Hi, everyone! That's my first ever post, and my first ever 12 wins arena. Well, i'm a little bit disappointed, since I made it with Paladin (I know how broken Paladin is at the moment), but happy with all the hard work I put into the game mode finally being worth it.
MVP's were Worgen Abomination (cleared huge enemy boards in at least 2 games), Silver Sword (amazing finisher) and Stonehill Defender , who discovered Tirions quite often, what makes me feel bad, even winning because of this. Spikeridged Steed also save me one game, but I didn't draw it that much.
Final boss was also a Paladin, who conceded after turn 6.
I have a lot to improve at arena, currently i'm averaging 4-5 wins. Any of you infinite arena guys have some advice to me in terms of draft, optimal plays, etc?
First 12-win run with the new expansion. It's finally sunk it - this is a tempo meta! "Ultimately" I didn't have to worry about running out of cards, My second loss I failed to draw any of 6 removals in my first 10 cards, so there's that.
It's nice to see that HearthArena is valuing weapon removal more highly. Corrosive Sludge is just great in Arena. http://www.heartharena.com/arena-run/1sx697 As always, the highest-level opponents were Paladins.
I have a healthy 2 victories on average in arena, which is actually 1.7 the last 10 games (I am getting progressively worse). Any advice is appreciated on drafting/gameplay.
I usually draft like this:
follow the aid for the first 18 cards and pick what it suggests (except if I really don't like playing that particular card). Then I look at what I'm missing (removal, card draw and healing is what I check), and try and draft what I am missing.
I generally have decks rated around 70, but it doesn't really matter, I see no correlation whatsoever between my rating and the end result. Also when I win it feels a real struggle, and when I lose it is generally absolutely one-sided and I get stomped. While it feels like the opponent has a much stronger deck all the time, it can't be the case, so there must be major issues in my draft/play.
I am a new player, started just ~3 months ago, but I play A LOT (6-7 hours a night) and have previous experience with CCG-s. I am not absolutely terrible is what I am saying, and am continuously improving on ladder (rank 12 with my homebrew hunter), but in arena there is zero advancement.
What are some intermediate tips to elevate this 40% winrate, and what are some major mistakes that can result in such abysmal results?
12-2 Druid. Good even curve with a solid late game. Cube won it’s good share of games along with threshadon or wurm into savage roar which stole an unwinable game on a couple occasions.
Finally went through with this Rogue after 27 runs of blue balls. Wasnt expecting great results with it, I drafted it pretty much like I draft all of my other Rogue decks. Hallucination carried hard, Fungalmancer MVP, 2-drops are overrated. Heartharena tried to shove me them in the face, smacking 100+ score on them, but I didnt budge. Had couple of insanely close games decided by 1hp. Lost to some outer world freeze Mage deck and in a mirror going second (it was my first final boss at 11-1).
First game was a loss... I knew it was an "OK" deck, and didn't expect to win the next 12 games at all! Interesting to note: was drafted post-nerf (yesterday), the high ranks were mostly paladin/priest and one druid (my experience this past week generally from 7-12), was offered a LOT more Silver Hand synergy at the beginning of the game, but didn't take them (was kicking myself).
Extremly high quality Mage deck. I feel like Primordial Drakes should be picked over any of the top bucket cards (I picked them over Meteor and Fireball), they've done obscene amount of work in this deck. Big body with taunt and boardclear effect is just cannot be overestimated. Also I kinda want to mention Swift Messengers - I grew to like that card a lot, its flexibility (small removal with high health against aggro and basically additional fireball against control) makes it valuable addition to any control-ish deck archetype.
I'm not a fan of Arena, so that was my first arena run in WW. And yea, paladin is surprisingly strong and OP now.
I was running 7-0 initially. After 7th win all opponents were only paladins and mages. 2 looses were against paladins and both times because of their Silver sword.
Stonehill Defender was kind enough to offer and give me Tirion Fordring twice. I never got to playing either one, happened to win in the following turns;
6/14 games were against other Paladins. Last 4 games were all Paladins (including my 2nd loss at 10). All games were incredibly close, except my very last one where I managed to curve out perfectly with strong midrange minions and take the board back after weak turns 1-3.
Last week or so I had terrible results in arena, so this Rogue run was quite refreshing. Secret to success was probably having several 1-drops (which didnt help me in my Hunter matchups, lost them both) and quality late-game bombs. MVP of the deck is definitely Keening Banshee, a lot of people are playing incorrect when they see that card and 5-5 statlinbe for 5 mana is insane in Tempo Rogue archetype. Sea Giant was quite strong as well.
Looks like my skills are growing, went all the way with this pretty average Mage deck. I tried to make Vex Crow work and it did fine in most games. Spell Damage cards worked incredibely well in conjucntion with board clears. But sudden MVP of the deck was actually Crazed Alchemist - that little guy pulled me through some almost unwinnable situations. Swapping your own high health minions pushing for lethal or breaking through my opponents taunts - such utility came in handy almost every game. Lost game to a mage, where I lowrolled my Dragons Fury and it costed me greatly and another one to a Hunter. It somewhat bugs me how that class is 9th worst class in terms of winrates and yet it has best winrate against me out of all classes.
Got my first 12-0 in a while with this Rogue. Run was super fun, I escaped death in grave situations numerous times. It's kinda funny, but Spectral Cutlass is actually did some work - healing in Rogue is just THAT valuable. MVPs of the deck are Cheap Shot and double Fungalmancer - card is so good that I'm often tend to keep it on mulligan, even without steady curve. Granted in Rogue it's much easier, since your deck doesnt run any 2-drops (which makes other slots more consistent). Also big part in my success was that I played against zero Hunters. :D
I know, i know - disgusting deck and an easiest plays in my HS life. Only what i should do is to not die at the first couple of turns. My only loss was to Hunter: only because it was Valeria and i confused it with Valeera which led to wrong mulligan - i tossed up all my 2-1's...
Got another 12-0, this time with Mage. It was mostly carried by decent curve and extremly good card quality. All I needed is to pilot it correctly and dont play against Priests - which I did. So it was pretty easy. In my draft I forced elemental synergy for fun and it sorta payed off, but it wasnt working too consistently, so I'm not sure if it was worth it.
This one was fun, considering I started out at 0 and 2. Spellshifter and Tuskarr Fisherman were surprisingly the mvp's of the deck, they got me out of quite a few tough situations.
Another 12-2 with Mage. It seems that controling Mage archetype became stronger for some reason - I was feeling very confident in almost all of my games and most of them wasnt too close either. Elemental synergy felt pretty strong thanks to Pyros and Servant of Kalimos (got Pyros from it literally every discovery). Thanks to Violet Worms (well, all of my 8-drops tbf) I was able to firmly grasp tempo/value in the lategame and win through the board control, rarely needing to use board cleares (only have 2 in the deck and I often had them discarded). Book of Specters is an ultimate troll card - I drafted around it by only picking 5 spell total and still had several double-discards. Though, I wont lie, when it draws three, its hard to lose after that.
Got 12-0 Shaman with my second run in new event. Turns out that even though HearhArena draft advices suck ass, when deck rated 74.4 its pre-e-e-etty good. Triple Master of realities felt nice, its good on-curve play because of resulting in opponent pressing panic button, making more room for you future developments. Also my 4-drop line had extreme synergy potential with them. Still, most powerful card in the deck was probably Flametonue Totem - that card is just straight up broken. Some people just conceded midgame after I developed two of them. 2-drop slot was awkward every game though, totemed almost every time.
Hi, everyone! That's my first ever post, and my first ever 12 wins arena. Well, i'm a little bit disappointed, since I made it with Paladin (I know how broken Paladin is at the moment), but happy with all the hard work I put into the game mode finally being worth it.
MVP's were Worgen Abomination (cleared huge enemy boards in at least 2 games), Silver Sword (amazing finisher) and Stonehill Defender , who discovered Tirions quite often, what makes me feel bad, even winning because of this. Spikeridged Steed also save me one game, but I didn't draw it that much.
Final boss was also a Paladin, who conceded after turn 6.
I have a lot to improve at arena, currently i'm averaging 4-5 wins. Any of you infinite arena guys have some advice to me in terms of draft, optimal plays, etc?
First 12-win run with the new expansion. It's finally sunk it - this is a tempo meta! "Ultimately" I didn't have to worry about running out of cards, My second loss I failed to draw any of 6 removals in my first 10 cards, so there's that.
It's nice to see that HearthArena is valuing weapon removal more highly. Corrosive Sludge is just great in Arena. http://www.heartharena.com/arena-run/1sx697 As always, the highest-level opponents were Paladins.
I was pleasantly surprised to get good rewards.
Yeah, so ya'll how the f u do it?
I have a healthy 2 victories on average in arena, which is actually 1.7 the last 10 games (I am getting progressively worse). Any advice is appreciated on drafting/gameplay.
I usually draft like this:
follow the aid for the first 18 cards and pick what it suggests (except if I really don't like playing that particular card). Then I look at what I'm missing (removal, card draw and healing is what I check), and try and draft what I am missing.
I generally have decks rated around 70, but it doesn't really matter, I see no correlation whatsoever between my rating and the end result. Also when I win it feels a real struggle, and when I lose it is generally absolutely one-sided and I get stomped. While it feels like the opponent has a much stronger deck all the time, it can't be the case, so there must be major issues in my draft/play.
I am a new player, started just ~3 months ago, but I play A LOT (6-7 hours a night) and have previous experience with CCG-s. I am not absolutely terrible is what I am saying, and am continuously improving on ladder (rank 12 with my homebrew hunter), but in arena there is zero advancement.
What are some intermediate tips to elevate this 40% winrate, and what are some major mistakes that can result in such abysmal results?
Thanks in advance.
12-2 Druid. Good even curve with a solid late game. Cube won it’s good share of games along with threshadon or wurm into savage roar which stole an unwinable game on a couple occasions.
Finally went through with this Rogue after 27 runs of blue balls. Wasnt expecting great results with it, I drafted it pretty much like I draft all of my other Rogue decks. Hallucination carried hard, Fungalmancer MVP, 2-drops are overrated. Heartharena tried to shove me them in the face, smacking 100+ score on them, but I didnt budge. Had couple of insanely close games decided by 1hp. Lost to some outer world freeze Mage deck and in a mirror going second (it was my first final boss at 11-1).
http://www.heartharena.com/arena-run/h2s5is
fdhdf
First game was a loss... I knew it was an "OK" deck, and didn't expect to win the next 12 games at all! Interesting to note: was drafted post-nerf (yesterday), the high ranks were mostly paladin/priest and one druid (my experience this past week generally from 7-12), was offered a LOT more Silver Hand synergy at the beginning of the game, but didn't take them (was kicking myself).
I am not a Site Moderator
Extremly high quality Mage deck. I feel like Primordial Drakes should be picked over any of the top bucket cards (I picked them over Meteor and Fireball), they've done obscene amount of work in this deck. Big body with taunt and boardclear effect is just cannot be overestimated. Also I kinda want to mention Swift Messengers - I grew to like that card a lot, its flexibility (small removal with high health against aggro and basically additional fireball against control) makes it valuable addition to any control-ish deck archetype.
http://www.heartharena.com/arena-run/38r0av
fdhdf
I'm not a fan of Arena, so that was my first arena run in WW. And yea, paladin is surprisingly strong and OP now.
I was running 7-0 initially. After 7th win all opponents were only paladins and mages. 2 looses were against paladins and both times because of their Silver sword.
The MVPs of this deck are pretty obvious, 2x Stonehill Defender which nearly allways gave Lich King or Tirion or Tarim. Spikeridged Steed Blessing of Kings Vinecleaver Silver Sword
Result: 12:0
MVP: 2x Hallucination 2x Blink Fox. Frost Lich Jaina won me two games. Doomhammer +
Envenom Weapon another one that i was 100% sure was already lost.
Matchups:
Rewards: 405 Gold + card pack + [card=gold ]Void Terror[ /card]
i did it last month with a 12-0 hunter deck despite i am not un arena player:)
Life is short. Play aggro!
http://www.hearthpwn.com/decks/1123826-legend-odd-paladin-insane-80-winratio
http://www.hearthpwn.com/decks/888928-koft-legend-top-130-aggro-druid
https://www.hearthpwn.com/decks/1360857-legend-token-druid-62-wr
Last week or so I had terrible results in arena, so this Rogue run was quite refreshing. Secret to success was probably having several 1-drops (which didnt help me in my Hunter matchups, lost them both) and quality late-game bombs. MVP of the deck is definitely Keening Banshee, a lot of people are playing incorrect when they see that card and 5-5 statlinbe for 5 mana is insane in Tempo Rogue archetype. Sea Giant was quite strong as well.
fdhdf
Looks like my skills are growing, went all the way with this pretty average Mage deck. I tried to make Vex Crow work and it did fine in most games. Spell Damage cards worked incredibely well in conjucntion with board clears. But sudden MVP of the deck was actually Crazed Alchemist - that little guy pulled me through some almost unwinnable situations. Swapping your own high health minions pushing for lethal or breaking through my opponents taunts - such utility came in handy almost every game. Lost game to a mage, where I lowrolled my Dragons Fury and it costed me greatly and another one to a Hunter. It somewhat bugs me how that class is 9th worst class in terms of winrates and yet it has best winrate against me out of all classes.
fdhdf
Got my first 12-0 in a while with this Rogue. Run was super fun, I escaped death in grave situations numerous times. It's kinda funny, but Spectral Cutlass is actually did some work - healing in Rogue is just THAT valuable. MVPs of the deck are Cheap Shot and double Fungalmancer - card is so good that I'm often tend to keep it on mulligan, even without steady curve. Granted in Rogue it's much easier, since your deck doesnt run any 2-drops (which makes other slots more consistent). Also big part in my success was that I played against zero Hunters. :D
fdhdf
I know, i know - disgusting deck and an easiest plays in my HS life. Only what i should do is to not die at the first couple of turns. My only loss was to Hunter: only because it was Valeria and i confused it with Valeera which led to wrong mulligan - i tossed up all my 2-1's...
Got another 12-0, this time with Mage. It was mostly carried by decent curve and extremly good card quality. All I needed is to pilot it correctly and dont play against Priests - which I did. So it was pretty easy. In my draft I forced elemental synergy for fun and it sorta payed off, but it wasnt working too consistently, so I'm not sure if it was worth it.
fdhdf
This one was fun, considering I started out at 0 and 2. Spellshifter and Tuskarr Fisherman were surprisingly the mvp's of the deck, they got me out of quite a few tough situations.
Another 12-2 with Mage. It seems that controling Mage archetype became stronger for some reason - I was feeling very confident in almost all of my games and most of them wasnt too close either. Elemental synergy felt pretty strong thanks to Pyros and Servant of Kalimos (got Pyros from it literally every discovery). Thanks to Violet Worms (well, all of my 8-drops tbf) I was able to firmly grasp tempo/value in the lategame and win through the board control, rarely needing to use board cleares (only have 2 in the deck and I often had them discarded). Book of Specters is an ultimate troll card - I drafted around it by only picking 5 spell total and still had several double-discards. Though, I wont lie, when it draws three, its hard to lose after that.
fdhdf
Got 12-0 Shaman with my second run in new event. Turns out that even though HearhArena draft advices suck ass, when deck rated 74.4 its pre-e-e-etty good. Triple Master of realities felt nice, its good on-curve play because of resulting in opponent pressing panic button, making more room for you future developments. Also my 4-drop line had extreme synergy potential with them. Still, most powerful card in the deck was probably Flametonue Totem - that card is just straight up broken. Some people just conceded midgame after I developed two of them. 2-drop slot was awkward every game though, totemed almost every time.
http://www.heartharena.com/arena-run/tg4a84
fdhdf
OK. Got 12-0 with this rogue deck. Too bad, we can't create deck lists here with new event cards (like Possibility Seeker), so only SS: