I pick the cards that are suggested, -if- they pop up, I pick the classes suggested if I am allowed. If the RNG god that is Blizzard sees fit to bestow upon me, a usable class for arena. This is coming off a terrible terrible streak over the past few days, 3 runs of no wins and 3 more runs of 1 win. It seems no matter how well my deck seems to come out, my opponent always has the answers they need, regardless of the situation. I have no idea how anyone has any fun in this mode, let alone making a profit while playing.
I have watched several videos about arena tips, I have gone through multiple tier lists. No how much research or work I put into it, I get shit on by RNG every fucking time.
Arena you want to focus on maintaining card advantage. Always assume they have the removal or board clear they need, and never over extend. Think like 4 turns ahead. Also make sure your curve had enough 2 drops that you will have a decent early game.
I thought maintaining board control was WAY more important than card advantage. silences and removal and charge stuff is generally great. AOE is OP like holy nova and flamestrike and consec
Yesterday I tried arena for the first time since february I think I gone 2-3 and 0-3 with paladin and warlock.. but then I gone 12-2 with rogue(didn't had a crazy deck just tonnes of luck lol).. it's all about the deck really and knowing how to play and even a good player can end up on 0-3 but better players learn from their mistakes and move on.
I used to be pretty bad at arena as well but have gotten much better over time and typically average 7+ wins nowadays. The best advice I can give is you really need to pay attention to your mana curve when drafting. The first 2 to 3 turns typically decides the entire match assuming equal skill level so you really need those quality early drops and need to pay close attention to how you want to play your early curve with and w/out coin. The most important slot imo are the 1, 2 and 4 drop slots. I tend to have the most success with a majority 2 and 4 drops but you can't neglect late game bc arena games do often come down to top decking. If your deck is too top heavy you just get tempo'd out in the early game w/out fail. Try to stick with the stronger classes like Pally/Mage/Rogue if you really value winning more over having fun. I've also had several 12 win shaman and druid runs as well as Priest but they're more hit and miss. The hero powers of Mage, Rogue, and Palladin tend to be far superior than other classes bc Arena is much more tempo-based. Occasionally you'll run into crazy control mages/priests and ramp druids but it's pretty uncommon. You really have to make smart trades and know when to push for damage or trade. I know that's not super specific but just try not to get discouraged. I rarely ever surpassed 3 wins about a year ago but I just kept plugging along and finally got a lot better. Sometimes you just have to pass up "flashy" cards in the draft if you don't have enough early game. It's tough taking a Huge Toad over a Boulder fist Ogre but often times, if you already have enough lategame, it's by far the superior choice. They're both amazing arena cards but you just have to evaluate your curve first. I try to draft about 5-6 5+ mana minions early in the draft and then mostly low and mid drops. Also, don't go overboard on AOE spells. Sure they're amazing in some situations but a minion oriented strategy is typically better. Also, weapons are extremely good in arena so you have to use your charges smartly. Most of the time it's not correct to swing face with muster for battle charges unless it's pushing for lethal in the next one to two turns, for example. Holding a True Silver charge instead of clearing a 2 health minion often really pigeon holes your opponents next play. That doesn't mean it's always correct to not clear the low health minion with Truesilver; it can often be correct if it protects your board efficiently, but you just have to consider a turn or two ahead like has already been said.
I thought maintaining board control was WAY more important than card advantage. silences and removal and charge stuff is generally great. AOE is OP like holy nova and flamestrike and consec
Board control is more important, yeah. You can die with a full grip pretty easily. Of course, you want to make sure you find the plays that give you the most tempo too. Mana efficiency and sequencing are hugely important as well, as is recognizing when to play around things and when to just go for it.
the thing about drafting based on tier lists is that they take the cards and rate them individualy, not based on any real synergies with one another. i mean, if you have 2 fireballs, do you really need the 3rd? do you take the 3rd flamestrike because your two other options are a tauren warror or a novice engineer? my point is this... just because a card is the best in the pack on its own, that dosent mean that it is always the correct pick.
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that moment when you Yogg-Saron and burn yourself for lethal....
also keep in mind and try to learn all of the common class/neutral cards that are good so you can play against them (/play with them)
very true, you have no idea how many times i mucked up and went spell into a three health minion just to have a damn fire elemental or frostolt make me cry when i started arena. really the key is you cant rush your turns, since they could be running litteraly anything. to this day i still get caught off guard by damn North Sea Kraken because im dumb and i play mainly constructed so im just like "psh, this pally cant possibly kill this gu- damn it... *facepalms*" so moral of the story, draft based on your needs, not based off of tiers, then make sure you know the popular/common threats so you arent letting them snowball you out of the game with Tempo plays
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that moment when you Yogg-Saron and burn yourself for lethal....
also keep in mind and try to learn all of the common class/neutral cards that are good so you can play against them (/play with them)
I dont think you can really afford to play around much more than specific aoes, weapons and sometimes stuff lke MTC, playing around fire ele is useless tbh, what are you gonna do, not play anything with 3hp or less? well then he just uses fire ele to push damage on your big drop and lets their weenie trade into it
main rule is probably to never lose tempo if you dont have a backup plan using aoes/MCT etc, even if it sometimes costs you card advantage, and draft with this in mind, atleast it worked for me in tgt, since at first, my usual gvg style drafts were not good enough anymore and had to change it
and I have always felt the hardest matches are the 0-1 wins, as you might meet the most ridiculous decks with incredible combo or synergy potential, that work in like 1 out of 5 games, but you were the unlucky one to suffer from triple mechwarper into 4 gorillabot openings etc
I pick the cards that are suggested, -if- they pop up, I pick the classes suggested if I am allowed. If the RNG god that is Blizzard sees fit to bestow upon me, a usable class for arena. This is coming off a terrible terrible streak over the past few days, 3 runs of no wins and 3 more runs of 1 win. It seems no matter how well my deck seems to come out, my opponent always has the answers they need, regardless of the situation. I have no idea how anyone has any fun in this mode, let alone making a profit while playing.
I have watched several videos about arena tips, I have gone through multiple tier lists. No how much research or work I put into it, I get shit on by RNG every fucking time.
I can relate to all that you have said here, I do not focus on Arena like some players but I do like to do it for a break from Constructed play.
I found my 1st error was relying to much on the arena apps, tier lists for my drafts, if you know the game basics try going with your instincts , early game is key and getting a good opening and keeping pressure/tempo ,another misconception is always grab the biggest and best card not the case pay attention to your mana curve and that your cards have synergy, grab some AOE if it is offered and also some finishers for late game.
I am no expert but I understand the frustration when it seems your opponent has all the answers every friggin time!
This does not make you a "Bad" player, but as with any game practice will help you improve, learn from your mistakes and forge ahead.
Sometimes, watching too many streams, reading too many guides, etc. can be bad too.
I tried so hard to get better by reading LOTS of guides, watching Shady's stream for hours, watching ADWCTA's videos for hours and by the end, I ended more confused than I was before. So best piece of advice is: PLAY. That's it. The more you play, the more you'll get experienced.
These days, I tend to watch ADWCTA's co-op. They are very helpful since they talk a lot together (Merps & ADWCTA).
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I pick the cards that are suggested, -if- they pop up, I pick the classes suggested if I am allowed. If the RNG god that is Blizzard sees fit to bestow upon me, a usable class for arena. This is coming off a terrible terrible streak over the past few days, 3 runs of no wins and 3 more runs of 1 win. It seems no matter how well my deck seems to come out, my opponent always has the answers they need, regardless of the situation. I have no idea how anyone has any fun in this mode, let alone making a profit while playing.
I have watched several videos about arena tips, I have gone through multiple tier lists. No how much research or work I put into it, I get shit on by RNG every fucking time.
Get good?
Thanks, so helpful.
Arena you want to focus on maintaining card advantage. Always assume they have the removal or board clear they need, and never over extend. Think like 4 turns ahead. Also make sure your curve had enough 2 drops that you will have a decent early game.
I thought maintaining board control was WAY more important than card advantage. silences and removal and charge stuff is generally great. AOE is OP like holy nova and flamestrike and consec
Diehard druid player ^~^
Check out my theorycrafted Blistering Rot
Yesterday I tried arena for the first time since february I think I gone 2-3 and 0-3 with paladin and warlock.. but then I gone 12-2 with rogue(didn't had a crazy deck just tonnes of luck lol).. it's all about the deck really and knowing how to play and even a good player can end up on 0-3 but better players learn from their mistakes and move on.
I used to be pretty bad at arena as well but have gotten much better over time and typically average 7+ wins nowadays. The best advice I can give is you really need to pay attention to your mana curve when drafting. The first 2 to 3 turns typically decides the entire match assuming equal skill level so you really need those quality early drops and need to pay close attention to how you want to play your early curve with and w/out coin. The most important slot imo are the 1, 2 and 4 drop slots. I tend to have the most success with a majority 2 and 4 drops but you can't neglect late game bc arena games do often come down to top decking. If your deck is too top heavy you just get tempo'd out in the early game w/out fail. Try to stick with the stronger classes like Pally/Mage/Rogue if you really value winning more over having fun. I've also had several 12 win shaman and druid runs as well as Priest but they're more hit and miss. The hero powers of Mage, Rogue, and Palladin tend to be far superior than other classes bc Arena is much more tempo-based. Occasionally you'll run into crazy control mages/priests and ramp druids but it's pretty uncommon. You really have to make smart trades and know when to push for damage or trade. I know that's not super specific but just try not to get discouraged. I rarely ever surpassed 3 wins about a year ago but I just kept plugging along and finally got a lot better. Sometimes you just have to pass up "flashy" cards in the draft if you don't have enough early game. It's tough taking a Huge Toad over a Boulder fist Ogre but often times, if you already have enough lategame, it's by far the superior choice. They're both amazing arena cards but you just have to evaluate your curve first. I try to draft about 5-6 5+ mana minions early in the draft and then mostly low and mid drops. Also, don't go overboard on AOE spells. Sure they're amazing in some situations but a minion oriented strategy is typically better. Also, weapons are extremely good in arena so you have to use your charges smartly. Most of the time it's not correct to swing face with muster for battle charges unless it's pushing for lethal in the next one to two turns, for example. Holding a True Silver charge instead of clearing a 2 health minion often really pigeon holes your opponents next play. That doesn't mean it's always correct to not clear the low health minion with Truesilver; it can often be correct if it protects your board efficiently, but you just have to consider a turn or two ahead like has already been said.
Nothing doing, traveler.
the thing about drafting based on tier lists is that they take the cards and rate them individualy, not based on any real synergies with one another. i mean, if you have 2 fireballs, do you really need the 3rd? do you take the 3rd flamestrike because your two other options are a tauren warror or a novice engineer? my point is this... just because a card is the best in the pack on its own, that dosent mean that it is always the correct pick.
that moment when you Yogg-Saron and burn yourself for lethal....
also keep in mind and try to learn all of the common class/neutral cards that are good so you can play against them (/play with them)
Diehard druid player ^~^
Check out my theorycrafted Blistering Rot
that moment when you Yogg-Saron and burn yourself for lethal....
I can guarantee you're playing like crap. Probably need to work on your game basics.
Sometimes, watching too many streams, reading too many guides, etc. can be bad too.
I tried so hard to get better by reading LOTS of guides, watching Shady's stream for hours, watching ADWCTA's videos for hours and by the end, I ended more confused than I was before. So best piece of advice is: PLAY. That's it. The more you play, the more you'll get experienced.
These days, I tend to watch ADWCTA's co-op. They are very helpful since they talk a lot together (Merps & ADWCTA).