This deck has been through a ton of changes, it was one of the first decks I ever started tinkering with, and while it is very simple and basic it gets the job done. This is the 11th version of this deck and I believe I have it set up in a way that it performs well. I win about 80% (I have a lot more than 10 games on this deck) of the games I play and only have a hard time against trap / Eaglehorn hunters. It performs fast enough that you don't have to worry about mass creature removal because in all honesty all of your creatures are expendable. The style and strategy to play this deck relies on your starting hand but eventually turns into a creature factory with pumpers. Just make sure early on you gain board control with either direct damage spells (Arcane Shot etc.) and then dump creatures (In the correct order of course) that can be boosted up.
I am almost convinced that the second Scavenging Hyena needs to be replace with a second Master Weaponsmith but for now I will leave that up to you.
I am almost convinced that the second Scavenging Hyena needs to be replace with a second Master Weaponsmith but for now I will leave that up to you.
Beastmode
- Arcane Shot x2
- Tracking x2
- Unleash Hounds x2
- Snake Trap x1
- Dire Wolf Alpha x2
- Ironbeak Owl x1
- Master Swordsmith x1
- Scavenging Hyena x2 (Can go with one and replace with another Master Swordsmith)
- Starving Buzzard x2
- Deadly Shot x1
- Kill Command x1
- Jungle Panther x2
- Shattered Sun Cleric x2
- Multi-Shot x1
- Dark Iron Dwarf x2
- Defender of Argus x2
- Houndmaster x1
- Explosive Shot x1
- Stranglethorn Tiger x1
- Tundra Rhino x1
-Samurai
- Soulfire x2
- Mortal coil x2
- Power Overwhelming x2
- Blood Imp x2
- Flame imp x2
- Voidwalker x2
- Demonfire x2
- Acidic Swamp ooze x2
- Ironbeak owl x2 (-1 if you run 2x Master swordsmith)
- Master Swordsmith x1
- Drain life x2
- Arcane golem x1 (Can be replaced with another charge minion)
- Raging Worgen x2
- Shattered sun cleric x2
- Soulfire x2
- Dark Iron Dwarf x2
Once again while cruising the forums I found a thread pertaining to rewards and the lack thereof and decided to make a thread based on the information that was trending in the majority of posts.
It seems as though the majority of complaints about the rewards system (gold) revolves around Arena and the fact that it's either too expensive or inaccessible all together. Of course the majority of players are self sustained by Arena rewards are the first to make the point that the player complaining about the cost of Arena and the rewards system were just not yet good enough. I tend to agree with both. While arena does feel too expensive just for me to go in and fail with a 1/3 record wasting all the gold I had farmed doing things I didn't like doing (constructed) it also makes perfect sense that when you get better you will have an easier time sustaining your arena participation.
The idea to create a win / win for everyone is to create another game mode called mock or practice arena. Practice arena would be exactly that, you would join, you would pick your class and draft, you would play your games and progress as normal but the only difference is that instead of winning rewards at the end you only gain the experience needed and the credit from the matches you won 3/3 rewards 10 gold as usual but it makes it feel as less of a grind because you are playing what you enjoy while earning gold to participate regular arena and gaining experience all at the same time. The pros are never ending and the cons are zero.
It seems as though the majority of complaints about the rewards system (gold) revolves around Arena and the fact that it's either too expensive or inaccessible all together. Of course the majority of players are self sustained by Arena rewards are the first to make the point that the player complaining about the cost of Arena and the rewards system were just not yet good enough. I tend to agree with both. While arena does feel too expensive just for me to go in and fail with a 1/3 record wasting all the gold I had farmed doing things I didn't like doing (constructed) it also makes perfect sense that when you get better you will have an easier time sustaining your arena participation.
The idea to create a win / win for everyone is to create another game mode called mock or practice arena. Practice arena would be exactly that, you would join, you would pick your class and draft, you would play your games and progress as normal but the only difference is that instead of winning rewards at the end you only gain the experience needed and the credit from the matches you won 3/3 rewards 10 gold as usual but it makes it feel as less of a grind because you are playing what you enjoy while earning gold to participate regular arena and gaining experience all at the same time. The pros are never ending and the cons are zero.
Pros
- Players get to practice arena.
- Players get to play what they enjoy.
- Practice makes for better players (which makes for more fun).
- Practice rewards gold the same as constructed does but without feeling like such a grind.
- It adds another game mode for those looking for something new.
Cons
- None...
Let me know what you think, I would actually ask that you post on the thread I created to give it more oomph, but if you comment here I will appreciate it just the same!
-Samurai
I was digging around on the official Blizzard Hearthstone forums and found a post about maybe setting up a pauper format, I wont go into detail because you can just read my response in the thread (Bored2Death), but I do believe that we the community are the ones who have to start playing the format to make blizzard realize we are in need of different formats.
The only downside I see to this for Blizzard is that some players will abuse the crafting system (though I'm not sure it would actually be abuse) by disenchanting rare / epic cards to build common sets. I really don't see how this would effect them at all, players would still be buying packs and that being the business model Blizzard has set in place for this game, there should be no real drawbacks to it.
I did have some suggestions for rules as I'm not sure that it would be possible to create competitive decks with Basic / Common cards as there are very few. I would suggest that 10 rares be allowed (this just opens the card pool until new card sets are released.) There are a few rares that should be banned form the format such as Questing Adventurer as it is a super strong card when talking about low level low cost commons.
Tell us what you think, leave some feedback and we can get a dialogue going for possible ways to organize events and ratify rules / banned cards!
-Samurai
The only downside I see to this for Blizzard is that some players will abuse the crafting system (though I'm not sure it would actually be abuse) by disenchanting rare / epic cards to build common sets. I really don't see how this would effect them at all, players would still be buying packs and that being the business model Blizzard has set in place for this game, there should be no real drawbacks to it.
I did have some suggestions for rules as I'm not sure that it would be possible to create competitive decks with Basic / Common cards as there are very few. I would suggest that 10 rares be allowed (this just opens the card pool until new card sets are released.) There are a few rares that should be banned form the format such as Questing Adventurer as it is a super strong card when talking about low level low cost commons.
Tell us what you think, leave some feedback and we can get a dialogue going for possible ways to organize events and ratify rules / banned cards!
-Samurai