"If I had asked people what they wanted, they would have said faster horses." - Henry Ford
"I contend we are both atheists, I just believe in one fewer god than you do. When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." - Stephen F Roberts
"I contend we are both atheists, I just believe in one fewer god than you do. When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." - Stephen F Roberts
I am here to confess a sin. I only went 4-3 with a shaman deck. I had 4 Fire elementals, 1 Earth elemental, 2 Lightning bolts, 2 lightning storms, 2 Harvest golems, 2 senjin shieldmaster, Onyxia, Hex, The black Knight, and excellent mana curve
How can I be this bad...
How can I be this bad...

YayaFTW-Do you know some sort of "Get great cards" code in Arena?

If you have any questions, feel free to PM me.
Searz wrote:
I've posted this before, so I'll just re-post the tips and decks for new players.

Here are a few super ghetto decks for new players.
These are obviously far from optimal because of the hard card restraints, but they should be far better than any of the basic decks you start out with.
The only cards you don't get for free that I include in these decks are the Loot Hoarders and the Harvest Golems. Those are probably the two best neutral common cards in the game. They can be run in every single deck and are extremely common in top-tier play right now.
Craft them. Craft them right now. (click the crafting button in "My Collection" and disenchant a card you're not using to get 100dust for two free common crafts)
Druid: mulligan (replace) all cards that cost more than 3 at the start of the game, unless you get an Innervate. Then you should keep 4 cost minions around (like Senjin Shieldmasta and Chillwind Yeti).
Savage Roar gives your hero 2 attack too.
Paladin: remember to only buff units on the turn you can attack with them.
Mage: you can use your hero power on your Gurubashi Berserker to buff him. Try to keep your Kobold Geomancer for when you're casting a spell that deals damage. He increases damage dealt by the spell by 1 and that can have some pretty big effects when using for example Arcane Explosion.
Priest: this is probably the worst of the decks, but feel free to try it. Make sure to use your hero power on your minions a lot when applicable.
Not really what I asked. I've played magic for a while so I understand the basics of card games. I don't need how to play. I just was asking about each class and what makes them strong and unique.
Kazega wrote:
Not really what I asked. I've played magic for a while so I understand the basics of card games. I don't need how to play. I just was asking about each class and what makes them strong and unique.
You were a tad bit unclear, but okay, I'll try to answer that.
Here are some archetypes that fit each of the classes.
Hunter: rushdown, combo and control.
Warlock: aggro, control and shields up/big-hand-lock(which is a control variant). Warlocks are very versatile.
Druid: can do pretty much any archetype well. Excels at mid to lategame decks.
Priest: control.
Paladin: aggro and lategame sustain.
Warrior: control, self-damage and legendaries (aka wincondition-city). OTK still works to some degree, but nowhere near the level of charging Molten Giants.
Mage: aggro and control. Control doesn't work nearly as well after the nerfs tho.
Rogue: combo, control and cantrip. Control and combo could be seen as the same as many in that archetype go for that combination, but I feel like just putting it as one would be pigeon-holing.
Shaman: midrange and OTK. (most top-tier decks are both)
Now, do you understand the terms I used or would you like me to explain them further?
Mages and Warlocks have hands down the best hero powers in the game. Druid has the most balanced(as in versatile and useful) class-specific cards right now, that makes them really, really strong.
Other than that I think you'll have to ask more specific questions if this did not answer your question.
"You can't have your privacy violated if you don't know your privacy is violated." - Mike Rogers, U.S. Representative for Michigan's 8th congressional district, 2013
I.e: Mike Rogers doesn't think it's rape unless the victim knows (s)he has been raped. Sounds legit.
I.e: Mike Rogers doesn't think it's rape unless the victim knows (s)he has been raped. Sounds legit.
drakon136 wrote:
Probably not as good as I think it is, but hey.
It's pretty good except for the Dire Wolf, Stormwind Knight and dual Mind Controls.
"Blizzard spoke thus; Thou shalt not BM. And the players replied Nay, I shall Play my hand with Lethal already on the board. And so Blizzard sent unto them this Brawl of Yogg, As a lesson for their sins of Pride and Greed, for he is the Prophet of Madness and RNG. On that day, the tavern descended into an era of chaos and darkness, until the weekend passed and everyone forgot all about it. Amen. Book of SMOrc, Verse 20, Chapter 4." - Feam T
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pretty much jsut started playing... I have maybe ten or so games in PvP. The thing I am trying to figure out right now is what makes each class strong and playing to that.
I'm interested in The Rogue Hunter Druid and Mage decks.
I've posted this before, so I'll just re-post the tips and decks for new players.
Here are a few super ghetto decks for new players.
These are obviously far from optimal because of the hard card restraints, but they should be far better than any of the basic decks you start out with.
The only cards you don't get for free that I include in these decks are the Loot Hoarders and the Harvest Golems. Those are probably the two best neutral common cards in the game. They can be run in every single deck and are extremely common in top-tier play right now.
Craft them. Craft them right now. (click the crafting button in "My Collection" and disenchant a card you're not using to get 100dust for two free common crafts)
Druid: mulligan (replace) all cards that cost more than 3 at the start of the game, unless you get an Innervate. Then you should keep 4 cost minions around (like Senjin Shieldmasta and Chillwind Yeti).
Savage Roar gives your hero 2 attack too.
Paladin: remember to only buff units on the turn you can attack with them.
Mage: you can use your hero power on your Gurubashi Berserker to buff him. Try to keep your Kobold Geomancer for when you're casting a spell that deals damage. He increases damage dealt by the spell by 1 and that can have some pretty big effects when using for example Arcane Explosion.
Priest: this is probably the worst of the decks, but feel free to try it. Make sure to use your hero power on your minions a lot when applicable.