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.
- 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.
- 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.
- 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?
- 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.
- 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.
- 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).