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Eternal CCG (rip hearthstone) Eternal CCG (rip hearthstone)

03-23-2017 , 08:12 PM
In other news, I just drafted this totally janky ass mess of a deck and went 7-2. It's funny how often the decks you expect to do well just crash and burn and sometimes the decks where I am ready to just forfeit in advance end up going all the way.

1 District Infantry (Set1 #134)
2 Grenadin Drone (Set1 #5)
1 Inspire (Set1 #129)
1 Oni Ronin (Set1 #13)
2 Ticking Grenadin (Set1 #12)
2 Ornate Katana (Set1 #23)
1 Piercing Shot (Set1 #25)
2 Rampage (Set1 #17)
3 Assembly Line (Set1 #29)
1 Brightmace Paladin (Set1 #147)
1 Crownwatch Deserter (Set1 #316)
1 Gilded Glaive (Set1 #125)
1 Battleblur Centaur (Set1 #319)
1 Burn Out (Set1 #28)
1 Cloud of Ash (Set1 #39)
1 Guerrilla Fighter (Set1 #36)
1 Renegade Valkyrie (Set1 #321)
1 Calderan Gunsmith (Set1 #46)
1 Hooru Fledgling (Set1 #159)
1 Frontline Cyclops (Set1 #53)
1 Starsteel Daisho (Set1 #328)
9 Fire Sigil (Set1 #1)
9 Justice Sigil (Set1 #126)
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03-23-2017 , 10:17 PM
Yeah I had a draft the other day that I thought was pretty nifty and promptly went 0-3. Had another where I opted to play 2 colors rather than splashing as I had originally intended, dropped first 2 so splashed the third color and picked up 3-4 straight wins.
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03-24-2017 , 01:54 PM
Made master and don't feel like try harding this month so i'm looking for some fun jank decks to try, anyone got any suggestions? I'm a couple of net wins away from draft master but i'm out of gold, tempted to just give in and buy gems but last time I did that i got gatekept on sir rhino's stream and then back to back 0-3'd to go right back to diamond-0.
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03-24-2017 , 02:52 PM
Update: Bought gems; went 0-3.
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03-24-2017 , 04:02 PM
I've been messing with that Fevered Scout/NW Herald/Unstable form deck but can't seem to get it to work. Cast cheap spells to pump up scout, cast herald for free, then unstable form on it next turn for a 7-power card. There's one on Eternal Nexus that I based mine on but it stalls out way too often - maybe you have some ideas to get it to happen.
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03-24-2017 , 09:00 PM
First 7 win draft achieved with this deck!
1 Detain (Set1 #133)
2 Inspire (Set1 #129)
1 Ornamental Daggers (Set1 #69)
1 Predator's Instinct (Set1 #75)
1 Protect (Set1 #132)
1 Safe Return (Set1 #330)
1 Steadfast Deputy (Set1 #504)
2 Bold Adventurer (Set1 #77)
1 Combrei Stranger (Set1 #410)
2 Minotaur Grunt (Set1 #137)
1 Rebuke (Set1 #141)
1 Refresh (Set1 #501)
1 Teleport (Set1 #80)
1 Temple Scribe (Set1 #502)
1 Combrei Healer (Set1 #333)
1 Dispel (Set1 #91)
1 Hero of the People (Set1 #156)
1 Karmic Guardian (Set1 #341)
1 Silverwing Avenger (Set1 #167)
1 Stalwart Shield (Set1 #162)
1 Towertop Patrol (Set1 #101)
1 Combrei Magister (Set1 #160)
1 Hooru Fledgling (Set1 #159)
1 Lumen Defender (Set1 #115)
1 Towering Terrazon (Set1 #114)
1 Fourth-Tree Elder (Set1 #176)
7 Justice Sigil (Set1 #126)
6 Time Sigil (Set1 #63)
2 Combrei Banner (Set1 #424)
1 Emerald Monument (Set1 #422)

Mostly just played to board stalls until I could buff one or more flyers, protecting them with aegises and returning to hand effects. The articles helped a lot; I focused more on commons instead of trying to fit a deck to the rare and uncommon cards I got.
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03-27-2017 , 01:25 PM
the good feels when im drafting a medium yellow-green deck, then go back to back sandstorm titan and 6/6 killer dinosaur on the last pack
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03-27-2017 , 04:07 PM
I've drafted a couple of decks that I think are killer but they don't seem to pan out. I wonder if I focus too much on card synergies rather than just going best card available, like that 7-win draft above. For example I pulled a Xenan Obelisk and Hatchery Raider on first 2 picks, then made this whole deck around buffing flyers (Windshaper, Cobalt Monuments, serpent trainer, ageless mentor). When it worked it was awesome but only went 4-3 and got toasted badly in the losses. Then I see someone just throwing out oni ronin with a heavy axe and elders feather on turn 2 and running roughshod over me.
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03-27-2017 , 05:15 PM
I hate hatchery raider in draft. Grabbed it a couple times due to it being high-ish on draft tier lists, but it's always been too slow to get online or just a win more card. Might be you have to run a bunch of card draw around it? I don't know.

The rest of that deck sounds great to me. Just remember that those aggro equipment decks that sometimes stomp you are going to get 2-for-1'd or worse and fall flat real quick against any kind of removal. Also, if you get the obelisk early, you might want to lean more towards lower cost units that accelerate your power base (amber acolyte, initiate of the sands, temple scribe) and try to go wide. Flyers are going to be higher cost relative to their body and don't get as much value from the obelisk.
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03-27-2017 , 07:06 PM
Yeah it seems like it might be good in a specific control deck to get over board stalls but I only played it once when I was already a goner. Another thing I've noticed about draft is I never go red - Feln or Combrei always seem to be open so I just take those and maybe splash a third color (or go more Elysian). Anyone else feel this way? Maybe it's a trap or something but primal flyers and violent gusts always seem to sit around late; haunting scream and the gorgons sit around as well.
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03-28-2017 , 07:42 AM
Ugh. I'm definitely not good, but I just got power screwed in two games. Had a semi-decent Blue/Black deck and drew literally zero shadow for 6 turns in those two games, one of which was at the 5 win mark and one that kept me from killing the 'final boss' for 7 wins.


Nice rewards though.
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03-28-2017 , 05:29 PM
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03-28-2017 , 05:40 PM
ranked has been pissing me off. play a quick session, go 7-2, and drop
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03-28-2017 , 10:24 PM
PoppaT - Nice

Figured this draft was the stone-cold nuts yet only managed 1 win. I kept it at 50 cards because I figured it could handle the extra weight but maybe that's a huge mistake? Thoughts on cuts or maybe other cards that would have been helpful?

1 Finest Hour (Set1 #130)
1 Inspire (Set1 #129)
1 Predator's Instinct (Set1 #75)
1 Safe Return (Set1 #330)
1 Seek Power (Set1 #408)
1 Valkyrie Aspirant (Set1 #127)
1 Awakened Student (Set1 #331)
1 Bold Adventurer (Set1 #77)
1 Crownwatch Longsword (Set1 #142)
3 Desert Marshal (Set1 #332)
2 Minotaur Grunt (Set1 #137)
1 Teleport (Set1 #80)
2 Amber Acolyte (Set1 #93)
2 Combrei Healer (Set1 #333)
1 Dawnwalker (Set1 #86)
2 Dispel (Set1 #91)
1 Stand Together (Set1 #334)
1 Unlock Potential (Set1 #76)
1 Vodakhan's Staff (Set1 #336)
1 Stalwart Shield (Set1 #162)
1 Towertop Patrol (Set1 #101)
1 Xenan Guardian (Set1 #102)
1 Towering Terrazon (Set1 #114)
1 Champion of Progress (Set1 #345)
1 Fourth-Tree Elder (Set1 #176)
1 Minotaur Ambassador (Set1 #346)
1 Dormant Sentinel (Set1 #120)
7 Justice Sigil (Set1 #126)
9 Time Sigil (Set1 #63)
1 Diplomatic Seal (Set1 #425)
Eternal CCG (rip hearthstone) Quote
03-28-2017 , 10:30 PM
you played a 50 card deck with only 17 power?

quick look id easily cut

inspire
longsword
dispel
unlock potential
ambassador
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03-28-2017 , 10:59 PM
Always run 18-19 power and never play a 50 card deck.
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03-29-2017 , 01:14 AM
Well it had a bit of fixing but yeah I guess running more than 45 is just an unforced error on my part. I'm surprised you say unlock potential, though, isn't that a good card to put you ahead of the curve?
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03-29-2017 , 09:33 AM
"Always run 18-19 power" is not correct but yet still probably pretty good advice for noobs.
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03-29-2017 , 09:57 AM
I am not great at drafting but everything between 15 and 20 sigils can be reasonable. I also kind of like the sword in this deck. There are a lot of minions in it that benefit quite a bit from a buff.
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03-29-2017 , 10:07 AM
I usually run 17 or 18 (45 card deck) but obviously there are lots of factors like whether you are running aggro, whether you have units/spells that draw sigils and whether you have important empower's to trigger.

I think if you cut out 5 attachments/spells and get the unit:spell ratio a bit more under control the deck would be ok. Even so I would be worried that it's a lot of 2/1 units that aren't going to have much board control.

Dawnwalker is also a good card but not many cards in the deck to bring him back can hurt his potential.
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03-29-2017 , 10:26 AM
stand together is just medium. maybe if it were a fast spell it would be good enough but don't see enough payoff potential.

you dont need dispels when you already have 3 desert marshalls.

minotaur ambassador is bad imo. 6 mana 3/5 bleh. ramping does very little at that point in the game. in fact id rather just get the sigils in hand for empowering.

dawnwalker with 3 activators seems fine. it will trade and do some damage, if you get it back that is great value.

longsword again just medium. it could make the cut in some decks and might be good if you are looking to one drop and bash, but obviously not worth playing >45 for (dont do this)

would probably want 18 power in this deck even with the acolytes since you have several high drops/ultimates and powering sentinal + staff later is good

Last edited by dkgojackets; 03-29-2017 at 10:32 AM.
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03-29-2017 , 04:35 PM
TY guys as usual, very helpful, still missing some concepts in draft it seems. Totally right about the issues running 2-1s- kept having no one to attack with. Also the unlock potential was prob redundant with stand together while being weaker and not providing any specifically useful buffs ie brightmace paladin (I probably passed on drafting a couple of them too when they would have been nice to have).
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03-29-2017 , 07:04 PM
Three new promo cards and changes to redraws announced for tomorrow. Very impressed with these developers, feels like time to buy some gems - still haven't done Jekk's bounty.
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03-30-2017 , 01:14 AM
17 is not enough power for a 45 card deck, although with the new mulligan rules that probably changes. Sure there can be some fringe cases where you're running a ton of Seek Powers for some reason but that's not really worth mentioning (cause it's also bad).
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03-30-2017 , 02:53 AM
I haven't been able to play much lately, but finally hit master in forge and I want to start building toward a deck for ranked. Ideas?

Also got two legendary cards from back to back forges. Marisen, the Eldest and Icaria, the Liberator
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