2. Keep win rate stats on each class and always pick the class you have the higher win rate with so you get more gold to play more arena in order to train some more. Makes sense?
3. Make a constructed deck for each of your most successful classes and build them like you would in arena, meaning choosing cards that are strong by themselves and not relying on combos. By doing this, you can train for arena even if you don't have the gold.
If one of those classes you're doing well with is also the one you enjoy the most then you are half way there.
Thanks but that hardly helped.I just went 3-3 after farming gold the whole day, there's no word to describe how frustrated I am. What I'm supposed to do now, farm again for another 6 hours and hope I get 7+ wins? No thanks, what a stupid concept.
And the worst thing about it is that I don't even know what I'm doing wrong, I get destroyed by someone who just throws every card he has early game without even thinking (like Polymorphing my 3/3 taunt, how the fuck can I lose to this kind of player?) but when I do the same, I lose cause I don't have any removals for late game. Meh, starting to hate that game.
You can't base your opinion on one arena run. It's better to spend that gold on arena runs instead of card packs anyways because you also get deck building experience. Eventually you will reach a point where arena gives you more value gold wise than simply buying packs.
Thanks but that hardly helped.I just went 3-3 after farming gold the whole day, there's no word to describe how frustrated I am. What I'm supposed to do now, farm again for another 6 hours and hope I get 7+ wins? No thanks, what a stupid concept.
And the worst thing about it is that I don't even know what I'm doing wrong, I get destroyed by someone who just throws every card he has early game without even thinking (like Polymorphing my 3/3 taunt, how the fuck can I lose to this kind of player?) but when I do the same, I lose cause I don't have any removals for late game. Meh, starting to hate that game.
You can't base your opinion on one arena run. It's better to spend that gold on arena runs instead of card packs anyways because you also get deck building experience. Eventually you will reach a point where arena gives you more value gold wise than simply buying packs.
Just keep practicing.
I don't really care about getting more gold than from buying packs, I just want to practice and it's not really doable when I get to enter the arena twice a week only.
On the flip side, you got into beta so there is that. You will have an advantage in testing when the real game comes out so even though its only a few times a week, you are getting experience that the non beta guys are not getting.
BTW: thanks for the info here. It was very enlightening. I was trying too hard to go with a really low curve or too high of curve. The guides made a lot of sense though.
Thanks but that hardly helped.I just went 3-3 after farming gold the whole day, there's no word to describe how frustrated I am. What I'm supposed to do now, farm again for another 6 hours and hope I get 7+ wins? No thanks, what a stupid concept.
And the worst thing about it is that I don't even know what I'm doing wrong, I get destroyed by someone who just throws every card he has early game without even thinking (like Polymorphing my 3/3 taunt, how the fuck can I lose to this kind of player?) but when I do the same, I lose cause I don't have any removals for late game. Meh, starting to hate that game.
You can't base your opinion on one arena run. It's better to spend that gold on arena runs instead of card packs anyways because you also get deck building experience. Eventually you will reach a point where arena gives you more value gold wise than simply buying packs.
Just keep practicing.
Totally right. If you are the money-spending type, the more you spend the better Arena becomes for you. Let's say you have $10 to spend. That buys you either 7 packs or 5 arena runs. Even with 2 or 3 wins you still win a pack of cards in Arena. But you also get gold, and with 5 arena runs you will definitely have earned enough for another 1 or 2 runs, giving you more packs. So you get almost an equivalent number of packs but you have far more fun and get more experience on top of it.
BTW: thanks for the info here. It was very enlightening. I was trying too hard to go with a really low curve or too high of curve. The guides made a lot of sense though.
The mana curve is irrelevant most of the time, if you always choose the cards that are the strongest by themselves you'll be on the right path. Obviously if you want to do even better you'll have to compromise for a better curve but that really takes a very long time to get right so I wouldn't try it just yet.
Could you just clarify what you mean by keeping stats on classes? What exactly do you mean, your win/loss ratios with each one?
Yes, win/loss ratio for each class and win/loss of all of them put together. If you reach 70% that means a 7-3 average witch is what everyone should aim for.
imo if you want the most consistently deep arena runs pick pally, druid or mage every time they are up. i have 175 arena wins since i started maybe 3 weeks ago and still have 1k gold and an arena run in progress and could probably build some great decks for constructed without spending a dime. most of these wins are paladin, druid or mage.
the reason i say this is because the board clearing power that paladins, druids and mages can consistently draft from their basic cards can compensate for poorer drafts either from skill or luck and can compensate for play mistakes when you are learning the game. you will also flatten bad/mediocre players who will over extend into board clears and make good/great players play differently because they know better than to over extend.
this is not to say the other classes cannot win or do well in the arena. ive gone 8-9 with everything but warlock (still learning how much you can life tap and not kill yourself) but consistency is god in ccgs and i think mages, pallies and druids are able to draft the most consistently powerful decks. priest is also very strong but the games are long and i do not particularly enjoy the play style even if it does win.
My 3 strongest classes are warrior, shaman and druid in that order. I think it varies from person to person. I prefer minions that can trade very well instead of board clear.
For me in arena Fiery War Axe is unlimited (well okay, maybe 8 or so may be too much), its just a really good card, helping a lot controling the early game. All other weapons (including smith) are much more limited in an arenaenvironment, mostly due to costs and return. Gorehowl is hardly ever used to stomp down minions, but more a finisher for me in arena, because it can be hard to backup yourself enough to not die the turn after you smashed something big.
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My 3 strongest classes are warrior, shaman and druid in that order. I think it varies from person to person. I prefer minions that can trade very well instead of board clear.
Hey Lenor,
As you mentioned that the Warrior is your best class, I was just wondering how many weapons do you usually pick? I've been prioritizing warrior lately and I feel like I tend to overextend a little bit which then costs me few games. At this stage I think having 2 Fiery War Axes + 1 arcanite reaper + 1 random weapon is sufficient even though I ended up in a run with 2 fiery axes and 3 arcanite reapers (the extra reapers hurt a lot I guess).
Thanks in advance
I prioritize the first 2 of each weapon+arathi weaponsmith over everything else. The maximum would be 4 fiery war axes, 2 arcanite reapers, 2 arathi weaponsmiths and 2 yolohowls. If you get that draft then they should just automatically give you 9 wins andstart another run.
imo if you want the most consistently deep arena runs pick pally, druid or mage every time they are up. i have 175 arena wins since i started maybe 3 weeks ago and still have 1k gold and an arena run in progress and could probably build some great decks for constructed without spending a dime. most of these wins are paladin, druid or mage.
the reason i say this is because the board clearing power that paladins, druids and mages can consistently draft from their basic cards can compensate for poorer drafts either from skill or luck and can compensate for play mistakes when you are learning the game. you will also flatten bad/mediocre players who will over extend into board clears and make good/great players play differently because they know better than to over extend.
this is not to say the other classes cannot win or do well in the arena. ive gone 8-9 with everything but warlock (still learning how much you can life tap and not kill yourself) but consistency is god in ccgs and i think mages, pallies and druids are able to draft the most consistently powerful decks. priest is also very strong but the games are long and i do not particularly enjoy the play style even if it does win.
I find pally to be the biggest push-over in arena. So long as you can take the board early game, and focus on keeping their creature count to a minimum (preferably zero), there is usually very little they can do. Consecration is a solid card, but I pick almost entirely creatures with 3+ health, so it rarely turns the game around.
Druid I love, though mostly because of Innervate, not the board clear. Throwing out a strong 3 drop (like the Raging Worgen) on turn 1 takes such strong control of the game, that's frequently the game right there. Or you can turn 1 out a Sen'jin with the coin. It's a strategy that has a weak late game, but when the deck frequently wins on turn 4-6, who cares?
Mage is obviously super powerful too. Though I suck with her. I love Warrior. Rogue is decent. Priest is decent. I never do very well with Warlock or Shaman (spell-casters, not my thing).
All in all though, class matters less than the cards you pick. Lenor is exactly right. Pick cards that are always going to be good value, don't rely on combos.
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Three brothers, one YouTube channel, are they bad enough?
And I feel like something has to be said about how you play the deck you build. I get so many free wins of of players who are just plain doing it wrong. A couple of tips:
1) Don't try and rush for the win. I see this all the time in Arena. What good is taking your opponent from 30 life to 26? Almost exactly zero good. Focus on trading cards well (i.e. use up two of your opponent's cards for one of yours), and on maintaining board control (i.e. having more creatures out). While prioritizing those two things, slowly work your opponent's life total down until victory is a turn or two away. Then you can start to ignore your opponent's creatures and blow cards on damaging your opponent.
2) Know your opponent. This takes time, but it separates the men from the boys. If you are playing a Mage, and they are going to have 7 mana next turn, don't cast all the small creatures in your hand just because you have the mana to do it. They will Flame Strike you, and you will lose those creatures, and the game. Instead, force them to use the Flame Strike when it does the least possible damage to you, and then cast your small creatures. This is just one example of many. But start learning the cards, start anticipating what your opponents can do, what they want to do, and start playing around it.
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Three brothers, one YouTube channel, are they bad enough?
One of my latest arena runs had me playing Warrior facing Mage. It didn't look well until Turn 9, when I could play Gorehowl + Bloodsail Raider . That turned around the game, as the opponent had no removal left.
I'd also like to agree to T0lbert. Take your time to study your deck and decide on a general plan. It pays off.
I know a lot of people struggle with arena so I'm here to tell you what to do to improve:
1. Check these out: Trump's Arena Guide: Neutral Commons Trump's Arena Tier List: Neutral Rares AntiGrav1ty's Arena Draft Tiers Vivafringe’s Guide to Arena
2. Keep win rate stats on each class and always pick the class you have the higher win rate with so you get more gold to play more arena in order to train some more. Makes sense?
3. Make a constructed deck for each of your most successful classes and build them like you would in arena, meaning choosing cards that are strong by themselves and not relying on combos. By doing this, you can train for arena even if you don't have the gold.
If one of those classes you're doing well with is also the one you enjoy the most then you are half way there.
Keep at it and you'll make progress!
Arena Tips
Thanks, dude. I needed to read this.
The expert at anything was once a beginner.
Glad to help.
Arena Tips
I think he was being sarcastic
Whut?
Arena Tips
You can't base your opinion on one arena run. It's better to spend that gold on arena runs instead of card packs anyways because you also get deck building experience. Eventually you will reach a point where arena gives you more value gold wise than simply buying packs.
Just keep practicing.
Arena Tips
No, I was actually thinking Lenor.
The expert at anything was once a beginner.
On the flip side, you got into beta so there is that. You will have an advantage in testing when the real game comes out so even though its only a few times a week, you are getting experience that the non beta guys are not getting.
BTW: thanks for the info here. It was very enlightening. I was trying too hard to go with a really low curve or too high of curve. The guides made a lot of sense though.
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Totally right. If you are the money-spending type, the more you spend the better Arena becomes for you. Let's say you have $10 to spend. That buys you either 7 packs or 5 arena runs. Even with 2 or 3 wins you still win a pack of cards in Arena. But you also get gold, and with 5 arena runs you will definitely have earned enough for another 1 or 2 runs, giving you more packs. So you get almost an equivalent number of packs but you have far more fun and get more experience on top of it.
Arena Tips
Thanks Lenor. that was pretty useful.
Could you just clarify what you mean by keeping stats on classes? What exactly do you mean, your win/loss ratios with each one?
Yes, win/loss ratio for each class and win/loss of all of them put together. If you reach 70% that means a 7-3 average witch is what everyone should aim for.
Arena Tips
imo if you want the most consistently deep arena runs pick pally, druid or mage every time they are up. i have 175 arena wins since i started maybe 3 weeks ago and still have 1k gold and an arena run in progress and could probably build some great decks for constructed without spending a dime. most of these wins are paladin, druid or mage.
the reason i say this is because the board clearing power that paladins, druids and mages can consistently draft from their basic cards can compensate for poorer drafts either from skill or luck and can compensate for play mistakes when you are learning the game. you will also flatten bad/mediocre players who will over extend into board clears and make good/great players play differently because they know better than to over extend.
this is not to say the other classes cannot win or do well in the arena. ive gone 8-9 with everything but warlock (still learning how much you can life tap and not kill yourself) but consistency is god in ccgs and i think mages, pallies and druids are able to draft the most consistently powerful decks. priest is also very strong but the games are long and i do not particularly enjoy the play style even if it does win.
My 3 strongest classes are warrior, shaman and druid in that order. I think it varies from person to person. I prefer minions that can trade very well instead of board clear.
Arena Tips
For me in arena Fiery War Axe is unlimited (well okay, maybe 8 or so may be too much), its just a really good card, helping a lot controling the early game. All other weapons (including smith) are much more limited in an arenaenvironment, mostly due to costs and return.
Gorehowl is hardly ever used to stomp down minions, but more a finisher for me in arena, because it can be hard to backup yourself enough to not die the turn after you smashed something big.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Of course it depends a bit on your other picks, and everyone has their own special recipes for arena :)
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
I prioritize the first 2 of each weapon+arathi weaponsmith over everything else. The maximum would be 4 fiery war axes, 2 arcanite reapers, 2 arathi weaponsmiths and 2 yolohowls. If you get that draft then they should just automatically give you 9 wins and start another run.
Arena Tips
I find pally to be the biggest push-over in arena. So long as you can take the board early game, and focus on keeping their creature count to a minimum (preferably zero), there is usually very little they can do. Consecration is a solid card, but I pick almost entirely creatures with 3+ health, so it rarely turns the game around.
Druid I love, though mostly because of Innervate, not the board clear. Throwing out a strong 3 drop (like the Raging Worgen) on turn 1 takes such strong control of the game, that's frequently the game right there. Or you can turn 1 out a Sen'jin with the coin. It's a strategy that has a weak late game, but when the deck frequently wins on turn 4-6, who cares?
Mage is obviously super powerful too. Though I suck with her. I love Warrior. Rogue is decent. Priest is decent. I never do very well with Warlock or Shaman (spell-casters, not my thing).
All in all though, class matters less than the cards you pick. Lenor is exactly right. Pick cards that are always going to be good value, don't rely on combos.
Three brothers, one YouTube channel, are they bad enough?
And I feel like something has to be said about how you play the deck you build. I get so many free wins of of players who are just plain doing it wrong. A couple of tips:
1) Don't try and rush for the win. I see this all the time in Arena. What good is taking your opponent from 30 life to 26? Almost exactly zero good. Focus on trading cards well (i.e. use up two of your opponent's cards for one of yours), and on maintaining board control (i.e. having more creatures out). While prioritizing those two things, slowly work your opponent's life total down until victory is a turn or two away. Then you can start to ignore your opponent's creatures and blow cards on damaging your opponent.
2) Know your opponent. This takes time, but it separates the men from the boys. If you are playing a Mage, and they are going to have 7 mana next turn, don't cast all the small creatures in your hand just because you have the mana to do it. They will Flame Strike you, and you will lose those creatures, and the game. Instead, force them to use the Flame Strike when it does the least possible damage to you, and then cast your small creatures. This is just one example of many. But start learning the cards, start anticipating what your opponents can do, what they want to do, and start playing around it.
Three brothers, one YouTube channel, are they bad enough?
One of my latest arena runs had me playing Warrior facing Mage.
It didn't look well until Turn 9, when I could play Gorehowl + Bloodsail Raider .
That turned around the game, as the opponent had no removal left.
I'd also like to agree to T0lbert. Take your time to study your deck and decide on a general plan. It pays off.