Don't think Mage is still the best arena class. With my current arena stats after Knights of the Frozen Thrones release, my rogue runs seemed to be slightly higher than mage. Mage lacks minions due to heavy spell removal demand and deck drafting priority, makes it lacking in behind. Besides there isn't much great mage arena cards to catch up with current meta.
I don't have any stats, but for the past 2 weeks I've been getting a legendary card in almost every draft. And I'm also noticing more Mage and Priest at 7+ wins and less Paladins and Druids. To me it feels like there have been some hidden tweaks to the legend offering rate and maybe some class card drop rates. I still have a 7+ win average, but the meta has felt very weird to me lately.
My tier list at the start of the expansion Tier 1: Rogue, Paladin Tier 2: Druid, Hunter, Warlock Tier 3: Mage, Priest Tier 4: Shaman, Warrior
My tier list before patch 9.1 Tier 1: Rogue, Druid Tier 2: Warlock Tier 3: Paladin, Mage, Priest Tier 4: Warrior, Hunter, Shaman
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4x Top 150 arena player #95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
I am gonna also talk with the data of mine that only contains after KoFT. First of all Avg wins for this data is 6,39 and total arena game played is 48. By the way my list is created with win rates.
My list from begining of KoFT to now; More Than %65 : Druid, Paladin, Warlock %55-65 Win Rate : Mage,Priest,Rogue %50-55 Win Rate : Shaman, Hunter Less Than %50 : Warrior
I can easily say that Druid is insane atm in arena. And also if u picked Stonehill Defender and Spikeridged Steed while playing with Paladin that means you have more than 7 wins easily.
Here is my experience this arena. So far I have gone 12 Wins 10x:
1)Rogue: (Most consistent by far of the classes) (12 wins 1x, a few times stopped at 11)
2)Warlock (12 Wins 6x) /2) Mage (12 Wins 2x) :
Both classes I think are high variance, especially Warlock. Have gotten 12 wins 6x with Warlock but also had 2x 0-3 this expansion and 1 or 2 1-3. Often your early game is good enough and you roll people or you don't get good early game options or keep facing hunters and just get stomped.
Mage: Also high vaiance. Some drafts you have 3x Fireball, other drafts you are only given 2 spells the entire time and 1 is like breath of sindragosa. Both classes also have amazing DK's in arena, although not required since all of my 12 win runs this expansion were without the Hero. Best Hero result I've had is 11.
4) Priest: Priest has some pretty good cards but need to make sure you get some early game/taunts/board clears or is easy to fall too far behind.
5)Paladin: Can have insane high roll drafts (like the opponent I played at 7-1 today who in just 1/2 his deck had 2x Trusilver, Consecration, 2x Spikeridged, Ragnaros Lightlord, etc) but can also fall flat.
6) Shaman/ 6) Druid. Shaman can have great elemental synergy drafts and flooding the board makes great targets for scalebane and bonemare. Druid I always get screwed when I draft, you rely on drafting a few power cards and if you do not get them are screwed. Even if you do some of the power cards can be super hard countered. Have stopped playing Druid. Also, Druids are not seen very much at high wins in my experience.
8) Hunter/9) Warrior. 2 Classes I refuse to draft. Both are pretty rare but sometimes see a decent amount of hunters at relatively high wins. If you see a high win warrior then pray because their deck is likely out of this world.
Heh, took a stab at arena as a Warrior last night since I had the 50-card quest. Knew it was a bottom-half tier class, but didn't realize it was the worst. Got 6 wins, wasn't even that good of a deck (no removal, only 2 weapons + Molten Blade, only Slam for "fast" damage other than weapons). Must have annoyed the opponents to lose to a Warrior.
Personally, I don't understand why priest is given such a bad rep in arena. It's true they might not be as aggressive in a format that requires tempo, but that's why drafting is key. I believe with good drafting, every hero is good. I am a priest player myself, and I avg 7 in arena with it (I have reached 12 before). The selection of certain minions and key spells will propel you past your opponent and using the hero power will sustain your minions longer and give you advantage in board presence and trading. As long as you draft a decent, midrange mana curve and have 6-10 key spells that control board and steal cards, you are all set to soar well above the 3-win average that so many players are having a tough time consistently crossing.
Personally, I don't understand why priest is given such a bad rep in arena. It's true they might not be as aggressive in a format that requires tempo, but that's why drafting is key. I believe with good drafting, every hero is good. I am a priest player myself, and I avg 7 in arena with it (I have reached 12 before). The selection of certain minions and key spells will propel you past your opponent and using the hero power will sustain your minions longer and give you advantage in board presence and trading. As long as you draft a decent, midrange mana curve and have 6-10 key spells that control board and steal cards, you are all set to soar well above the 3-win average that so many players are having a tough time consistently crossing.
The main problem isnt "if ur drafting well", but "if ur offered the right cards". Sure, priest is very powerful, when the draft is right, but u can say that even about warrior. Id say priest isnt consistent enough to get a good enough draft most of the time, like rogue or paladin can for example, simply cause those two classes have so many good cards, that they dont rely on just the couple they rly need to do well, they can get any of the great cards and they will do well.
Also the Hero Power mostly works only when u are controling the board, does basically nothing for u, if u are behind ... again, that is not true for rogue/pally for example.
Im not gonna say priest is a bad class to get in arena, but u will not be able to consistently draft good decks, that much i can say, especially now that synergy picks r gone ... priest had probably the most powerful consistent synergies in dragons with them, that is gone and priest is that much weaker for it (and other classes stronger).
In terms of play rate Priest is overrepresented at the moment for what it can actually accomplish as the third most popular class according to my statistics even before Rogue, which I can't quite understand as Rogue is significantly stronger and more consistent than Priest. Mage currently falls almost in the same category like Priest imo, but is less of a one trick pony than Priest since Mage can play for tempo and even aggro. It's still a considerably weaker class than in previous metas but nonetheless remains one of the most popular class picks.
It was because of the synergy picks, priest had pretty easy way to get consistent strong dragon synergies that carried most decks hard.
Zashiki thank you for your insightful post, for an average casual arena player like me it's great to read this type of stuff from a top player. Btw I may be wrong but isn't there a bias in analysing WR by opponent, for instance you will only encounter good hunter decks after 7 wins, whereas you can still run into average rogue decks, just because the class is stronger. So for a top player like you who often goes beyond 7 wins wouldn't that pump the hunter vs WR beyond it's actual "worth" as a class pick?
Anyway, I'm not expecting you to give out your drafting strategies but I was wondering if maybe you could shed some light an a question I have. When I go beyond 7 wins (which is not that often) sometimes I run into very strong cards obviously, but other times I just run into what I would call "pockets of synergy", 3-4 cards that are pretty poor individually but combined (most of the time over multiple turns) have a devastating effect. Some of these cards are so bad that I would never pick even if I already had 1-2 cards that synergise with them, my rationale being that if I drew them in the wrong order I would just sit there with dead cards in hand, and 3 losses is not a large enough buffer for that. Anyway, without expecting a detailed answer, I'm just curious if you do draft such "pockets of synergy" yourself, maybe when you're feeling the current draft is too average? Or do you almost go for a safer approach, hoping you would draw some swing cards before the end, and if not just limiting your losses? Thanks in advance.
These "pockets of synergy" you are talking about vary, depending on which particular card that is and what other cards you already have.
Imagine scenario like this:
You have no elementals in your deck and you have an option to pick Servant of Kalimos:Servant of Kalimos is super powerful card, if u can activate it, but below average 5-drop on its own ... BUT ... a 4/5 for 5 is not end of the world and is often worth picking up for the potential insane value. Same would be with Blazecaller for example.
You have 5 deathrattles in your deck and you have an option to pick Play Dead: 5 deathrattles aint much, even if they r like Bone Drakes and such, to warrant picking up Play Dead imho, since on its own, the card is a dead card and a horrible topdeck. You would need like 10 deathrattle and mby not even then it would be a good idea to get it, since most of these deathrattles would be shitty (=not worth an extra card), like Harvest Golem or Infested Wolf for example.
You have 2 dragons in your deck and you have an option to pick Netherspite Historian:Netherspite Historian is one of the cards i hate the most, when it works, cause this is the exact situation that usually happens ... your opponent has like 1-2 dragons in the deck, which is not enough to make it work consistently, but when it does work, its nuts, even more broken in priest, where u can pretty consistently get Drakonid Operative, that will trigger off the dragon in your hand as well givin u another card. So to sum this one up ... with 2 dragons already, this would still be yolo in my opinion, id like to have at least 3-4 dragons (which is not easy to draft in KFT) before gettin historian, but it is a gamble that could prove very very much worth it, but might not ... this is the fringe situation and probably the exact one u are asking about, i suppose it boils down to personal preference in this case and mby a little bit to if your class has class cards with extra synergy to the card u want to draft, so there is a greater chance such cards will be offered to you.
So the general rule is, if the card is ok on its own, but amazing when the synergy goes of, it is often times worth it. If the card is pretty much crap, but the synergy it can provide could be a game changer, it depends on number of factors: your personal preference, past experiences, what is your class, how deep in the draft are you etc.
Hope i answered your question at least to some degree, even if it wasnt aimed at me :)
Zashiki thank you for your insightful post, for an average casual arena player like me it's great to read this type of stuff from a top player. Btw I may be wrong but isn't there a bias in analysing WR by opponent, for instance you will only encounter good hunter decks after 7 wins, whereas you can still run into average rogue decks, just because the class is stronger. So for a top player like you who often goes beyond 7 wins wouldn't that pump the hunter vs WR beyond it's actual "worth" as a class pick?
Anyway, I'm not expecting you to give out your drafting strategies but I was wondering if maybe you could shed some light an a question I have. When I go beyond 7 wins (which is not that often) sometimes I run into very strong cards obviously, but other times I just run into what I would call "pockets of synergy", 3-4 cards that are pretty poor individually but combined (most of the time over multiple turns) have a devastating effect. Some of these cards are so bad that I would never pick even if I already had 1-2 cards that synergise with them, my rationale being that if I drew them in the wrong order I would just sit there with dead cards in hand, and 3 losses is not a large enough buffer for that. Anyway, without expecting a detailed answer, I'm just curious if you do draft such "pockets of synergy" yourself, maybe when you're feeling the current draft is too average? Or do you almost go for a safer approach, hoping you would draw some swing cards before the end, and if not just limiting your losses? Thanks in advance.
I'd generally agree with your theory that higher win opponents generally are piloting the stronger classes or stronger decks of weaker classes.
The problem with making further assumptions about WR% is that individually our stats can be influenced heavily by sample size as well as other factors like RNG, match ups, deck types, etc.
As for drafting strategy, i'd offer some very general advice:
1) Everyone has their own internal judgement of how valuable each card is worth. Factors like stats, cost, effects, playstyle, experience, synergies all factor into how valuable a card is. The tricky part is that everyone has slightly differing weights for each. Make sure you have a solid reason for choosing the cards you are choosing.
2) Now that you are evaluating the values of each card a bit more intently, during the beginning of the draft, make sure you start by building a base of "solid" cards, so take the best card in the beginning to start off.
3) After you start seeing how your draft is shaping at around the 10/30 mark you can make adjustments to your valuations of the cards based on deck needs. You might be sitting on 10 spells at this point - start picking minions and valuing spells lower. Things like mana curve, spell selection, minion abilities, synergies become MORE valuable now.
4) The last 10 cards should be used to fill out the missing parts of your deck the best you can, things like AOE, card draw, curve minions, reach, heals, etc all become more valuable.
I would say the overarching theme is value - generally taking the "best" card based on what it can do for it's mana cost is generally right, even if you are seeing gaps in your deck.
And sometimes, you are offered NO alternatives. Your draft is strapped with big minions that do nothing, or no spells, or really small minions and no draw. It happens.
Sometimes you have to take the best out of a bad bunch, and try to see the possibility in it and how it could fit into your deck.
From experience, theres a lot of things that go into drafting choices so don't feel too bad about making "bad" choices because usually you can argue them, and if you are wrong, then it's an opportunity to learn from it :)
What you can do to learn this and what I would personally recommend: Whenever you're unsure whether you have made the right pick, remember or write down your other two options, then compare how good these two other options would have possibly fit into your deck strategy at the end of the draft and during games and how it would have affected them if you had drafted those instead. You will gradually get a feeling of "what works" and what does not in arena, for example when you have drafted too much removal as a Hunter and are missing threats to close out the game in the late game or when it's a classic "curve vs value" pick. In the end there isn't a clear-cut answer to your question unfortunately since it's always a matter of context concerning class, offering boni, drafted cards, point in time of the draft option etc.
This is actually a very solid advice, i have done that many times myself. Basically take a note of all three cards and whenever you draw that one u picked, assess the situation (throughout the rest of the game) and try to decide, if either of the other two options would have helped u more or not. Then do it again in the next game and the next after that. Its a bit tedious process, but one that can help u determine the value of those cards in certain situations and how often would said cards help u or not, so in the future u will know which one to prioritize.
1) Everyone has their own internal judgement of how valuable each card is worth. Factors like stats, cost, effects, playstyle, experience, synergies all factor into how valuable a card is. The tricky part is that everyone has slightly differing weights for each. Make sure you have a solid reason for choosing the cards you are choosing.
This. As an example, I'll use Mana Wraith. Heartharena scores it 55 (average), and other tierlists list it anywhere from "below average" to "bad." But in the right deck, it can be a major disruption for your opponent without slowing you down at all. My first 12-win run I picked Mana Wraith at pick #10 because it had been used against me to great effect, and I was able to return the favor that run. It's important to note that it requires smart play; there were a couple games where I kept Mana Wraith along with Muster for Battle or Rallying Blade or Seal of Champions so I could maintain tempo, but there were others where I pitched it back because the rest of my hand were minions and it would have slowed my development as well.
Imagine the best case scenario for picking a card, then imagine worst case scenario. Evaluate the odds of each situation as best you can, and then ask yourself if the risk is worth the reward. A slight loss of tempo as a worst case vs a potentially game-changing best case is usually worth it. An amazing (but unlikely) best case vs an unplayable card worst case usually isn't. The more you play, the more you'll get a feel for which risks are worth it. Have fun!
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Old school WoW Mage motto: if you don't end the run with the most damage dealt AND the most deaths, you're not trying hard enough.
Currently experiencing a different meta post-dual class.
Druid/Rogue/Priest/Warlock all have over 50% win rate while Mage/Paladin/Hunter is around 49%. Shaman and Warrior is still clearly trash but Shaman isn't as terrible.
No idea what kind of microadjustment happened to Priest but it's a rather major shift in the meta imo.
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Regular NA Arena Leaderboard player. Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
Currently experiencing a different meta post-dual class.
Druid/Rogue/Priest/Warlock all have over 50% win rate while Mage/Paladin/Hunter is around 49%. Shaman and Warrior is still clearly trash but Shaman isn't as terrible.
No idea what kind of microadjustment happened to Priest but it's a rather major shift in the meta imo.
Priest was always decent arena class, not amazing but decent. Just ppl didnt rly play it that often, i think the dual class arena, where pretty much 99% ppl picked priest as one of the two classes and saw how OP those spells were now look at priest differently and so u see him more often.
Currently experiencing a different meta post-dual class.
Druid/Rogue/Priest/Warlock all have over 50% win rate while Mage/Paladin/Hunter is around 49%. Shaman and Warrior is still clearly trash but Shaman isn't as terrible.
No idea what kind of microadjustment happened to Priest but it's a rather major shift in the meta imo.
Just some stats to compare against:
these are my personal AGAINST stats since Dual Class ended (top 3 most frequent opponents):
Against Mage, it is actually my worse overall win rate regardless of going first or second. I've been historically a strong player against Mage, so this feels odd, and 50 games feels like a talk worthy sample size at least. Although this does not line up with the stats you provided that indicates Mage is a losing class now.
Paladin on the other hand with apparently a top tier ranking in arena power is getting clobbered going first or second.
Priest, comes in at 3rd most frequent, and you can see where the wheels fall off here. a staggering 40% difference in going first and going second while facing priest. Historically I'm about a 75%-65% (going first/coin) player, about 10% spread, but since dual class ended, I've noticed my coin win rate plummet about 10% (75-55). This seems very odd, and I've never had a drop like this ever. Priest frequency definitely negatively impacted this coin win rate to the point where I feel its worth talking about.
I understand, even with 50 games against each class there are statistical anomalies, I will have to keep an eye on these stats to see if they start correcting themselves, otherwise I'm going to have to adjust my play because right now I've lost about ~1 win off my life time average just from the drop in my coin win %. Hopefully this is just a short term dip due to bad luck, bad match ups, bad play, or mix of everything.
The take away might be that perhaps the micro adjustments are allowing for more proactive plays and tempo plays for the weaker classes. Things like Potion of Madness, Shadow Madness, are power house cards for Priest that I've seen show up quite often and frankly break your back if you are trying to establish the early game with the coin. It's a bit of a frustrating situation.
Don't think Mage is still the best arena class. With my current arena stats after Knights of the Frozen Thrones release, my rogue runs seemed to be slightly higher than mage. Mage lacks minions due to heavy spell removal demand and deck drafting priority, makes it lacking in behind. Besides there isn't much great mage arena cards to catch up with current meta.
My avg. arena wins with all classes:
Mage: 7
Paladin: 6.5
Rogue: 8.2
Hunter: 5.4
Druid: 4.6
Warlock: 4.1
Priest: 5.7
Shaman: 3.7
Warrior 4.1
Michael Li
I don't have any stats, but for the past 2 weeks I've been getting a legendary card in almost every draft. And I'm also noticing more Mage and Priest at 7+ wins and less Paladins and Druids. To me it feels like there have been some hidden tweaks to the legend offering rate and maybe some class card drop rates. I still have a 7+ win average, but the meta has felt very weird to me lately.
My tier list at the start of the expansion
Tier 1: Rogue, Paladin
Tier 2: Druid, Hunter, Warlock
Tier 3: Mage, Priest
Tier 4: Shaman, Warrior
My tier list before patch 9.1
Tier 1: Rogue, Druid
Tier 2: Warlock
Tier 3: Paladin, Mage, Priest
Tier 4: Warrior, Hunter, Shaman
4x Top 150 arena player
#95 June 2017 6.80, #108 Aug 2017 7.67, #127 Feb 2018 Wildfest 7.7, #33 Nov 2018 7.53
HCT Challenger Finals qualifier: 2018 Season 1, 2, 3
I am gonna also talk with the data of mine that only contains after KoFT. First of all Avg wins for this data is 6,39 and total arena game played is 48. By the way my list is created with win rates.
My list from begining of KoFT to now;
More Than %65 : Druid, Paladin, Warlock
%55-65 Win Rate : Mage,Priest,Rogue
%50-55 Win Rate : Shaman, Hunter
Less Than %50 : Warrior
I can easily say that Druid is insane atm in arena. And also if u picked Stonehill Defender and Spikeridged Steed while playing with Paladin that means you have more than 7 wins easily.
Nature will raise against you!
My list after playing countless game in arena
By tier List
Good Tier
Rouge, Paladin
Bad Tier
Everything else.
Here is my experience this arena. So far I have gone 12 Wins 10x:
1)Rogue: (Most consistent by far of the classes) (12 wins 1x, a few times stopped at 11)
2)Warlock (12 Wins 6x) /2) Mage (12 Wins 2x) :
Both classes I think are high variance, especially Warlock. Have gotten 12 wins 6x with Warlock but also had 2x 0-3 this expansion and 1 or 2 1-3. Often your early game is good enough and you roll people or you don't get good early game options or keep facing hunters and just get stomped.
Mage: Also high vaiance. Some drafts you have 3x Fireball, other drafts you are only given 2 spells the entire time and 1 is like breath of sindragosa. Both classes also have amazing DK's in arena, although not required since all of my 12 win runs this expansion were without the Hero. Best Hero result I've had is 11.
4) Priest: Priest has some pretty good cards but need to make sure you get some early game/taunts/board clears or is easy to fall too far behind.
5)Paladin: Can have insane high roll drafts (like the opponent I played at 7-1 today who in just 1/2 his deck had 2x Trusilver, Consecration, 2x Spikeridged, Ragnaros Lightlord, etc) but can also fall flat.
6) Shaman/ 6) Druid. Shaman can have great elemental synergy drafts and flooding the board makes great targets for scalebane and bonemare. Druid I always get screwed when I draft, you rely on drafting a few power cards and if you do not get them are screwed. Even if you do some of the power cards can be super hard countered. Have stopped playing Druid. Also, Druids are not seen very much at high wins in my experience.
8) Hunter/9) Warrior. 2 Classes I refuse to draft. Both are pretty rare but sometimes see a decent amount of hunters at relatively high wins. If you see a high win warrior then pray because their deck is likely out of this world.
It takes a month or two for meta to settle, and also Arena meta.
At the moment of this writing poll shows
Mage 41.5% of Users - 742 votes
Rogue 21.6% of Users - 386 votes
But if the new poll would be released now, I think the result will be very different.
It looks like it's currently:
Tier 1: Rogue
Tier 2: Warlock, Paladin
Tier 3: Druid
Tier 4: Mage
Tier 5: Priest, Hunter, Shaman
Tier 6: Warrior
Source: current state at hsreplay.net
FTFY
Old school WoW Mage motto: if you don't end the run with the most damage dealt AND the most deaths, you're not trying hard enough.
Heh, took a stab at arena as a Warrior last night since I had the 50-card quest. Knew it was a bottom-half tier class, but didn't realize it was the worst. Got 6 wins, wasn't even that good of a deck (no removal, only 2 weapons + Molten Blade, only Slam for "fast" damage other than weapons). Must have annoyed the opponents to lose to a Warrior.
Personally, I don't understand why priest is given such a bad rep in arena. It's true they might not be as aggressive in a format that requires tempo, but that's why drafting is key. I believe with good drafting, every hero is good. I am a priest player myself, and I avg 7 in arena with it (I have reached 12 before). The selection of certain minions and key spells will propel you past your opponent and using the hero power will sustain your minions longer and give you advantage in board presence and trading. As long as you draft a decent, midrange mana curve and have 6-10 key spells that control board and steal cards, you are all set to soar well above the 3-win average that so many players are having a tough time consistently crossing.
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So the general rule is, if the card is ok on its own, but amazing when the synergy goes of, it is often times worth it. If the card is pretty much crap, but the synergy it can provide could be a game changer, it depends on number of factors: your personal preference, past experiences, what is your class, how deep in the draft are you etc.
Hope i answered your question at least to some degree, even if it wasnt aimed at me :)
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I'd generally agree with your theory that higher win opponents generally are piloting the stronger classes or stronger decks of weaker classes.
The problem with making further assumptions about WR% is that individually our stats can be influenced heavily by sample size as well as other factors like RNG, match ups, deck types, etc.
As for drafting strategy, i'd offer some very general advice:
1) Everyone has their own internal judgement of how valuable each card is worth. Factors like stats, cost, effects, playstyle, experience, synergies all factor into how valuable a card is. The tricky part is that everyone has slightly differing weights for each. Make sure you have a solid reason for choosing the cards you are choosing.
2) Now that you are evaluating the values of each card a bit more intently, during the beginning of the draft, make sure you start by building a base of "solid" cards, so take the best card in the beginning to start off.
3) After you start seeing how your draft is shaping at around the 10/30 mark you can make adjustments to your valuations of the cards based on deck needs. You might be sitting on 10 spells at this point - start picking minions and valuing spells lower. Things like mana curve, spell selection, minion abilities, synergies become MORE valuable now.
4) The last 10 cards should be used to fill out the missing parts of your deck the best you can, things like AOE, card draw, curve minions, reach, heals, etc all become more valuable.
I would say the overarching theme is value - generally taking the "best" card based on what it can do for it's mana cost is generally right, even if you are seeing gaps in your deck.
And sometimes, you are offered NO alternatives. Your draft is strapped with big minions that do nothing, or no spells, or really small minions and no draw. It happens.
Sometimes you have to take the best out of a bad bunch, and try to see the possibility in it and how it could fit into your deck.
From experience, theres a lot of things that go into drafting choices so don't feel too bad about making "bad" choices because usually you can argue them, and if you are wrong, then it's an opportunity to learn from it :)
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
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This. As an example, I'll use Mana Wraith. Heartharena scores it 55 (average), and other tierlists list it anywhere from "below average" to "bad." But in the right deck, it can be a major disruption for your opponent without slowing you down at all. My first 12-win run I picked Mana Wraith at pick #10 because it had been used against me to great effect, and I was able to return the favor that run. It's important to note that it requires smart play; there were a couple games where I kept Mana Wraith along with Muster for Battle or Rallying Blade or Seal of Champions so I could maintain tempo, but there were others where I pitched it back because the rest of my hand were minions and it would have slowed my development as well.
Imagine the best case scenario for picking a card, then imagine worst case scenario. Evaluate the odds of each situation as best you can, and then ask yourself if the risk is worth the reward. A slight loss of tempo as a worst case vs a potentially game-changing best case is usually worth it. An amazing (but unlikely) best case vs an unplayable card worst case usually isn't. The more you play, the more you'll get a feel for which risks are worth it. Have fun!
Old school WoW Mage motto: if you don't end the run with the most damage dealt AND the most deaths, you're not trying hard enough.
Currently experiencing a different meta post-dual class.
Druid/Rogue/Priest/Warlock all have over 50% win rate while Mage/Paladin/Hunter is around 49%. Shaman and Warrior is still clearly trash but Shaman isn't as terrible.
No idea what kind of microadjustment happened to Priest but it's a rather major shift in the meta imo.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
- Click Here To Join Us On Discord! -
Mage
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20