Im short of dust to make van cleef or thalnos. Are these legends necessary to make a decent miracle rogue deck?
Agree!!!! But 1) you have to have both innervate cards in your hand till round 3 and 2) +1 mana card. Which is a bit rare but not too much. I have done it 2-3 times. Maybe it is my playstyle but i have played with all heroes and Druid is the only one that starts giving hell after round 6-7.
Well that's a hard question, which one to go first.. Here's something to think about, Thalnos can be used in a lot of decks and there are miracle rogues that don't have van clef on the decklist but the bloodmage is always constant.. If you have a leeroy Jenkins you can make a miracle deck without van clef.. If not you'll be short on finishers.. Infact I think Jenkins is a far better finisher than van clef because he's a surprise while Edwin can die before he gets to attack, even if he's concealed..
Btw here's a legendary tier list on Hearthpwn's forum.. The only thing I would change personally with this list is Nat trading places with Edwin.. Nat's not so reliable after the nerf.. Tier 1 - Do Not Disenchant - Ask About Crafting Order Cairne Bloodhoof Ragnaros the Firelord Leeroy Jenkins The Black Knight Tier 2 - Do Not Disenchant - Specific Crafting Reasons Bloodmage Thalnos Cenarius Lord Jaraxxus Ysera Nat Pagle Grommash Hellscream Alexstrasza Baron Geddon Sylvanas Windrunner Tirion Fordring Tier 3 - Disenchant Golden Only (Or Never Disenchant, Personal Preference) - Very Specific Crafting Reasons Al'Akir the Windlord Archmage Antonidas Captain Greenskin Deathwing Edwin VanCleef Gruul Hogger King Krush King Mukla Malygos Onyxia The Beast Harrison Jones Tier 4 - Disenchant Standard Version (Or Never Disenchant, Personal Preference) - Never Craft Nozdormu Millhouse Manastorm Lorewalker Cho Illidan Stormrage Tinkmaster Overspark Prophet Velen
This. My first Legendary was a golden Van Clef, and after playing him for a loss 3 times I disenchanted and used the dust for Tirion Fording (I play Paladin almost exclusively). That ended up being a great decision.
Lately I have been having a lot of success in arena with Mage or Pally. My best with each is 8-3 the last few times I played. My Mage deck was successful bc I loaded it with fireballs, flamestrikes and frostbolts+ a few sorcerer's apprentices. My paladin deck was good bc I drew a Ragnaros, a couple epics and a few venture co. mercenaries. The selection process for that paladin deck was strange, 5 different times I had the venture co mercenary as an option, I only took 2 of them. I also had a bunch of cards that turn an enemy minion's attack to 1. One match my opponent had almost a whole row of 1/#'s I know he must've been fuming lol. I guess my order of preference for classes in arena is Mage, Paladin, Druid, Shaman. I usually get one of those as an option. I know Rogue is good for arena but I'm just not that good with one yet. Hunters always seem to tear me a new one too. Warlocks seem to be the weakest class IMO, but when they can dominate the early rounds it's hard to stop them. I'm still very much addicted to this game, any word when the Naxx-based expansion is going to hit? What classes do you guys prefer in arena?
Paladin is the strongest in arena. But im a bad pally player. My tier would be: Mage, druid, rogue, shaman, hunter (wont be picking pally anytime soon) Back when people uses 2 conceal, edwin is powerful. He used to have built in stealth and was nerfed if i am not mistaken. Now that miracle player doesnt rely on OTK, edwin is just used to lure out removals and put pressure. Bloodmage is just kobold and loot hoarder in one card. Often times, bloodmage is used to kill turn 4 yeti with bloodmage and evis combo. Thats value already right there. Often times also, your opponent will kill bloodmage asap allowing you to cycle your deck. Value again. If you want the best miracle deck, you need those two, but would it work without? Yes, use kobold, im already using 2 loot on my miracle. As for edwin, no replacement really. Maybe earthen ring farseer? My current deck is using one. Imo, not worth crafting hero specific legs especially if you are low on dust.
Shaman control is back!! In a big way... With the hunter nerf it's quite successful now..I was matched-up againts 3 legendary ranked players earlier and went 3-0 with the deck.. The good thing about this is there's a cheap control deck which can be assembled by a FTP player with no hassle at all.. The class has a distinct advantage over the high costing decks such as Druid ramp, warrior control and most especially hand-locks(the worst match-up for handlock tbh).. The key cards of the deck are just rares and commons and the two legends are not that mandatory, which can be substituted easily.. So for new players out there who doesn't want to go aggro or experience the control play-style,I highly recommend to try it..
That sounds good to me. I need to track down this control shaman right away. @studepaber007: I never see much merit in running a second Venture Co Mercenary (or Doomguard). They become pretty useless after turn 4-5 IMO.
Doomguard has great potential as a finisher which is what makes him useful. And the fact that you can trade him with another board threat right away is always a good play if the move requires it. Venture Co has its uses, but i do agree having a second one in the deck isnt recommended.
Here's a deck list of EkOP.. He used it on the tavern takeover tournament.. I ran this with only one substitute.. I put in a ragnaros instead of an Al'Akir because I don't have it yet.. The two legends can be substituted with a second argent commander and a kobold geomancer.. Shaman Cards Name Type Cost Atk HP Earth Shock × 2 Ability 1 0 0 Lightning Bolt × 2 Ability 1 0 0 Rockbiter Weapon × 2 Ability 1 0 0 Flametongue Totem × 2 Minion 2 0 3 Stormforged Axe × 1 Weapon 2 2 3 Feral Spirit × 2 Ability 3 0 0 Hex × 2 Ability 3 0 0 Lightning Storm × 2 Ability 3 0 0 Unbound Elemental × 2 Minion 3 2 4 Fire Elemental × 2 Minion 6 6 5 Al'Akir the Windlord × 1 Minion 8 3 5 Neutral Cards Name Type Cost Atk HP Argent Squire × 2 Minion 1 1 1 Bloodmage Thalnos × 1 Minion 2 1 1 Wild Pyromancer × 1 Minion 2 3 2 Defender of Argus × 2 Minion 4 2 3 Azure Drake × 2 Minion 5 4 4 Gadgetzan Auctioneer × 1 Minion 5 4 4 Argent Commander × 1 Minion 6 4 2 Crafting Cost: 4820
Thanks for posting the deck. I am still missing pretty much every common neutral listed. Sadly, I have now put on hold buying packs, in anticipation of having to amass 5k gold for the expansion.
I would be stunned if they want 5k gold for the expansion. Taking into account an Arena entry is 150 Gold or £1.49 it pretty much converts to a penny a piece of gold. By your reckoning that would mean they are going to charge the equivalent of £50 for the expansion. I doubt it. Reckon £12-£15 for the "everything" expansion (rather than individual "wings").
Exactly this. After playing with Tirion in Arena for the first time, returning to my regular Pally deck without him feels so empty. I was *very* tempted to buy a whole bunch of packs. Edit: And still might!
I had a blast the one time I got to use him in the arena. Haven't looked at my pally deck the same either since then.
Yeah, Tirion was amazing. Glad I got him in a pack, too. First and only pack I bought in the game, ahaha.
Wow had a 8 win run in the arena today, was 8-1 and then got totally anihilated for 8-3. But still my best run so far and got 215 gold and a pack as reward, so net 65 gold and a pack not to shabby # Arena is totally addicting.