A 74.2 score deck that is very well proportioned. The rush mechanic is very good in arena, was helping me to mantain control on the board. Witch's Cauldron brings me more value that helps me to win some matches. The match that I lose was because I missplay 2 times and because Priest steal my Witch's Cauldron and managed to use it. https://www.heartharena.com/arena-run/7f85bp
Somewhat succesfully started trying Shaman after the end of Dual Arena. This deck insane synergy - whole 10 elementals plus Earthen Might. Triple one-drop and Flametongue carried some games on its own. Made triple 12-12s on turn 7 with Unstable Evolution once. Each run I have Cube in my deck I like it more and more, especially cause Mechanical Whelp is fairly popular. Not too much in terms of actualy lategame, but deck was able to stand its own against Priests and Warlocks in long games thanks to value-generators. It was quite a common thing just couple of metas back, but its rather rare.
but taking consideration I play only 5-6 arenas a week, that is still not that bad. Immediately after drafting this deck I was afraid it was going to be one of those that look great when you look at the good cards and score but will fail due to early game deficiencies. Only 1 1-drop and 1 2-drop were a potential deal breaker. But this was partially offset by the 2 Stormforged Axes and nice set of taunt/heal 3- and 4-drops. The Hot Spring Guardian × 2 was especially nice.
12:2 win with Warrior. When I drafted it, I thought it will perform quite poor (i.e. 6 wins) due to lack of early game minions and only 1 Warpath. To my surprise it turned that deck curved nicely and minion quality was great.
Like knife through butter. Every game except first attempt on final boss was smooth and fast. Abundance of weapons wasnt a bad thing at all cause of their extreme power level. One thing I didnt reaize before is that how good actually is Mountainfire Armor in conjunction with powerful weapons - you kinda force your opponent to remove it from the board cause every turn you gaining tempo with weapon swings, and when they do you get back much needed health, which is a powerful resource for Warrior. Warpath wasnt missed at all.
A very well-built aggro deck. Thanks to Merps from The Lightforge I realized the key to a successful hunter aggro is having plenty of 2-drops, as opposed to midrange decks which can rely mostly on 3-drops nowadays.
Eaglehorn Bow was used mostly as removal to keep my minions alive, and along with the Explosive Shots and occasional Kill Command i was able to keep my opponent off the board, usually finishing the game in less then 10 turns.
MVP's: Sea Giant - big finisher which most of the time costed me 4 or less mana. seals games, and synergies well with enemy minions, my wide boards and token generators I had like Silver Hand Knight, Razorfen Hunter and Snake Trap. Spellbreaker - it was crucial to save this card for the later turns and silence a late-game big taunts, usually resulting in a dead opponent Explosive Shot - incredible support for my low-curve minions. allowed me to get a big boards and avoid trades knowing that I'll be able to use it to clear at least 2 minions most of the time. also very effective in killing 5-HP taunts like Tar Creeper or Sunwalker. Gladiator's Longbow - huge damage packed into a single card! most of the time it hit face, but sometimes it also doubled as a removal for pesky taunts.
saw little play: Lesser Emerald Spellstone - played twice. one with no no upgrades and one fully upgraded. Houndmaster - was very useful when I drew it, but it was a rare sight for some reason Deadly Shot - played once or twice. one of them missed on a 50%/50% and hit a Master Swordsmith instead of Furious Ettin, costing me the game.
surprises: Jungle Panther - proved extremely useful. minimum 4 face damage due to stealth, but usually also forced the enemy to trade a minion with it. being able to wait in stealth for an Explosive Shot clear was very useful, and it also had great synergy with the rest of the deck: Crackling Razormaw and Houndmaster could easily buff it, and it was an easy activator for Kill Command. Spring Rocket - I tend to never draft this card, but it performed quite decently in this run. I might try it more from now on
Luck was definitely on my side this run. It happened at least 3 times that I topdecked my Bonfire Elemental turn 5 when played a Fire Plume Phoenix the turn before. The Witch's Cauldron was surprisingly good as well.
My second ever 12 wins run in arena! I think i'm really improving at it, my recent runs were pretty decent (average of 5+ wins).
Deathwing was MVP, definetly. Won the game at least 4 times, including the final boss.
Here's final boss fight (rogue). Any of you infinite players have any advice for me to improve, based on what I did in this fight? If you want, I can post other fights of this run.
Either I'm getting better or luck is on my side. This is my second month of having an average 7+ score. One more game of 7+ and I might make it into the top 200 again.
It is probably my 10'th arena run in my arena career and my first 12 win run.It is also 12-0 which makes me very happy :)
The unseen cards of my deck in the image are;
2 x Primordial Drake
2 x Violet Wurm
1 x The Boomship
I never got worried in games during the run.The deck was so dominant that ı felt sorry for my opponents :( All matches were crushing...
My play style was controlish since when ı survived turn 9 or 10 ı usually got at least one Violet Wurm or Primordial Drake,which are perfect in almost all situations and when ı got The Boomship it was devastating.That tempo swing was scary(Sometimes even double Violet Wurms with rush).Another perfect thing was definitely Supercollider.I destroyed biggest minions easily and always kept the pressure,which led huge value loss for my opponent.
One day before the new Expansion launch, got this pretty good Warlock Deck to 12 Wins. Think it was the first time i got 12 wins with Priestess of Elune in my deck. Good rewards also, 245 Gold, 2 Packs and a Legendary Card.
Ok, my first 12-x in arena, you can see the deck, Val'lanir is pretty strong i guess
Drafted Hunter-Warlock for the first time after seeing some posts in this thread, got a pretty easy 12-0.
Warlock in general is a strong class in either position.
Just in time before the Event ends (3 hours left in EU) finished this run with Paladin/Rogue. Most ammount of Gold reward so far for me 520 Gold!
A 74.2 score deck that is very well proportioned. The rush mechanic is very good in arena, was helping me to mantain control on the board. Witch's Cauldron brings me more value that helps me to win some matches. The match that I lose was because I missplay 2 times and because Priest steal my Witch's Cauldron and managed to use it.
https://www.heartharena.com/arena-run/7f85bp
Final boss->> https://hsreplay.net/replay/c53HTBhGjWEKTMBctzvBcD
Mirci#21636
Somewhat succesfully started trying Shaman after the end of Dual Arena. This deck insane synergy - whole 10 elementals plus Earthen Might. Triple one-drop and Flametongue carried some games on its own. Made triple 12-12s on turn 7 with Unstable Evolution once. Each run I have Cube in my deck I like it more and more, especially cause Mechanical Whelp is fairly popular. Not too much in terms of actualy lategame, but deck was able to stand its own against Priests and Warlocks in long games thanks to value-generators. It was quite a common thing just couple of metas back, but its rather rare.
https://www.heartharena.com/arena-run/906b7r
fdhdf
Took a bit to return here
but taking consideration I play only 5-6 arenas a week, that is still not that bad. Immediately after drafting this deck I was afraid it was going to be one of those that look great when you look at the good cards and score but will fail due to early game deficiencies. Only 1 1-drop and 1 2-drop were a potential deal breaker. But this was partially offset by the 2 Stormforged Axes and nice set of taunt/heal 3- and 4-drops. The Hot Spring Guardian × 2 was especially nice.
The deck had two main win conditions - Al'Akir the Windlord and Unstable Evolution - but in the end I think it won on mid-game tempo and variety. I think the main surprise of the run was how Avalanche proved more useful than Lightning Storm.
To be great is to be misunderstood.
12:2 win with Warrior. When I drafted it, I thought it will perform quite poor (i.e. 6 wins) due to lack of early game minions and only 1 Warpath. To my surprise it turned that deck curved nicely and minion quality was great.
First 12 wins arena this month :)
heartharena link: https://www.heartharena.com/arena-run/xy05z3
final boss: http://www.zerotoheroes.com/r/hearthstone/5be887bfceab9a0001323e96/fsb4000warrior-vs-bonbonsdruid-fsb40002203-won
Arena Leaderboard #80 EU September 2018
Arena Leaderboard #133 EU October 2018
Like knife through butter. Every game except first attempt on final boss was smooth and fast. Abundance of weapons wasnt a bad thing at all cause of their extreme power level. One thing I didnt reaize before is that how good actually is Mountainfire Armor in conjunction with powerful weapons - you kinda force your opponent to remove it from the board cause every turn you gaining tempo with weapon swings, and when they do you get back much needed health, which is a powerful resource for Warrior. Warpath wasnt missed at all.
https://www.heartharena.com/arena-run/o21rag
fdhdf
15.11.2018
A very well-built aggro deck. Thanks to Merps from The Lightforge I realized the key to a successful hunter aggro is having plenty of 2-drops, as opposed to midrange decks which can rely mostly on 3-drops nowadays.
I was able to get the board early with Mad Bombers, Crackling Razormaws, Southsea Deckhand and Fire Fly, usually followed by Jungle Panther and going face hard.
Eaglehorn Bow was used mostly as removal to keep my minions alive, and along with the Explosive Shots and occasional Kill Command i was able to keep my opponent off the board, usually finishing the game in less then 10 turns.
MVP's:
Sea Giant - big finisher which most of the time costed me 4 or less mana. seals games, and synergies well with enemy minions, my wide boards and token generators I had like Silver Hand Knight, Razorfen Hunter and Snake Trap.
Spellbreaker - it was crucial to save this card for the later turns and silence a late-game big taunts, usually resulting in a dead opponent
Explosive Shot - incredible support for my low-curve minions. allowed me to get a big boards and avoid trades knowing that I'll be able to use it to clear at least 2 minions most of the time. also very effective in killing 5-HP taunts like Tar Creeper or Sunwalker.
Gladiator's Longbow - huge damage packed into a single card! most of the time it hit face, but sometimes it also doubled as a removal for pesky taunts.
saw little play:
Lesser Emerald Spellstone - played twice. one with no no upgrades and one fully upgraded.
Houndmaster - was very useful when I drew it, but it was a rare sight for some reason
Deadly Shot - played once or twice. one of them missed on a 50%/50% and hit a Master Swordsmith instead of Furious Ettin, costing me the game.
surprises:
Jungle Panther - proved extremely useful. minimum 4 face damage due to stealth, but usually also forced the enemy to trade a minion with it. being able to wait in stealth for an Explosive Shot clear was very useful, and it also had great synergy with the rest of the deck: Crackling Razormaw and Houndmaster could easily buff it, and it was an easy activator for Kill Command.
Spring Rocket - I tend to never draft this card, but it performed quite decently in this run. I might try it more from now on
2x Town criers w/ 4 rush minions makes for excellent tempo. Also Warpath is a God tier arena card if you didn't already know.
MVP was by far The Black Knight, which saved me more than a couple of times and gave me lethal just before i died.
Stormforged Axe and Tar Creeper carried me through the first couple of turns. Both Cursed Disciples were great midrange threats that managed to stick to the board.
The late game was a combination of my big guys (Violet Wurm, Stormwind Champion, Fire Elemental) and my removall (Hex, Crushing Hand, Volcano).
Luck was definitely on my side this run. It happened at least 3 times that I topdecked my Bonfire Elemental turn 5 when played a Fire Plume Phoenix the turn before. The Witch's Cauldron was surprisingly good as well.
Got 12 wins with Demonic Project* Warlock
*which was played in just one game to little to no effect
12 wins priest deck
https://www.heartharena.com/arena-run/k85422
My second ever 12 wins run in arena! I think i'm really improving at it, my recent runs were pretty decent (average of 5+ wins).
Deathwing was MVP, definetly. Won the game at least 4 times, including the final boss.
Here's final boss fight (rogue). Any of you infinite players have any advice for me to improve, based on what I did in this fight? If you want, I can post other fights of this run.
Sorry for my bad english!
Took a 68.9 Warlock to 12-2
https://www.heartharena.com/arena-run/hlj2st
Either I'm getting better or luck is on my side. This is my second month of having an average 7+ score. One more game of 7+ and I might make it into the top 200 again.
Should you craft/disenchant (Golden) Sylvanas or Ragnaros?
Find out in the: ULTIMATE dust guide for Hall of Fame cards
It is probably my 10'th arena run in my arena career and my first 12 win run.It is also 12-0 which makes me very happy :)
The unseen cards of my deck in the image are;
2 x Primordial Drake
2 x Violet Wurm
1 x The Boomship
I never got worried in games during the run.The deck was so dominant that ı felt sorry for my opponents :( All matches were crushing...
My play style was controlish since when ı survived turn 9 or 10 ı usually got at least one Violet Wurm or Primordial Drake,which are perfect in almost all situations and when ı got The Boomship it was devastating.That tempo swing was scary(Sometimes even double Violet Wurms with rush).Another perfect thing was definitely Supercollider.I destroyed biggest minions easily and always kept the pressure,which led huge value loss for my opponent.
One day before the new Expansion launch, got this pretty good Warlock Deck to 12 Wins. Think it was the first time i got 12 wins with Priestess of Elune in my deck. Good rewards also, 245 Gold, 2 Packs and a Legendary Card.