Seems quite slow deck with no strong 2s that can be buffed so you are probably getting crushed by early aggression or/and are quite dependant on early draws(fiery axe is pretty much a must to have a chance) i guess.
For start id drop ragnaros and shield block for bloodsail raider
As you know, the current meta in constructed in definitely rush, rush, rush and playing a lot of low mana drop minions (often with ones that summon another minion).
Beyond brawl, warrior just doesn't have a lot of multi-card/aeo removal. Maybe add cleave in there to see how that helps early game board control and another earlier charge guy or two with Kork'ons.
I'm souring a little on Dark Iron Dwarf, because if you don't already have board control, he ends up just sitting in your hand since you don't want to buff an opponent's minion. And if you do have it, normally things are going well enough to win anyway. I'm only running one these days.
My Mage brew, it wins more than it looses, but Im open for suggestions for improvement, I have not opened anything interesting, so just lvl 10 mage cards:
The cards I find a little sketchy: Voodoo Doctor, Ooze, Frostwolf warlord, Nightblade
That's a good idea. I copied the deck from a reddit thread where a guy claimed to have 80%+ winrate with it, but his deck had Lorewalker Cho and Nat Pagle in it in place of Shield Block and Razorfen Hunter.
its pretty bad, and doesnt synergize well with weapons especially against all the rush decks that are probably constantly wiping your board and keeping you from drawing except from hero dmg.
Also, you have draws already (from minions that arent likely to take damage and survive, and then help you battlerage)
Ok that makes sense. Changed a few things up and won the first three games I played with it after the changes. 2/3 were against aggro decks where I was able to maintain board control throughout the matches.
My Mage brew, it wins more than it looses, but Im open for suggestions for improvement, I have not opened anything interesting, so just lvl 10 mage cards:
The cards I find a little sketchy: Voodoo Doctor, Ooze, Frostwolf warlord, Nightblade
Arcane Missiles - Very decent mage card, just be sure to use it when your opponent has a 1 or 2 health minion out, or a bunch of 1 health minions. Try not to use it to do 3 damage to your opponent unless you have lethal that turn.
Voodoo Doctor - Pretty terrible. One drops are pretty good right now, but mostly for early board advantage and his battlecry is going to be wasted a lot of the time. Worgen Infilitrator is a much better 1 drop, and for mage Mana Wyrm is even better. Both are commons, so you'd have to craft or open them in a pack.
Acidic Swamp Ooze is fine, some people just run with one though.
Arcane Explosion is pretty meh, unless you can keep several spellpower minions alive to make it do worthwhile damage. Cone of Cold is much much better.
Frostbolt - standard, awesome mage spell with a variety of uses
Kobold Geomancer - kinda crappy. It's a 2/2, so it's not going to be able to favorably trade very often. The only small benefit it has is most players are going to go out of their way to eliminate your spell damage minions, so they may trade unfavourably with it. You can drop it on later turns to beef up your spell damage a little bit. Sorcerer's Apprentice, while not having spell damage, is much better imo.
Novice Engineer - decent, it replaces itself, but ideally you'd have some Shattered Sun Clerics or Dark Iron Dwarfs to buff it so it can trade with 2/3's or 3/2's if required.
Arcane Intellect - pretty good, much better if you get some mana wyrms in there, so it will effectively be +1 damage and draw 2 for 3 mana
Dalaran Mage - Also kinda meh, unless you are going for a very spell heavy deck with lots of control, which you don't have right now.
Fireball - standard!
Gnomish Inventor - again, great since it replaces itself, it can 2-1 against 3/2's, and you can beef it up with other minions/spells.
Ogre Magi - 4/4 for 4, which is fine, the spell damage is ok. Most people would replace this with Azure Drake (rare) when they get two
Frostwolf Warlord - works better when you have a ton of minions. It's a 5/5 for 5 with one minion out, 6/6 with two, etc, so the higher chance you have a minion the better value it is. With your current weak minions, it's less likely you'll have anything alive at turn 5, so you're really only going to be using it in late late game, which is the opposite of the current meta.
Nightblade - Meh! There aren't too many 5/4 minions in the game, so it doesn't trade up very often. Spellbreaker (4/3 for 4 with a silence) is a much better option.
Flamestrike - standard!
TLDR; if you're going spell heavy, get better spells overall
if you're going minion heavy, get better minions!
Find it incredibly bull**** that he ghosted you, but there are two sides to the coin. On one hand, you are helping promote the game, tournament, etc. and by showing it as close to real-time as you thought was "safe" are providing a cool experience to your viewers that will definitely attract a lot of people. On the other hand, you are taking a risk to fill a vacuum of demand for live-streaming of the tournament, that exists purely because of the risk involved. You are sacrificing your own gameplay EV to try and gain more viewers/ followers and $EV, so I don't see why you can blame him for exploiting your risk tolerance. Best would be to stream games as soon as they are over, or live with something to protect the view of your cards in hand until they are played, but that might be lame for viewers as well.
Since I suck hard at arena I have been forced to play constructed. This is a deck I copied from the guy who won TL open 3. I am 23-1 with it so far, only loss to a druid of all things.
sick mattey, are you playing master 3 constructed?
Btw i'm having a lot of success with ancient watcher. Thing about the card is it's a super utility card that needs a lot of play around it or else it's just a worthless card. Think warlock's the only one atm that can synergize with it enough.
Things it can be paired with:
Void terror (Turn 2 watcher Turn 3 void terror gives a 7/8, 3/3 if silenced)
Shadowflame for 6 mana flamestrike.
Defender of Argus 6 mana 5/6 Taunt and 3/3. Lol if they silence the watcher
Silence (Normal 4/5)
For those who haven't seen it yet, this is a cool reddit thread on SC2 themed cards that gets me excited for new cards eventually! http://imgur.com/a/byC34
I started at masters 1 when I started with this deck and hit masters 3 very quick. Just went 9-3 with it so it is up to 32-4. The 3 losses were to priest, hunter and rogue.
I started at masters 1 when I started with this deck and hit masters 3 very quick. Just went 9-3 with it so it is up to 32-4. The 3 losses were to priest, hunter and rogue.
Yah not much I'd change.
Maybe take one from 2nd fireball and get a poly, 2nd blizzard can maybe be taken out
sick mattey, are you playing master 3 constructed?
Btw i'm having a lot of success with ancient watcher. Thing about the card is it's a super utility card that needs a lot of play around it or else it's just a worthless card. Think warlock's the only one atm that can synergize with it enough.
Things it can be paired with:
Void terror (Turn 2 watcher Turn 3 void terror gives a 7/8, 3/3 if silenced)
Shadowflame for 6 mana flamestrike.
Defender of Argus 6 mana 5/6 Taunt and 3/3. Lol if they silence the watcher
Silence (Normal 4/5)
Interesting. I never really gave watcher another look. I've been enjoying a warlock deck that already runs most of those cards, maybe I'll try it.
The point of the deck is to play something on turn 1, buff it on the next few turns to gain board control and get his life down, then burn him with direct damage. You need both fireballs as potential finishers. I don't miss poly in this deck and a lot of other mage decks I see posted are going down to 0-1 polys as well. By the time someone puts down a big taunt or a rag/ysera, I usually have him sub 15 life and am just looking to draw burn cards.
Blizzard is an amazing card I think you are undervaluing it. In addition to being a board clear I have used it to stall an attack from big creatures in order to give me more time to draw a finisher.
This deck also has some dream opens, especially when going second. Turn 1 Mana Wyrm turn 2 coin Shattered sun puts a 3/3 and 3/4 on the board after 2 turns. Turn 1 coin sorcerer's apprentice then free arcane missiles has a 50% chance to kill a flame imp or argent squire.