I'm hoping I can get some advice to help get better results in the arena. I'm posting links to replays of my past three arena runs. Don't worry, they don't go long. You may not need to watch them all to get a feel for my most common mistakes, but I'm posting all the games I lost from these past three runs. I went over them myself, and I think I've identified some sub-optimal plays.
I don't have any record of the drafting part, but I've been using the Lightforge tier list. I pick the highest value card for the first fifteen picks, then I try to pick cards that'll round out my deck. That was the advice I found in the Lightforge's FAQ. Though if one card is overwhelming higher value than the other two, I tend to always pick that card. I welcome comments on the final decks though.
1. Mulliganed away Talonpriest, one of the best cards in Arena, but kept that 4 mana 4/2.
2. Played that 4/2 instead of Proud Defender on turn 4, while opponent had Stormforged Axe equipped.
3. Turn 5, you played Murloc Tidehunter and evolved it with Witchy Lackey, floating 2 mana. Proud defender was certainly a better play.
4. Turn 6, Holy Nova was better than playing Doppelgangster.
5. Turn 9, you played Undertaker instead of Proud Defender, floating 5 mana.
There were couple of other questionable plays, but you need to realise that in Arena, tempo matter a lot more than in constructed. You can't be sitting with full hand and making low tempo plays while waiting for some big swing turn like in constructed.
It's not wrong to be bad at RNG clownfiesta. For example, I'm playing HS since day one and achieved legend but still I have never managed to win more than 9 matches in any arena run.
90% of the time you have to play STATs , Not Value. Play more stats you'll win more. Later in the arena ( after 3 or 4 wins) Value plays become more often, but still most player still go with tempo over value.
You're floating a lot of mana for no reason. Try to use all of your available mana whenever possible. You're also not trading or using your removal efficiently and you're going face when you shouldn't. I suggest it's best you watch some arena streamers (Educated Collins, shadybunny, sunglitters, Kripparian etc.) for a while before playing another run to learn about concepts like tempo, when to trade vs when to go face, making good trades etc.
Run 1, Game 1:
keep Kirin Tor in your Mulligan
t4 you float 1 mana, why not play Chemist?
t7 I'd trade here to protect vs Flamestrike. You do not need to race your opponent at this point. Also play Naga Corsair instead of the Chemist for better tempo.
t10 Why not play Kalecgos?
t11 Why not play Kalecgos?
Run 1, Game 2:
Why do you keep Scribe, but mulligan away your 3-Drop?
t4 Frostbolt+Ping would have been much better, allowing you to coin Scribe next turn
t7 ??? You are not in the position to go face with the Fireball, you still need to fight for the board at this point
t8 Faceless Summoner
Run 1, Game 3:
t4 Why not Frostbolt + Ping? You use a 4 mana minion to remove a 2-drop with the play you're doing.
t6 Ping instead of Banker
t7 Why do you ping if you have Flamecaller?
t8 Why do you trade here?
t9 You should not use Burn spells on your opponent's face unless you have a specific game plan in mind for that to work
1. Mulliganed away Talonpriest, one of the best cards in Arena, but kept that 4 mana 4/2.
2. Played that 4/2 instead of Proud Defender on turn 4, while opponent had Stormforged Axe equipped.
3. Turn 5, you played Murloc Tidehunter and evolved it with Witchy Lackey, floating 2 mana. Proud defender was certainly a better play.
4. Turn 6, Holy Nova was better than playing Doppelgangster.
5. Turn 9, you played Undertaker instead of Proud Defender, floating 5 mana.
There were couple of other questionable plays, but you need to realise that in Arena, tempo matter a lot more than in constructed. You can't be sitting with full hand and making low tempo plays while waiting for some big swing turn like in constructed.
I guess I'll try to explain my thought process for some of those moves. Not saying any of them were correct or anything.
1. I can say I kept the 4-drop because I thought the card draw would be very useful. I don't normally replace 3-drops in the mulligan, must not have been thinking there.
2. Wanted the card draw.
4. I wanted to save Holy Nova until I could benefit from the healing.
5. I thought it would be better to play Proud Defender when I could get the attack bonus.
I honestly don't know why I didn't use Shadow Word: Death against the 4/7/7. I must've been thinking something worse might be coming, but then, I don't see anything else in my hand that could've dealt with it effectively.
You're floating a lot of mana for no reason. Try to use all of your available mana whenever possible. You're also not trading or using your removal efficiently and you're going face when you shouldn't. I suggest it's best you watch some arena streamers (Educated Collins, shadybunny, sunglitters, Kripparian etc.) for a while before playing another run to learn about concepts like tempo, when to trade vs when to go face, making good trades etc.
Run 1, Game 1:
keep Kirin Tor in your Mulligan
t4 you float 1 mana, why not play Chemist?
t7 I'd trade here to protect vs Flamestrike. You do not need to race your opponent at this point. Also play Naga Corsair instead of the Chemist for better tempo.
t10 Why not play Kalecgos?
t11 Why not play Kalecgos?
Run 1, Game 2:
Why do you keep Scribe, but mulligan away your 3-Drop?
t4 Frostbolt+Ping would have been much better, allowing you to coin Scribe next turn
t7 ??? You are not in the position to go face with the Fireball, you still need to fight for the board at this point
t8 Faceless Summoner
Run 1, Game 3:
t4 Why not Frostbolt + Ping? You use a 4 mana minion to remove a 2-drop with the play you're doing.
t6 Ping instead of Banker
t7 Why do you ping if you have Flamecaller?
t8 Why do you trade here?
t9 You should not use Burn spells on your opponent's face unless you have a specific game plan in mind for that to work
When I try to spend my mana, I almost always end up in a situation where I have only one card in my hand while my opponent has like five. That never goes well for me. Especially in later turns if I just have a bunch of cheaper cards in my hand.
Game 1:
Guess I thought the minion I got might be more helpful than the potion.
I can only assume I didn't play Kalec because my brain temporarily shut off. I could've immediately used that Frostbolt for free, couldn't I?
Second time I didn't play Kalecgos I could only have been thinking that drawing an extra card is good. I suppose discovering a card is likely just as good.
Game 2:
I was probably thinking I could get something better because I didn't have any secrets in my hand, and I thought Scribe was just that good.
I suppose I was thinking an extra Jeweler would be good, and that I could deal with the minion next turn because it was frozen.
Should I have used the Fireball against the Ettin? I thought it would be a waste of 6 damage when he only had 3 health.
I could only have been thinking I needed to get rid of that 5 attack minion now.
Game 3:
Ping what? My Twilight Summoner?
I straight up didn't think it through on t7.
I suppose I just spent 5 mana to not even kill a 4 mana minion. Would ping, then trade Soldier of Fortune next turn have been a good play?
I think I have a problem with not thinking about what might come later. It might've been too late to win, but I think I would've been in better shape had I saved the Frostbolt for the Lifedrinker.
Anything I skipped over is because I simply wasn't thinking properly. As you might've noticed almost every single game ends with me having an empty hand while my opponent has a bunch of cards. How do I avoid this?
I guess I'll try to explain my thought process for some of those moves. Not saying any of them were correct or anything.
1. I can say I kept the 4-drop because I thought the card draw would be very useful. I don't normally replace 3-drops in the mulligan, must not have been thinking there.
2. Wanted the card draw.
4. I wanted to save Holy Nova until I could benefit from the healing.
5. I thought it would be better to play Proud Defender when I could get the attack bonus.
I honestly don't know why I didn't use Shadow Word: Death against the 4/7/7. I must've been thinking something worse might be coming, but then, I don't see anything else in my hand that could've dealt with it effectively.
1. You need board presence more than card draw because you are not playing OTK combo deck, besides that Talonpriest is one of the best cards of all time in Arena.
2. Same thing, card draw is fine but you have no board presence, you need to get that before drawing more cards.
4,5. You can't afford to be greedy when you don't have board control.
You should watch Arena streamers like Kripp to get the feel for Arena.
When I try to spend my mana, I almost always end up in a situation where I have only one card in my hand while my opponent has like five. That never goes well for me. Especially in later turns if I just have a bunch of cheaper cards in my hand.
Game 1:
Guess I thought the minion I got might be more helpful than the potion.
I can only assume I didn't play Kalec because my brain temporarily shut off. I could've immediately used that Frostbolt for free, couldn't I?
Second time I didn't play Kalecgos I could only have been thinking that drawing an extra card is good. I suppose discovering a card is likely just as good.
Game 2:
I was probably thinking I could get something better because I didn't have any secrets in my hand, and I thought Scribe was just that good.
I suppose I was thinking an extra Jeweler would be good, and that I could deal with the minion next turn because it was frozen.
Should I have used the Fireball against the Ettin? I thought it would be a waste of 6 damage when he only had 3 health.
I could only have been thinking I needed to get rid of that 5 attack minion now.
Game 3:
Ping what? My Twilight Summoner?
I straight up didn't think it through on t7.
I suppose I just spent 5 mana to not even kill a 4 mana minion. Would ping, then trade Soldier of Fortune next turn have been a good play?
I think I have a problem with not thinking about what might come later. It might've been too late to win, but I think I would've been in better shape had I saved the Frostbolt for the Lifedrinker.
Anything I skipped over is because I simply wasn't thinking properly. As you might've noticed almost every single game ends with me having an empty hand while my opponent has a bunch of cards. How do I avoid this?
Game 1:
What's important is not the card you get in this situation, but the stats on the board. A 3/3 is better than a 3/2 while using all of your mana, so you should play it instead of the inefficient Raven.
Kalecgos can get you a board clear. Remember that the card you discover is also affected by the mana discount.
Game 2:
A 3 mana 4/3 is fine, you don't need to play it with a secret. Secrets suck for Mage btw., you should not pick them most of the time because they are overbucketed.
The Banker effect is irrelevant for arena, it does not affect your board or hand so you should treat it as a 2 mana 2/2.
Why would you need to use Fireball at all in this situation? You could just play Summoner + Apprentice, then wait a turn. Sometimes it's better to build your board and wait to allow for better trades.
Game 3:
t6 ping the Ooze, then trade into it with the Twilight Summoner.
t7 Twilight Flamecaller is a good play here alongside Soldier of Fortune.
Arena is primarily a game of tempo, that is developing your ressources from your hand as quickly and as efficiently as possible onto your board. In general, you want to maximize the stats you play every turn with all your mana. The reason why this is so crucial for arena is because with board control you can be the one to dictate the trades, providing you with initiative. In comparison to constructed you have fewer opportunities to flip the board (e.g. with a board clear), so maintaining an edge over your opponent with favorable trades is very important.
Take the time you need to evaluate your possible plays and which combination of cards has the highest amount of net stats. Think about how your board looks like for each possible play. As I've said earlier, the reason why your opponents outvalue you is because you make poor trades and do not use your removals efficiently (like using burn spells on the opp. face when you should instead fight for the board).
Anything I skipped over is because I simply wasn't thinking properly. As you might've noticed almost every single game ends with me having an empty hand while my opponent has a bunch of cards. How do I avoid this?
I don't know how experienced you are, so maybe you know already what I am going to write. And I didn't watch the games.
Every card game is a battle of resources (in HS life, mana and cards). Cards is the most important resource in general. If you have cards, you can react to what your opponent is doing. So you want as much 2 for 1 trades as possible which means one of your cards trades with two of your opponent's cards. Like when you kill one minion with the 3 damage of Flanking Strike and kill another one with the 3/3 Wolf . AoE like flame strike is helping a lot in that regard, since you can even get a 3+ for 1 trade.
The key is to trade beneficially, so that your minions survive and their minions die. This is also the reason that in general high health minions like Chillwind Yeti are preferred to high attack minions like Evil Heckler.High attack minions can easier trade upwards (kill a more expensive minion), but are also prone to trading downwards due to the less health. And They usually trade 1 for 1 in both directions.
However, you need to take AoE and hero powers into account, as well as the enemies board state. E.g. against mage it makes not always sense to kill a weaker minion and leave your minion with one health left since he will kill your minion with the hero power and still has his stronger minion alive. Instead, trade for the stronger minion (bith minions die) and play something that can at least trade with the weaker one and doesn't die to his hero power. Someone above mentioned that you played a 4/2 minion into a Stormforged Axe which gives him the possibility for a 2 for 1 (since 1 charge the axe alone can kill your minion for the additional price of 4 health). Of course, sometimes you just have to make shitty plays because you will also lose if you don't play cards at all.
Another possibility to avoid having fewer cardsare value generators like discover cards. They give you a minion on board (mostly for the price of tempo (bad stats)) and a new card in hand. Or you can be greedier. If you would have only 6+ mana cards, you will likely win the card resource game because you will very often be able to trade 2 for 1. HOWEVER, this is a mere possibility and nota good idea in Arena (or hearthstone in general) because it disregards tempo (which is very important). You will simply be dead in turn 5 if you can't play anything by then. So the mix is important. You absolutely need early game plays to keep up with the tempo. But what I mean is that the later the game goes, the better it would be to have big minions.
tl;dr: Try to look at the cards as a resource and use them in a way that one of your cards will kill at least one of his cards to not fall behind. To get ahead, kill 2 of his cards with one of yours. Sounds simple, but it requires experience when to trade minions of (to avoid getting screwed by AoE) and when to take the favorable trades (your minions survive).
Disclaimer: I am not a great arena player. I got to 12 wins and also ended a run with 0 wins, but I rearely play arena. Nevertheless, I am convinced that the above is true for arena.
What's important is not the card you get in this situation, but the stats on the board. A 3/3 is better than a 3/2 while using all of your mana, so you should play it instead of the inefficient Raven.
Kalecgos can get you a board clear. Remember that the card you discover is also affected by the mana discount.
Game 2:
A 3 mana 4/3 is fine, you don't need to play it with a secret. Secrets suck for Mage btw., you should not pick them most of the time because they are overbucketed.
The Banker effect is irrelevant for arena, it does not affect your board or hand so you should treat it as a 2 mana 2/2.
Why would you need to use Fireball at all in this situation? You could just play Summoner + Apprentice, then wait a turn. Sometimes it's better to build your board and wait to allow for better trades.
Game 3:
t6 ping the Ooze, then trade into it with the Twilight Summoner.
t7 Twilight Flamecaller is a good play here alongside Soldier of Fortune.
Arena is primarily a game of tempo, that is developing your ressources from your hand as quickly and as efficiently as possible onto your board. In general, you want to maximize the stats you play every turn with all your mana. The reason why this is so crucial for arena is because with board control you can be the one to dictate the trades, providing you with initiative. In comparison to constructed you have fewer opportunities to flip the board (e.g. with a board clear), so maintaining an edge over your opponent with favorable trades is very important.
Take the time you need to evaluate your possible plays and which combination of cards has the highest amount of net stats. Think about how your board looks like for each possible play. As I've said earlier, the reason why your opponents outvalue you is because you make poor trades and do not use your removals efficiently (like using burn spells on the opp. face when you should instead fight for the board).
Sure, I could have gotten a Flamestrike or something from the discover. Just saying I think I could've played Frostbolt and have a 4/12 on the board in the perhaps unlikely event the discover didn't offer anything better.
I'm not sure if I forgot that I played the Twilight Summoner the turn before and could attack with it. But had I not played Banker, I probably would've noticed the Ooze with 1 health and that I had the mana to ping it.
tl;dr: Try to look at the cards as a resource and use them in a way that one of your cards will kill at least one of his cards to not fall behind. To get ahead, kill 2 of his cards with one of yours. Sounds simple, but it requires experience when to trade minions of (to avoid getting screwed by AoE) and when to take the favorable trades (your minions survive).
Disclaimer: I am not a great arena player. I got to 12 wins and also ended a run with 0 wins, but I rearely play arena. Nevertheless, I am convinced that the above is true for arena.
Ok, so my minions survive trades and I have a large board. It's a later turn, and my most expensive minion is 4 mana. Is it alright in that case to just play the one card, and maybe hero power, and have maybe 4 unspent mana that turn? Like perhaps it's better not to throw down a bunch of cheap minions that might instantly die to AoE?
Thanks to everyone for the advice given so far. I suppose I'll have to see how well I can apply it and how well it helps in my next arena run.
what matters is what you choose, but thats random so only generic tips can be given on mana curve, creature% etc. all other is generic gameplay and logic, which cant be taught :) -> check combos, and play a lot, learn from enemies, try to be aware of the meta/main builds and combos
tl;dr: Try to look at the cards as a resource and use them in a way that one of your cards will kill at least one of his cards to not fall behind. To get ahead, kill 2 of his cards with one of yours. Sounds simple, but it requires experience when to trade minions of (to avoid getting screwed by AoE) and when to take the favorable trades (your minions survive).
Disclaimer: I am not a great arena player. I got to 12 wins and also ended a run with 0 wins, but I rearely play arena. Nevertheless, I am convinced that the above is true for arena.
Ok, so my minions survive trades and I have a large board. It's a later turn, and my most expensive minion is 4 mana. Is it alright in that case to just play the one card, and maybe hero power, and have maybe 4 unspent mana that turn? Like perhaps it's better not to throw down a bunch of cheap minions that might instantly die to AoE?
Thanks to everyone for the advice given so far. I suppose I'll have to see how well I can apply it and how well it helps in my next arena run.
It's hard or even impossible to give advice that is always true. And keep in mind that I am not very experienced with arena since I play mostly constructed or MtgA. But I'd say it is generally wrong to play a bunch of small minions on top of your board with already low health minions. You could play a big minion that will survive an AoE, though. Then you still have something on board in case your opponent strikes everything else down. However, playing several small minions might still be teh right play, e.g. if you can threaten lethal for the next turn or he still has strong minions so that you need more power on the board.
Again, every situation needs to be evaluated separately. Take into account the opponent's class, the cards he played so far (in case he already played a flamestrike, a second one is less likely), the curve and the number of cards in your and his hand (and probably a few other things I missed).
Sucking at this current state of arena is something id say isnt the case. The fact that Priest, Warlock, Mage sit atop is because of there base removal. Power word, Frost bolt, Shadow Bolt, these cards show up 2-3 times every single time i draft from these classes. As where the other 6 often find there removal to not appear as much or at all...as for shaman we all know what it cost to remove with him and the unlock overload cards are totally MIA.
Arena was totally badass before boomsday. Ever since the bucket system its basis is now who can get the biggest army first and who can keep cards in hand the longest...Draft cards that give you cards...draft minions that summon minions....this is a race for power..and as for skill......lol.
It's not wrong to be bad at RNG clownfiesta. For example, I'm playing HS since day one and achieved legend but still I have never managed to win more than 9 matches in any arena run.
Blaming your record on RNG is the first sign that the problem is you.
The fact that the top players have consistently high records is proof that skill matters.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
One thing I've been doing is watching the replay as soon as I finish a match and try to identify what I could've done better. I'm not sure how much it helps, because each match is of course different, and I don't feel like I'll remember how I handled it if a similar situation comes up in the future.
Also, I play my matches with the HSReplay deck tracker overlay, but I don't feel right now that it helps much. Any advice as to how to use it more effectively?
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I'm hoping I can get some advice to help get better results in the arena. I'm posting links to replays of my past three arena runs. Don't worry, they don't go long. You may not need to watch them all to get a feel for my most common mistakes, but I'm posting all the games I lost from these past three runs. I went over them myself, and I think I've identified some sub-optimal plays.
I don't have any record of the drafting part, but I've been using the Lightforge tier list. I pick the highest value card for the first fifteen picks, then I try to pick cards that'll round out my deck. That was the advice I found in the Lightforge's FAQ. Though if one card is overwhelming higher value than the other two, I tend to always pick that card. I welcome comments on the final decks though.
Run 1 (Mage 0-3)
https://hsreplay.net/replay/myWh65iJwuabrNpdnKR7LD
https://hsreplay.net/replay/E6KVzkofziqUy7ZRp4ej3H
https://hsreplay.net/replay/NTxgJmbVfT2qnPXhhCeVdc
Run 2 (Priest 0-3)
https://hsreplay.net/replay/3sDqStuAmYd34vPu4RxLr5
https://hsreplay.net/replay/3ezmwSDJcYHncsysWsEsaF
https://hsreplay.net/replay/J4yCZkQmeYydJMT7zUzNL3
Run 3 (Priest 2-3)
https://hsreplay.net/replay/zUtUeUkobV4poZWEnnHEDX
https://hsreplay.net/replay/NL4xnysbkNCKbhd6tcUEPV
https://hsreplay.net/replay/XMALGBVoJicaqMBRF4YSHB
1st game of Run 2 :
1. Mulliganed away Talonpriest, one of the best cards in Arena, but kept that 4 mana 4/2.
2. Played that 4/2 instead of Proud Defender on turn 4, while opponent had Stormforged Axe equipped.
3. Turn 5, you played Murloc Tidehunter and evolved it with Witchy Lackey, floating 2 mana. Proud defender was certainly a better play.
4. Turn 6, Holy Nova was better than playing Doppelgangster.
5. Turn 9, you played Undertaker instead of Proud Defender, floating 5 mana.
There were couple of other questionable plays, but you need to realise that in Arena, tempo matter a lot more than in constructed. You can't be sitting with full hand and making low tempo plays while waiting for some big swing turn like in constructed.
It's not wrong to be bad at RNG clownfiesta. For example, I'm playing HS since day one and achieved legend but still I have never managed to win more than 9 matches in any arena run.
90% of the time you have to play STATs , Not Value. Play more stats you'll win more. Later in the arena ( after 3 or 4 wins) Value plays become more often, but still most player still go with tempo over value.
Global average is less then 3 wins, so not an easy format to master.
If you require more resources to improve your play, check Arenahs on reddit.
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
You're floating a lot of mana for no reason. Try to use all of your available mana whenever possible. You're also not trading or using your removal efficiently and you're going face when you shouldn't. I suggest it's best you watch some arena streamers (Educated Collins, shadybunny, sunglitters, Kripparian etc.) for a while before playing another run to learn about concepts like tempo, when to trade vs when to go face, making good trades etc.
Run 1, Game 1:
Run 1, Game 2:
Run 1, Game 3:
Arena EU Leaderboard
I guess I'll try to explain my thought process for some of those moves. Not saying any of them were correct or anything.
1. I can say I kept the 4-drop because I thought the card draw would be very useful. I don't normally replace 3-drops in the mulligan, must not have been thinking there.
2. Wanted the card draw.
4. I wanted to save Holy Nova until I could benefit from the healing.
5. I thought it would be better to play Proud Defender when I could get the attack bonus.
I honestly don't know why I didn't use Shadow Word: Death against the 4/7/7. I must've been thinking something worse might be coming, but then, I don't see anything else in my hand that could've dealt with it effectively.
When I try to spend my mana, I almost always end up in a situation where I have only one card in my hand while my opponent has like five. That never goes well for me. Especially in later turns if I just have a bunch of cheaper cards in my hand.
Game 1:
Game 2:
Game 3:
Anything I skipped over is because I simply wasn't thinking properly. As you might've noticed almost every single game ends with me having an empty hand while my opponent has a bunch of cards. How do I avoid this?
1. You need board presence more than card draw because you are not playing OTK combo deck, besides that Talonpriest is one of the best cards of all time in Arena.
2. Same thing, card draw is fine but you have no board presence, you need to get that before drawing more cards.
4,5. You can't afford to be greedy when you don't have board control.
You should watch Arena streamers like Kripp to get the feel for Arena.
Game 1:
Game 2:
Game 3:
Arena is primarily a game of tempo, that is developing your ressources from your hand as quickly and as efficiently as possible onto your board. In general, you want to maximize the stats you play every turn with all your mana. The reason why this is so crucial for arena is because with board control you can be the one to dictate the trades, providing you with initiative. In comparison to constructed you have fewer opportunities to flip the board (e.g. with a board clear), so maintaining an edge over your opponent with favorable trades is very important.
Take the time you need to evaluate your possible plays and which combination of cards has the highest amount of net stats. Think about how your board looks like for each possible play. As I've said earlier, the reason why your opponents outvalue you is because you make poor trades and do not use your removals efficiently (like using burn spells on the opp. face when you should instead fight for the board).
Arena EU Leaderboard
Let me teach you arena in few words:
Drafting:
1) pick rogue or mage or paladin.
2) pick the cheapest, most aggressive stated minions you find
Playing:
1) search for a good curve.
2) just play like you are playing face hunter on ladder.
This will usually get you to more than 3 wins.
Chears
I don't know how experienced you are, so maybe you know already what I am going to write. And I didn't watch the games.
Every card game is a battle of resources (in HS life, mana and cards). Cards is the most important resource in general. If you have cards, you can react to what your opponent is doing. So you want as much 2 for 1 trades as possible which means one of your cards trades with two of your opponent's cards. Like when you kill one minion with the 3 damage of Flanking Strike and kill another one with the 3/3 Wolf . AoE like flame strike is helping a lot in that regard, since you can even get a 3+ for 1 trade.
The key is to trade beneficially, so that your minions survive and their minions die. This is also the reason that in general high health minions like Chillwind Yeti are preferred to high attack minions like Evil Heckler.High attack minions can easier trade upwards (kill a more expensive minion), but are also prone to trading downwards due to the less health. And They usually trade 1 for 1 in both directions.
However, you need to take AoE and hero powers into account, as well as the enemies board state. E.g. against mage it makes not always sense to kill a weaker minion and leave your minion with one health left since he will kill your minion with the hero power and still has his stronger minion alive. Instead, trade for the stronger minion (bith minions die) and play something that can at least trade with the weaker one and doesn't die to his hero power. Someone above mentioned that you played a 4/2 minion into a Stormforged Axe which gives him the possibility for a 2 for 1 (since 1 charge the axe alone can kill your minion for the additional price of 4 health). Of course, sometimes you just have to make shitty plays because you will also lose if you don't play cards at all.
Another possibility to avoid having fewer cardsare value generators like discover cards. They give you a minion on board (mostly for the price of tempo (bad stats)) and a new card in hand. Or you can be greedier. If you would have only 6+ mana cards, you will likely win the card resource game because you will very often be able to trade 2 for 1. HOWEVER, this is a mere possibility and not a good idea in Arena (or hearthstone in general) because it disregards tempo (which is very important). You will simply be dead in turn 5 if you can't play anything by then. So the mix is important. You absolutely need early game plays to keep up with the tempo. But what I mean is that the later the game goes, the better it would be to have big minions.
tl;dr: Try to look at the cards as a resource and use them in a way that one of your cards will kill at least one of his cards to not fall behind. To get ahead, kill 2 of his cards with one of yours. Sounds simple, but it requires experience when to trade minions of (to avoid getting screwed by AoE) and when to take the favorable trades (your minions survive).
Disclaimer: I am not a great arena player. I got to 12 wins and also ended a run with 0 wins, but I rearely play arena. Nevertheless, I am convinced that the above is true for arena.
I cannot play arena at all. I get the feeling my opponents can sense I'm an arena moron from my first play.
The general best classes right now is Hunter , Warlock, and Priest. Not sure where your top 3 came from.
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I've just been picking whatever has the highest win rate as per HSReplay from the three classes I'm offered.
Ok, so my minions survive trades and I have a large board. It's a later turn, and my most expensive minion is 4 mana. Is it alright in that case to just play the one card, and maybe hero power, and have maybe 4 unspent mana that turn? Like perhaps it's better not to throw down a bunch of cheap minions that might instantly die to AoE?
Thanks to everyone for the advice given so far. I suppose I'll have to see how well I can apply it and how well it helps in my next arena run.
Let me teach you dignity in a few words: do not play face hunter.
what matters is what you choose, but thats random so only generic tips can be given on mana curve, creature% etc. all other is generic gameplay and logic, which cant be taught :) -> check combos, and play a lot, learn from enemies, try to be aware of the meta/main builds and combos
It's hard or even impossible to give advice that is always true. And keep in mind that I am not very experienced with arena since I play mostly constructed or MtgA. But I'd say it is generally wrong to play a bunch of small minions on top of your board with already low health minions. You could play a big minion that will survive an AoE, though. Then you still have something on board in case your opponent strikes everything else down. However, playing several small minions might still be teh right play, e.g. if you can threaten lethal for the next turn or he still has strong minions so that you need more power on the board.
Again, every situation needs to be evaluated separately. Take into account the opponent's class, the cards he played so far (in case he already played a flamestrike, a second one is less likely), the curve and the number of cards in your and his hand (and probably a few other things I missed).
Sucking at this current state of arena is something id say isnt the case. The fact that Priest, Warlock, Mage sit atop is because of there base removal. Power word, Frost bolt, Shadow Bolt, these cards show up 2-3 times every single time i draft from these classes. As where the other 6 often find there removal to not appear as much or at all...as for shaman we all know what it cost to remove with him and the unlock overload cards are totally MIA.
Arena was totally badass before boomsday. Ever since the bucket system its basis is now who can get the biggest army first and who can keep cards in hand the longest...Draft cards that give you cards...draft minions that summon minions....this is a race for power..and as for skill......lol.
Blaming your record on RNG is the first sign that the problem is you.
The fact that the top players have consistently high records is proof that skill matters.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
One thing I've been doing is watching the replay as soon as I finish a match and try to identify what I could've done better. I'm not sure how much it helps, because each match is of course different, and I don't feel like I'll remember how I handled it if a similar situation comes up in the future.
Also, I play my matches with the HSReplay deck tracker overlay, but I don't feel right now that it helps much. Any advice as to how to use it more effectively?