Suprised druid is pretty low
It's right where I knew it would be. You pick it if you don't get Mage/Pally/Shaman.
Suprised druid is pretty low
Thought it would be one place higher at least, suprised at Shaman and Rogue.
Wish Blizz could commit to some pricing details and a release date for Naxx, now I don't know if I should stockpile gold or spend it.
Kind of feel like saving up 2k gold to be able to do infinite (hope so) arena runs. Or just buy 20 packs in one go.
Druid's class cards just aren't that individually potent. They generally require a good amount of deck synergy to work. Druids have no hard removal and it's fairly common to not even get any soft removal. Conversely, this is part of why Mage is so strong is arena. All of their strong cards are equally potent no matter what other cards the draft gives you.Suprised druid is pretty low
It's right where I knew it would be. You pick it if you don't get Mage/Pally/Shaman.
Mage was #1 in the march report. The numbers he posted must be from a couple months ago. Although the numbers are still really close, you have to consider that Mage was picked twice as much as Rogue, so the win rate is actually much more impressive. It means that there are twice as many mirror matches for Mage as for Rogue, thus twice as many losses for Mage from mirror matches.Surprised Rogue is #1, Mage is close but I would have thought it'd be at the top easily.
I don't get your point, all these decks are vastly different from the one posted?. As I said, of course there are similarities like Fire Elemental etc. but that's just because they are run in every Shaman deck. The one posted is never the less far from the standard Shaman.Basically every Shaman deck that has been run in competitions for the past 3 months has looked fairly similar to this. Which is part of why Shaman is on such a decline lately--the ascendance of Hunter being the other big reason why Shaman is fading. You can get more bursty with bloodlust and windfury, get some mob control with wild pyros, or throw some other wrenches in there, but the core is generally the same.
Here's a random sample of decks from recent competitions:
- Savjz's Shaman from ESGN Fight Night S5
- Danielctin's Shaman (runner-up @ Dreamhack Bucharest last weekend)
- Artosis' Shaman from IEM Katowice 2014
Mage was #1 in the march report. The numbers he posted must be from a couple months ago. Although the numbers are still really close, you have to consider that Mage was picked twice as much as Rogue, so the win rate is actually much more impressive. It means that there are twice as many mirror matches for Mage as for Rogue, thus twice as many losses for Mage from mirror matches.
Cards that are in all of these decksI don't get your point, all these decks are vastly different from the one posted?. As I said, of course there are similarities like Fire Elemental etc. but that's just because they are run in every Shaman deck. The one posted is never the less far from the standard Shaman.
Oh cool. Do you have to sign up to get the current stats? I can only find the march report on their website.The numbers I posted are from right now, today. From hearthstats.net.
Here's both Arena and Constructed.
Oh cool. Do you have to sign up to get the current stats? I can only find the march report on their website.
I guess so, imo a 23% deviation from the standard can hardly be the standard itself, especially if we're talking about such a small card pool anyways. Additionally, I would argue that the deviations in the decks you've mentioned are all way smaller in how they effect the deck and even more important still true to the general idea of the deck while this is not the case here. Also as a side note I would hardly compare a Harvest Golem to a DoA as their use and sinergy is completely different but that is a good example of how supposedly small changes can have a significant impact on the deck.Maybe we just have vastly different expectations for variation, but this is about as much variation as you see in Miracle Rogue, Face Hunter, Kolento Hunter, Control Warrior, Token Druid, or any other archetype deck you could name.
Yeah, you can basically rank the classes in arena based on the quality of their commons/basics. See also: Warlock's mostly bad class cards and their abysmal performance is arena.I guess Rogue is so high because of how good the commons are. Sure flamestrike and fireball are also good but they're more mana restrictive compared to backstab, eviscerate, deadly poison. 30 eviscerates beats 30 fireballs.
That card will do nothing to make Pally's competative
Disagree. One of the biggest problems with Pally is that their hero ability is weak and is countered hard by most other hero abilities (druid, rogue, mage). This makes those classes think twice about wiping out that 1/1 token.
Obviously we have to see what else they get but this is a nice start. I really want to play pally but they are so limited with their current card set.
Curious if you can select the target when this procs.
Well, if they use the hero power to make the 1/1 token with the secret out turn 2 or whatever, it will either not trigger, because there are no other minions out, or will trigger and fizzle, so it does nothing to prevent classes from killing their tokens early game. Late game, well, a +3/+2 that works randomly and requires board presence / other cards, or an actual card that'd be a threat on its own... hard to want the +3/+2.
Also, there's no way they'd let you pick the target, the game is made to not allow you to play during your opponent's turn, nothing will change that imo. Certainly worth paying attention to, but I'm not expecting it to allow interaction.
Right? I think it might be everyone but us.How can everyone have fucking Rag HOW
Turn 1 one drop, turn 2 - 2 drop plus coin, secret or another 1 drop plus secret. Worgen infiltrator and Argent squire look real strong for this combination. It would get stronger in the turn 3/4 rounds when you're struggling for board control. 3/2 upgrade for 1 mana is strong if you get it to work and can swing games.
I'm not saying this card alone fixes pally but this is a good start.
The new paladin card looks pretty good imo. I think the "random" part is assumed.
Now that stats show rogues win a whole 1% more than the next class, people are going to cry about rogues.
I dunno. I still feel mage and pally get picked more often and rogue gets picked by better players, thus having better stats.
Then the hunter plays Flare and explosive trap.
Seriously, stay away from Priest in Arena.
I agree, and it's really not a whole percent like Mobius said, it's really only .09 difference between Rogue and Mage in arena.
And we're on turn 3, I still have squire on board and hunter has wasted Explosive trap on two one drops. Any play in this game has a very specific counter that you can name. But one class being able to hard counter a card doesn't make it bad. My point is that pally's are often hard pressed to get early board control because of the hard counter by most hero abilities and the the overall weakness of their ability. Agree to disagree.
Besides, the chances of even getting the secret with another 1-drop and a 2-drop in your starting hand are not the best to begin with.
This is the biggest problem with this secret. It would only help a paladin rush deck.
Hands down the least exciting Naxxramas card shown so far. It is way too early to tell but I don't see my favourite class getting better any time soon.
Let's say you get the secret, a 4-drop, a 2-drop and 3-drop. Or a 1 drop, 1 drop, 2-drop, and a 4-drop (no secret this time). What do you mulligan each time? Only to pick up a 6-drop and a 2-drop.
You win, you've countered my start with two very specific plays. Everyone plays mage with arcane missles right? No pally will ever play the card, it will never upgrade a unit and give you a chance to turn a 2-3 into a 5-5 and get board control early/mid game.
And if we're talking about mulligan. I know every hunter I play always keeps explosive trap and Flare in their starting hand instead of fishing for UtH and buzzard? And Magic missles always hits the exact targets you want right?
I'm just trying to describe some scenarios where the card would work, your coming up with perfect plays that hard counter. You can do that for any board/situation in the game but that's not how the game works. You play the cards in your hand, not randomly select the best for every situation.
If you get early board control with 2/3 units this could have some really nice outcomes around turn 3/4 that could change the game. If you can make the card work consistently gettign 3/2 for one mana is amazing value.
Edit: good debate. looking forward to playing the new cards. We also can't say how viable or non viable this card would be because we don't know every other card being introduced. 30 new cards with specific intentions is going to change the meta for sure.
Now that stats show rogues win a whole 1% more than the next class, people are going to cry about rogues.
I'm aware of the scenarios it could work, I'm just saying there's a lot more where it doesn't work in.
Shaman. Rockbiter weapon your 2/3, and Earthshock your new 1/1 turned 4/3 token to its death for 1 mana. Or lightning bolt it. And so on. The secret does not seem too great to me. It requires you to have 2 creatures on the board to trigger, and Paladin generally has problems leaving two creatures on the board early game in my experience. It also triggers on your opponent's turn, so you can't capitalize as much on it, as they will be able to react to it before you can.
Yeah, you can basically rank the classes in arena based on the quality of their commons/basics. See also: Warlock's mostly bad class cards and their abysmal performance is arena.
You are pulling a stapleton on me! lol
But seriously, people will complain about rogue now (or later) because of the perception that rogues are OP because they win a whole ~1% more than the next class.
Right? I think it might be everyone but us.
You picked Priest, that's like asking for no wins.
Only thing easier than killing priests in this game is winning with UTH + Leeroy.
Seriously, priests have like no good cards for the first 1/2 of the game unless you get a gimmicky combo like that 3/5 + circle of healing.
I wouldn't say they're totally helpless. I played one in arena the other day. Lightspawn on turn 4. Two Divine Spirits on turn 5 and I was trying to stave off a 20/20 as a Paladin with no hard removal. I got pretty wrecked.
Right? I think it might be everyone but us.
You picked Priest, that's like asking for no wins.
Only thing easier than killing priests in this game is winning with UTH + Leeroy.
Seriously, priests have like no good cards for the first 1/2 of the game unless you get a gimmicky combo like that 3/5 + circle of healing.
This is the pack I got my Rag in
So I have decided to sater saving up ahead of time for the Summer releases. I have 330 gold at the moment and sure I will play Arena maybe once every so often but it feels pretty good to not instinctively sped it as soon as I have it.
This answers the proc question on Avenge.
hunterHow the f do you guys consistently get 6+ win runs? HOW?
While I agree with this, I think another key factor to a class's arena success is its hero ability. If your ability affects the board at all, it's a major advantage because it allows you to do something early on even if your draft/draw is poor.
Hence another reason why Rogue, Mage, Paladin, Shaman and Druid are at the top. Rogues are really helped by their hero ability because it's extremely mana-efficient; you can dagger up on turn 2, hit an opponent or minion on turn 3 and still play a three drop. Alternatively, dagger turn two, Deadly Poison to kill your opponent's minion and play your own two drop as well.
Plus both of those options leave the Rogue with yet another charge of their weapon.
The difference is literally more than 10x smaller than 1%, so it's not "~1%" at all. Plus, 1% would be negligible anyway.
Like has been said, I think Mage will continue to be the main arena pick for most because it's just a really easy class to play.