Grinning Goat

The Grinning Goat July 1, 2015 1 34

Welcome to the Grinning Goat! We are two seasoned Arena vets, averaging 7.4+ wins/run live on stream from pre-draft, all …

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  • How to Play Turns Two & Three in Arena
    The problem obviously is that you can't assume you'd get a 2/3. Here's the % for Recombobulator. The average card is a 1.8/2, and includes a slew of useless cards. Much like how unless you are priest or have good backup plans, it is best to play Deathlord later than turn 3, it is better to play Recombobulator for its ability later than turn 2. RNG can absolutely wreck you, and the earlier in the game this happens, the bigger the impact relative to your available mana to deal with it. As a good player, with a good deck, would you prefer to trust your play, or to let the dice determine the game? Our Recombobulator play will result in the Shielded Minibot having initiative when he drops his 3 drop (assume he does not use his 3 mana on turn 3 to ping, which would be awesome for us). This means that besides Harvest Golem, it will kill before the end of our turn 4 anything he plays on turn 3. There is very little that can go wrong with this play, and the upside remains if he misses any of his drops. On the other hand, a Shielded Minibot play will prevent a 3/2 from being dropped, and you end up with a RNG recombobulated minion + Recombobulator to opponent's 3-drop, which has a high chance of trading into both of your minions anyway (the top 4 3-mana plays all do this). But, if it is a 2/3 being dropped, the Shielded MInibot play will go into your opponent's turn 3 with a recombobulated minion (a 1.8/2 minion with no shield, dealing on average 1.8 damage on the board; as opposed to shielded minibot, dealing 4 damage on the board). This is how boards are lost and games are lost. There is a slightly higher chance to see a 3/2 than a 2/3, (about 60/40 in this meta). That's not worth losing the board and likely the game for a small edge which will be wiped away by the 4 most commonly seen 3-drops. You cannot assume that 1) If he pings the minibot on turn 2, you're in the clear. You're not. There are more turns after that where he'll have a high chance to overtake your board. 2) The Recombobulator will get you a desirable minion. It'll get you a good minion more than half the time, but I cannot stress how bad the other times are when played this early in the match. Playing Recombobulator second is giving your opponent the chance to win without doing anything. It's a desperation play when you know your deck is bad, or your skills are outmatched. Neither were the case here. 3) A Shielded Minibot will not clear your opponent's 3-drop. Unlike the re-combobulated minion, a Shielded Minibot WILL clear your opponent's 3-drop in all cases except for 1 neutral common card. Avoiding the Recombobulator's ability here was 100% the correct play and we'll stand by it. Best, ADWCTA
  • Arena Matchups: Killing Uther
    Thanks! I did try to squeeze a lot in there, and I cut out the longform sections on Silver Hand Recruits and Blessing of Wisdom because I thought they didn't need to be explained further than 1-2 sentences. edit: I just added an entire section on Blessing of Wisdom! Silver Hand Recruits "taunt" damage when you remove them instead of attacking to the face. That line's a general guide for how much damage you should let it taunt, because you should really start thinking about leaving it alone if you only have a Sea Giant on the board for example. For tempo math, I'm not sure I can explain it better than in my Mastery of Arena: Play - Fundamentals article (which was updated a couple of weeks ago with a more flesh-ed out explanation of tempo math than when it was first published). You can generally look at the board and figure out how much tempo each side has. It's a way of evaluating relative board strength on a macro level (it basically accounts for how much each minion is really worth now that it's on the board, which is often different than its mana cost; but for neutral text-less minions, it's just the mana cost). Generally speaking, unless you're playing into something like a board clear, if you have 2x+ tempo value of his mana crystals at the end of your turn, you have full board control and he won't be able to get it back until you run out of cards. If you have 1x+ tempo value of his mana crystals at the end of your turn, then you're "ahead" and will likely have the initiative on the board the next turn, or be able to setup again if he removes. Hope that helped!
  • On Mastery of Arena (Draft – Advanced)
    Thanks for the correction! It has been corrected in the article.
  • On Mastery of Arena (Play – Fundamentals)
    Don't worry! You're not the first person who's asked this about my article. I think an explanation is needed, and I'll put this directly into the article as well. It is calculated by what the mana cost of a neutral minion with those stats/ability would be. For example, a 3/2 creature would generally be +2 tempo, a 3/3 creature would be +2.5 tempo, 4/3 creature would be +3 tempo. This is a flexible way to account for tempo value changes when the board state changes due to injured minions. For example, a Yeti that takes out a 3/2 is now a 4/2 creature, which is +2.5 tempo (no longer +4 tempo). I use tempo to evaluate the board state and how much pressure is being exerted by each player. Generally, for minions on the board with no abilities: +0.5 tempo = 2 total stats +1 tempo = 3 total stats +1.5 tempo = 4 total stats +2 tempo = 5 total stats +2.5 tempo = 6 total stats and so on...
  • On Mastery of Arena (Play – Advanced)
    I have learned the hard way that twitch does not save videos for more than 5 days, unless you specifically mark each one to be saved individually. So, nope, right now there's only our Warrior run, but we'll be adding one more each week!

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