February 2017: 30 Arenas Complete

February 2017: 30 Arenas Complete

Playing arena in Hearthstone was always a challenge in that accomplishments were never acknowledged. Your arena average isn’t officially recorded anywhere, and there is no counter on how many times you got 12 wins. Job postings for Blizzard still ask how many times you got Legend. Well, when they released the first arena leaderboards last month, it was the first time that arena accomplishments could be validated.

I set a goal at the beginning of the month to at least qualify for this leaderboard by playing 30 arenas. It was a tall task from the start given that February is a short month, and that #100 in the Americas had a 6.46 win average last month, a full 1.5 games above my regular arena average. In the end, I failed in getting anywhere near the leaderboard, but I was able to play exactly 30 arenas in February 2017. Let’s take a look at what went down for me.

Hearthstone Screenshot 02-22-17 00.20.59.png

Stats

feb17stats
Courtesy of Hearthstone Decktracker

The Decktracker recorded an average of exactly 5 wins per run, a 150-84 record, a 64% clip. A day of disconnects sabotaged 2 games I played out and won, but were counted as disconnects from previous games that disconnected me. In the end, costing at least 2 games wouldn’t even get me to 5.1, so that point is moot. I had the full range of arena games from 0-12 wins. I did not get high-win runs of 8, 10, or 11 in the month.

After 18 games my average was 5.94 wins, and I felt good. Then I closed out my last 12 games with a 3.58 average.

Despite being a self-proclaimed Rogue player, the class did not do well for me, averaging 3 wins per run for 8 runs. Warlock and Mage averaged over 7, with Mage only accounting for just 1 run. Paladin and Priest were also solid contributors with 6.8 and 6 wins on average.

On the opponent side, I faced Mage and Warlock almost half (43%) of my games on the month. This was predicated by Mage being OP forever in the arena, and the rise of Warlock thanks to broken cards.

Hearthstone Screenshot 02-18-17 00.09.34.png

Experiences

I don’t think I have ever played 30 arenas in month, as I usually take 1 or 2 days off each week. Making sure that I hit this mark was a bit tiring. As February was a short month, I had to double up runs a few days, or do 1.5 runs on certain days. There were also days that I didn’t play an arena because of life business, so I doubled up more than I wanted to.

I was out of it to start the month, and contemplated giving up on the task right away. But, the horrible ranked meta didn’t give me incentive to stop, and I felt like getting the dust rewards in the end. And of course, I like playing arena more than anything, so that kept me in it. I wound up playing 29 (19-10) ranked games during the month of February, ending at Rank 12, something I haven’t done in a long time.

There were highs, in that I got my 12th and 13th Lightforge Keys. I also possibly played against Hafu (and won!), who is known to play under the tag “Battlepants.”

My last arena of the month, my only Druid run, was played with a Wild deck, while the Standard arena was implemented for the first time. I got to play with GvG stalwarts Zombie Chow and Mechanical Yeti for the last time in that run, while I faced opponents with golden cards and spells.

Overall, I played this month of arena with the least  thought possible. While I did know to play around meta-heavy cards like Abyssal Enforcer and Potion of Madness, I just didn’t play around much else, and play a fast style. Opponents seemed to be playing fast as well, which was interesting.

I’m not going to play 30 arenas next month. Chasing the #100 spot on the leaderboard appears beyond my capabilities. But it was a good experience to partake in.

Looking at the New Look Miracle Rogue: Cores, Techs, and More

Looking at the New Look Miracle Rogue: Cores, Techs, and More

Many complaints emerged prior to the release of Mean Streets of Gadgetzan, about the state of Rogue. A combination of lackluster laddering ability against a hostile meta, and gimmicky expansion cards, and a host of other reasons led tot his “uprising.” It all hilariously culminated on Thanksgiving, when Gadgetzan Ferryman was revealed.

Flash forward to today, January 2017, and Rogue is the third most-played class in the meta. While it is easy to attribute the bounceback of Rogue to the introduction of new neutral pirate cards, other innovations have been made to the class that have it’s current success. Namely, the rather large core set of Rogue cards is seeing variation, allowing the building of various viable Miracle Rogues.

Entrenched Core Cards (20)

  • 2x Backstab
  • 2x Preparation
  • 2x Cold Blood
  • 2x Eviscerate
  • 1x Edwin VanCleef
  • 2x Fan of Knives
  • 2x Tomb Pillager
  • 1x Patches the Pirate
  • 2x Small-Time Buccaneer
  • 2x Swashburglar
  • 2x Gadgetzan Auctioneer
Hearthstone Screenshot 01-08-17 10.56.43.png
Early tempo VanCleef central to this deck.

 

Core Cards of Debatable Usage

  • Counterfeit Coin – Most Miracle Rogue decks have one Coin, but other builds run two Coins, which could lead to a bigger Edwin VanCleef in the early the game to contend with. Obviously, the problem with this is that adding two Coins adds more dead cards to the deck.
  • Bloodmage Thalnos – Thalnos has had a firm spot as a Rogue legendary since the beginning of time, until now. He just doesn’t do enough against a Pirate Warrior, serving as a 1/1 on Turn 2. While the spellpower is nice, doing 3 damage on a Backstab, or 2 damage AoE on Fan of Knives could be too late against a Warrior.
  • Sap – Still an entrenched core card, but decks are starting to use only one Sap instead of two. Sap is still very good against any slower decks, and Shaman overloads, but does next to nothing against Pirate Warrior.
  • SI:7 Agent – Definitely a former core card that usually is played with two copies or none. Most decks will either use SI:7 in lieu of Questing Adventurer or vice versa. Can also be used in conjunction with Questing Adventurer in decks without Leeroy.
  • Questing Adventurer – Certainly the most fluid card in Miracle Rogue, where he can serve as the primary win condition, be an intermediate threat, or be cut altogether. While I have seen/used decks with Questing and Leeroy, I think they are cards that basically do the same thing, and don’t synergize well together. Questings are meant to stick around on the board and do the snowball damage over a few turns, while Leeroy is just the end-game burst.
  • Azure Drake – Still an entrenched core card that is often run two of. I have tried running just one copy in Questing-dedicated decks, to offer a lower mana curve. I’ve also had experiences against other Pirate decks, where the Azure Drake just doesn’t get you out of a tough spot.
  • Leeroy Jenkins – Mostly still a core card in Miracle Rogue, except for in dedicated Questing Adventurer decks. He is being cut, as the one time burst mechanic doesn’t do much against heavy aggro Pirate Warriors, and doesn’t fight for the board.
hearthstone-screenshot-01-07-17-20-23-12
New card!

Flex/Techs

  • Conceal – Many decks, especially Questing decks, still run one Conceal. With the usage of Counterfeit Coin, decks are trying to reduce the amount of dead cards. This has lead to some decks cutting the card altogether, in favor of more coins.
  • Shadow Strike – Typically Shadow Strike is the replacement for the second Sap in decks. While it is better against cards like Thing from Below and Kor’kron Elite, I can still see Sap being better run as a double, against most other cards.
  • Shaku, the Collector – A new tech choice of a card that was ballyhooed (by people like me) when it was revealed. The reasoning for Shaku is that he provides a “sticky” 3-drop, while being super effective in getting cards against classes like Shaman and Mage. I have to say that he has been solid so far, and will see further innovation in future decks.
  • Beneath the Grounds – Purely a tech choice against any Kazakus or Reno shenanigans. Not a horrible idea, given that Priests, Warlocks, and Mages comprise about 1/3 of the meta. Also solid against the mirror, but pretty bad against Warrior.
  • Burgly Bully – KremePuff (@KremePuffHS) runs a Burgly Bully, presumably to serve as a sturdy 4/6 body, and to generate coins. I can’t speak as to hell well this card does overall against other classes, but I assume it is working.
Hearthstone Screenshot 01-07-17 13.21.08.png
Reno decks countered with Beneath the Grounds.

 

The Future of Miracle Rogue

  • From my experience, and according to data, the current Miracle Rogue struggles a lot against Pirate Warrior. I have tried Earthen Ring Farseer, but it doesn’t seem to do much against this powerful deck.
  • The cards being played now are all based on the dominance of Pirate packages in Warrior, Shaman, and Rogue. Rogue typically dominates versus Control matches, but the inclusion of more Midrange decks could force changes.
  • This is the last stand for Tomb Pillager. The card, along with any other card from League of Explorers, is rotating out in the next expansion release in a few months.
  • The potential replacement for Tomb Pillager is anyone’s guess, but Xaril immediately comes to mind. I can also see Ethereal Peddler fitting in as the big body drop of Miracle Rogue, though the Coin being a card/spell is big.
  • There is also new speculation that Azure Drake will get cut from the Standard Set. This speculation comes from the popularity of Azure Drake, and Ben Brode’s comments on potential changes (https://www.reddit.com/r/hearthstone/comments/5mqebr/ben_brode_has_spoken_about_changes_in_classic_set/).
  • I tried using Undercity Valiant (while I can), and I lost all the games with this deck. You can’t just put any card in and expect to win after all.

The Harms of Misinformation: Debunking the Myth You Can Ladder Well with Rogue

I’ve been hanging out on Hearthstone Reddit quite a bit, and there is the ongoing rage about frankly lousy Rogue cards. While overcomplaining is obviously toxic behavior, a common argument against the state of Rogue is that it is a fine class for laddering. People on this front often cite The TempoStorm Meta Snapshot as why the Rogue is actually fine. I went on TempoStorm to check out the Meta Snapshot.

ts_meta.PNG

Lo and behold, there are the two “viable decks” of Rogue in Tier 2. Anyone who plays Rogue to a good degree knows that it is pretty good against control, but pretty bad against faster decks. Malygos Rogue in particular is rather slow. While these decks could be better in the high ranks or in the Legend bracket, most people aren’t there. The people reading TempoStorm are probably somewhere between Rank 5 and Rank 15. Anyone who thinks a Rogue deck is on the same level as Tempo Mage in Rank 5 to Rank 15 is out of their gourd.

The Vicious Syndicate Data Reaper report, a great resource, relies on actual user submitted data. Let’s take a look at the latest report.

vs data reaper freq.PNG

Nothing new here. Just the same old sauce of Shaman being top dog, and Mage rising fast to #2. Thrall x Jaina powercouple confirmed.

Now look at this matchup log. Blue means winning, orange means losing.

vs data reaper matchup.PNG

There’s a big streak of dark blue over Paladin and Priest for Rogues. Rogue dominates over the two least played classes, and a control deck here and there.

Now finally, here are the win percentages Rogue does against the top 5 decks from Rank 10 to Rank 1.

  1. Midrange Shaman – 43.7%
  2. Tempo Mage – 47.1%
  3. Spell Druid – 46.2%
  4. Zoo Warlock – 45.3%
  5. Secret Hunter – 39.6%

Winning a below 50% clip doesn’t feel good. I should know! I’m like a 51 or 52% player on Ranked and always feel miserable playing.

So there you have it, people are misinformed, thinking that Rogue is a decent ladder class, when it clearly isn’t in this meta.You can still ladder with Rogue if you’re really good. But the average netdecker tryhard will be mislead.

Jaded: An Evaluation of Jade Golems

Jaded: An Evaluation of Jade Golems

With every Hearthstone card release, the expectation of a new mechanic becomes regular chatter amongst the playerbase. I personally believed (https://creators.co/@GreenRanger/4139409) that positioning would be  focus of the new expansion, but that turned out to be unfounded. Triclass cards became the new mechanic, flush with 9 cards being shared across classes. The Grimy Goons employ a new mechanic of buffing minions or weapons in the hand, while the Kabal brings more cards that push singleton decks aside from Reno Jackson. Many thought that the Jade Lotus gang would stress an emphasis on mana manipulation, given the similarities binding Druids, Rogues, and Shamans. But the loosely bound Jade Lotus gang wound up sharing the new Jade Golem mechanic.

Jade Golems: An Explanation

Jade Golems are vanilla minions that are summoned to the field, as an add-on to another card with the mechanic. The first Jade Golem starts out as a 1/1, and each additional Jade Golem summoned with add +1/+1 to the last Jade Golem summoned.

Jade_Golem_animation.gif

It appears that Jade Golems go up to a level 30 30/30.

Valuation of Jade Golems

Below is a table showing the stats of the first 10 Jade Golems, and their approximate mana worth. The mana calculations are made comparing the Jade Golem statlines to currently existing vanilla minions like River Crocolisk and Chillwind Yeti. It is noteworthy that no vanilla 9-drop currently exists, but a 9/9 or any vanilla 18 point minion should be worth 9 mana, given the benchmarks for vanilla 8 (Eldritch Horror) and vanilla 10-drops (Faceless Behemoth).

Jade Golem Stats Mana Worth
1 1/1 0
2 2/2 1.5
3 3/3 2.5
4 4/4 3.5
5 5/5 4.5
6 6/6 5.5
7 7/7 7
8 8/8 8
9 9/9 9
10 10/10 10

Triclass Neutrals

  • Jade Spirit – 4 mana 2/3 + 1 Jade Golem
    • Jade Spirit is a River Crocolisk that costs 4. Hence, it costs 2 mana to summon this Jade Golem.
  • Aya Blackpaw – 6 mana 5/3 + 2 Jade Golems
    • The leader of the Jade Lotus has an underwhelming 5/3 body, which costs about 3.5 mana. The ability to summon 2 Jade Golems across the -2.5 anti-tempo makes each of her Jade Golems cost 1.25 mana.
This picture doesn’t show how small Aya Blackpaw is.

Druid Cards

File:Jade Behemoth(49718).png
“Elephants guide me”
  • Jade Blossom – 3 mana Wild Growth + 1 Jade Golem
    • Jade Blossom is simply a Wild Growth (+ empty mana crystal) that costs 1 more than it should, so the Jade Golem here clearly costs 1 mana.
  • Jade Behemoth – 6 mana 3/6 Taunt + 1 Jade Golem
    • The 3/6 Taunt is a unique distribution, but should cost 4.5 mana, as it is just a tad better than Tazdingo. Hence, this Jade Golem costs 1.5 mana.
  • Jade Idol – 1 mana Reshuffle 3 into deck or + 1 Jade Golem
    • Jade Idol is easily a staple of any future Jade Druid deck, as it allows the deck to proliferate to an infinite number of Jade Golems to be summoned. At most, this card will only cost 1 mana for the first Jade Golem to be summoned, and be worth playing for Jade Golem #2.

Rogue Cards

A lot of weapons for a 1/1.
  • Jade Swarmer – 2 mana 1/1 Stealth + 1 Jade Golem
    • A 1/1 Stealth is worth less than 1 mana, but the Stealth actually has value, as it allows a Jade Golem deathrattle to trigger later. I’d say this overall package is worth 1 mana, so the Jade Golem costs 1.
  • Jade Shuriken – 2 mana 2 dmg + 1 Jade Golem
    • Jade Shuriken hits like Arcane Shot, so the Jade Golem costs 1. This noticeably has to be played as a Combo for the Jade Golem, so it isn’t guaranteed on every play.

Shaman Cards

File:Jade Chieftain(49720).png
Awkward when this guy has to work for a Pandaren.
  • Jade Lightning – 4 mana 4 dmg + 1 Jade Golem
    • Direct damage spells that do 3 damage typically cost 2 mana, with things like Quick Shot, Frostbolt, Lightning Bolt, and an average Eviscerate. Wild Shaman spell, Crackle, averages 4.5 damage with a cost of 2 + 1 Overload. As such, Jade Lightning is overcosted about 1.5 mana.
  • Jade Chieftain – 7 mana 5/5 + 1 Jade Golem with Taunt
    • Taunt is a worth a point, no matter who gets it. So the Chieftain is sorta like a 5/6 or a 6/5, meaning it costs 5, and the Jade Golem is a costly 2 mana.
  • Jade Claw – 2 mana 2/2 weapon (1) Overload + 1 Jade Golem
    • Stormforged Axe is a Shaman weapon that costs the same but is a 2/3. So if the Jade Claw makes the 2nd Jade Golem, it breaks even with Stormforged Axe. Let’s just say this makes a Jade Golem that costs .5 mana.

Example of Jade Golem Usage

Let’s say you are building a Jade Rogue deck. You run 2x Jade Swarmer, 2x Jade Shuriken, 2x Jade Spirit, and an Aya Blackpaw for max Jade. The Jade Shuriken can only be used once unless it is duplicated by a Thistle Tea. You can run 2x Shadowstep and 2x Gadgetzan Ferryman to take advantage of Jade Battlecries in Jade Spirit and Aya Blackpaw. Further, you can run 2x Unearthed Raptor for the Jade Deathrattles. This equals 14 Jade Golems. Jade Swarmer is about 1 mana anti-tempo, and Jade Shuriken is a little less. Jade Spirit costs 2 extra, and Aya Blackpaw about 2.5 mana. But 14 Jade Golems is over 100 points worth of stuff. This is even before you throw in Brann Bronzebeard for more Jade Golems. This early overpay seems to be well-worth the massive mana gain in Jade Golems in the late game. The question is striking the balance between having deck staples versus making a massive Jade Golem army.

 

Salty Rogue

Salty Rogue

Over the Thanksgiving break, I had limited access to Internet, but occasionally checked Reddit on my phone for Mean Streets of Gadgetzan card reveals. On Thanksgiving Day and Friday, I became aware of Hearthstone Reddit blowing up with Rogue players and other agitators joining in on the ruckus. As a Rogue player, I have been often frustrated when taking it to Standard Ranked Play, given the overwhelming presence of faster Shamans. The Rogue frustration can best be summarized in these points:

  1. Blade Flurry was nerfed for design space reasons. No weapon buff has been seen since. Fan of Knives and Dark Iron Skulker are the only AoE for Rogue. This came just as Shaman aggro and midrange swarms became popular.
  2. Rogues have no source of damage mitigation, whether healing or armor or immune. This combined with the propensity for Rogue to draw cards makes Rogue impossible to run as a control class. Any controlly Rogue class card is unplayable as such.
  3. Burgle Rogue is the main deck type being pushed in the last few sets. Burgle Rogue is fun but not competitive. You have no win condition and are literally playing Randomonium. Rogue has been consistently the 6th or 7th best class over the Old Gods/Karazhan meta.
  4. Combo decks are being nerfed as a whole, as they are not interactive, and this appears to be the only way Rogues can win with the cards.
  5. Rogues have a strong set of Evergreen cards, but this makes playing Rogue not fun, as you are playing the same set of cards you did before Naxx came out. (Did Naxx come out yet?) Also, Gadgetzan Auctioneer is a crutch that Rogue decks can’t play without.
val4.PNG
Little did she know, Broll gave her Thistle Tea.

Timeline of MSG Rogue Card Reveals

11/4/16 – BlizzCon

File:Lotus Assassin(49619).png
“Hey this card is neat. It’s like a Stranglehorn Tiger, but it could restealth! It doesn’t fit into what Rogue does, but okay…”
File:Counterfeit Coin(49643).png
“Hey, this looks good. This can be a coin for when Tomb Pillager rotates out, and this helps Auctioneer cycle cards.”

11/5/16 – BlizzCon Disguised Toast Leak

File:Shaku, the Collector(49657).png
“This card is garbage and shouldn’t be a legendary. Overcosted Undercity Huckster. Burgle Rogue sucks. Rogue cards suck confirmed.”

11/21/16 – Jade Lotus Reveal Week

File:Jade Shuriken(49711).png
“Another source of damage for Maly Rogue, probably will see play. I don’t know how this Jade Golem thing will work.”

11/22/16 – Stream Reveal

File:Jade Swarmer(49713).png
“Sigh, a 1/1. We don’t know how this Jade Golem thing is going to shake out.”

11/24/16 – Jade Lotus Reveal Week

File:Gadgetzan Ferryman(49722).png
“This is a Brewmaster that is a class rare for some reason. Team 5 doesn’t care about Rogue. Rogue dumpster class confirmed. We need someone from Blizz to explain why this card exists. Let’s complain so they make good Rogue cards in the next set.”

11/25/16 – Stream Reveal

File:Shadow Sensei.png
“Fuck it, I don’t care anymore.”

Hope is not lost yet, as there are still 2 class cards (1 common and 1 epic) to go. I expect 1 more Jade Golem mechanic card, which could save the class from complete ineptitude in Standard play. Dean Ayala did state that Rogue has the best ways to utilize the Jade Golem mechanic, with Shadowsteps and Unearthed Raptor. I also do long for a weapon buff in the epic slot, as there hasn’t been a viable weapon buff since Tinker’s Oil. Things don’t look good, and playing this class isn’t fun right now. We just need a good Jade card, and a weapon buff. Is that too much to ask? Well, we still can dominate arena at least. Right?

val3.PNG
Weapon buff?

Early Impressions: Rogue’s Rough Sledding

Starting a new series about playing Arena since the major Hearthstone banlist of 45 cards.

I’ve always been proud of being a Rogue player in Hearthstone, and I make no secret that it is my favorite class. While the class repeatedly is put down in Ranked Play, Rogue always had dominance in the Arena, vying with the top spot with Mage. The Great Arena Rebalance hit Mage and Rogue, and anyone in the know knew that Rogue was hit considerably harder with the banlist. Mages would be affected a good deal, if it weren’t for the 200% offering rate of Firelands Portals. Yes, we are currently being smothered by Firelands Portals.

I’ve completed 11 Arena runs since the Arena rebalance on September 15th. Here are what the numbers look like.

Class Wins
Shaman 10
Rogue 6
Druid 4
Rogue 4
Shaman 9
Druid 12
Warrior 5
Rogue 4
Rogue 4
Warrior 9
Rogue 1

Huh. Let’s separate that by Rogue and non-Rogue runs.

Rogue 3.8
Non-Rogue 8.166666667

In this small sample size, Rogue is weighing me down, while the other classes (Shaman, Druid, Warrior) are well into infinite wins. What is going on here? Was the effect of the banlist too strong? Is Rogue just crap now?

val_1.PNG
This picture is also indicative of the class in Ranked since the Blade Flurry nerf.

Decklists

The first deck in this list got 6, so the other 4 decks yielded the low wins. When looking at these, I have to consider what Common cards would’ve been replaced by Goblin Auto-Barber and Undercity Valiant. Maiden of the Lake, a subpar minion, got drafted a whole lot. Karazhan bonus guy Swashburglar is a near autopick in Rogue runs now. Twisted Worgen was picked twice as a 2-drop.

Problems

  • 2-drop mediocrity
    • Defias Ringleader is a fine card, but relies on The Coin to be good, or is played on Turn 3. While premium neutral 2’s will still be around, the loss of GAB and Undercity Valiant forces the need to fill 2-drop consistency with mediocre cards. Because the two removed cards were 3/2’s, the Rogue is forced to have more 2/3 minions, which have less initiative as aggressors on the board.
  • Dealing with early game
    • I really liked Undercity Valiant becuase it dealt with 1-drops very well. Coin + Undercity Valiant was just amazing in Turn 1 board presence. I find myself having to dagger up with my Coin or do something else to deal with a 1-drop. Goblin Auto-Barber was better for sharpening a dagger and dealing with some 2-drop.
  • Karazhan vs Old Gods bonus
    • The shift to the new expansion forces a loss of the Old Gods bonus, and creates a 200% offering rate for Karazhan cards. While Swashburglar is a fine card, it is subject to heavy RNG, and can occasionally whiff. Shadow Strike is just a top-tier efficient removal, that is offered less.

How to Make Rogue Great Again

  1. Draft faster
    1. While 6-wins is not a paragon, my 6-win deck had no minions greater than 5, with a heavy 1-3 presence. Given that the Rogue loses a bit of removal from the banlist, it is more important than ever to get a faster start on the board.
  2. Play faster
    1. Mages are still top dog, and expect to see Firelands Portal from Turn 7 onwards. It is important to push the damage while you can. Against other resurgent classes, they will have slightly faster starts, due to better early game consistency. Play fast and push damage. Cold Blood and Tinker’s Oil could be useful threats in helping the Rogue play fast. Violet Illusionist is a near autopick for Rogue, given it is an aggressive minion, with incentive to trade using your weapons.
  3. Get cheap taunts
    1. I grudgingly drafted the 0/2 Target Dummy in my 6-win Rogue. It did a ton of work. Just by existing, it helped protect my early game board, and allow me to work trades better. Arcanosmith’s 0/5 Animated Shield (I am glorious!) also had a similar function on Turn 4. While cheap taunts aren’t great value picks, they do quite a bit for the Rogue.
  4. Look for synergy in mediocrity
    1. While looking for synergy in the draft hasn’t changed, Swashburglar is everywhere. Swashburglar is a Pirate! Ship’s Cannon, Shady Dealer, Southsea Captain, maybe even One-Eyed Cheat are all a bit better with the synergy of having infinite pirates around.
Hearthstone Screenshot 09-24-16 14.00.37.png
Constructed Burgle Rogue crushes 0-2 Priest’s dreams.

Conclusion

It’s only been a little more than a week since the Arena rebalance. More Arenas have to be completed to confirm that I now suck at Rogue. I need to definitely rethink my drafts, and more importantly, how to play the game. I might consider not autopicking Rogues in the draft until I figure it all out, while riding some hot-hand classes (Shaman).

val_2.PNG
I want some soup now as well.