I'm fairly new (especially to arena), and I just had one of my best arena runs, after having drafted a decent Paladin deck, I beat 4 priests making it to 6-1 in the arena, but exited with 8 wins after getting pretty easily crushed by 2 Spiteful Priest builds. Is it common to run into so many priests over 5 wins in arena? If so, how do you deal with it? If late arena play is dominated by Priests, I'm assuming I just shouldn't be running Control Paladin, but I don't want to run a really aggro deck EVERY run just to counter priest, especially if it's not always as comman as I saw (6/11 priests encountered). I'm also reading through other threads for answers, but personalized input is appreciated.
I underestimated the value of watching good players videos until recently... I was averaging 3 wins in the arena, with 5 wins being my best, until I spent a day watching videos, and my 2 runs since have been 6 wins, and 8 wins.
And again, I need advice for a player still in an early(ish) learning phase. I'm sure players that with consistant 75% win rates in arena might not have the same troubles as me, but of course, any constructive criticizm is great.
I'm calling my deck "Control Paladin", but I'm not great with names... This was my deck:
(I've been using HST Arena Helper, with subtle adjustments for mana curve, etc.)
Paladin is one of the counters to Priest because of the hero power. You don't have call to arms in this draft so you are not rushing the Priest down. In this draft, some turns you will just hero power and build up an army of 1/1's when playing against a control class.
You have the tools to represent a control deck like, equality, aldor, and healing. But your deck is not heavy enough for a control deck. Most control drafts I see in arena have 16-20 cards that cost 4 mana or more. The best I've done with a control Paladin in the KC meta is 9 wins and I had 18 cards that cost 4+. So I always hope the draft system gives me call to arms and a midrange playstyle for Paladin.
Never say I shouldn't draft X class with X archetype. If the game gives you control cards you should make a control deck. Don't fight the draft system.
Also outfitter and enforcer don't fit your type of draft because you have a lot of spells and weapons. Hand buff cards work better in minion based drafts.
Paladin is one of the counters to Priest because of the hero power. You don't have call to arms in this draft so you are not rushing the Priest down. In this draft, some turns you will just hero power and build up an army of 1/1's when playing against a control class.
You have the tools to represent a control deck like, equality, aldor, and healing. But your deck is not heavy enough for a control deck. Most control drafts I see in arena have 16-20 cards that cost 4 mana or more. The best I've done with a control Paladin in the KC meta is 9 wins and I had 18 cards that cost 4+. So I always hope the draft system gives me call to arms and a midrange playstyle for Paladin.
Never say I shouldn't draft X class with X archetype. If the game gives you control cards you should make a control deck. Don't fight the draft system.
Also outfitter and enforcer don't fit your type of draft because you have a lot of spells and weapons. Hand buff cards work better in minion based drafts.
Okay awesome, that seems simple enough. If I've drafted hand buff cards, stick to a minion heavy draft, and if I've drafted lots of weapons and/or spells, avoid hand buff cards. Seems obvious, but I didn't really consider it. Thanks alot! Little tips like this are EXACTLY what I'm looking for and appreciate the most. Enough "small, simple tips" can pretty much build you a great game. I drafted them just thinking of them as great cards, because I started drafting cards as solo entities, instead of deck specific. I would end up with "do x buff to y card", and ending up with no 'y' cards". But, when I played those cards, I only ended up buffing 1-2 cards in my hand. I see now drafting as "a deck" works if you draft it considering wider peramiters... Like, don't aim for Murloc or Beast based buffs, but widening it to "minion" based drafts is way more likely. Again, seems obvious, but something to keep at the front of my mind during drafting.
Thanks again! (let me know I missed the mark anywhere)
Keep experimenting with different synergies and mana curves. It's very tricky to know how many minions for handbuff to be successful, how many 1 and 2 drops for call to arms to be successful, etc.
Right now I'm testing bloodlust and level up to try and burst down these control decks. Only moderate success so far, 6-10 wins. Unstable evolution and call to arms are much better win conditions, but you can't always draft those cards.
I'm fairly new (especially to arena), and I just had one of my best arena runs, after having drafted a decent Paladin deck, I beat 4 priests making it to 6-1 in the arena, but exited with 8 wins after getting pretty easily crushed by 2 Spiteful Priest builds. Is it common to run into so many priests over 5 wins in arena? If so, how do you deal with it? If late arena play is dominated by Priests, I'm assuming I just shouldn't be running Control Paladin, but I don't want to run a really aggro deck EVERY run just to counter priest, especially if it's not always as comman as I saw (6/11 priests encountered). I'm also reading through other threads for answers, but personalized input is appreciated.
I underestimated the value of watching good players videos until recently... I was averaging 3 wins in the arena, with 5 wins being my best, until I spent a day watching videos, and my 2 runs since have been 6 wins, and 8 wins.
And again, I need advice for a player still in an early(ish) learning phase. I'm sure players that with consistant 75% win rates in arena might not have the same troubles as me, but of course, any constructive criticizm is great.
I'm calling my deck "Control Paladin", but I'm not great with names... This was my deck:
(I've been using HST Arena Helper, with subtle adjustments for mana curve, etc.)
Paladin is one of the counters to Priest because of the hero power. You don't have call to arms in this draft so you are not rushing the Priest down. In this draft, some turns you will just hero power and build up an army of 1/1's when playing against a control class.
You have the tools to represent a control deck like, equality, aldor, and healing. But your deck is not heavy enough for a control deck. Most control drafts I see in arena have 16-20 cards that cost 4 mana or more. The best I've done with a control Paladin in the KC meta is 9 wins and I had 18 cards that cost 4+. So I always hope the draft system gives me call to arms and a midrange playstyle for Paladin.
Never say I shouldn't draft X class with X archetype. If the game gives you control cards you should make a control deck. Don't fight the draft system.
Also outfitter and enforcer don't fit your type of draft because you have a lot of spells and weapons. Hand buff cards work better in minion based drafts.
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
There are some 12 win drafts with hand buff cards that had 20-22 minions.
http://www.hearthpwn.com/forums/hearthstone-game-modes/the-arena/9759-12-win-decklists?page=171
Keep experimenting with different synergies and mana curves. It's very tricky to know how many minions for handbuff to be successful, how many 1 and 2 drops for call to arms to be successful, etc.
Right now I'm testing bloodlust and level up to try and burst down these control decks. Only moderate success so far, 6-10 wins. Unstable evolution and call to arms are much better win conditions, but you can't always draft those cards.
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