Episodes
Sunday Jul 31, 2016
How to Win Arena in 2016 - Episode 76
Sunday Jul 31, 2016
Sunday Jul 31, 2016
Hello!
- Ryan is on the show this week
- Topic: How to win Arena
- Reasons to be happy this week
- News: One Night in Karazhan!!!
Our Previous Arena Guide
- Episode 52, almost exactly one year ago
- Was focused on basic tips and general strategy and advice. Most of it is still extremely relevant today.
- 7 wins let you play infinitely for free.
- Choose your most comfortable class (when in doubt: Mage, Paladin, Priest)
- For your first 10 picks, just take the best cards regardless of mana
- Arena meta was aggressive, so 1-drop and 2-drops were very important
- You can’t have too many removal spells, and you always want 2-3 AOEs
- Watch your opponent’s mulligan to make better choices with yours
- How to use the Coin in early-game
- When to face and when to trade
State of the Arena in 2016
- Releases since the last update: The Grand Tournament, League of Explorers, Whispers of the Old Gods
- Mechanics since the last update: Inspire, Joust, Discover. C’thun and his cultists are excluded from Arena.
- Game system updates: Reveal of the increased chance to be offered class cards and cards for the newest set. Your newest class cards will always be offered most. Draft guarantees Rare or better on picks 1/10/20/30. The odds of being offered Epic or Legendary choices are very low (10%/2%).
- Meta Report: Meta is shaped by newest Neutral Commons and Class Commons. Old Gods meta is SLOW b/c of addition of good neutral taunts (Infested Tauren, Psychotron, Bog Creeper). One or two of these will usually stall out aggro decks. Additionally, OG neutral cards aren’t that aggressive in nature. Meta will naturally become faster in next Adventure by removal of OG offering bonus. Enchanted Raven may be enough to move Druid to top 3.
- Best classes right now: Mage and Rogue. Consistency is why: they have the best hero powers and best basic class cards and OG common class cards. Mage: Twilight Flamecallerand Faceless Summoner. Rogue: Shadow Strike and Southsea Squidface.
- Worst classes right now: Priest and Hunter. Worst hero powers (along with Warrior), in that they don’t impact the board directly. Their strong cards are too reliant on synergy to succeed. OG common class cards. Priest: Darkshire Alchemist and Hooded Acolyte is N/A because it’s a C’thun card. Hunter: Fiery Bat and Carrion Grub
- Arena Warriors got big love after being in an awful place for a long time, with N’zoth’s First Mate and Ravaging Ghoul.
The Best Classes in Arena
From best (Mage) to worst (Priest). You should pick the highest class on this list, if you feel comfortable playing all of them.
- Mage
- Rogue
- Warlock
- Shaman
- Warrior
- Paladin
- Druid
- Hunter
- Priest
The Best Arena Strategies for Each Class
- Druid: Tempo/Mid, Removal, Buffs, Beasts
- Hunter: Aggro/Tempo, Charge, Damage, Beasts
- Mage: Tempo/Mid/Control, Removal, MOST FLEXIBLE
- Paladin: Mid/Tempo/Control, Weapons, Buffs
- Priest: Tempo/Control, Removal, Buffs, Taunts
- Rogue: Tempo/Mid, Removal, VERY FLEXIBLE
- Shaman: Tempo/Mid, Removal, Totem, Buff, Evolve
- Warlock: Aggro/Tempo, ZOO!
- Warrior: Mid/Control, Weapons, Taunts, Removal
The Best Arena Cards for Each Class
If every class card was offered on pick 1, which card should you take?
Druid
- Basic/Common: Swipe
- Rare: Savage Combatant
Hunter
- Basic/Common: Glaivezooka
- Rare: Savannah Highmane
Mage
- Basic/Common: Ethereal Conjurer or Flamestrike
- Rare: Flamewaker
Paladin
- Basic/Common: Keeper of Uldaman
- Rare: Muster for Battle
Priest
- Basic/Common: Velen’s Chosen
- Rare: Auchenai Soulpriest
Rogue
- Basic/Common: Sap
- Rare: SI:7 Agent or Dark Iron Skulker
Shaman
- Basic/Common: Fire Elemental
- Rare: Master of Evolution or Lightning Storm
Warlock
- Basic/Common: Imp Gang Boss
- Rare: Imp-losion
Warrior
- Basic/Common: Fiery War Axe
- Rare: Frothing Berserker
The Best Neutral Arena Cards
If every neutral card was offered to you on Turn 1, and you only know what type of deck you hope to make, which do you take?
Aggro
- Basic/Common: Bog Creeper
- Rare: Sludge Belcher
Mid-Range
- Basic/Common: Dark Iron Dwarf
- Rare: Bomb Lobber
Control
- Basic/Common: Haunted Creeper
- Rare: Defender of Argus
Attrition
- Basic/Common: North Sea Kraken
- Rare: Sunwalker
Bonus Arena Tips
- Draw first. Always.
- When to face and when to trade: “Once you run out of good trades, go face” – Merps 2016
- Dilution of the card pool over time and the lessening likelihood of removal. (Lots of good stuff that’d take way to long to type up here — listen to the show!)
- Check out the Lightforge Tier List
- Listen to the Lightforge podcast!
Community
- Questions: Buying the new Adventure
- iTunes Reviews
- Donations (More info)
Card of the Week
Farewell
Friday Jul 08, 2016
The Yogg-Saron Hunter Deck - Episode 75
Friday Jul 08, 2016
Friday Jul 08, 2016
Hello!
- Tony is on the show this week
- Topic: Deck battle!
- Reasons to be happy this week
- News: None. There is no news. Nothing happened. At all.
What is a Deck Challenge?
Once a month, a guest host brings their favorite deck onto the show to battle the current reigning champion deck for control of the Happy Hearthstone Deck Battle Throne!
If the challenger wins the best-of-3 series, their deck becomes the new Champion Deck and will fight off future challengers until it loses, or until it’s earned its place in the Happy Hearthstone Hall of Fame!
View the Deck Battle Archive + The Happy Hearthstone Hall of Fame
Defending Deck: Craig’s Dragon Priest deck puts an aggressive twist on the standard control class.
Challenger Deck: Tony’s Yogg-Saron Hunter goes for the unconventional win.
Tony’s Yogg-Saron Hunter Deck
Creatures
- 1x King’s Elekk: Effectively doubles your chance of drawing Yogg-Saron and gives some minor Beast synergy.
- 1x Yogg Saron, Hope’s End: Saves your bacon in unwinnable games. The king of RNG.
Spells
- 2x Hunter’s Mark: Efficient removal, combos nicely with On the Hunt, Explosive Trap, and Quick Shot.
- 2x On the Hunt: A bit of removal, a Beast, and Hunter’s Mark’s best friend.
- 2x Bear Trap: Gives you a minion, pumps up Eaglehorn Bow, and has Beast synergy.
- 2x Explosive Trap: The only AoE spell in the deck, necessary to hold Aggro decks at bay.
- 2x Freezing Trap: Great for eliminating beefy minions, especially 9 and 10 mana minions.
- 2x Lock and Load: Card draw AND gives you minions, usually Beasts.
- 2x Quick Shot: Removal. Basically Hunter’s version of Frostbolt.
- 2x Snipe: More removal, almost always a surprise, and it pumps Eaglehorn Bow. Hunter’s version of Flame Cannon.
- 2x Eaglehorn Bow: The key to the deck and your most efficient way to control the board and hit an opponent.
- 2x Animal Companion: Gives you a Beast, but doesn’t impact Elekk’s search effect and pumps up Yogg-Saron.
- 2x Deadly Shot: Usually kills any minion, especially with other removal in the deck.
- 2x Kill Command: Hunter’s Fireball and great removal with 1 Beast and 10 spells that generate Beasts.
- 2x Unleash the Hounds: Not exactly AoE, but close; good counter to Zoo.
- 2x Call of the Wild: The deck’s true finisher.
Substitutes
In case you don’t have some of the ideal cards, here are some quality back-ups and alterations you can use, which all keep with the same theme and strengths of the deck.
- Tracking: Almost, sorta card draw in Hunter. Not in the deck because it could get rid of Yogg, Call of the Wild, or Eaglehorn Bow. Maybe include one.
- Multi-Shot: Very situational, but can be a game breaker. Not great with tons of removal.
- Gladiator’s Longbow: A great control card, a bit pricey and can conflict with lots of extra durability on Eaglehorn Bow.
- Emperor Thaurissan: Probably should be in the deck; makes Lock and Load better. Makes Elekk worse.
- Harrison Jones: In a weapon heavy meta, quite good but adds inconsistency.
- Arcane Shot: More removal, good with Lock and Load.
- Snake Trap: So many beasts packed into one spell!
The Duel
Community
- The awesome stats site that Tony mentioned on the show, Vicious Syndicate
- Questions: Emotes, Tavern Brawls
- iTunes Reviews
- Donations (More info)