Attempting to suck less in the Arena (and the game overall for that matter) I've gone through the following steps that would hopefully pull me out of this seemingly endless pit of punishment.
1. I've read and followed all the guides I could find online.
2. I've used the Arena Simulator.
3. I've looked at all the tier lists, and drafted according highest value.
4. I've reviewed my Arena decks at each quarter draft point, and maintained a solid curve while still keeping value foremost.
5. I've attempted to control the board during play, buffing well enough to give me a card advantage.
6. I've tracked my cards throughout the game knowing what is to come, and how I can use it to pull ahead or regain the lead once if behind.
* The list goes on and on of what I've done and so far NOTHING has helped me. I'm currently winning between 1-3 games, and a few runs 0 games. I'm so disgusted with this that I'm honestly thinking about giving up the game forever to stop wasting my time. If anyone has a clue as to what is going on, and can provide me with anything to be positive about within this game I am all ears.
How long have you been playing arena, and roughly how many runs?
Arena is fairly different from constructed, and it requires experience of its own. I used to be in the exact position you mentioned, and i actually quit the game because of that(and constructed was too boring at the time i quitted). Returned a while back and started playing arena, i got better over time.
Heartharena app can be quite helpful ranking choices based on your deck(but you should still there are *underrated* cards and such, so don't just blindly pick the recommendation).
Watch Kripp. Seriously, that guy is one of the best arena players out there, also pretty unlucky too(you know that 1 MCT that stole your only good drop out of 4? that shit happens to him on a daily basis, hence the salt thing). He still kicks ass tho and he was #1 US player with over 7 wins average.
Last sentence is important, because #1 arena player on the WHOLE server averaged over 7 wins. Don't expect to get infinite gold from arena, set increasing goals instead: First try to get 3 wins average, justifying arena entry over buying a pack(total rewards equals/greater than 150 gold). Then try to get occasional 7 wins(get your money back + some other rewards). From that point just look forward to increase your average wins.
Last but not least, remember that you don't have to finish your run in 1 session, got a good start? Doesn't mean you have to keep going, just take a little break. Especially after a frustrating lose, because bad morale = bad plays.
Also regarding your replay, the warrior really got lucky with draws, you got unlucky with yours, but that hero power on turn 4 was the misplay. You should've either Uludman that 2/6 or put murlock knight, they both would at least trade with one, and prevented some face damage. Would that save you? Probably not, but sitll,
Attempting to suck less in the Arena (and the game overall for that matter) I've gone through the following steps that would hopefully pull me out of this seemingly endless pit of punishment.
1. I've read and followed all the guides I could find online.
2. I've used the Arena Simulator.
3. I've looked at all the tier lists, and drafted according highest value.
4. I've reviewed my Arena decks at each quarter draft point, and maintained a solid curve while still keeping value foremost.
5. I've attempted to control the board during play, buffing well enough to give me a card advantage.
6. I've tracked my cards throughout the game knowing what is to come, and how I can use it to pull ahead or regain the lead once if behind.
* The list goes on and on of what I've done and so far NOTHING has helped me. I'm currently winning between 1-3 games, and a few runs 0 games. I'm so disgusted with this that I'm honestly thinking about giving up the game forever to stop wasting my time. If anyone has a clue as to what is going on, and can provide me with anything to be positive about within this game I am all ears.
1. You will not be good overnight. Chances are, if you're not an absolute god at constructed, then arena will be a struggle as well. Don't be upset when you can't get anything over 4-5 wins for months at a time, while averaging 3 wins a run.
2. Play classes that you know well. Even though Mage and Rogue are widely regarded as the best classes in arena, I've always found myself to do decently well with Warlock, Shaman, and Priest, especially with the new cards. If you are knowledgable about how to play a class, then take it into arena. It's useless to play Rogue in arena if you're a bad Rogue player; your winrate simply won't match the statistics.
3. Manage your emotions. Losing two games in a row can result in a swift third loss, even when the game is quite managable.
4. Don't always draft according to tier lists. Knowing when you choose against the list is definitely the difference between a positive winrate and a negative one. Know what deck you're drafting and understand the possible synergies you can have.
5. Trading is not always correct. While maintaining board control is important, knowing when to value face damage, especially in a deck with high burst potential, can be vital in orchestrating wins that did not appear to exist in the first place.
Wasting your coin on turn 1 was a bad mistake, all it got you was a 2/2 on board. I would have played the 2/2 and let him trade into it and keep the coin so I could coin out the Murloc Knight on turn 3. It's a big enough threat that he would have had to trade in one of his minions. Because you blew the coin so early you hero powered 3 turns in a row and I stopped watching after that. Of course you will lose if you don't play any minions. If you're going to keep murloc knight in your opening hand with coin, either coin it out or play it on turn 4. If you are going to try and get value from it, toss it back into your deck. But yeah, biggest mistakes were wasting coin and not playing either of your 4-drops on turn 4. If you had played two 4 drops in a row into your venture co mercenary you likely could have stabilized the board.
Thanks for all the tips, I haven't been playing long but I can see my mistakes pretty easily now. Here are a couple more replays since I posted this earlier today. Any constructive criticism is appreciated. thanks.
that first game u basically got fucked because he went first and curved perfectly. keeping murloc knight was dead wrong though
2nd game you always play a 2/3 instead of a 3/2. its a shaman and he has a common class weapon on 2. youre 2/3 is also irrelevant the next turn since theres a lot of 4/3s so the 3/2 should come down after. turn 5 shoulda played the buffed taunt already, not sure why you'd intentionally play a weaker card that has no taunt for your master swordsmith. you were already behind on board and you cant afford "saving" your higher stats minions for a later play.
3rd game glaivezooka on 2 is 100% incorrect when the gilbin has stealth, and the next turn follow up with glaive wouldve been a free trade for his 2/3 while glaivezooka trades into the toad and a 50/50 to have a 3/1 on board. next on turn 3 it wouldve been carrion grub for sure considering you had a houndmaster followup which is extremely powerful.
im not sure what articles you read but im not sure you understand tempo yet. overall your plays tend to be reactive rather than proactive. the gilbin play is the perfect example on that. a druid has no way of getting rid of that gilbin and you had the means to buff it the next turn. trading an insanely powerful weapon into a 2/3 twice is not getting the card's full value. look ahead to see how to setup a proactive board, instead of always playing reactively and trying to get rid of every minion your opponent plays.
A game where you can reasonably say you lost due to luck on turns 2 and 3. However, there are several points where you can easily improve your game.
Ditching the third 2 drop. Your first two turns will only use two 2 drops, so one will naturally stay in your hand. Unless your 2 drops are so overpowered like Glaivezooka (which they really aren't), I wanted you to ditch the Elekk to find either better cards for turn 4, or your better low drops.
King's Elekk over Friendly Bartender on turn 1. This is specific to matches against Shaman, as they have Stormforged Axe which wins games.
Playing on curve on turns 3 and 4. If possible, you should do this. Hunter gameplay tries to maximze board pressure in the early game with the meager mana available. Not wasting mana and playing better cards achieve this, you need to improve yourself on the first point. On turn 3 you could've played Shaky Zipgunner which sufficiently pressures the board, and give you a strong buffed minion in case it got killed. Your decision on turn 4 to play Shaky over Multishot was probably correct as Multishot wasn't a very efficient card for its cost.... but I may be wrong. this decision is harder.
Aggressor versus defender. You should have an idea from when you are drafting your deck about how your deck is going to play out. If you have better quality cards, enough removals and a Mage hero power, you have the leisure of drafting control-lish decks with higher statted minion in the average card in your deck, to win in the late game. Your deck is rather low on curve and therefore you want to win on board consistently.On turn 5, why didn't you play the excellent 4/6 taunt over the Spider Tank, when your goal is to beat the Shaman (with all their Fire Ele) in the early game? On turn 6, wouldn't Shaky + Tentacle give you better tempo than to play an expensive 6 mana 5 damage removal? You could follow up this play with Multishot to snipe enemy's 6/1.
Regarding Multishot, it is a rather difficult card to use. You want to use this to comfortably kill a strong attack but 3 health minion on the other side. So ideally, you need minions to do two things: to kill low priority targets like totems, or to clean-up the damage done after spell. When you have neither, you shouldn't play this card if you have bad targets unless you can't win without a lucky shot.
You could get one more hound from the Unleash the Hounds you played. Rather minor, but do take note. You could sack one hound first if you were worried you didn't have room for King of Beasts.
If health of both heroes are quite comfortable, do take "free kills" first. When you played Sen'Jin Shieldmasta, you should kill 2/2 with your 2/3 than to trade up with the 3/3. Free kills are strong because you kill their minions but keeping yours. This point is subject to terms and conditions; you should keep killing priority targets, avoid massive value AoE, etc.
What you need to polish is probably not the deck drafting, but your turn-by-turn gameplay. There's many junctions of decision where you can make retarded throws, so do avoid them.
And ah yes, recommendations. I recommend watching ShadyBunny's coop arena runs on Twitch, because he explains every single choice he made. He is the lifecoach of the Arena, and a major reason why I enjoy Arena myself.
Everything that's worth saying has been mentioned already; that said though I'm willing to help you out if you want a more hands-on approach.
Rollback Post to RevisionRollBack
Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
As stated already, the 2/3 stealth on turn 2 is so much better than the glaive. The previous post covered why well enough.
On turn 4, you played the 2/3 and hit hero power. I would have played the 2/5 Grub. Yes, you float a mana, but doing two damage with hero power to the opponent is pointless at this point. If you get the 2/5 out, you can buff it with houndmaster next turn (albeit floating a mana again), or play your other 3 drop and 2 drop (to not float a mana). By playing the 2 drop, you effectively force yourself to float a mana next turn. Here powering this early in the game should be treated as floating two mana (unless your hero power can affect the board) Also, this should cover most 4 drops the opponent might play. Going into turn 4, you really want 5 health minions out there if you can. That 2/3 is most likely going to just be killed to whatever the druid might play.
In both these mistakes (turn 2 and turn 4), you're showing a lack of planning ahead. Turn 2 you didn't plan ahead for the possible turn 3 play with glaive, and more worse, the turn 4 play didn't plan ahead for your turn 5 play and you played a very weak turns 4 and 5. You got lucky, as weak turns 2-5 are generally what will kill you in a game. Fortunately, the opponent played a disastrous turn 3, not only just hero powering, but also not using it to at least take out your minion. He lost it right there.
Anyway, always plan your moves ahead, and anticipate what the opponent might play, and likely will play. So much of arena is less your draft and instead how you play your cards. Good luck!
Threads like these show why this community is pretty great. A lot of people took time to explain how to improve and the OP is receptive to constructive criticism.
Nothing specific to add, but for others reading this in the same situation as the OP, if you have done a lot of study to improve in Arena and you aren't seeing the results, the answer is almost certainly that you are making mistakes in your game play. Ask for help from a more experienced player or on the forum.
Game with hunter felt like you tried to follow a face hunter guide and try to optimize the hunter hero power.
Hunter hero power does not influence the board state compared to :
druid / rogue / mage where it can be used remove a minion instead of using a card
shaman and paladin where it used to create a minor board presence without investing a card, the player in front may have to use a card to remove it. Creating a card advantage for you.
Priest where it used to push a minion out of easy removal range (minion is at 2 heal, after heal the mage need frost bolt+ping to remove or a fireball)
Warrior hero power is as useless as hunter hero power (not speaking about shield bash)
Cards advantage created using the hero power are wonderful but losing the game with 8 cards in hand does nothing good.
It is especially true for hunter who have very few removal capacity.
Thanks for the advice, I've already noticed a slight difference just by paying attention to the mana curve, and thinking a couple of moves ahead. I just started a new run with Warrior. I'd like to get some advice on how I did in this match. I won, but I want to identify any mistakes or potential errors.
Mulligan: I play first here and immediately noticed the 2, 3, and 4 drops staring me in the face. My deck only consists of three 1 drops. Therefore, I thought it might be foolish to throw away an nice curve. Is this thought process correct? Would you have thrown any of these cards back 2 - Dark Peddler, 3 - Imp Gang Boss, 4 - Imp-losion? If so, which one and why?
2-DROP: Dark Peddler, options to select 1/2 Cogmaster, 1/2 Lowly Squire, 1/1 Reliquary Seeker. I chose Cogmaster because my deck has 3 other mechs this could synergize with. Correct?
Opponent plays 2/3 Stonesplinter Trogg
3-DROP: Imp Gang Boss, and Dark Peddler attacks Hero. Is it correct to attack the hero with my 2/2 here, or should I attempt to reduce the 2/3 Trogg for easier removal?
The rest of the match appears to play itself out. It didn't take a lot of skill to see the synergies on 4 & 5 drop. Nevertheless, if you see any opportunities for improvement please let me know. Thanks.
Thanks for the advice, I've already noticed a slight difference just by paying attention to the mana curve, and thinking a couple of moves ahead. I just started a new run with Warrior. I'd like to get some advice on how I did in this match. I won, but I want to identify any mistakes or potential errors.
Mulligan: I play first here and immediately noticed the 2, 3, and 4 drops staring me in the face. My deck only consists of three 1 drops. Therefore, I thought it might be foolish to throw away an nice curve. Is this thought process correct? Would you have thrown any of these cards back 2 - Dark Peddler, 3 - Imp Gang Boss, 4 - Imp-losion? If so, which one and why?
2-DROP: Dark Peddler, options to select 1/2 Cogmaster, 1/2 Lowly Squire, 1/1 Reliquary Seeker. I chose Cogmaster because my deck has 3 other mechs this could synergize with. Correct?
Opponent plays 2/3 Stonesplinter Trogg
3-DROP: Imp Gang Boss, and Dark Peddler attacks Hero. Is it correct to attack the hero with my 2/2 here, or should I attempt to reduce the 2/3 Trogg for easier removal?
The rest of the match appears to play itself out. It didn't take a lot of skill to see the synergies on 4 & 5 drop. Nevertheless, if you see any opportunities for improvement please let me know. Thanks.
Very good thought process, solid decisions. I'm no expert so i can't say if this was THE perfect way to play, but that's exactly how i would play. As you said with 3 one drops, i would keep all the cards on mulligan, especially when you have a Crystalweaver and in this case that guy won you the game by himself on turn 4.
As you play, your thought process will get better, you'll get more experienced, and you'll make better desicions.
Mull - This is a quality 2-3-4 so what you did was correct. Sometimes if the 3 or 4 (especially the 4) is crappy you would throw, but not when they are both premium cards.
2 drop is correct, but the idea is more that you have a good hand and hitting curve and probably don't have time for hero power. If your hand doesn't look good and you are probably tapping anyway then lowly squire would make more sense. If the cogmaster works out that is a bonus.
Third turn that is a rather basic logic error. You should first hit the imp gang boss into the trogg (when it is not buffed by your spell), and then use implosion on the 3/3, and use the 2/2 to trade according to the result. Assume you roll 3 or 4 it is the same except your imp gang boss take 1 less damage, so it is a 2/2 instead of a 2/1, which means it can't be pinged off next turn.
Warlock 101: If you're gonna Life Tap during your Turn, make it your FIRST THING you do that turn! Your draw could drastically change your gameplan.
100% true actually it's true for every class ever and it is important to remember.
When defining your turn you should always draw first. Wherever it's a draw from a deathrattle/ a burgle from rogue / a stolen card from priest / warlock hero power etc etc. Remember to always draw first, it is a good habit to take.
Second thing is: always resolv RNG elements first. If you have or your opponent have a deathrattle or you have a portal spell or totem hero power etc etc. Case in point of you trade your whole board and finishing by killing a shredder to have to pull out a doomsayer most of the time you really gonna regret it.
First of all you fail already in mulligan, you never wanna keep Murloc Knight as it's pretty much a 6-drop, also the Stonetusk Boar is usually not what you wanna have in your opening hand, seems best case scenario would be him playing a 1 mana 2/1 and you charging into it, but that is highly unlikely to happen and not really THAT good if it does happen.
So I would've mulliganed all the cards there.
He had an insane 1-drop against Paladin, that 1/3 weapon eat your dudes and prevent your hero power from getting any value, also combined with the 1/1 he could easily take care of your Mistress of Mixtures so I understand why you make the play you made, however I think spending the coin doing that considering the hand you had was a pretty bad choice. Even if he didn't have a 2/3 he could just hit your Mistress twice with his weapon and get insane value with his 1 mana card which you pretty much spoon fed him. I would just have played the Mistress of Mixtures and accepted him getting the good trade with 1/1 and weapon on it.
That would've forced him to either trade into your minion(s) or let you get a somewhat favorable trade on his taunt....probably he would've traded into your minion(s) leaving you at higher health and possible still a minion on board. So T5 I would either take the trade on taunt + Holy Wrath the 3/3 leaving him 5 damage off lethal, or at least doing 3 damage to his taunt + Holy Wrath it leaving him 2 damage off lethal and you with a 3/2 or 3/1 on board.
He would probably use his weapon to kill that minion you had left leaving him 4 or 7 damage off lethal depending on his previous play and you would still probably lose, but at least you'd get to draw 2 more cards to see what you got and if you got nothing then at least you gave yourself the best chance of surviving until 7 where Grimestreet Protector could let you take control of the board.
TL;DR: You probably need to work on your mulligans, remember it's usually better to be asking the questions than having potential answers, especially in the early game and you need to value the coin higher when you don't have a good curve opening hand. The match you played was probably lost just due to him having N'Zoth's First Mate in his opener and you being Paladin, but with a better mulligan you might've been able to combat it a lot better and at least had a chance to get to play your Grimestreet Protector which could've turned the game in your favor.
BTW I wrote this turn by turn as I watched the replay in order to not let hindsight impact my advice.
Other advice I could give you would be to use the Heartharena overwolf app to help you draft better decks, you don't have to follow it religiously, but it'll usually tell you what would be your best pick. Also you should watch Kripp stream, if you can't catch him while he is on you can still watch his VODS on twitch, it's not like he read chat or it's possible to have a conversation in his chat anyways so it really is not much different at all from watching him live.
Also just playing it more will allow you to get better at predicting what others might play, cards such as Kabal Talonpriest being so insanely popular right now means you always wanna remove any 2-drop a priest might play so you wanna prepare for that, also always play around Abyssal Enforcer from Warlock, expect them to have one in hand until he plays it or you know he doesn't have it due to plays he made. Other cards to keep in mind are Flamestrike from Mage, as well as Polymorph and Hex + Flamewreathed Faceless from Shaman...Potion of Madness is also smart to play around against Priest and Blastcrystal Potion against Warlock.
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
T1 I would also coin out a 2-drop, but I would rather play the 2/3 than the 3/2 as the 2/3 is more likely to eat his 2-drop for free and the 3/2 could be better for trading up later. He gets insanely lucky with his Mad Bomber and I would be pretty salty about that, but shit happens.
T2 I would play the Kindly Grandmother here and plan on play the Squirming Tentacle next turn to get a free trade with it against his 3/2 and also have potential 3 atk power to deal to his 3-drop, which could often be a 3/3.
T3 If I had done like you I would still play the 2/4 taunt here as it should generally stop him from going face and if he plays Flametongue Totem to get a great trade with it you have Multi-Shot to hopefully clean it up if he had that worst case scenario card.
T4 He would've probably played Daring Reporter there and you could use Multi-Shot to clear it up together with the taunt, Daring Reporter is scary, you wanna remove it when you can so it doesn't snowball out of control. Given your plays leading up to this turn, playing the Shaky Zipgunner here was the right play.
T5 He had only 5 atk power on board and your Squirming Tentacle had 6 health, also your Master Swordsmith would actually potentially have great value trades available there if you hid it behind the taunt and he couldn't add that 1 extra damage he needed to clear it. So certainly you should've played tentacle and swordsmith there.
T6 If you made the play I suggested before we'd be left with a 1/3 against his 6/5 and 2/2 or a 1/1 against his 6/5 and 2/1. Then you could play the Spider Tank and Shaky Zipgunner, planning to buff your Psych-o-Tron and either clear the 6/5 by double trading into it or aligning it up for Multi-Shot to get it. Considering how you'd set it up though then yeah you had to use the Reckless Rocketeer to clear his 6/5.
T7 You'd have a buffed up Psych-o-Tron ready here if you made my play last turn, but with how you set it up I think you made the right call with Multi-Shot + the buffed Squirming Tentacle.
T8 Kill Command the Daring Reporter and playing the Psycho-o-tron was the correct play here as it was the only one both contesting the board and leaving you with the possiblity to play both cards left in your hand on your next turn.
T9 Yeah that was correct as well since you don't really wanna give him another option on what to attack there by putting up another taunt minion. Also you have 10 mana next turn and probably not that many other cards at above 5 mana in the deck.
T10 Well you missed out on a hound from Unleash the Hounds by removing taunt first, I know you would fill your board there, but remember they have charge so you could always just trade one away to make room for your King of Beasts. But you're looking good here, 17 health left, 9/8 taunt on board currently contesting two 5/6 minions, as long as he doesn't have silence, removal or a huge minion here you should be able to take control of the board.
T11 You made the right play here as his Boneguard Lieutenant would be buffed to 4 health next turn, avoiding getting killed by your senjin + getting healed by healing totem, way too much value for a 2-drop. Good you wasn't lured into taking that free trade on the 2/2.
T12 Damn that Spiked Hogrider topdeck sure was brutal. Also Flame Juggler hit the worst possible target there which of course was extremely annoying. Killing the healing totem there was good to avoid it continue healing the Spiked Hogrider.
T13 Yeah you're losing this one....seems your deck is very low curved so letting him get all those good trades and gaining the initiative from start was obviously very bad for you, the Mad Bomber RNG especially bad since your deck seems to have relied on pushing hard early on. Killing taunt totem was only choice there.
T14 Yeah...nothing you could do there, game was lost.
If you played the 2/3 on T1 instead of the 3/2 there you would have avoided the super bad RNG from Mad Bomber which of course is nothing you play around and not the reason you should've played the 2/3, but as explained above you'd rather coin out a 2/3 in order to potentially block him from playing his 2-drop if it was for example a Kobold Geomancer and also it's much easier to trade up with a 3/2 than a 2/3 and on his T2 he would not be able to play anything for your 3/2 to trade up with. So if you followed that logic as well as what I suggested there you do on T2 the game could've turned out pretty different and maybe you would have won, it's very possible you would I think.
I would've mulliganed Imp-losion here as it's a pretty situational card and you'd much rather want either a 1-drop of course or maybe another stronger 2-drop that you could either get a free trade with or trade up into his 3-drop with or even just a Chillwind Yeti or definitely something like Voidcaller if you had that in your deck would usually be a lot better on T4. Depending on the amount of 1 and 2 drops in my deck I might've also mulliganed away the Dark Peddler as it's more of a late game card/3-drop replacement (and you already had a great 3-drop in hand). If I had 10+ other 1 or 2 drops in the deck I would've also mulliganed the Dark Peddler.
T2 Dark Peddler was only play, but as you have board flooding mechanics available both in Imp Gang Boss and Imp-losion here I would probably go with the greedy Reliquary Seeker just because of the potential upside being so massive and not too unlikely to happen, would've planned to play it T5 with the Crystalweaver if all goes as planned. Having 3 Mechs in the deck is not a good reason to pick Cogmaster, if you didn't have the board flooding mechanics so readily available in hand I'd pick Lowly Squire as it's much easier to make better than a 1/2.
T3 You made the right play here, you pretty much never wanna pre-attack into a minion just to deal some damage to it unless maybe if your minion had 1 health so Mage could've just hero powered it away and then only if the target was hard to remove if Mage had pinged the 1 health minion. There are a few occasions you wanna pre-attack if you have a high health minion and they have like a low attack taunt blocking your way, but that is very situational and usually you do that just when you play Priest.
T4 I actually would have given up on the board fload dream here, even if I had picked the Reliquary Seeker and just used Crystalweaver to give you a very good trade with your Imp Gang Boss against his 3/3 while also forcing him to either trade his 2/3 into your Imp Gang Boss as well or ping the 1/1 if he wanted the free trade on your Dark Peddler. If I was to use the imp-losion here I would've been greedy and first attack into the 2/3 with Imp Gang Boss and then Imp-losion the 3/3 of course hoping you hit for 3 or 4 damage, if you'd hit for 2 I'd use Dark Peddler to kill it off since it had Spell Damage.
T5 Given your previous play you made the correct play here.
T6 I would also play the Voidwalker, but instead of valuing the extra 2 damage this turn from playing Micro Machine I would rather value healing my 5/1 with the Darkscale Healer, he still wont be able to play Flamestrike next turn so not letting him just hero power down the 5/1 would be very valuable, also a 4/5 is way harder to remove than the Micro Machine making it more likely you will set up lethal next turn. Yes you deal 2 less damage that turn, but you set up a much more resilient board that will be way harder for the Mage to remove, meaning you are more likely to have lethal next turn, as far as the Mage knows you still have no Mech in hand to buff your Cogmaster so keeping that in your hand actually works as a surprise extra 2 damage which she may not play around even if she could in order to be more likely to regain board control and possible turn the game around.
Since you decided to play the Micro Machine and thus had the extra 2 mana leftover you should definitely have tapped first...always plan your whole turn before playing any cards.
Well you won this game, but I'm pretty sure my line of play here would be much safer in securing your victory :P
T1 Well Gilblin Stalker is one of the best T2 plays possible, especially with a Glaivezooka ready in hand so you should be pretty happy about getting these cards.
T3 You should without a doubt have played Carrion Grub here to both set up the free trade with his 2/1 and have it ready for a serious powerplay with Houndmaster next turn!!
T4 The Hunter hero power is not really all that valuable early on so I would rather still wanna set up for Carrion Grub into even wasting another mana the next turn with Houndmaster as that combo is one of the very strongest possible as Hunter in arena. Especially against Druid who notoriously struggles to remove big minions!
T5 Sure, that Carrion Grub should've been out and buffed already, but playing it now given your previous plays was correct.
T6 Yep, now you do it, a little late, but still good and the correct play given your earlier plays.
T7 Yup....good target for Deadly Shot and the Shaky Zipgunner gave you the most damage on board, so correct play.
T8 I would've first played the Harvest Golem before trading in the Shaky Zipgunner in hopes of hitting Psych-o-Tron with the buff, definitely would not have hero powered instead of playing a 3-drop, especially considering one of them got hit by the buff, you don't play around Poison Seeds, you just don't :P You rather play around big taunt minions or possibly some crazy heal, Poison Seeds is not a card anyone pick in arena^^
Well you won this game too since you curved out and he didn't, but boy I feel you really butchered some of the earlier turns there, could've been so much stronger plays! This game it seems you just mindlessly played out cards without cosnidering what other cards you had in hand.....Gilblin Stalker getting buffed by Glaivezooka give you such a nice trade for his 2/3 and since you didn't do that, Carrion Grub T3 into Houndmaster T4 against Druid would often just make him concede right there on the spot! :P
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I sure hope this guy will see my responses here, I only noticed today that all his posts made on this forum was the 3 in this thread and I'm afraid I totally wasted 2-3 hours of my time yesterday going through his runs and commenting on them =/
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Good news, your time was certainly not wasted. I just started playing the game a few months ago. I play a lot of poker, and Hearthstone has become more popular with poker players due to the strategic thought process similarities. I certainly appreciate you taking such time to detail out each play. I can see that I need to take more time before making my moves. You insight is very helpful, and I will continue to look back at it for advice. It's a lot to take in for me this early into learning the game. However, I'm going to focus on a couple of aspects of the game, and build from there. For example, I'm really going to attempt to make better trades, and leaving myself in better positions for the next turn.
Do any of the players here play against each other? Seems like an easier way to learn, and discuss mistakes.
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Attempting to suck less in the Arena (and the game overall for that matter) I've gone through the following steps that would hopefully pull me out of this seemingly endless pit of punishment.
1. I've read and followed all the guides I could find online.
2. I've used the Arena Simulator.
3. I've looked at all the tier lists, and drafted according highest value.
4. I've reviewed my Arena decks at each quarter draft point, and maintained a solid curve while still keeping value foremost.
5. I've attempted to control the board during play, buffing well enough to give me a card advantage.
6. I've tracked my cards throughout the game knowing what is to come, and how I can use it to pull ahead or regain the lead once if behind.
* The list goes on and on of what I've done and so far NOTHING has helped me. I'm currently winning between 1-3 games, and a few runs 0 games. I'm so disgusted with this that I'm honestly thinking about giving up the game forever to stop wasting my time. If anyone has a clue as to what is going on, and can provide me with anything to be positive about within this game I am all ears.
Here is a replay from one of my games.
https://hsreplay.net/replay/z9mdhxGVzcWhjXbgqdWmW8
How long have you been playing arena, and roughly how many runs?
Arena is fairly different from constructed, and it requires experience of its own. I used to be in the exact position you mentioned, and i actually quit the game because of that(and constructed was too boring at the time i quitted). Returned a while back and started playing arena, i got better over time.
Heartharena app can be quite helpful ranking choices based on your deck(but you should still there are *underrated* cards and such, so don't just blindly pick the recommendation).
Watch Kripp. Seriously, that guy is one of the best arena players out there, also pretty unlucky too(you know that 1 MCT that stole your only good drop out of 4? that shit happens to him on a daily basis, hence the salt thing). He still kicks ass tho and he was #1 US player with over 7 wins average.
Last sentence is important, because #1 arena player on the WHOLE server averaged over 7 wins. Don't expect to get infinite gold from arena, set increasing goals instead: First try to get 3 wins average, justifying arena entry over buying a pack(total rewards equals/greater than 150 gold). Then try to get occasional 7 wins(get your money back + some other rewards). From that point just look forward to increase your average wins.
Last but not least, remember that you don't have to finish your run in 1 session, got a good start? Doesn't mean you have to keep going, just take a little break. Especially after a frustrating lose, because bad morale = bad plays.
Also regarding your replay, the warrior really got lucky with draws, you got unlucky with yours, but that hero power on turn 4 was the misplay. You should've either Uludman that 2/6 or put murlock knight, they both would at least trade with one, and prevented some face damage. Would that save you? Probably not, but sitll,
Easy N'zoth Quest Priest
2. Play classes that you know well. Even though Mage and Rogue are widely regarded as the best classes in arena, I've always found myself to do decently well with Warlock, Shaman, and Priest, especially with the new cards. If you are knowledgable about how to play a class, then take it into arena. It's useless to play Rogue in arena if you're a bad Rogue player; your winrate simply won't match the statistics.
3. Manage your emotions. Losing two games in a row can result in a swift third loss, even when the game is quite managable.
4. Don't always draft according to tier lists. Knowing when you choose against the list is definitely the difference between a positive winrate and a negative one. Know what deck you're drafting and understand the possible synergies you can have.
5. Trading is not always correct. While maintaining board control is important, knowing when to value face damage, especially in a deck with high burst potential, can be vital in orchestrating wins that did not appear to exist in the first place.
Achieved Gold Priest- April 2017
Wasting your coin on turn 1 was a bad mistake, all it got you was a 2/2 on board. I would have played the 2/2 and let him trade into it and keep the coin so I could coin out the Murloc Knight on turn 3. It's a big enough threat that he would have had to trade in one of his minions. Because you blew the coin so early you hero powered 3 turns in a row and I stopped watching after that. Of course you will lose if you don't play any minions. If you're going to keep murloc knight in your opening hand with coin, either coin it out or play it on turn 4. If you are going to try and get value from it, toss it back into your deck. But yeah, biggest mistakes were wasting coin and not playing either of your 4-drops on turn 4. If you had played two 4 drops in a row into your venture co mercenary you likely could have stabilized the board.
Thanks for all the tips, I haven't been playing long but I can see my mistakes pretty easily now. Here are a couple more replays since I posted this earlier today. Any constructive criticism is appreciated. thanks.
https://hsreplay.net/replay/9pMPBbhR4tYdeeH9NyJg97
https://hsreplay.net/replay/2mqvKKUQcKZEfSQvrRHwVh
that first game u basically got fucked because he went first and curved perfectly. keeping murloc knight was dead wrong though
2nd game you always play a 2/3 instead of a 3/2. its a shaman and he has a common class weapon on 2. youre 2/3 is also irrelevant the next turn since theres a lot of 4/3s so the 3/2 should come down after. turn 5 shoulda played the buffed taunt already, not sure why you'd intentionally play a weaker card that has no taunt for your master swordsmith. you were already behind on board and you cant afford "saving" your higher stats minions for a later play.
3rd game glaivezooka on 2 is 100% incorrect when the gilbin has stealth, and the next turn follow up with glaive wouldve been a free trade for his 2/3 while glaivezooka trades into the toad and a 50/50 to have a 3/1 on board. next on turn 3 it wouldve been carrion grub for sure considering you had a houndmaster followup which is extremely powerful.
im not sure what articles you read but im not sure you understand tempo yet. overall your plays tend to be reactive rather than proactive. the gilbin play is the perfect example on that. a druid has no way of getting rid of that gilbin and you had the means to buff it the next turn. trading an insanely powerful weapon into a 2/3 twice is not getting the card's full value. look ahead to see how to setup a proactive board, instead of always playing reactively and trying to get rid of every minion your opponent plays.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
A game where you can reasonably say you lost due to luck on turns 2 and 3. However, there are several points where you can easily improve your game.
What you need to polish is probably not the deck drafting, but your turn-by-turn gameplay. There's many junctions of decision where you can make retarded throws, so do avoid them.
And ah yes, recommendations. I recommend watching ShadyBunny's coop arena runs on Twitch, because he explains every single choice he made. He is the lifecoach of the Arena, and a major reason why I enjoy Arena myself.
My greatest achievement yet:
Not disenchanting my double Shadowbomber
Everything that's worth saying has been mentioned already; that said though I'm willing to help you out if you want a more hands-on approach.
Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
More advice on Game 3 (only one I looked at).
As stated already, the 2/3 stealth on turn 2 is so much better than the glaive. The previous post covered why well enough.
On turn 4, you played the 2/3 and hit hero power. I would have played the 2/5 Grub. Yes, you float a mana, but doing two damage with hero power to the opponent is pointless at this point. If you get the 2/5 out, you can buff it with houndmaster next turn (albeit floating a mana again), or play your other 3 drop and 2 drop (to not float a mana). By playing the 2 drop, you effectively force yourself to float a mana next turn. Here powering this early in the game should be treated as floating two mana (unless your hero power can affect the board) Also, this should cover most 4 drops the opponent might play. Going into turn 4, you really want 5 health minions out there if you can. That 2/3 is most likely going to just be killed to whatever the druid might play.
In both these mistakes (turn 2 and turn 4), you're showing a lack of planning ahead. Turn 2 you didn't plan ahead for the possible turn 3 play with glaive, and more worse, the turn 4 play didn't plan ahead for your turn 5 play and you played a very weak turns 4 and 5. You got lucky, as weak turns 2-5 are generally what will kill you in a game. Fortunately, the opponent played a disastrous turn 3, not only just hero powering, but also not using it to at least take out your minion. He lost it right there.
Anyway, always plan your moves ahead, and anticipate what the opponent might play, and likely will play. So much of arena is less your draft and instead how you play your cards. Good luck!
Threads like these show why this community is pretty great. A lot of people took time to explain how to improve and the OP is receptive to constructive criticism.
Nothing specific to add, but for others reading this in the same situation as the OP, if you have done a lot of study to improve in Arena and you aren't seeing the results, the answer is almost certainly that you are making mistakes in your game play. Ask for help from a more experienced player or on the forum.
Game with hunter felt like you tried to follow a face hunter guide and try to optimize the hunter hero power.
Hunter hero power does not influence the board state compared to :
Cards advantage created using the hero power are wonderful but losing the game with 8 cards in hand does nothing good.
It is especially true for hunter who have very few removal capacity.
Thanks for the advice, I've already noticed a slight difference just by paying attention to the mana curve, and thinking a couple of moves ahead. I just started a new run with Warrior. I'd like to get some advice on how I did in this match. I won, but I want to identify any mistakes or potential errors.
https://hsreplay.net/replay/Yv7vz6RqzjwFv8NTfBMq9V
QUESTIONS
Mulligan: I play first here and immediately noticed the 2, 3, and 4 drops staring me in the face. My deck only consists of three 1 drops. Therefore, I thought it might be foolish to throw away an nice curve. Is this thought process correct? Would you have thrown any of these cards back 2 - Dark Peddler, 3 - Imp Gang Boss, 4 - Imp-losion? If so, which one and why?
2-DROP: Dark Peddler, options to select 1/2 Cogmaster, 1/2 Lowly Squire, 1/1 Reliquary Seeker. I chose Cogmaster because my deck has 3 other mechs this could synergize with. Correct?
Opponent plays 2/3 Stonesplinter Trogg
3-DROP: Imp Gang Boss, and Dark Peddler attacks Hero. Is it correct to attack the hero with my 2/2 here, or should I attempt to reduce the 2/3 Trogg for easier removal?
The rest of the match appears to play itself out. It didn't take a lot of skill to see the synergies on 4 & 5 drop. Nevertheless, if you see any opportunities for improvement please let me know. Thanks.
Easy N'zoth Quest Priest
This new one:
Mull - This is a quality 2-3-4 so what you did was correct. Sometimes if the 3 or 4 (especially the 4) is crappy you would throw, but not when they are both premium cards.
2 drop is correct, but the idea is more that you have a good hand and hitting curve and probably don't have time for hero power. If your hand doesn't look good and you are probably tapping anyway then lowly squire would make more sense. If the cogmaster works out that is a bonus.
Third turn that is a rather basic logic error. You should first hit the imp gang boss into the trogg (when it is not buffed by your spell), and then use implosion on the 3/3, and use the 2/2 to trade according to the result. Assume you roll 3 or 4 it is the same except your imp gang boss take 1 less damage, so it is a 2/2 instead of a 2/1, which means it can't be pinged off next turn.
Okay I'm just judging the game replay you posted.
First of all you fail already in mulligan, you never wanna keep Murloc Knight as it's pretty much a 6-drop, also the Stonetusk Boar is usually not what you wanna have in your opening hand, seems best case scenario would be him playing a 1 mana 2/1 and you charging into it, but that is highly unlikely to happen and not really THAT good if it does happen.
So I would've mulliganed all the cards there.
He had an insane 1-drop against Paladin, that 1/3 weapon eat your dudes and prevent your hero power from getting any value, also combined with the 1/1 he could easily take care of your Mistress of Mixtures so I understand why you make the play you made, however I think spending the coin doing that considering the hand you had was a pretty bad choice.
Even if he didn't have a 2/3 he could just hit your Mistress twice with his weapon and get insane value with his 1 mana card which you pretty much spoon fed him.
I would just have played the Mistress of Mixtures and accepted him getting the good trade with 1/1 and weapon on it.
Then on T3 I would have planned on playing Meanstreet Marshal, coin, Keeper of Uldaman next turn and just used hero power like you did.
T4 I would've done the play I just talked about.
That would've forced him to either trade into your minion(s) or let you get a somewhat favorable trade on his taunt....probably he would've traded into your minion(s) leaving you at higher health and possible still a minion on board.
So T5 I would either take the trade on taunt + Holy Wrath the 3/3 leaving him 5 damage off lethal, or at least doing 3 damage to his taunt + Holy Wrath it leaving him 2 damage off lethal and you with a 3/2 or 3/1 on board.
He would probably use his weapon to kill that minion you had left leaving him 4 or 7 damage off lethal depending on his previous play and you would still probably lose, but at least you'd get to draw 2 more cards to see what you got and if you got nothing then at least you gave yourself the best chance of surviving until 7 where Grimestreet Protector could let you take control of the board.
TL;DR: You probably need to work on your mulligans, remember it's usually better to be asking the questions than having potential answers, especially in the early game and you need to value the coin higher when you don't have a good curve opening hand.
The match you played was probably lost just due to him having N'Zoth's First Mate in his opener and you being Paladin, but with a better mulligan you might've been able to combat it a lot better and at least had a chance to get to play your Grimestreet Protector which could've turned the game in your favor.
BTW I wrote this turn by turn as I watched the replay in order to not let hindsight impact my advice.
Other advice I could give you would be to use the Heartharena overwolf app to help you draft better decks, you don't have to follow it religiously, but it'll usually tell you what would be your best pick.
Also you should watch Kripp stream, if you can't catch him while he is on you can still watch his VODS on twitch, it's not like he read chat or it's possible to have a conversation in his chat anyways so it really is not much different at all from watching him live.
Also just playing it more will allow you to get better at predicting what others might play, cards such as Kabal Talonpriest being so insanely popular right now means you always wanna remove any 2-drop a priest might play so you wanna prepare for that, also always play around Abyssal Enforcer from Warlock, expect them to have one in hand until he plays it or you know he doesn't have it due to plays he made.
Other cards to keep in mind are Flamestrike from Mage, as well as Polymorph and Hex + Flamewreathed Faceless from Shaman...Potion of Madness is also smart to play around against Priest and Blastcrystal Potion against Warlock.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I didn't see you posted more replays until after I wrote my last response, I will do with these as I did with the first:
PS: Given the title of your thread I assume it's okay, if not even expected, I'm being a bit blunt with you :P
https://hsreplay.net/replay/9pMPBbhR4tYdeeH9NyJg97
I would also not mulligan any cards there.
T1 I would also coin out a 2-drop, but I would rather play the 2/3 than the 3/2 as the 2/3 is more likely to eat his 2-drop for free and the 3/2 could be better for trading up later.
He gets insanely lucky with his Mad Bomber and I would be pretty salty about that, but shit happens.
T2 I would play the Kindly Grandmother here and plan on play the Squirming Tentacle next turn to get a free trade with it against his 3/2 and also have potential 3 atk power to deal to his 3-drop, which could often be a 3/3.
T3 If I had done like you I would still play the 2/4 taunt here as it should generally stop him from going face and if he plays Flametongue Totem to get a great trade with it you have Multi-Shot to hopefully clean it up if he had that worst case scenario card.
T4 He would've probably played Daring Reporter there and you could use Multi-Shot to clear it up together with the taunt, Daring Reporter is scary, you wanna remove it when you can so it doesn't snowball out of control.
Given your plays leading up to this turn, playing the Shaky Zipgunner here was the right play.
T5 He had only 5 atk power on board and your Squirming Tentacle had 6 health, also your Master Swordsmith would actually potentially have great value trades available there if you hid it behind the taunt and he couldn't add that 1 extra damage he needed to clear it.
So certainly you should've played tentacle and swordsmith there.
T6 If you made the play I suggested before we'd be left with a 1/3 against his 6/5 and 2/2 or a 1/1 against his 6/5 and 2/1. Then you could play the Spider Tank and Shaky Zipgunner, planning to buff your Psych-o-Tron and either clear the 6/5 by double trading into it or aligning it up for Multi-Shot to get it.
Considering how you'd set it up though then yeah you had to use the Reckless Rocketeer to clear his 6/5.
T7 You'd have a buffed up Psych-o-Tron ready here if you made my play last turn, but with how you set it up I think you made the right call with Multi-Shot + the buffed Squirming Tentacle.
T8 Kill Command the Daring Reporter and playing the Psycho-o-tron was the correct play here as it was the only one both contesting the board and leaving you with the possiblity to play both cards left in your hand on your next turn.
T9 Yeah that was correct as well since you don't really wanna give him another option on what to attack there by putting up another taunt minion. Also you have 10 mana next turn and probably not that many other cards at above 5 mana in the deck.
T10 Well you missed out on a hound from Unleash the Hounds by removing taunt first, I know you would fill your board there, but remember they have charge so you could always just trade one away to make room for your King of Beasts. But you're looking good here, 17 health left, 9/8 taunt on board currently contesting two 5/6 minions, as long as he doesn't have silence, removal or a huge minion here you should be able to take control of the board.
T11 You made the right play here as his Boneguard Lieutenant would be buffed to 4 health next turn, avoiding getting killed by your senjin + getting healed by healing totem, way too much value for a 2-drop. Good you wasn't lured into taking that free trade on the 2/2.
T12 Damn that Spiked Hogrider topdeck sure was brutal. Also Flame Juggler hit the worst possible target there which of course was extremely annoying. Killing the healing totem there was good to avoid it continue healing the Spiked Hogrider.
T13 Yeah you're losing this one....seems your deck is very low curved so letting him get all those good trades and gaining the initiative from start was obviously very bad for you, the Mad Bomber RNG especially bad since your deck seems to have relied on pushing hard early on. Killing taunt totem was only choice there.
T14 Yeah...nothing you could do there, game was lost.
If you played the 2/3 on T1 instead of the 3/2 there you would have avoided the super bad RNG from Mad Bomber which of course is nothing you play around and not the reason you should've played the 2/3, but as explained above you'd rather coin out a 2/3 in order to potentially block him from playing his 2-drop if it was for example a Kobold Geomancer and also it's much easier to trade up with a 3/2 than a 2/3 and on his T2 he would not be able to play anything for your 3/2 to trade up with.
So if you followed that logic as well as what I suggested there you do on T2 the game could've turned out pretty different and maybe you would have won, it's very possible you would I think.
https://hsreplay.net/replay/Yv7vz6RqzjwFv8NTfBMq9V
I would've mulliganed Imp-losion here as it's a pretty situational card and you'd much rather want either a 1-drop of course or maybe another stronger 2-drop that you could either get a free trade with or trade up into his 3-drop with or even just a Chillwind Yeti or definitely something like Voidcaller if you had that in your deck would usually be a lot better on T4.
Depending on the amount of 1 and 2 drops in my deck I might've also mulliganed away the Dark Peddler as it's more of a late game card/3-drop replacement (and you already had a great 3-drop in hand).
If I had 10+ other 1 or 2 drops in the deck I would've also mulliganed the Dark Peddler.
T1 Certainly you are ecstatic about drawing Crystalweaver here due to it's amazing synergy with both Imp Gang Boss and Imp-losion.
T2 Dark Peddler was only play, but as you have board flooding mechanics available both in Imp Gang Boss and Imp-losion here I would probably go with the greedy Reliquary Seeker just because of the potential upside being so massive and not too unlikely to happen, would've planned to play it T5 with the Crystalweaver if all goes as planned.
Having 3 Mechs in the deck is not a good reason to pick Cogmaster, if you didn't have the board flooding mechanics so readily available in hand I'd pick Lowly Squire as it's much easier to make better than a 1/2.
T3 You made the right play here, you pretty much never wanna pre-attack into a minion just to deal some damage to it unless maybe if your minion had 1 health so Mage could've just hero powered it away and then only if the target was hard to remove if Mage had pinged the 1 health minion. There are a few occasions you wanna pre-attack if you have a high health minion and they have like a low attack taunt blocking your way, but that is very situational and usually you do that just when you play Priest.
T4 I actually would have given up on the board fload dream here, even if I had picked the Reliquary Seeker and just used Crystalweaver to give you a very good trade with your Imp Gang Boss against his 3/3 while also forcing him to either trade his 2/3 into your Imp Gang Boss as well or ping the 1/1 if he wanted the free trade on your Dark Peddler.
If I was to use the imp-losion here I would've been greedy and first attack into the 2/3 with Imp Gang Boss and then Imp-losion the 3/3 of course hoping you hit for 3 or 4 damage, if you'd hit for 2 I'd use Dark Peddler to kill it off since it had Spell Damage.
T5 Given your previous play you made the correct play here.
T6 I would also play the Voidwalker, but instead of valuing the extra 2 damage this turn from playing Micro Machine I would rather value healing my 5/1 with the Darkscale Healer, he still wont be able to play Flamestrike next turn so not letting him just hero power down the 5/1 would be very valuable, also a 4/5 is way harder to remove than the Micro Machine making it more likely you will set up lethal next turn.
Yes you deal 2 less damage that turn, but you set up a much more resilient board that will be way harder for the Mage to remove, meaning you are more likely to have lethal next turn, as far as the Mage knows you still have no Mech in hand to buff your Cogmaster so keeping that in your hand actually works as a surprise extra 2 damage which she may not play around even if she could in order to be more likely to regain board control and possible turn the game around.
Since you decided to play the Micro Machine and thus had the extra 2 mana leftover you should definitely have tapped first...always plan your whole turn before playing any cards.
Well you won this game, but I'm pretty sure my line of play here would be much safer in securing your victory :P
https://hsreplay.net/replay/2mqvKKUQcKZEfSQvrRHwVh
Good mulligan
T1 Well Gilblin Stalker is one of the best T2 plays possible, especially with a Glaivezooka ready in hand so you should be pretty happy about getting these cards.
T2 Why would you not play Gilblin Stalker here? I don't understand, such a waste of Glaivezooka! :(
T3 You should without a doubt have played Carrion Grub here to both set up the free trade with his 2/1 and have it ready for a serious powerplay with Houndmaster next turn!!
T4 The Hunter hero power is not really all that valuable early on so I would rather still wanna set up for Carrion Grub into even wasting another mana the next turn with Houndmaster as that combo is one of the very strongest possible as Hunter in arena.
Especially against Druid who notoriously struggles to remove big minions!
T5 Sure, that Carrion Grub should've been out and buffed already, but playing it now given your previous plays was correct.
T6 Yep, now you do it, a little late, but still good and the correct play given your earlier plays.
T7 Yup....good target for Deadly Shot and the Shaky Zipgunner gave you the most damage on board, so correct play.
T8 I would've first played the Harvest Golem before trading in the Shaky Zipgunner in hopes of hitting Psych-o-Tron with the buff, definitely would not have hero powered instead of playing a 3-drop, especially considering one of them got hit by the buff, you don't play around Poison Seeds, you just don't :P
You rather play around big taunt minions or possibly some crazy heal, Poison Seeds is not a card anyone pick in arena^^
Well you won this game too since you curved out and he didn't, but boy I feel you really butchered some of the earlier turns there, could've been so much stronger plays!
This game it seems you just mindlessly played out cards without cosnidering what other cards you had in hand.....Gilblin Stalker getting buffed by Glaivezooka give you such a nice trade for his 2/3 and since you didn't do that, Carrion Grub T3 into Houndmaster T4 against Druid would often just make him concede right there on the spot! :P
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I sure hope this guy will see my responses here, I only noticed today that all his posts made on this forum was the 3 in this thread and I'm afraid I totally wasted 2-3 hours of my time yesterday going through his runs and commenting on them =/
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
maybe someone else will learn from those answers. we have these tipics every day lately, so I guess its still gonna be useful for someone. :)
Good news, your time was certainly not wasted. I just started playing the game a few months ago. I play a lot of poker, and Hearthstone has become more popular with poker players due to the strategic thought process similarities. I certainly appreciate you taking such time to detail out each play. I can see that I need to take more time before making my moves. You insight is very helpful, and I will continue to look back at it for advice. It's a lot to take in for me this early into learning the game. However, I'm going to focus on a couple of aspects of the game, and build from there. For example, I'm really going to attempt to make better trades, and leaving myself in better positions for the next turn.
Do any of the players here play against each other? Seems like an easier way to learn, and discuss mistakes.