Need some quick help - stuck on final pick, all 3 options seem really good.

https://i.imgur.com/QNKOtkC.png

But I suppose the more experienced Arena players might find this easy.

Force of Nature has great synergy with my Savage Roar of course, and to a lesser extent Lance Carrier and Mark of Nature.

Kodo Rider seems like it might give me the late game sustain I need. I have a Fencing Coach too, not sure how often I can get that combo off.

Mulch gives me the chance to actually deal with a real threat. I have pretty inefficient removal at the moment.

I have no idea. I mean, the rest of the deck is fairly average so I'm already content with a low score, but I'd love to read some thoughts about this pick.

Thanks a lot!

(The relevant cards that are blocked off are Innervate, Mark of the Wild, Claw and Living Roots.)

Posted Jan 15, 2016, 11:03 AM UTC

57
invalidlitter•

Mulch, absolutely. No doubt whatsoever. You're horrifyingly short on early game. Like, really really badly short. Aggro decks are just going to kill you, period. Even against midrange decks, you're going to need a tempo swing, which is where mulch comes in. Your best case scenario is something like an innverated 4 drop, buff it, and then mulch their 5 drop and play a 2 drop, and then rush face.

Kodorider will just make one extra kodo on Turn 8 and then die. You can't protect, and you won't be ahead on board.

Unfortunately, this is an 0-3 deck. If you know what your choices were and post them, I can tell you where you went wrong. You have no two drops at all, bad 3 drops, bad 4 drops (double gorillabot with no mechs to speak of :-( ). I don't say this to be critical of you at all, I just don't want you to get your hopes up. You might be new at this?

Wait, another part of the problem is that you didn't list all the blocked off cards. We can see 22. You list four. And there's two more to pick. So you have two more cards. I hope they're both twos.

6
matte27_•

What? You can't see all the early game drops, but what can be said from the curve the early game looks ok. Even if the deck lacked in early game, mulch would not help at all since it is not a card you want to play early on.

1
invalidlitter•

"You can't see all the early game drops, but what can be said from the curve the early game looks ok. "

Per my analysis, there's only two cards we don't know about. Even if they're both two drops, he would have 4 twos, one being a Mana Wraith, four threes, one of which is a fencing coach, and a bunch of subpar 4s - gorrillabot, dragon mech, brewmaster, Keeper (situational). The early game is bad.

"mulch would not help at all since it is not a card you want to play early on."

Unfortunately for you, I can't remember which game it was where ADWCTA and Merps Naturalized the zombie chow on T1 or T2. But you should draw this lesson from it - Mulch is a much faster card than Force of Nature, or freaking Kodo Rider. You're behind on the board on T3, getting hit in the face by a hunter with 3 things on the board, one of which is a spider tank, and you have a choice of mulch or a 3/3 that gets eaten, you play the mulch. Or you get clever because you have an elven archer, play the 3/3, and then mulch his four drop and archer his 3/1. Point is, the hell you don't play mulch early. Better by far to have in hand on T3 behind on board than Force of Nature or Kodorider. You certainly prefer to play it later on an Ironbark for a large tempo swing, but on an early turn, better to kill a minion 1 for 1 on the board than to play a subpar minion that dies for free.

2
matte27_•

I don't why you are disregarding the one drops, claw and living roots are both very reasonable early game plays, so from the cards we know he has 6 cards that can be played before or on turn 2. Even if the 3 cards we don't know are some garbage, I wouldn't pick mulch for early game. Even if you can play it early doesn't mean it is a good play. I am not saying mulch is the wrong pick, I am just saying that the reasoning for picking that shouldn't be "we need more early game".

Funnily enough if you look at the curve, the deck has a very lacking late game with barely any card draw so personally I would pick one of the 6 drops.

2
batcave_of_solitude•

My first instinct is windmill slam the FoN for the combo. Then again it's pretty inconsistent with only one of each, FoN and SR.

Mulch is nice but it's really really swingy. It can give your opponent an angry chicken or a bomb legendary like dr boom. Ranges from 3 mana almost no drawback to "you lose the game"

My pick is Kodorider, the ceiling is just way higher and has no drawback it also sets you up for a huge savage roar turn if you draw it late.

4
HS_Terrik•

Hm tough one. I think it's really close and the deck could really benefit from any of these, but I think I lean slightly in favour of Kodorider. As u/batcave_of_solitude said, with only one FoN and SR, it's rather optimistic to imagine pulling off the combo. And FoN without the combo is "ok" but nothing too special. You do have numerous attack buffs for them though. As for Mulch, it's good tempo, but I'm just not sure I'm confident enough in the strength and aggression of your deck to be able to make enough use out of that tempo gain. With things like Innervate and Fencing Coach, I like the play for a bit more lategame value with the Kodorider (your deck is a bit lacking in lategame anyway). All the attack buffs work well on the 3/5 kodo bodies, and swarming the board will help with savage roar value as well.

3
rptd333•

I was initially leaning on FoN, you really swayed me into Kodorider.

1