mind control tech shouldnt be allowed in arena, no way to play around it, effect is totally random, and it instantly changes a won game to a lost game
You're right, let's ban all cards with RNG. Alright we now have... 5 cards. Well this is awkward...
Not all RNG, just RNG that introduces such a high level of variance that you might as well be flipping coins or rolling dice and picking the winner that way.
1. mind control tech
2. deathwing
Nothing else comes close
Mad bomber can be a problem but the chances of him doing something really swingy are much less than 25%.
Lightning storm damage range is an example of good rng. I'm not convinced random totem is good but generally totems don't so much steal games as win them 1 or 2 turns sooner if you get the perfect ones.
You say there is no way to play around mind control tech, but why do you need to have more than 3 minions in play at once?
Finished my first ever Druid Arena run. Went 3-3 with the last game against a Hunter that crushed me in only 5 turns. This was probably karma from holding out forever in a prior game against a Hunter who had at least 3 explosive shots in his deck and kept killing all my minions.
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And here's my draft for my first Hunter Arena run. I have no idea if this is good or not. Not a lot of end-game power, but I did get the pieces for a nice UtH combo. We'll see....
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And here's my draft for my first Hunter Arena run. I have no idea if this is good or not. Not a lot of end-game power, but I did get the pieces for a nice UtH combo. We'll see....
I may have grabbed the commando instead of the Brewmaster in #4. I disagree with your #10, any of the others was better. Probably would have grabbed something else in #17. Disagree with #29.
However, keep in mind that I am a really bad Hunter :P
mind control tech shouldnt be allowed in arena, no way to play around it, effect is totally random, and it instantly changes a won game to a lost game
You're right, let's ban all cards with RNG. Alright we now have... 5 cards. Well this is awkward...
Not all RNG, just RNG that introduces such a high level of variance that you might as well be flipping coins or rolling dice and picking the winner that way.
1. mind control tech
2. deathwing
Nothing else comes close
Is this just cards you feel are OP in arena or cards that are bad RNG? Because Deathwing isn't anything close to RNG, he does the exact same thing every time he's played.
100% of the time I have 4 minions out in arena I get MCT'ed.
Therefore the play around is to stop at 3 minions OR flood the board with useless crap and it doesn't matter which one gets MCT'ed.
In a way you play around aoe's the same way you play around MCT - by not having too many minions on your side of the board.
MCT screws you over if your side of the board is loaded with minions, but then, so does flamestrike. Or equality + consecrate.
Two minion is usually fine to maintain tempo advantage.
This is a lesson I learned really early on that immediately swung my win rate around. In MtG, unless I knew the opponent was packing something like Wrath of God I'd just go nuts but in Hearthstone? Fuck that. I just put a couple minions down unless I'm intentionally trying to bait the removal out. The only time I ever have a bunch of shit down at once is if I just popped something like Unleash The Hounds. With how prevalent removal is in this game, trying to play a ton of stuff is just asking to get nuked and overrun.
Or, yanno, Mind Control Tech'd.
On a related note I'd imagine that MCT + Leeroy could easily result in making your opponent so fucking mad that you get punched through the internet.
And here's my draft for my first Hunter Arena run. I have no idea if this is good or not. Not a lot of end-game power, but I did get the pieces for a nice UtH combo. We'll see....
I... feel like you weren't paying attention to your own draft in the 2nd half. There are so many synergies that you're passing on later in the draft that I just don't understand....
So at #5, you went Dwarf instead of Buzzard. I can see that if you don't think you're going the Beast route, but you took a Buzzard at #2 over Arcane Shot too. I dunno. It's fine I suppose.
Then at #7, okay, Houndmaster only makes sense if you're planning on drafting a bunch of beasts... and at this point you only have 1 - the Buzzard from #2.
#9 is rough. Hyena's better on its own than Timber Wolf, but Timber Wolf is way better with the UtH combo. You don't have any yet, but still I think I go with the Wolf anyways.
#10 - Agree with @Kime. Longbow isn't very good.
#13 and #14 - No and no. Explosive Trap is a suuuper-awkward trap that requires you not to play minions, because otherwise your opponent can play around it. Not terrible - I went 10-2 in a deck with 2 just now - but Stormwind Champion! Similarly Snipe is a great card if you have early tempo, but you're not in this Hunter deck, so take the Fen Creeper.
#17 - Okay, I guess you're really not going the beast deck, since Kill Command is great if you have beasts.
#21 - And now that we've taken two great beast cards, why Crusader over Houndmaster? Crusader's good, mind you, but there are a lot of solutions to it. Houndmaster's ability to buff your silly 1/1 beasts is rad.
#24 - You have all these cheap beasts and 2-drops (that will die to your own Bomber)! Kill Command!
#26 - I don't get it. Thrallmar Farseer > Snipe > Fen Creeper?
#29 - Buzzaaard!
If you rewind this thing, you could have had 3 Kill Commands, 3 Starving Buzzards, 1 Unleash The Hounds, 1 Snake Trap, 2 Multi-Shots, 1 Timber Wolf, 1 Stampeding Kodo, 2 Houndmasters, 1 Bloodfen Raptor, 1 Deadly Shot, 1 Savannah Highmane, 1 Eaglehorn Bow. That's 18 Hunter class / beast cards. That is one scary core of a deck there.
I wonder how OP Longbow would be if instead of immunity (which feels like it's what you would put on, like, a 4 cost 2/4 or something), it was like a 3 durability weapon with Poison attached.
I had him a couple of arenas also, he is totally stupid. Went 12 http://arenamastery.com/Fr9Q Deathwing won 3 matches that I was about to lose, only one of those 3 was a "skill" play to bait removal first, other two were "topdeck deathwing, I win"
Oh wow. I just lost my final game at 11-2 because I played Blessing of Kings when the opponent mage had a secret on... and the secret turned out to be Spellbender. Spellbender is like the inquisition, nobody expects it.
In place of Savage Roar instead is not a bad idea. That card has won me a game already, though, as has Stormwind Champion. But the games were a little long for my taste, so your suggestion is well considered.
You don't need two Savage Roars probably, although 1 is good in some decks. Stormwind Champion isn't bad, but it looks better on paper than it actually tends to be in games.
And here's my draft for my first Hunter Arena run. I have no idea if this is good or not. Not a lot of end-game power, but I did get the pieces for a nice UtH combo. We'll see....
I may have grabbed the commando instead of the Brewmaster in #4. I disagree with your #10, any of the others was better. Probably would have grabbed something else in #17. Disagree with #29.
However, keep in mind that I am a really bad Hunter :P
Well, I'm a first-time Hunter Arena player so that probably makes me bad too.
That being said, I grabbed the Brewmaster because I've had luck with him in the past. How my deck panned out though, I would have been better off with the Commando. Hunter's seem really rushdown focused and Brewmaster slows that down.
#10 was a rating pick. A 7 mana weapon seems like a game ender type of card, or at the very least, a way to remove high point minions. Sea Giant might not have been bad after UtH or if I was behind. Hmmm....
#17 was picked based on a PA discussion over the uselessness of Hunter's Mark. I only had 3 beasts at that point in the draft so I skipped over Kill Command. The 2 damage Arcane Shot became the next best choice for continuing to apply pressure while clearing minions.
As for #29, all the choices kind of sucked. I already had a Buzzard and a lot of 2's. The Beserker helps with high HP, but low damage and no way to ping him. The +1 spell damage makes my attack cards better (I think) and game me another, albeit weak, 6 mana minion to deploy.
And here's my draft for my first Hunter Arena run. I have no idea if this is good or not. Not a lot of end-game power, but I did get the pieces for a nice UtH combo. We'll see....
I... feel like you weren't paying attention to your own draft in the 2nd half. There are so many synergies that you're passing on later in the draft that I just don't understand....
So at #5, you went Dwarf instead of Buzzard. I can see that if you don't think you're going the Beast route, but you took a Buzzard at #2 over Arcane Shot too. I dunno. It's fine I suppose.
Then at #7, okay, Houndmaster only makes sense if you're planning on drafting a bunch of beasts... and at this point you only have 1 - the Buzzard from #2.
#9 is rough. Hyena's better on its own than Timber Wolf, but Timber Wolf is way better with the UtH combo. You don't have any yet, but still I think I go with the Wolf anyways.
#10 - Agree with @Kime. Longbow isn't very good.
#13 and #14 - No and no. Explosive Trap is a suuuper-awkward trap that requires you not to play minions, because otherwise your opponent can play around it. Not terrible - I went 10-2 in a deck with 2 just now - but Stormwind Champion! Similarly Snipe is a great card if you have early tempo, but you're not in this Hunter deck, so take the Fen Creeper.
#17 - Okay, I guess you're really not going the beast deck, since Kill Command is great if you have beasts.
#21 - And now that we've taken two great beast cards, why Crusader over Houndmaster? Crusader's good, mind you, but there are a lot of solutions to it. Houndmaster's ability to buff your silly 1/1 beasts is rad.
#24 - You have all these cheap beasts and 2-drops (that will die to your own Bomber)! Kill Command!
#26 - I don't get it. Thrallmar Farseer > Snipe > Fen Creeper?
#29 - Buzzaaard!
If you rewind this thing, you could have had 3 Kill Commands, 3 Starving Buzzards, 1 Unleash The Hounds, 1 Snake Trap, 2 Multi-Shots, 1 Timber Wolf, 1 Stampeding Kodo, 2 Houndmasters, 1 Bloodfen Raptor, 1 Deadly Shot, 1 Savannah Highmane, 1 Eaglehorn Bow. That's 18 Hunter class / beast cards. That is one scary core of a deck there.
You bring up a lot of good points. Honestly, I'm drafting a lot from card recommendations via the website. As I only recently finished getting every class to 10, I'm still unsure of what cards are good per class. I think that playing more non-Arena games focused on one class will help that in the long run.
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You bring up a lot of good points. Honestly, I'm drafting a lot from card recommendations via the website. As I only recently finished getting every class to 10, I'm still unsure of what cards are good per class. I think that playing more non-Arena games focused on one class will help that in the long run.
I feel like the Hunter class plays a lot differently than the others, such that you might want to ignore some of the ratings posted IF you go the beast mode, which I think really is the way to play Hunter right now. There are a lot of synergies between Hunter cards that boost their value if you can get them. Also, it's perfectly viable for Hunters not to play anything on the first 2-3 turns and still be in decent shape, unlike other classes, and there's a lot of burst damage ability which means that you're okay being behind on board if you have your opponent at low life and have the right cards in hand. Unleash + Double Kill Command + Hero power can be 15 damage on turn 9.
I've found that playing Hunter in arena is a lot of really antsy plays where you're gambling on your opponent's plays pretty hard. It's nerve-wracking.
I had him a couple of arenas also, he is totally stupid. Went 12 http://arenamastery.com/Fr9Q Deathwing won 3 matches that I was about to lose, only one of those 3 was a "skill" play to bait removal first, other two were "topdeck deathwing, I win"
Eh, there's several cards that are top-deck win conditions. Deathwing won me a few arena matches all on his own, but so have Raganaros, Ysera, Alextrasza, Gorehowl, Pyroblast, Mind Control, Leeroy, etc. Other cards aren't necessarily win conditions, but singlehandedly turn the game around, like Lay on Hands, Bloodlust, Flamestrike, Unleash the Hounds, Mind Control Tech, etc.
Fuck man, just last night this Rogue totally stole this game from me in arena because she went Molten Giant - Argent Protector, next turn Faceless Manipulator the Sunwalker I played. Complete swing in momentum and board control and I had no answers. It's infuriating, but it's just how these plays line up.
For every game Deathwing steals, there's another where he's irrelevant, another where he's not worth playing, and another where he'll actually cost you the game. Last week, some Paladin had board control for the entire game, but I was managing to hang with him for the most part. Just when I was about to pull even, matching his 4 minions with 4 of my own, he plays Deathwing. What screws him over is that I had only single target removal in my hand, and with his higher value minions he would have been able to whittle me down. By going all-in on Deathwing I remove it no problem, and then he's stuck top-decking looking for the kill-shot (I was at 2 health). It never comes and I win the game.
You bring up a lot of good points. Honestly, I'm drafting a lot from card recommendations via the website. As I only recently finished getting every class to 10, I'm still unsure of what cards are good per class. I think that playing more non-Arena games focused on one class will help that in the long run.
I feel like the Hunter class plays a lot differently than the others, such that you might want to ignore some of the ratings posted IF you go the beast mode, which I think really is the way to play Hunter right now. There are a lot of synergies between Hunter cards that boost their value if you can get them. Also, it's perfectly viable for Hunters not to play anything on the first 2-3 turns and still be in decent shape, unlike other classes, and there's a lot of burst damage ability which means that you're okay being behind on board if you have your opponent at low life and have the right cards in hand. Unleash + Double Kill Command + Hero power can be 15 damage on turn 9.
I've found that playing Hunter in arena is a lot of really antsy plays where you're gambling on your opponent's plays pretty hard. It's nerve-wracking.
Wow really? I'd think you'd be screwed by then but what do I know. I'm thinking I'll go with Hunter as my primary class for now. Better get to crafting some needed cards. Biggest recommendations?
Also, drafting for Rogue. Card #27 is between Ironbeak Owl, Shadowstep, and Assassinate. I already have two Assassinates and no silence. Should I take the Owl over the free kill or is Assassinate an automatic pick?
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You bring up a lot of good points. Honestly, I'm drafting a lot from card recommendations via the website. As I only recently finished getting every class to 10, I'm still unsure of what cards are good per class. I think that playing more non-Arena games focused on one class will help that in the long run.
I feel like the Hunter class plays a lot differently than the others, such that you might want to ignore some of the ratings posted IF you go the beast mode, which I think really is the way to play Hunter right now. There are a lot of synergies between Hunter cards that boost their value if you can get them. Also, it's perfectly viable for Hunters not to play anything on the first 2-3 turns and still be in decent shape, unlike other classes, and there's a lot of burst damage ability which means that you're okay being behind on board if you have your opponent at low life and have the right cards in hand. Unleash + Double Kill Command + Hero power can be 15 damage on turn 9.
I've found that playing Hunter in arena is a lot of really antsy plays where you're gambling on your opponent's plays pretty hard. It's nerve-wracking.
Wow really? I'd think you'd be screwed by then but what do I know. I'm thinking I'll go with Hunter as my primary class for now. Better get to crafting some needed cards. Biggest recommendations?
Also, drafting for Rogue. Card #27 is between Ironbeak Owl, Shadowstep, and Assassinate. I already have two Assassinates and no silence. Should I take the Owl over the free kill or is Assassinate an automatic pick?
Took the silence, now I have to choose between a Spiteful Smith or Scarlet Crusader. Being Rogue, the Smith seems very useful, making me a 3 attack but my 3 mana curve is really low.
My 3 mana minion count is low with the Big Game Hunter, Earthen Ring Farseer, Sun Cleric, and SI:7 Agent.
My 5 mana minion count is Abomination, Kodo, Commando, and Tiger.
Screw it, the Smith it is! The kids say YOLO or something no a days right?
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You bring up a lot of good points. Honestly, I'm drafting a lot from card recommendations via the website. As I only recently finished getting every class to 10, I'm still unsure of what cards are good per class. I think that playing more non-Arena games focused on one class will help that in the long run.
I feel like the Hunter class plays a lot differently than the others, such that you might want to ignore some of the ratings posted IF you go the beast mode, which I think really is the way to play Hunter right now. There are a lot of synergies between Hunter cards that boost their value if you can get them. Also, it's perfectly viable for Hunters not to play anything on the first 2-3 turns and still be in decent shape, unlike other classes, and there's a lot of burst damage ability which means that you're okay being behind on board if you have your opponent at low life and have the right cards in hand. Unleash + Double Kill Command + Hero power can be 15 damage on turn 9.
I've found that playing Hunter in arena is a lot of really antsy plays where you're gambling on your opponent's plays pretty hard. It's nerve-wracking.
Wow really? I'd think you'd be screwed by then but what do I know. I'm thinking I'll go with Hunter as my primary class for now. Better get to crafting some needed cards. Biggest recommendations?
Also, drafting for Rogue. Card #27 is between Ironbeak Owl, Shadowstep, and Assassinate. I already have two Assassinates and no silence. Should I take the Owl over the free kill or is Assassinate an automatic pick?
Unleash the Hounds is a beautiful card.
Just crafted one. I don't have Freezing Trap or Explosive Shot, which are two cards I hear getting mentioned a lot. Only 90 dust though so I'll either save up or double down on two commons and wait for the rest.
You bring up a lot of good points. Honestly, I'm drafting a lot from card recommendations via the website. As I only recently finished getting every class to 10, I'm still unsure of what cards are good per class. I think that playing more non-Arena games focused on one class will help that in the long run.
I feel like the Hunter class plays a lot differently than the others, such that you might want to ignore some of the ratings posted IF you go the beast mode, which I think really is the way to play Hunter right now. There are a lot of synergies between Hunter cards that boost their value if you can get them. Also, it's perfectly viable for Hunters not to play anything on the first 2-3 turns and still be in decent shape, unlike other classes, and there's a lot of burst damage ability which means that you're okay being behind on board if you have your opponent at low life and have the right cards in hand. Unleash + Double Kill Command + Hero power can be 15 damage on turn 9.
I've found that playing Hunter in arena is a lot of really antsy plays where you're gambling on your opponent's plays pretty hard. It's nerve-wracking.
Wow really? I'd think you'd be screwed by then but what do I know. I'm thinking I'll go with Hunter as my primary class for now. Better get to crafting some needed cards. Biggest recommendations?
Also, drafting for Rogue. Card #27 is between Ironbeak Owl, Shadowstep, and Assassinate. I already have two Assassinates and no silence. Should I take the Owl over the free kill or is Assassinate an automatic pick?
Unleash the Hounds is a beautiful card.
Hunters have a lot of efficient removal options, but they're locked into certain "modes". So Multi-Shot can be a guaranteed 2 for 1... but can't be played if the opponent only has one minion. Kill Command is a monster 5 damage for 3 mana... but only if you have a beast out. Deadly Shot can kill your opponent's best minion for 3 mana... but is aimed randomly. And Explosive Trap can wipe your opponent's tinnies, but only if they attack you.
I'd still prefer to have 2 and 3-drops as a Hunter, but I'm willing to hold stuff like a Buzzard and just shoot their face with my hero power. I wouldn't do this in constructed either, where decks curve better and players have better options, but I've certainly started with stupid hands like Buzzard, Kill Command, Kill Command, and just held off until something came around to save me.
You know, looking at this card it really seems pretty good; an attack boost and a divine shield for 1 mana, but it has to be on a Beast. Could make for some killer trades up, and yet nobody uses it. I can only imagine it's because the "Beast Deck" archetype is frowned upon, but...
What am I missing here? Because if there's a really good argument against it, I can melt it and craft a Leeroy.
Edit: Nvm, epics disenchant for 100, not 400. Not quite to a Leeroy yet.
Got lucky with my quests, so I am playing Druid to combine a 5-win and 7-win. Enjoyed this deck in my first two games so far;
Definitely want to add in Swipe when I unlock it; I'm thinking in place of the Keepers of the Grove. Anyone else have any suggestions?
This is the most majestic curve I have ever seen :O if you're only looking to replace the two cards for Swipe, I'd get rid of 1 each of Savage Roar and Auctioneer, but ymmv
In other news I've been stomped by some really awesome looking mages playing secrets in the last 2 days! I'm so excited to see decks being played with secrets - anyone have an idea of what they're playing? I've been running into them from rank 12-7 and they play control oriented lategame stuff
got my three packs. pulled a stormrage, so can't be mad. Got like 600 dust total from the 3 packs. few hundred more and I'll probably make bloodmage next.
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You say there is no way to play around mind control tech, but why do you need to have more than 3 minions in play at once?
Therefore the play around is to stop at 3 minions OR flood the board with useless crap and it doesn't matter which one gets MCT'ed.
In a way you play around aoe's the same way you play around MCT - by not having too many minions on your side of the board.
MCT screws you over if your side of the board is loaded with minions, but then, so does flamestrike. Or equality + consecrate.
Two minion is usually fine to maintain tempo advantage.
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I may have grabbed the commando instead of the Brewmaster in #4. I disagree with your #10, any of the others was better. Probably would have grabbed something else in #17. Disagree with #29.
However, keep in mind that I am a really bad Hunter :P
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Is this just cards you feel are OP in arena or cards that are bad RNG? Because Deathwing isn't anything close to RNG, he does the exact same thing every time he's played.
This is a lesson I learned really early on that immediately swung my win rate around. In MtG, unless I knew the opponent was packing something like Wrath of God I'd just go nuts but in Hearthstone? Fuck that. I just put a couple minions down unless I'm intentionally trying to bait the removal out. The only time I ever have a bunch of shit down at once is if I just popped something like Unleash The Hounds. With how prevalent removal is in this game, trying to play a ton of stuff is just asking to get nuked and overrun.
Or, yanno, Mind Control Tech'd.
On a related note I'd imagine that MCT + Leeroy could easily result in making your opponent so fucking mad that you get punched through the internet.
I... feel like you weren't paying attention to your own draft in the 2nd half. There are so many synergies that you're passing on later in the draft that I just don't understand....
So at #5, you went Dwarf instead of Buzzard. I can see that if you don't think you're going the Beast route, but you took a Buzzard at #2 over Arcane Shot too. I dunno. It's fine I suppose.
Then at #7, okay, Houndmaster only makes sense if you're planning on drafting a bunch of beasts... and at this point you only have 1 - the Buzzard from #2.
#9 is rough. Hyena's better on its own than Timber Wolf, but Timber Wolf is way better with the UtH combo. You don't have any yet, but still I think I go with the Wolf anyways.
#10 - Agree with @Kime. Longbow isn't very good.
#13 and #14 - No and no. Explosive Trap is a suuuper-awkward trap that requires you not to play minions, because otherwise your opponent can play around it. Not terrible - I went 10-2 in a deck with 2 just now - but Stormwind Champion! Similarly Snipe is a great card if you have early tempo, but you're not in this Hunter deck, so take the Fen Creeper.
#17 - Okay, I guess you're really not going the beast deck, since Kill Command is great if you have beasts.
#21 - And now that we've taken two great beast cards, why Crusader over Houndmaster? Crusader's good, mind you, but there are a lot of solutions to it. Houndmaster's ability to buff your silly 1/1 beasts is rad.
#24 - You have all these cheap beasts and 2-drops (that will die to your own Bomber)! Kill Command!
#26 - I don't get it. Thrallmar Farseer > Snipe > Fen Creeper?
#29 - Buzzaaard!
If you rewind this thing, you could have had 3 Kill Commands, 3 Starving Buzzards, 1 Unleash The Hounds, 1 Snake Trap, 2 Multi-Shots, 1 Timber Wolf, 1 Stampeding Kodo, 2 Houndmasters, 1 Bloodfen Raptor, 1 Deadly Shot, 1 Savannah Highmane, 1 Eaglehorn Bow. That's 18 Hunter class / beast cards. That is one scary core of a deck there.
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I had him a couple of arenas also, he is totally stupid. Went 12 http://arenamastery.com/Fr9Q Deathwing won 3 matches that I was about to lose, only one of those 3 was a "skill" play to bait removal first, other two were "topdeck deathwing, I win"
Definitely want to add in Swipe when I unlock it; I'm thinking in place of the Keepers of the Grove. Anyone else have any suggestions?
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Well, I'm a first-time Hunter Arena player so that probably makes me bad too.
That being said, I grabbed the Brewmaster because I've had luck with him in the past. How my deck panned out though, I would have been better off with the Commando. Hunter's seem really rushdown focused and Brewmaster slows that down.
#10 was a rating pick. A 7 mana weapon seems like a game ender type of card, or at the very least, a way to remove high point minions. Sea Giant might not have been bad after UtH or if I was behind. Hmmm....
#17 was picked based on a PA discussion over the uselessness of Hunter's Mark. I only had 3 beasts at that point in the draft so I skipped over Kill Command. The 2 damage Arcane Shot became the next best choice for continuing to apply pressure while clearing minions.
As for #29, all the choices kind of sucked. I already had a Buzzard and a lot of 2's. The Beserker helps with high HP, but low damage and no way to ping him. The +1 spell damage makes my attack cards better (I think) and game me another, albeit weak, 6 mana minion to deploy.
You bring up a lot of good points. Honestly, I'm drafting a lot from card recommendations via the website. As I only recently finished getting every class to 10, I'm still unsure of what cards are good per class. I think that playing more non-Arena games focused on one class will help that in the long run.
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I feel like the Hunter class plays a lot differently than the others, such that you might want to ignore some of the ratings posted IF you go the beast mode, which I think really is the way to play Hunter right now. There are a lot of synergies between Hunter cards that boost their value if you can get them. Also, it's perfectly viable for Hunters not to play anything on the first 2-3 turns and still be in decent shape, unlike other classes, and there's a lot of burst damage ability which means that you're okay being behind on board if you have your opponent at low life and have the right cards in hand. Unleash + Double Kill Command + Hero power can be 15 damage on turn 9.
I've found that playing Hunter in arena is a lot of really antsy plays where you're gambling on your opponent's plays pretty hard. It's nerve-wracking.
Eh, there's several cards that are top-deck win conditions. Deathwing won me a few arena matches all on his own, but so have Raganaros, Ysera, Alextrasza, Gorehowl, Pyroblast, Mind Control, Leeroy, etc. Other cards aren't necessarily win conditions, but singlehandedly turn the game around, like Lay on Hands, Bloodlust, Flamestrike, Unleash the Hounds, Mind Control Tech, etc.
Fuck man, just last night this Rogue totally stole this game from me in arena because she went Molten Giant - Argent Protector, next turn Faceless Manipulator the Sunwalker I played. Complete swing in momentum and board control and I had no answers. It's infuriating, but it's just how these plays line up.
For every game Deathwing steals, there's another where he's irrelevant, another where he's not worth playing, and another where he'll actually cost you the game. Last week, some Paladin had board control for the entire game, but I was managing to hang with him for the most part. Just when I was about to pull even, matching his 4 minions with 4 of my own, he plays Deathwing. What screws him over is that I had only single target removal in my hand, and with his higher value minions he would have been able to whittle me down. By going all-in on Deathwing I remove it no problem, and then he's stuck top-decking looking for the kill-shot (I was at 2 health). It never comes and I win the game.
was 11-1 then lost twice, shit sucks.
I'm dead serious."
he just got 12-0 in arena
it gave him like 400 gold, a pack, and a golden mana totem
he spent his 600 total gold on packs
got Ysera
wtF
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wra
...Oh, hey, a Murloc Warleader. Didn't have one.
...Oh, hey, didn't know there was a secret quest to get all the Murlocs. Nice.
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Wow really? I'd think you'd be screwed by then but what do I know. I'm thinking I'll go with Hunter as my primary class for now. Better get to crafting some needed cards. Biggest recommendations?
Also, drafting for Rogue. Card #27 is between Ironbeak Owl, Shadowstep, and Assassinate. I already have two Assassinates and no silence. Should I take the Owl over the free kill or is Assassinate an automatic pick?
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Unleash the Hounds is a beautiful card.
My 3 mana minion count is low with the Big Game Hunter, Earthen Ring Farseer, Sun Cleric, and SI:7 Agent.
My 5 mana minion count is Abomination, Kodo, Commando, and Tiger.
Screw it, the Smith it is! The kids say YOLO or something no a days right?
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Just crafted one. I don't have Freezing Trap or Explosive Shot, which are two cards I hear getting mentioned a lot. Only 90 dust though so I'll either save up or double down on two commons and wait for the rest.
Edit: And here's the results of my Rogue draft.
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Hunters have a lot of efficient removal options, but they're locked into certain "modes". So Multi-Shot can be a guaranteed 2 for 1... but can't be played if the opponent only has one minion. Kill Command is a monster 5 damage for 3 mana... but only if you have a beast out. Deadly Shot can kill your opponent's best minion for 3 mana... but is aimed randomly. And Explosive Trap can wipe your opponent's tinnies, but only if they attack you.
I'd still prefer to have 2 and 3-drops as a Hunter, but I'm willing to hold stuff like a Buzzard and just shoot their face with my hero power. I wouldn't do this in constructed either, where decks curve better and players have better options, but I've certainly started with stupid hands like Buzzard, Kill Command, Kill Command, and just held off until something came around to save me.
EDIT: What the deuce. Next game, someone got a turn 2 Ancient of War in play.
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Please don't draw a Shield Slam... *crosses fingers*
Oh, he never did. Just took board control back and just crammed minions and ARCANE MIGHT down his throat.
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It's a Beastial Wrath! Hmm.
You know, looking at this card it really seems pretty good; an attack boost and a divine shield for 1 mana, but it has to be on a Beast. Could make for some killer trades up, and yet nobody uses it. I can only imagine it's because the "Beast Deck" archetype is frowned upon, but...
What am I missing here? Because if there's a really good argument against it, I can melt it and craft a Leeroy.
Edit: Nvm, epics disenchant for 100, not 400. Not quite to a Leeroy yet.
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Next run, i get offered druid. End up drafting 4 swipes. In one game i went second and my whole hand was swipes.
This is the most majestic curve I have ever seen :O if you're only looking to replace the two cards for Swipe, I'd get rid of 1 each of Savage Roar and Auctioneer, but ymmv
In other news I've been stomped by some really awesome looking mages playing secrets in the last 2 days! I'm so excited to see decks being played with secrets - anyone have an idea of what they're playing? I've been running into them from rank 12-7 and they play control oriented lategame stuff