pretty bad. You don't have board control, and moreover the things that out for him are going to improve whatever else he plays. If we strike now and do whatever we can to grab back board control, we can actually be in a pretty good spot. Toteming is awful for that; two of our four totems are utterly useless right now, and a third is borderline at best.
You should kill the lightwell, not the flametongue. He's a priest, he only has access to neutral charge minions, you'll be able to kill the flametongue next turn before any other minions he plays can attack. But once we've burned the rockbiter, we actually don't have enough damage to kill the lightwell before it heals itself.
You draw the lightning bolt and immediately use it on the thing with four health. I think that's a bad move, the dalaran mage is a 1/4, nothing significant, and our opponent's a priest; spell power affects holy nova, holy fire, holy smite, and mind blast. None of those are particular threats right now; even holy nova doesn't actually hurt us too bad. Better to use it to kill a thing that matters, like that 3/3. I run an imp into the divine shield guy, then kill him with lightning bolt. Then I summon the acolyte on the right side of everything, then sunfury between the acolyte and the totem, so that those two things get taunt.
The other option that turn is to summon the stormwind champion and use the imp and the imp master to kill the dalaran mage, then sac the totem to break the divine shield. On review, I actually like that better; it leaves us with some removal next turn and also has a big meaty dude out he's got to deal with.
Next turn, I've got the capacity to go for the board clear, so I do it. Here's option 1: Summon stormwind champion, use your silenced totem and spellpower totem to kill the owl, then run both imps into the 4/4 and your sunfury protector into the 3/3. That leaves us them with a clear board, and on our side, a 2/3 imp master, a newly produced 2/2 imp, a 3/1 sunfury protector, and a 6/6 champion of stormwind. It's a pretty good spot for us. Things could go pretty bad if he's got a mind control, but otherwise it's a good spot.
Option 2 is the flametongue between the sunfury and the silenced totem, and use those two to pop the taunts, then use the imp that moves next to the flametongue to trade for the 3/3. Then we summon the acolyte of pain and a totem. That leaves us with a 1/2 imp master, 1/1 new imp, 3/1 old imp, 0/3 flametongue, 2/2 spellpower totem with taunt, and the new totem and the acolyte off to the side. This one is very vulnerable to holy nova, though not mind control. Between the two, I pick vulnerability to holy nova and the second option; even if he novas, it will get us another card from the acolyte and we should expect to bring out the champion next turn.
Ugh. You misplaced the flametongue and it meant you both traded badly and didn't clear his board.
Next turn, you draw the novice engineer and immediately play it. I get that you're hoping for the instawin on bloodlust, but you can't play the stormwind champion until something dies because you're maxed on minions now. Play the stormwind champion first, kill the silverback with the acolyte (free card!) and an imp, then summon the engineer. Then kill his 3/3 argus with your now 3/4 sunfury. You've got 6 damage worth of minions left after that, you can kill the 6/6, but I'd just lunge for the face. He's likely to trade his 6/6 for your 6/6, and I'd prefer to have 3 smaller minions instead of one big one because of bloodlust.
You have /got/ to use your acolyte to attack 1 power things. You want your acolyte to take as many small hits as possible, so whenever there's a 1-power thing out there, hit it with your acolyte.
MC on the champion to be expected. SW:P on the acolyte suuuuucks. Totem first, see what we get. We're hoping for taunt, but probably wont' change things. I'd fire elemental on the champion, then kill it with a rockbiter'd silenced totem. Need to get some use out of that totem, and something's got to die. We'd like to keep as many things around as possible for when bloodlust comes.
If you kill the stormwind first, the frostwolf will become a 6/6.
Next turn: kill champ with fire elemental, go for the face with everything else.
Holy nova: game ender unless you draw another fire elemental. Everything afterward is inconsequential.
First game is all I have time for now.
Sometimes you just get rolled by people who flat out had vastly better draft options. Unless they fix that, I don't really see people paying $$ for arena much. If it's just virtual gold your spending, well, it can be irritating, but you haven't lost anything rela.
I too have been in the sadface club of aldor peacekeepered venture mercs. I was so begging to top deck a silence
PSN: Vorpallion Twitch: Vorpallion
Silence doesn't fix it because it changes the attack value to 1 not reduces it to 1.
There are two different things change and like increase or reduce. Aldo doesn't green things so it isn't silenceable. It is basically altering the cards text or so I remember. Someone might want to test this.
I am confident silence does not change back something hit by aldor peacekeeper. Same thing for health and equality.
I think Wizards' experience says this is wrong. Running into say, the doubling hydra or Jace in M14 is not a fun experience. And yet you keep doing them.
Granted, running the doubling hydra is good times.
Origin: KafkaAU B-Net: Kafka#1778
how confident are you
Also works on Equality, which, I don't even know, that's how it works.
Origin: KafkaAU B-Net: Kafka#1778
Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.
It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.
MWO: Adamski
It restores health too. If there's a 5/5hp, you Equality it to 1/1hp, silence brings it back to 5/5hp.
They should just remove Paladin really.
Authentic World of Warcraft experience!
But these are prettier!
Ahh this is their wierd damage mechanic at play. Since when you equality something it takes it to 1 health with 0 damage, when you remove the text you get restored back to normal health at 0 damage. The way I remembered their wording works for all instances except for equality I guess!
Origin: KafkaAU B-Net: Kafka#1778
PSN: Vorpallion Twitch: Vorpallion
Hungry Crab, Pyromancer, Argent Squire...Onyxia. I'll take it.
Wooden Spoon on Steam
3DS: 1005-8709-0277
1 earth shock
1 lightning bolt x3
1 dust devil x2
2 storm forged axe
2 Ancestral spirit
2 mana addict
2 nat pagle
3 hex
3 lava burst
3 mana tide totem x2
3 tauren warrior x2
3 unbound elemental
3 Wolf rider
4 dark Iron dwarf
4 spell breaker x2
4 wind speaker
5 Earth elemental
5 Gadgatzan auctioneer
5 Gurubashi Berserker
6 Fire Elemental
7 storm wind champion
Penny Arcade Rockstar Social Club / This is why I despise cyclists
I dunno if he's thinking of it, but there's a lot of stupid obnoxious combos that killed me involving making that thing 10/10 on turn 3.