[OLD] Frost Arena - Deck Tier List

    • [OLD] Frost Arena - Deck Tier List

      Frost Arena - Deck Tier list


      Why Care?
      One of the best ways to enjoy all the content in HEX is to acquire HEX's paid currency, called: Platinum. With it being Paid Currency, there are only a few ways to get it - First, someone, somewhere has to pay real money for the platinum. In-game they can use it to enter tournaments, or buy packs from the HEX store. They can also buy items from players through in-game mail trade or through the auction house.


      HEX claims to be a free-to-play title. So, how can someone that spends no money in HEX for Platinum enjoy all the things platinum has to offer?


      The most direct method is: Player to Player in-game mail trade from Gold to Platinum. Gold is the freely acquired currency through HEX PvE progression. The fastest way to acquire Gold now, is through quick Arena Runs - Where a player that already perfected the first Tier of arena, skips the tier, and races to kill the Tier 4 Boss. That is the reason behind caring about the below. Enjoy!



      Tier list Categories:


      God Tier = Perfect Score - 9 Threshold out of 9 Threshold Deck:
      Tier 1 = 8 Threshold Requirement
      Tier 2 = 7 Threshold Requirement
      Tier 3 = 6 Threshold Requirement
      Tier 4 = 5 Threshold or lower.


      Rating Categories and Scaling:
      We use a newly developed category system called:
      (C)(A)(P)(E)(S), for "Superhero" decks = Consistent Affordable Perfect Easy Speed decks.
      (C)+(P)+(S) = Decks' tier score, for Tierlist placement.
      (A)+(E) = Decks' player friendly score, for player consideration


      For each Category there is 1-3 scaling:
      3 Threshold = best
      2 Threshold = good
      1 Threshold = not good


      (C)=Consistency = How often does the deck make it to, and clear the tier4 boss?
      3 Threshold = 90% or more 15/15 runs clear the tier4 boss
      2 Threshold = 75%-89% 15/15 runs clear the tier4 boss
      1 Threshold = 74% or less 15/15 runs clear the tier4 boss


      (P)=Perfect = How unlikely are you to lose a single encounter?
      3 Threshold = 80% or more 15/15 runs are perfect
      2 Threshold = 50%-79% 15/15 runs are perfect
      1 Threshold = 49% or less 15/15 runs are perfect


      (S)=Speed= How fast is the deck at clearing the arena? (Speed will vary with PC's, but this should be a general rule of thumb - for example - the Dream deck would be a 2, and a quash rush deck would be a 3.)
      3 Threshold = 30 minutes or less per 15/15 run clear
      2 Threshold = 45 minutes-31 minutes per 15/15 run clear
      1 Threshold = 46 minutes or more per 15/15 run clear



      The two categories below are important, but carry no weight for the decks' tierlist score.


      (A)=Affordable = How affordable is the deck to build?
      Note: Focusing on hard to obtain cards outside of the F2P PvE experience.
      3 Threshold = Less than $20 to build (not including freely farmed PvE cards)
      2 Threshold = $20-$100 (not including freely farmed PvE cards)
      1 Threshold = Over $100 (not including freely farmed PvE cards)


      (E)=Easy = How easy is the deck to play?
      3 Threshold = Very easy to play
      2 Threshold = Some unique interactions you need to remember / somewhat easy
      1 Threshold = Fairly difficult to play, lot of interactions / not easy



      ______________________________________________________
      Is there a deck you would like to add to the list?
      Requirements to add/suggest a deck be added to the list = 4 Lines post:
      • "Deck Name", "By: (Deck Creator)", "# runs completed" (Should be a deck you've played at least 5 times, with fair recollection of), "(Your Name - Date)"
      • Link to Decklist (Preferred on HEXTCGBROWSER - so folks can sync with collections to see what they are missing)
      • #P + #C + #S = # Tier Threshold / #A + #E = # Consideration Threshold
      • Deck Note: (1 line note about deck/when it was made)


      Do you have updates or tweaks you would like to suggest to a deck-list posted here? Do you have varying results, or disagree with any tier placements? Do you have any suggested improvements for the rating system/wording for rating system? Please let us know. This list is meant to be a dynamic living bar to help both new and older players gauge deck effectiveness.



      The Sharp Compendium
      Cornerstone Guild


      The Quick List - Newer Decks to Dump - Unrated:
      UB Replicator Stingy Jack - Prinsallan
      Factory Workers - Nicosharp
      A Winkle in Time - Nicosharp
      Stars Shifting - Nicosharp
      Ethereal Gambit - Prinsallan (Zophie has similar)
      Human Warparty - HAVOC
      Josephina's Warparty - KOZHEX
      Dance of Dusk - Spit (I prefer Ardent Rampage - I'll link below)
      Mono Ruby Slaughtergears Update - Prinsallan / Wild Ruby Variation
      Enter the Dream - Prinsallan
      Upgraded Slaughtergears - Treasure
      Dargon! - CrispyMayhem
      Frost Ring Arena - Bloodlust! - Grotebozesmurf
      The Phantom Menace - Studebaker
      Yazukan's Sensei - KOZHEX
      Wrath of the Dwarves - Spit
      Wild Plants - Frexerik
      Freak Storm - Spit
      Piecetinkers Compendium
      Ardent Rampage - Spit
      Morphed - Nicosharp
      Laz Rage - Nicosharp
      Elementalism - Nicosharp
      Fortress of ZugZug - Nicosharp
      Stingy Harvester - Nicosharp
    • God Tier: 9 Threshold Decks

      Ethereal Aggro, By: Quantius & Nicosharp (30 runs completed) Budget Version
      3P + 3C + 3S = 9 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: A very affordable, fast and consistent deck. If you are a fan of the CAPES rating system, this is up there with KG's Armies of Moth in terms of all-round rating. With budget changes, its definitely a 3A. 4x Adaptatron and 4x Ivory Pawn fine to have, regarding additional changes. Aim for at least 7x 1-drop troops.
      Bryson Variation - tier1

      Mono-Ruby Slaughtergears', By: Saeijou, 50+ runs completed (nicosharp - 3/18/2016) Thread
      Upgraded 5 Color Slaughtergears' Deck, By: Saeijou
      3P + 3C + 3S = 9 Tier Threshold / 1A + 3E = 4 Consideration Threshold
      Deck Note: This deck stands above the rest for it's consistency, speed, and lack of a true down-side. It is expensive, and difficult to play initially. (Made before AZ1 / Upgrade after AZ1)

      Armies of Moth, By: King Gabriel, 10+ runs completed (nicosharp - 3/18/2016) Article
      3P + 3C + 3S = 9 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: A great deck for the budget minded arena farmer, KG found a way to balance speed with power. The deck does have a few bad match-ups. (Made after AZ1)
      Nico Note: I moved KG's deck up a notch because it's only real bad matchup is War Bot, and I'd say its still 50%+ of the time you will win, and now AI seems to be at sub-optimal level. This may drop to Tier 1 again with more AI improvements.

      Voices, Boulders & Gore, by Eierdotter, 15 runs completed (Eierdotter - 5/06/2016)
      Red Rangers, by CoachFliperon, 5 runs completed (nicosharp - 7/05/2016)
      3P+3C+3S = 9 Tier Threshold / 1A + 2E = 3 Consideration Threshold
      Deck Note: Swing T2 with Voice, dump your hand and throw those boulders.(made after Set004) - Coach's deck seems a little more tuned, and can consistently hit T2 wins.Video link


      Tier 1: 8 Threshold Decks

      Lady Monarch, by: nicosharp, 15 runs completed (nicosharp - 5/12/2016) Jank Version!
      3P+3C+2S = 8 Tier Threshold / 1A + 2E = 3 Consideration Threshold
      Deck Note: Super fun to play either variation and super consistent. Try it out if you have the pieces!

      Ruby Constants, By: Artifaction, 10+ runs completed (nicosharp - 11/25/2016) Thread
      3P + 3C + 2S = 8 Tier Threshold / 1A + 1E = 2 Consideration Threshold
      Deck Note: Fun to play and consistent. It may be a bit difficult to learn the interactions, but once you get it down, it will flow.

      Cassandra, by: Eierdotter, about 30 runs completed (Eierdotter - 5/06/2016)
      The Human Deck, by: GrayDeath, about 20 runs completed (GrayDeath - 7/05/2016)
      3P+3C+2S = 8 Tier Threshold / 1A + 2E = 3 Consideration Threshold
      Deck Note: Flood the board with Queensguard and see them go nuts, takes a bit of practice to master the buffs and cost reductions. GrayDeath has a modified Bard version.

      Xentoth's Lab, By: nicosharp, 10+ runs completed (nicosharp - 3/20/2016) Thread
      3P + 3C + 2S = 8 Tier Threshold / 1A + 1E = 2 Consideration Threshold
      Deck Note: Fun to play and consistent. It may be a bit slow and hard to learn, but once you get it down, it rocks. (Made before AZ1)

      Blue Slaughter, By: Barkam, 40+ runs completed (nicosharp - 3/18/2016) Thread
      3P + 3C + 2S = 8 Tier Threshold / 1A + 2E = 3 Consideration Threshold
      Deck Note: Extremely consistent and resilient. The down-side is the game-play can sometimes be a bit slow. Expensive. (Made before AZ1)

      Dwarf/Robot Affinity, By: wwknight, 30+ runs completed (nicosharp - 3/20/2016) Thread
      2P + 3C + 3S = 8 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: A great deck for the budget minded arena farmer, and a good deck to start with. Some bad match-ups and hard to recover late-game. This list is old, and may be due for upgrades. (Made before set3)

      Terrormill, By: Quantius, 10+ runs completed (nicosharp - 3/20/2016) Thread
      3P + 3C + 2S = 8 Tier Threshold / 2A + 1E = 3 Consideration Threshold
      Deck Note: A great deck with great removal that is fun to play. The deck is consistent, but I give it a high rating for difficulty to play given the many interactions and need to mulligan aggressively. (Made after AZ1)

      Keeping it Regular, By: nicosharp, 20+ runs completed (nicosharp - 3/20/2016) Thread
      2P + 3C + 3S = 8 Tier Threshold / 2A + 2E = 4 Consideration Threshold
      Deck Note: Another fast deck, with more than 1 way to deal damage with troops. New AI removal makes it a little harder to keep the perfects up to 80%+ area. (Made before AZ1)

      Leeching Blood, By: nicosharp, 30+ runs completed (nicosharp - 3/20/2016) Thread
      3P + 3C + 2S = 8 Tier Threshold / 1A + 2E = 3 Consideration Threshold
      Deck Note: Fun to play and relatively quick. Great deck synergy that nets in a lot of perfects. (Made before AZ1, but modified)

      Noninteractive Mill, by Eierdotter, 2 runs completed (Eierdotter - 5/06/2016)
      3P + 3C + 2S = 8 Tier Threshold / 2A + 2E = 4 Consideration Threshold
      Deck Note: Just mill, do not care about anything else, F10 is your best friend. A monkey could play this deck^^.(made after AZ1)

      Mono Ruby Orc Affinity, By: nicosharp, 30+ runs completed (nicosharp - 3/20/2016) Thread
      Alt version / Thread
      2P + 3C + 3S = 8 Tier Threshold / 2A + 3E = 5 Consideration Threshold
      Deck Note: A fast deck that has explosive troop tempo. The deck does have a few bad match-ups, and can putter out late-game to newer AI. (Made before AZ1)
    • Tier 2: 7 Threshold Decks

      Sly Huntress, By: nicosharp, 30+ runs completed (nicosharp - 3/20/2016) Thread
      1P + 3C + 3S = 7 Tier Threshold / 3A + 2E = 5 Consideration Threshold
      Deck Note: Very aggressive combo heavy deck. The new AI kneecapping makes perfects a lot more inconsistent. This list is old, and may be due for upgrades. (Made before Set3)

      Monowild Dinos, By: Servant-Rider, 20 runs completed (Servant-Rider - 3/21/2016)
      2P + 3C + 2S = 7 Tier Threshold / 3A + 2E = 5 Consideration Threshold
      Deck Note: Lot of battle built into troops. AI pressured, by lacking troops. Can end the fight in 4-5 very one-sided turns.

      Maggot Storm, By: Quantius, 10 runs completed (Quantius - 3/20/2016) Thread
      2P + 3C + 2S = 7 Tier Threshold / 3A + 2E = 5 Consideration Threshold
      Deck Note: A bit challenging to play initially to learn combo and how to play vs. certain AI encounters. This deck can win from the hand after turn 4. (Made after AZ1) Drop Birds, add Gloves to Engorger's for added utility, and drop in Stalker's of Marabas for added draw/utility.

      Yeti's Trolls/Ruby Wild Budget, By: smradd/nicosharp, 5+ runs completed (nicosharp - 11/27/2016) Thread Smradd Decklist
      2P + 3C + 2S = 7 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: Yetis are a blast to play, fun, making use of set 5 cards.

      Wild Arena, By: nicosharp, 10+ runs completed (nicosharp - 3/20/2016) Thread
      2P + 3C + 2S = 7 Tier Threshold / 2A + 2E = 4 Consideration Threshold
      Deck Note: Fun deck, but a little slow. It's pretty consistent, arguably tier 1, but would need to run it more to know for sure. (Made before AZ1)

      Praying to the Mountain God, By: nicosharp, 10+ runs completed (nicosharp - 3/20/2016) Thread
      2P + 3C + 2S = [B]7 Tier Threshold / 2A + 2E = 4 Consideration Threshold
      Deck Note: Aggressive troop heavy deck. Fast, but not as fast as other decks. Consistent, but not 80%+ perfects. (Made before AZ1, upgraded after)

      Colin's Brood!, By: nicosharp, 5+ runs completed (nicosharp - 3/20/2016) Thread
      2P + 3C + 2S = [B]7 Tier Threshold / 2A + 1E = 3 Consideration Threshold
      Deck Note: Aggressive troop heavy deck. Fast, but not as fast as other decks. Consistent, but not 80%+ perfects. (Made before AZ1)

      Dance of Dusk, By: Hitchslap, 7 runs completed (Hitchslap - 4/20/16)
      2P + 3C + 2S = 7 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: This deck sometimes win on t3 but usually wins on t4. It plays fast and easy, with few extra clicks. Threshold screw sometimes strikes, however.


      Tier 3: 6 Threshold Decks

      Archmage, By: Saeijou, 15 runs completed (Saeijou - 3/21/2016)
      2P + 3C + 1S = 6 Tier Threshold / 2A + 2E = 4 Consideration Threshold
      Deck Note: Rough against aggro and can take a while to get going, but fun. Affordable replacements for some cards easy to make.

      Dream a Little Dream, By: Kmann, 28 runs completed (kmann - 3/19/2016)
      1P + 3C + 2S = 6 Tier Threshold / 2A + 2E = 4 Consideration Threshold
      Deck Note: The nerfs to the dream cards makes this deck the only viable iteration we know of to play Enter the Dream, however, the perfect consistency is significantly hindered and the run speed can also be slightly slower. (Dropped 2 tiers)
    • Tier 4: 5 or lower Threshold Decks

      Wild Ruby Arena Free to play!, By: zztophat, 10+ runs completed Article
      1P + 1C + 3S = [B]5 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: Very affordable free to play farmed deck from campaign cards primarily. (Made after AZ1)

      Red Ruby Rebels, By: RCDv57, 15 runs completed (RCDv57 - 3/19/16) Thread
      1P + 2C + 2S = [B]5 Tier Threshold / 3A + 2E = 5 Consideration Threshold
      Deck Note: One of the first popular Budget decks. Made up of almost entirely PvP commons with one piece of equipment. This deck was known for its modular ability and being very easy to upgrade. (Made before Set3)

      Hammering on the Walls, By: nicosharp, 5 runs completed (nicosharp - 3/19/16) Thread
      1P + 3C + 1S = [B]5 Tier Threshold / 1A + 2E = 3 Consideration Threshold
      Deck Note: A very fun deck to play, but some encounters are bad match-ups, and you may not find yourself always in the position to get consistent perfects. It's also a little slower to play, given the interactions and late game cards. (Made after AZ1)

      Zomboni, By: nicosharp, 4 runs completed (nicosharp - 3/20/16) Image
      1P + 2C + 2S = [B]5 Tier Threshold / 2A + 2E = 4 Consideration Threshold
      Deck Note: Fun deck to play, but some encounters are bad match-ups, and the deck goes off typically after 4 resources. It's also a little slower to play, and there are a lot of card interactions to be mindful of. (Made after AZ1)


      Additional notes/resources:

      Thanks to Cornerstone guild - specifically: Kmann and RCDv57 for feedback/help developing.
      Thanks to players for feedback (deck/tier submission requirements at end of first post)
      Thanks to Bear for the decklist links to HexTCGBrowser.
    • 3 A's - The most affordable decks on the list:

      Ethereal Aggro, By: Quantius & Nicosharp (30 runs completed) Budget Version
      3P + 3C + 3S = 9 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: A very affordable, fast and consistent deck. If you are a fan of the CAPES rating system, this is up there with KG's Armies of Moth in terms of all-round rating. With budget changes, its definitely a 3A. 4x Adaptatron and 4x Ivory Pawn fine to have, regarding additional changes. Aim for at least 7x 1-drop troops.
      Bryson Variation - tier1

      Armies of Moth, By: King Gabriel, 10+ runs completed (nicosharp - 3/18/2016) Article
      3P + 3C + 3S = 9 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: A great deck for the budget minded arena farmer, KG found a way to balance speed with power. The deck does have a few bad match-ups. (Made after AZ1)

      Dwarf/Robot Affinity, By: wwknight, 30+ runs completed (nicosharp - 3/20/2016) Thread
      2P + 3C + 3S = 8 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: A great deck for the budget minded arena farmer, and a good deck to start with. Some bad match-ups and hard to recover late-game. This list is old, and may be due for upgrades. (Made before set3)

      Sly Huntress, By: nicosharp, 30+ runs completed (nicosharp - 3/20/2016) Thread
      1P + 3C + 3S = 7 Tier Threshold / 3A + 2E = 5 Consideration Threshold
      Deck Note: Very aggressive combo heavy deck. The new AI kneecapping makes perfects a lot more inconsistent. This list is old, and may be due for upgrades. (Made before Set3)

      Monowild Dinos, By: Servant-Rider, 20 runs completed (Servant-Rider - 3/21/2016)
      2P + 3C + 2S = 7 Tier Threshold / 3A + 2E = 5 Consideration Threshold
      Deck Note: Lot of battle built into troops. AI pressured, by lacking troops. Can end the fight in 4-5 very one-sided turns.

      Maggot Storm, By: Quantius, 10 runs completed (Quantius - 3/20/2016) Thread
      2P + 3C + 2S = 7 Tier Threshold / 3A + 2E = 5 Consideration Threshold
      Deck Note: A bit challenging to play initially to learn combo and how to play vs. certain AI encounters. This deck can win from the hand after turn 4. (Made after AZ1)

      Dance of Dusk, By: Hitchslap, 7 runs completed (Hitchslap - 4/20/16)
      2P + 3C + 2S = 7 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: This deck sometimes win on t3 but usually wins on t4. It plays fast and easy, with few extra clicks. Threshold screw sometimes strikes, however.

      Red Ruby Rebels, By: RCDv57, 15 runs completed (RCDv57 - 3/19/16) Thread
      1P + 2C + 2S = [B]5 Tier Threshold / 3A + 2E = 5 Consideration Threshold
      Deck Note: One of the first popular Budget decks. Made up of almost entirely PvP commons with one piece of equipment. This deck was known for its modular ability and being very easy to upgrade. (Made before Set3)

      Wild Ruby Arena Free to play!, By: zztophat, 10+ runs completed Article
      1P + 1C + 3S = [B]5 Tier Threshold / 3A + 3E = 6 Consideration Threshold
      Deck Note: Very affordable free to play farmed deck from campaign cards primarily. (Made after AZ1)
    • Note for anyone copying the god tier Mono Ruby deck with the highest rating. The Ethereal healer doesn't work in the deck, since it requires diamond threshold. Just replace them with some burn/aggressive creatures. Ivory pawns as well.
    • JKnoebel wrote:

      Note for anyone copying the god tier Mono Ruby deck with the highest rating. The Ethereal healer doesn't work in the deck, since it requires diamond threshold. Just replace them with some burn/aggressive creatures. Ivory pawns as well.
      Ethereal Aggro will have to be changed, and dropped down a notch. Armies of Moth may also need to be dropped a notch. This change is unfortunate for the cards versatility, but has been a long time coming. I'll see if I can tweak to a playable point for Ethereal Aggro which may require a resource split and new diamond cards.
    • Lynxbird wrote:

      Here is my deck - hex.tcgbrowser.com/#!/deck=196507


      Played about 30 arena runs with it. On average I win 19/20 games. 2 minutes per game on average.


      Deck is optimized to be combination of strength and clear speed.

      From expensive cards only chronic madnes is "must have".
      This is extremely similar to the terrormill decks for the chasis, with this one focused on primarily mill as the win-con. I've played similar decks, but I can't see this consistently clearing a Tier2-Tier4 run in 30 minutes. Anyone else playing arena now care to check using Lynx' deck? Perhaps the game is optimized to the point where these turn 4+ wins can still clock 30 minute 15 encounter clears? I haven't touched FRA since AZ2.
    • It's going to take some iteration (and desire to play more FRA), but a basic Voice of the Ashwood/Gore Feast shell seems to be working with Marzul.

      Reactor Bot is actually working quite well, with Stalagmage and Firedancer being good budget options for damage. The whole deck would be budget if not for the Voices.

      Also, the AI seems to really enjoy killing Stormsprites despite them coming back.
    • NicoSharp wrote:

      Lynxbird wrote:

      Here is my deck - hex.tcgbrowser.com/#!/deck=196507


      Played about 30 arena runs with it. On average I win 19/20 games. 2 minutes per game on average.


      Deck is optimized to be combination of strength and clear speed.

      From expensive cards only chronic madnes is "must have".
      This is extremely similar to the terrormill decks for the chasis, with this one focused on primarily mill as the win-con. I've played similar decks, but I can't see this consistently clearing a Tier2-Tier4 run in 30 minutes. Anyone else playing arena now care to check using Lynx' deck? Perhaps the game is optimized to the point where these turn 4+ wins can still clock 30 minute 15 encounter clears? I haven't touched FRA since AZ2.
      I also played terrormill and after lot of testing mono sapphire variation worked better for me. Let me compare those two decks.
      What is similar is main idea, as you said, you mill opponent.
      Difference here comes from fact that with terrormill you will often finish game by swinging with spiders, while in mono saphiremill you never attack with spiders, because it slows clear. You don't chase two objectives. Troops here are just for defense.

      5 cards are same and 5 cards are different.
      5 same cards are:
      Nazhk Lookout - his majesty
      Lunacy - with equipment, must have
      Chronic Madness
      Arcane Focus
      Chaotic Murmurs - with equipment

      5 new cards are:
      Morphology - with equipment, card is morphed often into shard that AI don't have and you get infinite number of free cards + 2 mana quick removal on top of that.
      Azure Fang Decree - just working job that we need, mill + spiders for defense
      Peek - helping to find key cards, works well because mono saphire
      Starsphere - same as last one
      Crackling Tide - with equipment that lower cost. Was testing long time between Transmogrifade and this one, in the end Crackling Tide for 1 mana was more consistent.

      terrormill pros:
      1) Phenteo's Gift with eq. is one of the strongest cards in the game, if not the strongest
      2) Even most handsome AI opponents are demolished by early Phenteo's Gift, when it works, it works great

      sapphiremill pros:
      1) more consistent, because:
      --deck is doing only one thing and does it good, it does not swing for face damage at any point, only goes for quick mill
      --mono shards (we all had early Phenteo's Gift and no blood shards)
      --more card draw/cycle
      2) bit quicker clear, because you don't have to process all tarantulas/spiders or attack with them

      Hope I was objective enough, thank you.
    • totally get that - what would you rate it? That is what I need to figure out. Terrormill wouldn't have the fastest clear times, but would have high perfect rating and consistency(do you clear the arena consistently, more so than other variant?). My guess is sapphire would have the same speed if not slightly slower clear times on average, with a lower perfect rating and consistency. Kind of why I am asking for a few others to test? If we still have FRA players, cause mileage may vary. The turn timer for wins matter. Even if proccing terrorantulas is slow, and so is attacking, zooming through turns eats time as well.
    • I tried a sort of hybrid between the old ethereal Ruby aggro and the charge based deck Galliard mentioned. I felt that Arena Regular slotted into the existing shell decently, so I replaced the healers with Arena Regular, and went up to the 4th crackling bolt. That left 2 slots unfilled, which I included stormsprites. I was operating off the budget version, so I have the 3 savage raiders, and instead of gem snatchers I played 2 fuel the fire (with equipment for cost reduction).

      Just cleared my first perfect run with it, and I didn't struggle at all. Didn't get to do the run in one sitting, so I'm not entirely sure on the total time. I'll start a spreadsheet so I can track turns, but I would guess in general by turn 4. 5 at the latest, unless I had really unlucky draws and had to dig to find the last burn spell.
    • Malakhar wrote:

      Really feeling the hurt on the Ethereal Aggro.
      My first run wasn't so bad, but I've lost out from my last two runs trying to use EA. I don't remember the last time that happened. Certain desks in FRA just feel unstoppable with that deck now.
      I couldn't agree more....I've been smashing the Arena with Healers for ages now and since the nerf I've almost stopped playing the game, I have tried various decks but nothing is as fast AND consistent. I've gone back to Armies Of Moth but it can't compete for the turn 2-3 kills....what are people using now?

      The post was edited 1 time, last by TheBlackCrypt ().