Played rogue yesterday with a deck from the previous arena cycle (not the one which started yesterday). Went 12-1 with it, Score was 71,1. Didnt really expect to get 12 wins since the deck didnt seem that good to me and I only achieved 12 wins once before. I was quite lucky that I often went first and had a good early game. (And I was able to punish my opponent with Missle Launcher + Plaguebringer combo when he didnt trade).
Usually I feel more confident with Mage, I dont like rogue at all (doesnt matter if Arena, Standard or Wild) but lately Rogue was always top class in Arena so I simply always played Rogue when possible and had amazing results lately. (5, 3, 7, 10, 9 Wins in July with Rogue)
And the next 12 wins with a mage drafted on the first day of the expansion on my second account. The Leyline Manipulators in combination with all the discover cards were really disgusting. Zephrys did also a very good job.
12-0 with an insanely strong hunter draft. The 2 Scarlet Webweaver in combination with the other big beasts were almost everytime the game winner. 2 Times I pulled of that a Webweaver reduced the mana of the other Webweaver who reduced Rhino to 0 and I developed 12 burst damage in form of 2 5/5s and 1 2/5 for 7 mana!!!
12-2 with hunter, 4 animal companion 3 rhino and 3 legendaeys minions, savannah highmane, siamat and black knight, taunt is not a problem for the Smorc, this deck is just ridiculous all the cards are good and the combo gastropod and rhino for killing taunts win a some games see de list
12-2 with a high roll mage deck. The 2 Blast Waves and Flamestrikes did a lot of work. Furthermore, the deck had some nice synergies (Oondasta -> Mastodon; Tortollan -> Wave/Flamestrike and some elemental combos).
Very strong hunter deck. Curve allowed to get 2-drops consistently, but I was lacking in 3-drops. Luckily weapons & healing allowed to bridge to the later turns in which I had a ton of initiative due to charge rush and spells.
surprises: Khartut Defender - This card proved great. The healing was very useful and the double-taunt (with decent damage!) disrupted the opponent's plans many times. when played with minions already on the board it allowed me to hit face for quite a bit before it was negated, usually winning the game. Tomb Spider - I was surprised by the great selection of minions it offered in hunter, making it a great problem-solver with cards like Halazzi, the Lynx and King Krush, which were often reduced in cost by my Scarlet Webweaver to a ridiculous amount. Sightless Ranger - did very well, seemed to have endless targets for overkill with 1 or 2 attack which left a decent body even after spawning the bats
Crazy tempo warrior deck. Plenty of 2 and 3 drops, so I always had a curve. I was able to pull of some nice stuff with Bloodsworn Mercenary. But I have to say, the true MVPs of this deck were Murmy, Kor'kron Elite and Arcanite Reaper. I don't think I would make it to 12 wins without the extra damage from Kor'kron and the weapon and Murmy was really crucial in some matches, includind the final boss, which was a Paladin:
This is the first 12-win run I've had in two expansions. Almost every card was great, but having two Quicksand Elemental really seemed to turn the tide in a lot of games. I had lots of ways to control the board, and I found myself pushing for lethal by turn 9-10 in most games. However, I also out-resourced a control Priest in one game. HearthArena told me not to pick Brann, but he was great. I pulled off Brann + Pit Crocolisk several times. In my 11-1 game, I played Brann + Coin + Pit Crocolisk for the win.