End Year Arena Ranks

End Year Arena Ranks

In 2015, I became a Hearthstone Arena player. During my first year (December 2013 and most of 2014), I was testing the waters. I played a lot of Ranked games to try to get Legend. I played Casual. I even joined an online tournament for two weeks. I played Arena too, but it was something I never put as my main focus.

And then for whatever reason, I became fixated on the Arena. Maybe the Ranked meta had me facing aggro every game and I got tired of the struggle. Maybe I was up for the challenge of the seemingly difficult environment. I started watching Arena-only players stream games, and podcasts. I used drafting tools. All in all, I became an Arena player in 2015.

Though an Arena player, I am by no means good, and this progress report will glean on what is going on in my Arena experience.

Overall average wins: 4.91, n=225  – Once upon a time, I ran a 5.14 average or so. I spent most of 2015 somewhere around 5, sometimes above, sometimes below. 5 is the pseudo-infinite level, where with dailies, your winnings form the Arena can finance your runs every day. With the LoE expansion, my play has tanked a little, to the point where I sometimes can’t afford to play Arena everyday.

 

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Cutting through the competition.

Rogue – 5.8 wins/run – I’ve always found it weird that the only class I know how to play well in Hearthstone is the most complicated class. Because of my relative success playing Rogue, Valeera remains the only hero I will pick over anything else. A new trend since the LoE expansion has my Rogue average at 6.5 wins/run, and something a lot worse for every other class. My inability to adapt to other classes will likely continue this trend.

Mage – 5.0 wins/run – On paper, Mage seems the best arena class. Lots of removals around, and now Ethereal Conjurer! I possibly play Mage too slow and too reactive. My Mage average has always been above a 5 it seems, but I would need to adapt the gameplay to something faster perhaps, if I want to continue that.

Shaman – 4.8 wins/run – A bit of a surprise, considering Shamans are considered somewhat weak in the Arena. While still below-average, my Shaman play is something that I’m not particularly concerned about, and one that I think will gradually improve.

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Hey my most average Arena classes in one romantic comic screen.

Warlock – 4.6 wins/run – Warlock is the class I think I’m good at, but am not really. My second-most played class after Rogue, the Warlock playstyle is one that I like a lot. I will use Life Tap when I can to maintain card advantage, while putting stuff out on the board. Like Shaman, I like playing Warlock, and think the win rate will gradually get better.

Paladin – 4.5 wins/run – Once Paladin was my best class. Now it is somewhat nosediving with really low win runs recently. Paladins are one of the easiest classes to play in Arena and Constructed, so this goes into the baffling issue with being best at Rogue. Yeah I can’t explain it. I will still play Paladin, if worse choices are offered.

Hunter – 4.2 wins/run – Hunters are at a crossroads in the Arena. Things are slower, and value picks are a bit better. This is troubling for the headlong aggro class. I like to think I can play Hunter well, but the win rates are a bit lower than Shaman and Warlock.

Druid – 3.8 wins/run – Druids are typically a solid arena class, but my own inability to play Druid (level 34!) in Constructed has permeated to not knowing how to play the class in general. This low win count could also be a product of small sample size, so I am willing to give Druids a bigger shot.

anduingarrosh
And now, my worst two arena classes! (Minus Jaina)

Priest – 3.2 wins/run – Priests are the true draft-dependent class, which will make or break it in the end. I recently had the 0-3 police get me for a Priest run, so I may continue to avoid Anduin when picking.

Warrior – 2.8 wins/run – The worst class in the Arena got some help with the new cards, which makes Warrior much more competitive. People are still not playing Warriors, but when they do, the games a bit closer. Still bad, but one I am willing to play more, unlike Priest.

Going forward

Even with the lull in Hearthstone content, I will continue playing predominantly Arena. This month has me at my highest Constructed Rank of 8, and it seems I’m hitting a wall at every number. So, I will try to get better and back to a 5 win average.

defias
Every good Rogue run requires at least one Defias Ringleader.
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Hearthstone vs Magic Duels

I typically play 2 games at a time, one as a main game, the second as a change-of-pace. While Hearthstone has been my main game for quite some time now, Magic Duels has become my side game in the last 2 months or so. It is fitting that it is also a online card game like Hearthstone, so it allowed me to compare the games.

What is Magic Duels?

Magic Duels is essentially a dumbed-down version of Magic the Gathering, with selected cards taken from the vast body of cards made in the TCG. The initial card set was called Origins, and the first expansion, Battle for Zendrikar, launched about a month ago. I play Magic Duels on Steam.

Key Differences

I had zero background with Magic the Gathering, other than seeing other people play it in public. Thus, I will spot some obvious differences between Hearthstone and the Magic experience, as well as some more subtle differences in the gameplay experience.

  • Classes vs Colors – Hearthstone has 9 classes, and each deck has some combination of class cards and neutral cards. Magic has 5 colors, and decks could combine any or all of the colors. Typically decks will contain 2 colors, and some workable decks have 3 colors. The Magic format allows decks to be more diverse, but the Hearthstone classes are typically some combination of Magic colors. For example, Rogues are like some combination of black, red and blue.
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This could possibly be out of Aleister Crowley’s writings.
  • RNG factor – Unlike Hearthstone, Magic Duels has no in-game RNG, outside of the inherent randomness of drawing cards out of a deck. Hearthstone is known to mold of its model off fun and some randomness here and there.
  • There is a lot going on – Magic Duels is simply more complex, and reminds me of Yugi-Oh. There is a lot of countering going on, and various types and subtypes of spells used. There are numerous graveyard interactions in the game. The resource system of Magic is like Pokemon, in that there are many copies of resource cards in a deck. Hearthstone prides itself on being user-friendly for new players.
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Extra graveyard decisions.
  • Heroes vs Anonymous Planeswalkers – The Hearthstone heroes are known quantities in the Warcraft universe, and have personalities. In game, each hero has their own hero power. The avatars of Magic Duels are all the same, lacking the hero power. In Magic Duels, you design your deck with a random anonymous avatar and a random landscape. The funny thing about it is that these “cover models” are nameless in Magic Duels, and really have no bearing over anything.
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“Homeless Jace” chillin in a wasteland says whats up.
  • OP is OP – Really strong cards in Magic Duels are really, really strong. While the game is essentially won at that point, there is a lot of setup required. Some minions cost 10 lands to play. Planeswalkers have a virtually 3 step process before becoming an “emblem” to gain some game-ending ability. In Hearthstone, one of the best minions, Dr. Boom, can be eliminated by Big Game Hunter.
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Get rekt by some really powerful minions.
  • Everyone goes face – The default attack in Magic Duels is some minion hitting a planeswalker in the face. At this point, the defending character will use minions to try to block the attacks.
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Token machines.
  • You can get every card – In Magic Duels, there is only 1 in-game currency of coins. In Hearthstone, you have gold for spending, and dust for crafting. Because it is impossible to craft a card in Magic Duels, the only way to acquire a card is to get it from a booster pack. Because of this, there is a guarantee that if you open x number of packs, you will get every card in the game.
  • Blizzard vs Wizards of the Coast – While Blizz is often criticized by patrons, the transparency and information provided by Blizz is worlds ahead. When the Magic Duels expansion was delayed, there was literally no date given of when it will actually come out (it took about 1-2 months) after the projected launch date. Blizzard has numerous employees handling social media and avenues for information to get out on release dates, concerns, etc.
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Opening packs is exciting no matter the game.

Elements of Hearthstone RNG: Active Reinforcement

I haven’t written an RNG Series article in a while, so here’s one!

I wrote about Passive Reinforcement before, which was a card adding a card to your hand. Since then, the Discover mechanic came out, which greatly expanded the potential card pool to be discovered. Luckily not much has changed for Active Reinforcement, a term I use for something getting summoned to the board. While some cards like Razorfen Hunter and Silver Hand Knight give you Boars and Squires 100%, a lot of other cards will give you something random.

Game-dependent RNG

These cards do not have a specific percentage, as they are dependent as what is in a deck. Because decks are limited to 30 cards, and often have doubled cards, the RNG of these cards are much lower than that of uncontrolled RNG.

  • Voidcaller – Very low randomness, as the reinforcement has to be a Demon in the hand. Because a hand is 10 cards, the lowest percentage for a minion summon is 10%. There is no RNG at all if there is only 1 demon to play.
  • Alarm-o-Bot / Ancestor’s Call – Both cards have the same RNG, as they will take a minion from the hand to the field.  They have the same 10-100% chance for minion summons.
  • Resurrect – The only card to interact with the “graveyard” in Hearthstone, and depends on what is in your graveyard.
  • Desert Camel / Mad Scientist – These cards could do nothing at all in the Arena, as they depend on what 1-drops and secrets are in your deck.
  • Deathlord / Mindgames – These cards dip into a slightly larger pool of all minions in your/opponent’s deck.

Low randomness

  • Animal Companion – While it is always Huffer, all three companions should have a 33% chance of appearing. They are all cards that are worth more than the 3-mana cost. But I think people want Huffer to come out most of the time.
  • Gelbin Mekkatorque – There is a 25% chance for each invention. Homing Chicken is the only one that helps the player only, while the other 3 have a chance to affect either side of the board. I’d say that the Poutrylizer is worst outcome for a player, so there is a 75% chance of getting something more desirable.

Medium randomness

  • Tuskarr Totemic – There are 8 totems out there, meaning there’s a 12.5% chance for a summon with this card. 4 of the 8 are the “good totems”, the ones that are not the 4 default Shaman totems.
  • Murloc Knight – With 14 Murlocs, there is a 7% for each Murloc. While there is a Murloc generated for each inspire, there are really 5 or 6 desirable outcomes for the Murlocs.

Quite a bit of randomness

  • Bane of Doom – 21 Demons means a 4.8% chance of getting a certain one. Unlike other Active Reinforcement cards, the range of the swing is the biggest with this card, as cards costing from 1 to 9 can be summoned.
  • Blingtron 3000 – 23 weapons means a 4.3% chance of getting a certain weapon. Like Bane of Doom, there is a big range, from 1 to 7 cost weapons. Further, it goes both ways with weapons for both characters. Cards like Cursed Blade are a really bad outcome, while Doomhammer is pretty good.

High randomness

  • Mounted Raptor / Hungry Dragon – There’s a 2.1% chance for each particular 1-drop. While the 1-drops are typically slim pickings, cards like Injured Kvaldir and Flame Imp are pretty good gets.
  • Ran Wrangler – 48 beasts, means also a 2.1% probability for each beast. Also has a huge swing, with cards ranging from 1 to 9 cost. There are also 8 legendary beasts, so a not-bad 16% for one.

Very high randomness

  • Piloted Sky Golem – There’s a 1.2% for each 4-drop from the Sky Golem. Typically a solid 4-drop will have 4 or 5 attack and health. But sometimes, there are weak bodies like Twilight Drake and Dreadsteed, along with understated 4-drops with negated effects like Enhance-o-Mechano and Gnomish Inventor. Pit Lord or Piloted Shredder are probably the most desirable gets.
  • Piloted Shredder – This ubiquitous card has a 1.1% for each 2-drop. This makes the desperation “hit Shredder for Doomsayer” move a virtually 1 in 88. The best gets are Milhouse Manastorm, Wrathguard and Succubus.
  • Confessor Palestress / Sneed’s Old Shredder – There are somehow 92 legendaries in Hearthstone, meaning a 1.1% chance for each. Because legendaries are legendaries, these are typically good minions.
  • Effigy / RecombobulatorSummoning Stone – These cards scale reinforcement according to mana cost, giving the ability to virtually summon any minion. While most mana-costs are a lot of variability, the Effigy or Recombobulator of 8+ cost minons are exclusive to very powerful minions.
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I am Mal’ganis, I am a turtle!
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The rare clone yourself reinforcement.

Upshot

  • Active reinforcement usually is high-RNG. And the chances will get lower with more and more cards in the future.
  • Effects like Battlecry, Overload, etc don’t apply with the summoned cards, making normally unplayable minions with big stat points the best reinforcements.
  • No matter what is brought to the field as a reinforcement, typically, these are up-tempo cards, allowing “something” to be put on the board for presence. This gives these cards good value.

 

Miraculous Revival -What’s Next for Miracle Rogue?

Big news came this week in the Hearthstone world, as one of the new decks to assert itself into the meta is actually an old deck, the Miracle Rogue. Hearthstone player Dog achieved one of the top ranks with his Miracle Deck, featuring the new card, Tomb Pillager. So how did Miracle Rogue come back, and what lies in store for new Miracle variants?

History

Miracle Rogue got it’s name from a concept in Magic the Gathering, where certain small minions would grow in power in a turn, and swing for huge damage. The first Miracle Rogue decks in Hearthstone featured cards Mana Addict and Questing Adventurer, both cards that could be stealthed, and swing for lethal, thanks to a series of cheap Rogue spells.

Soon, thanks to the advent of netdecking, one of the most popular Miracle decks emerged, from Reynad (I think). This was the deck which involved Leeroy Jenkins, Shadowstep, and Cold Blood. The burst potential of this deck made it one of the most dominant decks through 9 months in 2014.

The downfall of Miracle Rogue began with the nerf of Leeroy Jenkins in September 2014. With a new cost of 5 (instead of 4), Leeroy Jenkins could no longer be Shadowstepped twice in a single turn. Players (myself included) attempted to make the best of this situation by using Edwin Van Cleef instead, by getting 1600 dust from Leeroy. Then the death knell came in December 2014 with the arrival of GvG, when Gadgetzan Auctioneer was nerf to cost 6. Players tried to make Miracle decks after this point, but none were too successful. By early-mid 2015, Miracle was dead, and Rogues were forced to play Oil.

Tomb Pillager and the Return

The Tomb Pillager is a 5/4 for 4, with a Deathrattle for a free Coin. While this minion is not flashy, the free Coin allows the Rogue to “ramp” 1 mana up. It is also a free spell, which suits Miracle Rogue perfectly. Another reason why the minion is a good fit is because it has a fairly offensive-minded stat distribution of 5/4.

Dog’s Miracle Rogue has a win condition consisting of Southsea Deckhand, Faceless Manipulator, and Cold Blood.

Miracle Core

While the deck has caught like wildfire, it is too early to say if it is dominating the Hearthstone meta. Going forward, the deck will have to adjust and optimize itself to the meta to be competitive. So what are the constants that will have to remain with Miracle Rogues?

  1. Card cycling
    1. Gadgetzan Auctioneer – The Miracle experience involves drawing a ton of cards with the Auctioneer. As a result, there are a lot of spells in this deck, and fewer minions.
    2. Fan of Knives/Shiv/Azure Drake/Bloodmage Thalnos – These cards provide active cycling of cards to help get to the Auctioneer phase.
  2. Cheap spells
    1. Preparation, Backstab, Conceal, Cold Blood, Deadly Poison, Shiv, Sap, Eviscerate, Blade Flurry – The only reason Miracle became a Rogue deck is because the class has the most cheap spells. These allow the Auctioneer card cycling engine to run.
  3. Protection
    1. Conceal – This is the main form of protection for Miracle decks. With an aggro-meta, decks are less likely to run AOE spells.
    2. Loatheb – A useful card that allows you to stall your opponent from using spells to stop you.
  4. Burst
    1. With enough cards in hand, you can set up a minion with Cold Blood to hit your opponent in the face. Dog is currently using the Southsea Deckhand and Faceless Manipulator combo. The most efficient burst will do 24 damage for 10 mana.

Theorycrafting

Miracle Rogue is weak against aggro decks, currently known to be very weak against the Aggro Shaman. Taunts are also effective against charge minions utilized. With future adjustments, what cards could make the cut?

  • Argent Horserider – This guy costs 2 more than Southsea Deckhand, but does not require the dagger equip to charge. What I like about Argent Horserider is the shield. One could theoretically play Argent Horserider + Cold Blood + Cold Blood and use Conceal. The Shield + Stealth would essentially allow the Argent Horserider to survive whatever comes in terms of spells.
  • Edwin Van Cleef – He is likely to emerge at some point in the Miracle Discussion, and provides great burst with Conceal.
  • Arcane Golem – A Face deck staple, Arcane Golem hits for 4. Could be combined with Faceless Manipulator and Cold Blood to hit for 24 for 10.
  • Bluegill Warrior – Pretty much the same as using Southsea Deckhand.
  • Wolfrider – Same consideration, but at a higher cost and more damage.
  • Dragonhawk Rider – Call me crazy, but I think this card has potential Miracle upside. Given it survives the next turn, it can be a OTK option, with help from from other minions, or a Faceless Manipulator.
  • Scarlet Crusader – The shield provides survivability, and could be dangerous with stealth.
  • Sinister Strike – This card fits the bill in a Miracle Deck, as a cheap spell that inches you closer to the burst.
  • Betrayal – Unlikely, but could a card that could clear big threats or taunts.

Anything is possible for the future of Miracle Rogue with future alterations. Or it could possibly be eaten up by the meta again (or by Blizz). Though I will bet on it thriving some.

 

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Signature Miracle Rogue thinned deck.

 

December Photostream

It’s 70 degrees on my birthday (which seems to be an almanac record high), and I had some really good pizza and I’m watching some football. Pretty good day so far.

I’m also having a relatively good time playing Hearthstone. LoE was a blast, and the cards awarded have done much to refresh the TGT meta. I’ve done okay in the arena lately and am working my way back to a 5 win average. I haven’t done much Ranked play so far, so not too much annoyance there. Here are some cool screenshots of the past week.

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Timepiece of Horror is screenshot gold.
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The other artifacts look pretty cool too.
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The Wobbling Runts can survive a Twisting Nether for lethal. They can probably survive nuclear warfare as well.
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I had a pony!
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Make it rain!
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This reminds me of the Seal of Orichalcos.
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All of the radiation therapy Uther has been getting as given him new powers!

My Favorite Hearthstone Cards (That Suck)

I’ve been playing Wizard Poker for a little over 2 years now, and its impossible to not grow attached to certain cards. I’ve played through various metas from Closed Beta to Present Day, and have seen my collection grow from meager scraps to one with quite a few legendaries. Through and through, I’be been fond of certain Hearthstone cards, despite them being mostly horrible in constructed and arena play.

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Like Worthless Imps, except I like them for some reason!
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The One-Eyed Cheat wasn’t fooling anyone.

10. Misdirection – This has always been the Hunter spell that nobody expects at all. Almost all the Hunter secrets played are Explosive Trap and Freezing Trap, with a smattering of Snake Traps. Very rarely in the arena, you’ll see a Misdirection. Misdirection remains bad because it is situational, but when it triggers, there are usually devastating results. This is also the only card in which a hero with a weapon can hurt their own minion.

9. Shadowform – Shadow Priest isn’t a thing in Hearthstone, rather just appearing in the names of purple-colored minions. Shadowform goes all the way, putting a purple filter over the hero’s face. Unfortunately, Shadowform remains antagonistic to Anduin and his healing synergy cards.

8. Mini-Mage – Currently, the only Stealth + Spellpower minion of the game. Unfortunately, it has a body worse than Magma Eager, at a greater cost. Mini-Mage will appear in the arena, when some absurdly bad epic cards are choices for drafts, or occasionally drop from Sky Golems. The 1 health Stealth body though makes me root for it. Can he survive the rankest of AOE spells? He also looks like Patient Assassin’s brother or something.

7. Goldshire Footman – “Ready for action!” remains one of the best entrance quotes in the game. He probably saved your butt a few times too, during the first week of playing Hearthstone. Heck, he saved me in the arena, when I desperately needed a taunt from Dark Peddler. The guy in the art representing Goldshire also did something significant in the WoW comic. Before he got completely immolated.

6. Hogger – Hogger’s notoriety in WoW comes from being a tough boss encounter for early players. When Classic cards were the rage, I think a lot of people wanted a Hogger. I mean unlimited taunts? Soon, it became evident Hogger sucked. While he still can provide use I the arena, he may never appear in constructed again.

5. Dreadsteed – I lost a game against Dreadsteed once, and I was actually overjoyed. It was just a cool experience. The rub is that Dreadsteed never made it as a viable card to use, in arena or constructed. The 1/1 for 4 mana is just too much to overcome. But hey, we can have hope for the embodiment of 100 duck-sized horses.

4. Mimiron’s Head – As embarrassing as it is, one of the first things I did once GvG came out was craft Mimiron’s Head. I was determined to pull off the Voltron OTK. I pulled if off successfully a few times, amidst a gazillion losses in casual. I guess it was worth the dust.

3. Felguard – If there were no numbers or words around Felguard, this guy would be amazing. He is just a badass demon, who is threatening Gul’dan when he could, and has cool art. Unfortunately, losing a mana crystal is a really bad effect, which makes this guy unplayable even in demon decks. But when he comes out of a Bane of Doom, not bad!

2. One-Eyed Cheat – This guy has a unique Stealth ability, which allows him to pull off a hit-and-run. The problem with the card remains the 4/1 body, which is killed by anything. Even in the most competitive Pirate decks, he is not a guaranteed add. But hey, I like this guy a lot because of his unique ability. Plus he has pretty good card art. A goblin pirate with at least 3 weapons and a bright red parrot. That counts for something!

1. Mana Addict – I think it is pretty obvious that Mana Addict is my favorite card that sucks. Heck, this blog was named from the quote. Thematically this card makes sense, given the whole blood elf lore. I like Mana Addict mostly because I got a good few wins from old Miracle Rogues, where this card played a big role. Have it under Conceal, play/draw a gazillion spells, and wham! The usefulness of Mana Addict died with Miracle Rogue, and it remains bad in the arena. I’ve been toying with the possibility of reviving Mana Addict with a spare parts deck. But that remains a work in progress.

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I’ll never forget this moment…
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That one time Mini-Mage killed several superior minions in the arena.
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Tasting the Mana since 2013 (or early 2014).

General Arena Drafting for the Layperson

In the last arena help post, I talk about general arena gameplay. While I believe gameplay has a larger bearing on arena success than the draft, the draft is also a very important component of it. Here are some basic arena drafting tips.

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Not a healthy mana curve.
  1. Arena is not constructed – Good constructed decks usually work together as a collective synergy. 30 tight cards working together for the win. Arena decks are more like a ragtag bunch of misfits. In that sense, good constructed cards are not necessarily good arena cards. Chillwind Yeti, a card you probably used before you opened some booster packs, is a solid arena card. Paladin secrets that are not Avenge or Noble Sac work great with constructed Riddler Paladins. You probably don’t want to pick Repentance for no reason in the Arena.
  2. Mana curve – The term mana curve is thrown around a lot, and it isn’t exactly clear what a “good” mana curve is. It depends on an individual’s playstyle. Aggro players will have a big wall of 2-drops, a good amount of 1’s and 3’s and little after that. Midrangy-slower types would have something resembling a normal bell curve. Some players preach 4-drop consistency, and that does fit the midrange type of deck. It all comes down to making sure your deck has balance, and does not get too clunky.
  3. Value vs speed – Small drops typically have less value than bigger ones. This is typically because small minions die easier, and are less useful in the late game. There has to be a balance between value and speed in a draft. You can go all speed and low value, but you have to commit to going face the whole way. You can go all value and low speed, but you will likely be overrun by an opponent. The value-speed balance is typically reflected in the mana curve, where you can tell when the curve looks funny.
  4. Too much of a good thing is bad – Flamestrike is a high value card, and it is always a card you want to draft. But how many are too much? A deck with 7 Flamestrikes is probably going to get clogged up and wind up being bad. When picking high-value, high-cost cards, don’t take too many. But take a few.
  5. Good spells are premium – Your arena deck is going to have more minions than spells. Some decks are 0-spell beatdown machines. When you do see a good spell though, it is important to draft them. Ideally, you’ll want large removals, AOE, and small removals in your deck. Point 4 applies here as well. If you’ve drafted 2 Flamestrikes and are offered one again with Fireball or Frostbolt, you take the smaller-cost spell.
  6. 2-drops – I talked about how important controlling the board is in the arena. Typically, the first minions to get summoned in a game are 2-drops. It is important to have a good few 2-drops in any deck, so you can ensure presence in your opening hand. Nothing sucks more than getting minions that cost 4 or more in your opening.  Fast decks have a ton of 2-drops, but it is good to have at least 6 in any.
  7. Twofers – A sign of a good card in the arena is one that trades 2-for-1. Chillwind Yeti’s typically can trade in with 2 3-drops. Bomb Lobber can kill something with the bomb, and clean up something after. Harvest Golems are great.
  8. Establish a win condition – Try to figure out a way to win with your deck. This could come in the form of a legendary minion, some inspire cards like Mukla’s Champion, a powerful spell like Savage Roar, etc. Having a win condition would not only help you win, but also will let you know if you are still in a game.
  9. Card cycling is useful – I struggle with card advantage often, so this is an important point. Topdecking against an opponent who has cards is almost a guaranteed loss. Have a few cards that either help your draw, or ones that can gain cards. The new Discover mechanic is good for card cycling.
  10. Synergies are good – An arena deck could have no synergy at all, or several variegated synergies. They come in handy in a pinch. Clockwork Knight for example, is a solid 5/5 that will give +1/+1 to a mech. This could allow your Spider Tank to survive Flamestrike (I know I mention this card a lot), which is crucial.
  11. The safe pick vs the sexy pick – The Arena gives people the chance to play cards they don’t have in their collection. The fun factor of the game does give a little leeway in swaying a fun pick. Before you make a decision, think if the difference between the cards you are choosing is worth it. If there isn’t too much risk, go for the sexy pick. If you feel the safe pick shores up a big void, then go safe. Typically, you want to go with the safe pick if you want to win. But for all other purposes, go with the flashy one.
  12. Draft cards you are comfortable with – Fel Reaver is a pretty good arena threat, but has a tremendous downside. It is probably a bad idea to draft a Fel Reaver just because it is considered good, but you are completely against the pick. Play cards you are comfortable with. This has some ties to the safe vs sexy pick, or what makes arena cards good.
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Basically getting a bad opening hand in the arena