If the enemy has a lot of minions on the board and I'm low on health, I would probably get an AOE, right?
Yes, they said that in a specific situation like this for example, it would actually offer you two or even three aoes, just to tell you "you really need to clear this board!" :D and gives you option like Brawl, so you can play something else on your turn or Twisting Nether, if you want to be sure everything dies etc.
Yes, many times, even from 11-0 to 11-3. You have to understand that at these high wins, everyone has a great deck. So if you get unlucky and draw poorly for couple of first turns, that creates an enormous deficit for you in most situations, since your opponent can tempo out with a strong deck.
Could be just bad luck and not much you can do about it. Could be you actually got lucky and got to high wins with a subpar deck where you always drew the half of the deck that carried you and now you are drawing from the worse half. Could be number of things really. Like i said, at these high wins, everyone has a great deck so it is more volatile than around 3-5 wins for example, where you might be steamrolling with a much better deck than your opponents have.
Congrats to a pretty high WR overall, you obviously know what ur doing, so just keep at it and you will break through ;-)
Added Highlander archetype (separate from Reno) to each class.
Also added Deathrattle Priest.
Feel free to pm us or write on discord in #site-support if you feel like an archetype is missing, we can always add it if it makes sense.
About setting two archetypes for one deck, i dont think we will do that. It would create more complications when looking for decks etc. Like i said, feel free to holler at us, if you think there is an archetype missing, otherwise pick one that fits your decks main theme best and any subthemes you can list in the deck name.
Wrapped Golem (1): Neutral Obsidian Destroyer that traded 2 Health for the Reborn keyword. Seems quite decent. I think i would prefer the original, but the reborn can bring a different kind of value and survivability, so im ok with the "copy" as well.
Khartut Defender (3): Decent taunt and heal split among two bodies. Taunt and heal is always nice. It might end up performing better than just an average minion, but we shall see. Reborn has one big weakness in arena and that is ping classes. As much as the reborn minion is nice value addition, vs the best classes it will usually just mean getting pinged by a hero power. At least you get some heals here.
Wretched Reclaimer (1): Passable 3-drop with an extreme combo and/or lategame potential. Can trigger deathrattles and reborn effects bringing the original minion back. Can heal reborn minions or any minion in general by bringing it back with full health. This card will be annoying.
I dont know how plausible is to make this since it would have to be interactive in the text editor already, but i could see it being of use to some ppl, especially on mobile. Tho i would prefer it if it was an option in user settings, so everyone could turn it on and off as desired. Personally, i dont think i would want to use it, cause having a list with many possible cards pop up would probably annoy me, but who knows, maybe i would come around :)
King Phaoris (4): You usually dont have that many spells in arena and certainly not all of them at once in your hand. This could have potential in certain decks, but it will be a weak play most of the time.
[Hearthstone Card (Sahket Mercenary) Not Found] (2): Im not sure what to think about this card, but i guess it provides some kind of tempo with its deathrattle most of the time, so it should be pretty good.
That is one hell of a legendary. I dont think it would fit into Spiteful Decks, cause there usually isnt that many spells, tho i suppose two 10 cost minions would be enough value. More like a Big Spell Mage or maybe some kind of Paladin deck in wild with Dinosize and Steed and stuff like that. The new Pharaoh's Blessing would fit in there too.
This card is amazing, but as pointed out, not Zilliax amazing, cause of the lifesteal and mana cost. But that is ok! It will serve a different purpose, but it will see play.
Siamat (1): Very versatile card with decent stats for the cost given the bonus effects. Rush+Divine Shield would probably be the most common combo, but you can do whatever you need in any given situation. Very powerful.
Flame Ward (2): Basically Explosive Trap for mage, more damage to minions, but none to face. Can be played around to an extent same way, but 3 damage instead of 2 makes a difference. Not to mention mage hero power and all the other tools in their arsenal. You cant really just wait out the board vs mage as you can vs hunter, you will just give them more turns to draw into another clear and get the board back. Another annoying shit you have to play around/figure out. I hate it.
Yes, they said that in a specific situation like this for example, it would actually offer you two or even three aoes, just to tell you "you really need to clear this board!" :D and gives you option like Brawl, so you can play something else on your turn or Twisting Nether, if you want to be sure everything dies etc.
They didnt say that the one remaining highlander card is a legendary tho. It could be, but it doesnt have to be.
Mana Addicts have to survive a turn, right? That can be a tall order. Maybe add Red Mana Wyrms for their better survivability?
Yes, many times, even from 11-0 to 11-3. You have to understand that at these high wins, everyone has a great deck. So if you get unlucky and draw poorly for couple of first turns, that creates an enormous deficit for you in most situations, since your opponent can tempo out with a strong deck.
Could be just bad luck and not much you can do about it. Could be you actually got lucky and got to high wins with a subpar deck where you always drew the half of the deck that carried you and now you are drawing from the worse half. Could be number of things really. Like i said, at these high wins, everyone has a great deck so it is more volatile than around 3-5 wins for example, where you might be steamrolling with a much better deck than your opponents have.
Congrats to a pretty high WR overall, you obviously know what ur doing, so just keep at it and you will break through ;-)
PS: Moved thread to Arena section.
Its good to have more options, both cards will probably not go into the same deck.
4 card seems way too low. I would like about 5-6. But we will see.
This looks like it should be fairly easy to complete. Pretty powerful stuff once you do. I can see Midrange Reborn Quest priest starting to form.
Wording is pretty clear. The hero power has a bonus effect if you target a minion, so it will give +3/+3 to a minion always.
Added Highlander archetype (separate from Reno) to each class.
Also added Deathrattle Priest.
Feel free to pm us or write on discord in #site-support if you feel like an archetype is missing, we can always add it if it makes sense.
About setting two archetypes for one deck, i dont think we will do that. It would create more complications when looking for decks etc. Like i said, feel free to holler at us, if you think there is an archetype missing, otherwise pick one that fits your decks main theme best and any subthemes you can list in the deck name.
Not sure if it is constructed material, but will shine in arena.
- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Wrapped Golem (1): Neutral Obsidian Destroyer that traded 2 Health for the Reborn keyword. Seems quite decent. I think i would prefer the original, but the reborn can bring a different kind of value and survivability, so im ok with the "copy" as well.
Obsidian Destroyer's great great great great great grandfather.
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Khartut Defender (3): Decent taunt and heal split among two bodies. Taunt and heal is always nice. It might end up performing better than just an average minion, but we shall see. Reborn has one big weakness in arena and that is ping classes. As much as the reborn minion is nice value addition, vs the best classes it will usually just mean getting pinged by a hero power. At least you get some heals here.
Wretched Reclaimer (1): Passable 3-drop with an extreme combo and/or lategame potential. Can trigger deathrattles and reborn effects bringing the original minion back. Can heal reborn minions or any minion in general by bringing it back with full health. This card will be annoying.
I dont know how plausible is to make this since it would have to be interactive in the text editor already, but i could see it being of use to some ppl, especially on mobile. Tho i would prefer it if it was an option in user settings, so everyone could turn it on and off as desired. Personally, i dont think i would want to use it, cause having a list with many possible cards pop up would probably annoy me, but who knows, maybe i would come around :)
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
King Phaoris (4): You usually dont have that many spells in arena and certainly not all of them at once in your hand. This could have potential in certain decks, but it will be a weak play most of the time.
[Hearthstone Card (Sahket Mercenary) Not Found] (2): Im not sure what to think about this card, but i guess it provides some kind of tempo with its deathrattle most of the time, so it should be pretty good.
That is one hell of a legendary. I dont think it would fit into Spiteful Decks, cause there usually isnt that many spells, tho i suppose two 10 cost minions would be enough value. More like a Big Spell Mage or maybe some kind of Paladin deck in wild with Dinosize and Steed and stuff like that. The new Pharaoh's Blessing would fit in there too.
This card is amazing, but as pointed out, not Zilliax amazing, cause of the lifesteal and mana cost. But that is ok! It will serve a different purpose, but it will see play.
I hate it.
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Siamat (1): Very versatile card with decent stats for the cost given the bonus effects. Rush+Divine Shield would probably be the most common combo, but you can do whatever you need in any given situation. Very powerful.
Flame Ward (2): Basically Explosive Trap for mage, more damage to minions, but none to face. Can be played around to an extent same way, but 3 damage instead of 2 makes a difference. Not to mention mage hero power and all the other tools in their arsenal. You cant really just wait out the board vs mage as you can vs hunter, you will just give them more turns to draw into another clear and get the board back. Another annoying shit you have to play around/figure out. I hate it.
Wow, amazing job on the reveal video!