Raven’s Rules: The Best Arena Cards Rotating Out in a Week

Raven’s Rules: The Best Arena Cards Rotating Out in a Week

Welp, the Witchwood is arriving in Hearthstone around this time next week, and it will bring about a new standard rotation, and the loss of the 2016 sets (Old Gods, Karazhan, Gadgetzan). As per tradition with this blog, I will take a look at the best cards in the Arena format that are leaving the game. While they may make an appearance with whatever Wild event happening in the future, these cards are pretty much gone for good. And I really liked some of these cards!

Neutrals

10. Big-Time Racketeer – Hardly exciting, but usually dependable. It is quite amazing that a card being 7/7 worth of stats is just a little better than a similar 6/7 Boulderfist Ogre, but a big difference. The 6-mana Racketeer also had fun interactions with various Evolve mechanics from Shaman, as well as bounce effects.

Big-Time Racketeer(49625) Gold.png

9. Psych-o-Tron – This guy solved a bit of a problem with Sunwalker costing 6, and dealing with an aggressive board. Taunt + Divine Shield is a great for absorbing many hits, and usually causing multiple trades. Also great against board clears, or protecting a board that is going face for 2 turns.

Psych-o-Tron(35216) Gold.png

8. Spiked Hogrider – Situational effects aren’t great, but this card was sneaky good in causing 2-for-1 trades. Taunts usually don’t hit for 5 when played on Turn 4 or 5, so this took care of them usually. More importantly, it probably helped pave the way for situational Rush cards coming down the pipe in the new expansion.

Spiked Hogrider(49687) Gold.png

7. Hired Gun – Nothing exciting here at all, but this card was always really good. There isn’t really anything else to add, but the 3-mana 4/3 cards are leaving together in droves it seems.

Hired Gun(49671) Gold.png

6. Mistress of Mixtures – Turn 1 became more of a novelty, with a lot of the 1-mana minions leaving in the previous rotation. Mistress, being the spiritual successor to Zombie Chow, didn’t really disappoint in controlling the early game. The 1 Health difference made this a bit worse, but the double heal helped Rogue often.

Mistress of Mixtures(49646) Gold.png

5. Nerubian Prophet – I always loved playing this on Turn 3, being a 4/4. Greedier players liked playing it for 0 mana. In any case, just a great tempo cheat that does not have an immediate substitute. No, nerfed Corridor Creeper isn’t close.

Nerubian Prophet(35233) Gold.png

4. Corrupted Seer – The neutral Blizzard AoE that nobody ever sees coming. Seer set a newer precedent at the time of neutral AoE. We saw a much better version later with Primordial Drake, but this was definitely a card that usually had high board impact.

Corrupted Seer(35228) Gold.png

3. Tri-class Discover (Kabal Courier/Grimestreet Informant/Lotus Agents) – These aren’t exactly neutral cards, but let’s just call them that. Anyways, Discover was almost immediately great in the Arena, given the implications of untangling yourself out of bad situations, with unexpected class cards. At first blush, Lotus Agents seemed too clunky to be good, but it turned out just as good as the rest.

Kabal Courier(49621) Gold.pngGrimestreet Informant(49627) Gold.pngLotus Agents(49629) Gold.png

2. Bomb Squad – I play Hearthstone with very low regard to my health, so Bomb Squad is one of those cards that I almost always pick. It turns out that the 5 health cost never mattered much compared to the board removal. Given the new drafting system, removals are more common with class cards. But this is definitely a card I loved playing in Arena.

Bomb Squad(49696) Gold.png

1.  Bog Creeper – Was there ever any doubt? Bog Creeper brought a brand of big beefy minions that followed in sets to come. The 6/8 was almost perfect on Turn 7, an offensive and defensive threat. While we still have big cards on Turn 8 remaining, it is hard to see a card replacing the power of Bog Creeper on 7.

Bog Creeper(35240) Gold.png

Class cards

10. Flamewreathed Faceless – The memelord himself, a 4-mana 7/7 was just a lot to deal with. While less good in Arena with less Overload synergy and consistency, a 4-mana 7/7 pushed in a ton of damage. It also is a card that forced many trades on the board.

Flamewreathed Faceless(35226) Gold.png

9. Swashburglar – This guy came at the same time as Babbling Book, but he just did a lot more. 1-mana cards help setup combos. The RNG Burgle mechanic received support with Ethereal Peddler and later with Obsidian Shard. Further, being a Pirate helped sometimes with drafted cards. Usually, the RNG into something amazing is what made the card so good.

Swashburglar(42046) Gold.png

8. Rallying Blade – Despite Fiery War Axe being 2-mana in the past, 3-mana 3/2 weapons are still really, really good. Rallying Blade was definitely not a card to save for a Divine Shielded minion, but it was OP if it came to a buff.

Rallying Blade(35246) Gold.png

7. Jade Claws – Arguably one of the strongest class cards in the Gadgetzan set, with the offering bonuses to Jade Golem cards. Being 1 durability lower than Stormforged Axe never really mattered, as the 2 damage becomes less useful with prolonged turns. The combination of being just right for the mana cost, and leaving something on the board was phenomenal.

Jade Claws(49724) Gold.png

6. Fool’s Bane – The infamous “Warrior help card,” Fool’s Bane allowed Warrior (who was usually behind), to clear the board. The downside often came at the cost of being really low on life, but the good times with this card overshadowed those losses.

Fool's Bane(42041) Gold.png

5. Call of the Wild – A card with probably one of the highest “Played winrates,” it was a game-ender for the opponent. While it probably did clunk up the hand being put at 9 mana with the nerf, it was a near auto-pick.

Call of the Wild(33167) Gold.png

4. Ravaging Ghoul – Another rare bright spot for Arena Warrior, this card just did a lot for it’s cost. While you can think of really enticing combos with Sleep with the Fishes or powering up a Frothing Berserker, it often did enough to clear the early board. Simply an amazing card.

Ravaging Ghoul(33161) Gold.png

3. Potion of Madness – If you played against Priest in Arena, it always seemed like this card was in the opening hand, or every Priest had one at the right time. It became such a big part of the Priest identity, that people learned to play around this card by not playing 2 susceptible cards, or Deathrattles. It is possible by next week, it will be finally safe to go faster against Priest.

Potion of Madness(49630) Gold.png

2. Abyssal Enforcer – This card made it’s presence known right away, making Warlock the best Arena class for a couple of months. Big damaging ability, which fit with Warlock, put in a “big enough” body. This card was such an Arena force that it was presumably nerfed in offering by 50%.

Abyssal Enforcer(49691) Gold.png

1.  Firelands Portal – I’m not sure if we’ll ever know why this adventure card is a common and completely screwed over 8 Arena classes. What we do know is that this the best card that is rotating out. Flexible big damage, and putting a bigger minion on the board. I personally will be glad to see this go, but it will definitely feel weird not having it around to terrorize me.

Firelands Portal(42025) Gold.png

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Hearthstone Arena 10.4 with Numbers!

Hearthstone Arena 10.4 with Numbers!

Out with the old, in with the new. Hearthstone has officially done away with rarity-based drafting, and has gone on to a power level-based one. I had some questions in my previous look at the draft, but it is great to finally dive in myself, to see what it looks like.

Methodology

  • I drafted a Paladin Arena in Arena 10.4. I took a screencap of every pick.
  • I went to hsreplay.net to find stats for Paladin Arenas. Stats are for the last 14 days, delayed half an hour, of this writing.
  • I copied the “Deck winrate” and “Played winrate” for each card.
  • I used Google Sheets to calculate the standard deviation for each pick. This was done for “Deck winrate” and “Played winrate.”

Picks

1.1
1
1.2
2
1.3
3
1.4
4
1.5
5
1.6
6
1.7
7
1.8
8
1.9
9
1.10
10
1.11
11
1.12
12
1.13
13
1.14
14
1.15
15
1.16
16
1.17
17
1.18
18
1.19
19
1.20
20
1.21
21
1.22
22
1.23
23
1.24
24
1.25
25
1.26
26
1.27
27
1.28
28
1.29
29
1.30
30

Deck winrate table

  • The cards were labeled A, B, C, from left to right.
  • SDdwr represents the standard deviation between the 2 or 3 picks.
  • A new Arena card, Hand of Salvation, was excluded from the data, in picks 27 and 28.
Pick Adwr Bdwr Cdwr SDdwr
1 55.60% 58.20% 57.10% 1.31%
2 58.30% 58.40% 56.40% 1.13%
3 61.90% 60.50% 62.20% 0.91%
4 57.70% 59.20% 57.10% 1.08%
5 60.20% 60.30% 60.50% 0.15%
6 60.70% 61.60% 61.80% 0.59%
7 60.80% 61.80% 61.90% 0.61%
8 59.40% 59.60% 60.10% 0.36%
9 60.20% 59.60% 60.70% 0.55%
10 61.60% 60.70% 62.20% 0.75%
11 45.90% 57.60% 58.80% 7.13%
12 60.50% 58.50% 58.60% 1.13%
13 58.60% 60.00% 59.50% 0.71%
14 58.90% 59.10% 59.20% 0.15%
15 60.80% 60.20% 60.30% 0.32%
16 57.00% 46.80% 56.60% 5.78%
17 57.70% 58.80% 55.50% 1.68%
18 59.30% 58.40% 60.00% 0.80%
19 59.60% 58.90% 61.10% 1.12%
20 58.10% 65.30% 56.70% 4.61%
21 59.40% 60.10% 59.90% 0.36%
22 50.80% 46.80% 54.60% 3.90%
23 61.90% 61.60% 60.80% 0.57%
24 60.90% 61.00% 60.70% 0.15%
25 60.70% 59.90% 60.70% 0.46%
26 59.30% 59.80% 58.60% 0.60%
27 . 59.60% 57.40% 1.56%
28 57.40% . 59.30% 1.34%
29 59.70% 60.70% 58.60% 1.05%
30 60.60% 60.10% 62.20% 1.10%

Played winrate table

  • The cards were labeled A, B, C, from left to right.
  • SDdwr represents the standard deviation between the 2 or 3 picks.
  • A new Arena card, Hand of Salvation, was excluded from the data, in picks 27 and 28.
Pick Apwr Bpwr Cpwr SDpwr
1 46.70% 48.40% 43.80% 2.33%
2 51.00% 46.50% 48.60% 2.25%
3 65.10% 56.70% 61.00% 4.20%
4 46.10% 46.50% 46.40% 0.21%
5 52.70% 54.70% 51.40% 1.66%
6 56.60% 57.10% 55.70% 0.71%
7 59.60% 55.70% 65.10% 4.72%
8 48.20% 50.90% 51.90% 1.91%
9 57.70% 50.90% 53.00% 3.48%
10 57.10% 56.60% 61.00% 2.41%
11 27.40% 47.30% 49.60% 12.21%
12 54.80% 51.60% 49.00% 2.91%
13 50.20% 53.20% 50.50% 1.65%
14 50.60% 49.10% 55.60% 3.40%
15 53.10% 53.40% 54.90% 0.96%
16 45.00% 28.50% 41.40% 8.68%
17 46.10% 50.70% 45.50% 2.84%
18 49.20% 47.40% 52.80% 2.75%
19 51.30% 54.60% 52.70% 1.66%
20 51.60% 43.70% 54.40% 5.55%
21 48.20% 51.90% 55.20% 3.50%
22 33.90% 28.50% 47.80% 9.96%
23 65.10% 57.10% 59.60% 4.09%
24 54.40% 55.70% 56.60% 1.11%
25 59.20% 54.30% 54.30% 2.83%
26 50.50% 50.90% 49.00% 1.00%
27 . 47.10% 43.60% 2.47%
28 43.60% . 49.20% 3.96%
29 50.90% 53.00% 49.00% 2.00%
30 57.90% 53.00% 53.70% 2.65%

Limitations

  • This is just one draft, so small sample size. But it does provide 30 data points!
  • I drafted Paladin, a class with pretty good winrates. I suspect a bad Arena class would give more discrimination in winrates between cards.
  • The data was pooled from the last 14 days, which includes all of Wildfest. It is unclear if static Wildfest data was used to group cards, or if it will be a dynamic system with the winrates.
  • Standard deviation isn’t the best measure for 2 or 3 picks, but I was too lazy to figure out the best test.

Results

  • The standard deviation of deck winrate was very low, with most values falling within 0-2%. Pick 11 (Street Trickster / Ebon Dragonsmith / Midnight Drake) had the highest deviation, and Pick 16 (Frostwolf Grunt / Eye for an Eye / Lesser Pearl Spellstone) second. These were the only standard deviations above 5%.
  • The standard deviation of played winrate was higher. Pick 11 had the highest rate again, and Pick 22 (Small-Time Recruits / Eye for an Eye / Sabretooth Stalker) had the second. Along with Pick 16, these were the three abnormally higher rates.

Discussion

  • The power levels seemed to be grouped by deck winrate. While Hsreplay data is not perfect, it takes a sample from actual data. Overall, the deck winrates were fairly consistent among 3 picks.
  • There appears to be a distinction from premium cards from good cards. Cards like Vinecleaver, Spikeridged Steed, and Rallying Blade were grouped together often.
  • The premium pool was rather small for this draft. I drafted 2 Vinecleavers, 1 Rallying Bad, and 1 Spikeridged Steed. This could give Arena a more constructed feel, and definitely making playing around cards more important.
  • There were 2 legendary picks in this draft. I definitely saw a premium legendary group, and an average-ish legendary group.
  • The bad cards have greater variance in winrates. As shown in Pick 11, it appeared Street Trickster didn’t really belong with the other two picks. Possibly, there isn’t a really bad pool, and the really bad cards are grouped with just bad cards.
  • More data is needed. We don’t know how many card pools there are from this one draft, or what are acceptable differences in card winrates to be in the same pool. Obviously, more cards in other classes helps as well. Do your own analysis!

Top 10 Neutral Cards Returning to Wildfest

Top 10 Neutral Cards Returning to Wildfest

Back when I still had hope of a successful Hearthstone blogging venture, I took a few looks at Arena cards rotating out into the Wild. With the announcement of Wildfest starting February 19, I thought I would do a little exercise and take a look at the Wild cards coming back for this Arena event, and pick out my favorites.

What we know about Wildfest

All we really know about Wildfest is that “the Arena draft will offer cards that are exclusive to Wild.” There are still a good number of unknowns, including:

  • If the entire draft is all Wild cards, Wild + Basic, Wild + Standard (all cards).
  • If previously banned Wild cards are coming back.
  • If the Discover/Random Summon pool is affected.
  • If the offering rates for cards are changed.
  • If we are getting different rewards.

The description did not tell us much.

To new Arena players

If you didn’t play Arena back in the day, and had to know one thing about the Wild sets:

  • 2-drops are really, really important!

Top 10 Neutrals

There are plenty of great (and bad) class cards coming back for Wildfest. I’m sure that I like a lot of them, and will have some great nostalgic moments in the Arena with them. But given how universal Neutrals are (along with my lazier-than-ever blogging style), I have only included the top 10 Neutral cards. As is normal with Arena, I focused primarily on the Commons and Rares, with some Epics. If the offering rules are the same, Epics should see more drafts than they did in the past.

  1. Piloted Shredder – Despite the big unknown of whether the 2-drop that comes out of the Deathrattle is Wild-only, or mixed Wild and Standard, it doesn’t really matter. You are getting a 2-drop for the cost of 1 mana antitempo on Turn 4, which is a wash, given the randomness of Arena drafts and hands. The stats on the 2-drop probably favor a bigger body in the Wild format, but it is negligible. Throw in various Mech synergies found in GvG, you have a premium card here.
  2. Haunted Creeper – The supreme 2-drop is high on the list, as it does what a 2-drop is supposed to, win early board fights. You’ve got 7 points of stats in the Haunted Creeper, which is a bit more than the typical 5 points. Given the wider availability of “ping” class cards in newer sets, I can see this card being even better if the Wildfest combines Wild and Standard.
  3. Zombie Chow – Another early game statstick, which plays into the speed meta that was Wild. It’s a 1-drop that can trade into a good number of 2-drops. The opponent healing that comes built-in with Zombie Chow is irrelevant most of the time. Sometimes you may not want to draft it because you have a hyperaggro Hunter list. Sometimes that 5 heal will cost you the game. Chances are that it won’t, and this card will do it’s job.
  4. North Sea Kraken – The cost of 9 was always a bit awkward with this card, as it prevented Hero Power help to clear something that had 5 health. But this card was almost always premium, and was defining in the mana slot. Just like Bonemare had a big Turn 7 impact, this card does the same in Turn 9. With the importance of board trading in Arena, chances are better that Kraken can clear something up. The big minion meta is less good for Kraken, so it remains to be seen whether various Standard format big guys are around.
  5. Bomb Lobber – Always an outstanding pick in the Rare slot, Bomb Lobber usually had value in clearing multiple threats on the board. The 4 damage was almost always good enough to clear whatever was played on Turn 4. While RNG will always make one never lucky, it is relatively controllable with this card. Pretty much on-par with today’s Fire Plume Phoenix and Flanking Strike.
  6. Jeweled Scarab – Discover cards are among the best type of card in today’s Standard Arena. Honestly, Jeweled Scarab was never an amazing card, possibly owing to the card pool available at the time, and what class cards were available. So the power of Jeweled Scarab entirely depends on the rules of Wildfest. Of course, there are important class card considerations, as Jeweled Scarab is seemingly great for Paladin drafts.
  7. Kodorider – An Epic worthy of discussing, as it is a card that it is extremely snowbally, and has a direct presence on the board on Turn 8, producing 16 points of stats. More-so than any other card, if left unchecked, Kodorider will result in the player winning the game outright, due to board value.
  8. Sludge Belcher – We’re starting to see some creep in stats of monsters, but I suspect Sludge Belcher would still be great. Any taunt with that stat line can trade with many smaller minions, and just soaks up damage. Of course, it is dependent on what cards are available in Wildfest, as a relatively frequent pick in Spiked Hogrider completely wrecks Sludge Belcher.
  9. Argent Horserider – Another card that performs very well in the value trading aspect of the game. The card can take out common 2-mana 3/2 minions, and trade even with 2/3’s. Fix any equip spell on this, and the Divine Shield has even more value to take out bigger threats.
  10. Fel Reaver – A polarizing card that draws many parallels to a current 5-mana 8/8 in Bittertide Hydra. Part of what makes Fel Reaver rather good, aside from the stat line is the deception. Inexperienced players will use more mana trying to mill, instead of dealing with the immediate threat on the board. If they have a hand full of cheap cards, the strategy can work. Otherwise, the stats are too much to deal with. This card favors the old Arena format more, when there were far fewer taunts.
  11. Bonus = Flame Juggler (or any other good 2 drop!) – 2 drops collectively are back for Wildfest. Flame Juggler is especially good, as it has a 50/50 chance of dealing with pesky 1-mana 2/1’s, which will show up a bit more. Yes, RNG isn’t the best, and this guy seems to hit face all the time. But bonus damage shouldn’t be scoffed at.

 

Hearthstone’s Arena-Exclusive Cards

Hearthstone’s Arena-Exclusive Cards

BlizzCon wrapped up last night, and a lot new features were announced for Hearthstone over the past few days. Announcements include the new expansion, Kobolds and Catacombs, card reveals, the new PvE mode, Dungeon Run, and more. What got me most excited were some new Arena-exclusive cards coming to the game in a future event. Let’s talk about these cards, which ones were picked, and the implications of it all.

Arena now

Today is the last day of Hallow Arena, which has gone on for nearly 2 weeks. The reception to the event was mostly positive from hardcore Arena players and never Arena players. I even got my 12 win run yesterday with the Shaman-Hunter combo, so I am satisfied. It was great for being new, testing new skills, and not lasting too long. Tomorrow we revert to a new Arena state, of KFT bonuses, but no grandfathered cards from Wild expansions. And no Vicious Fledgling.

The voting process

Yesterday, the Hearthstone Live Q&A began with a session where the attendees were shown three new cards from each class, and they picked the card that would make it to Arena. From what I know, it was a verbal shouting vote, not unlike a band giving you two options for their encore song.

This part feels a little bad. Arena is a bit of the black sheep among Hearthstone players, with a few hardcore players, and most players not touching it. I even regularly see people complain about being forced to play Arena with the free tickets. It is not the most popular mode, but those who love it, love it. I expected the crowd to reflect this mindset. There were concerns that Arena would be “ruined” by voters unaware of the class balance issues, and more.

Further, the voting was a gut reaction. The crowd was shown new cards, and forced to vote for 1 of 3 right there. No analysis was made. So this gives a chance for a flashy, but bad card to make it.

The new Arena-exclusives

Now, I will display the cards by class, talk about them a little, and the winners. It is important to note that these may not be the final version of the cards. Or they could be. Further, they will not be permanent Arena additions, but inserted for a special event.

Druid

druid1

  • Thornstrike – This would’ve been OP, as it covers a weak spot for Druid in little AoE. And you get into the issues of every class having a 1 damage AoE.
  • Boon of Elune – A bit of a Rogue constructed card calling back to Razorpetal Volley. It does give 4 reach, and makes Gadgetzan Auctioneer and Spell buffers a little better. Bad Arena card overall.
  • (W) Nature’s Champion – This was my vote, and the crowd agreed. The +5/+5 is bigger than Blessing of Kings, but it must be bounced. You can think greedy with big things, but this is probably best with small things. Stonetusk Boar, or another cheap charger can make good use of this in one turn. Druid of the Swarm and Crypt Lord probably will get even more sticky with this.

Hunter

hunter1

  • Reload – I like this card, but probably way too good. Hunters should play aggressively with reliance on the hero power, and this is too much card draw, for probably discarding nothing important in the hand.
  • Volley – RNG card that can give you pretty good cards. The shots like Deadly Shot, Arcane Shot, Multi-Shot, are all pretty good. The bad shot, Cobra Shot, is already gone. So a bit like Cabalist’s Tome, where it feels bad to face.
  • (W) Deadeye – The winner, which harkens back to Steamwheedle Sniper, a good Arena card back in the day. Control Hunter is the darling of every Hearthstone player, and this is good for the Arena, allowing Hunter to support a draft that doesn’t give aggro cards.

Mage

mage1.jpg

  • Arcane Flux – Bad 2-cost spells that also cycle a card are everywhere. Flare, Roll the Bones, Purify (whoops). This has that Servant of Yogg-Saron ability that is purely dangerous when playing Mage. Probably wouldn’t have had a huge impact in most cases, but possibly frustrating when it does have one.
  • (W) Polymorph: ??? – The winner, and probably the best choice. It is flexible, allowing it to boost a friendly minion, or downgrade an enemy minion. And with Discover, you are getting a good range of cards. The question is whether this Discover has the 4x Mage bonus. My guess is it does.
  • Power Cosmic – This is the seemingly OP card of the 3. With Discover, you are leaning towards a 4x Mage bonus, so Sindragosa and Antonidas were likely outcomes.

Paladin

paladin1.jpg

  • Retribution – Has the same trigger as Eye for an Eye, and probably worse than Noble Sacrifice in that it doesn’t cover minions. Would’ve been an okay Paladin card, definitely worse than many.
  • Relic of Hope – The RNG card of the group, giving you something bad or good. There are actually a good number of bad Paladin spells around, and some really good ones.
  • (W) Hand of Salvation – I was firmly stuck on this one, and the crowd liked it as well. I think I liked it just because it is a new mechanic. These three cards aren’t exciting at all, and the Paladin would’ve been fine if they all sucked more.

Priest

priest1.jpg

  • Aboslution – A bit like the Paladin spell that gives +1/+2, making this fit the Priest theme of LIfesteal. It probably would’ve brought Priest up a little bit, allowing the early game to compete a bit better. This card probably would’ve helped the most.
  • Mass Resurrection – Corpse Taker is a really solid 5-mana 3/3, and this does it at the same cost. This is a card that either gives you a ton of value, or is useless on an empty board.
  • (W) Generous Spirit – This was my pick, and that of the crowd as well. Priests shouldn’t have a ton of problems drawing cards, so this would help out those with fast Priest drafts. People probably won’t draft really bad cards to make this work, but some steal combos are in order.

Rogue

rogue1.jpg

  • Assassin’s Training – Debatable whether is good or not. It is not a good card, as it is a 2-for-1 without leaving anything on the board. Plague Scientist is good for the 2/3, and having the same effect. It could also be good as it provides a ton of value on trading a little guy on a big guy.
  • (W) Smoke Bomb – This is good for being card draw, which Rogue’s struggle with in Arena usually. Conceal was never a good card, but Rogues have tend to have reach and play fast. I like this card, and don’t think it was too strong for a strong class.
  • Mindspike – Classify this with some epic rarity weapon that sucks. Probably better than Poisoned Blade.

Shaman

shaman1.jpg

  • Refreshing Jolt – This was my choice, but honestly is powercreeping over the 4-cost Tidal Surge. This is cheaper, does more flexible damage, heals more, and heals flexibly. I feel this is a good card for an underwhelming Arena class, but doesn’t make sense with Tidal Surge around.
  • Magma Shock – A big Earth Shock. Shamans already have a really good 4-cost Jade Lightning, and this is just worse in every way.
  • (W) Crackling Doom – Somehow this card won the vote, and it is flashy as all. Definitely reminds me of a Warlock bomb spell, except the ability to win right away is much higher. I don’t like this card, as it allows the infinite board swing that you cannot play around. There is no playing around this card. While Shamans do need help, making a very unfair board state isn’t the way. Very disappointed with this vote.

Warlock

warlock2.PNG

  • (W) Bottled Madness – You read this right, Bottled Madness was selected by one random audience member after this vote tied. The fate of Arena decided by one person. Incredible. Anyways a very good refill card for Warlock, and most Demons are pretty good. Good thing Howlfiend exists for balance I guess.
  • From Beyond – Similar to the Hunter Reload card, except Warlocks never had trouble drawing cards. Insane late game value.
  • Combust – Definitely OP, as it is Siphon Soul packaged with Hellfire, a 10-mana value.

Warrior

warrior1

  • Training Blade – All of the Warrior cards are very solid, and it is good to see some help for the class. This on it’s own is very good for the Warrior early game, which doesn’t exist due to the hero power. Think how good Light’s Justice is for Paladin. I think this should’ve been the pick.
  • Axe of the Eclipse – The flashy card, which definitely is very good as well. 4/2 on 5 isn’t bad at all, as Twilight Hammer has the same stats.
  • (W) Blazing Longsword – The winner of a tough choice, and pretty good.  Best board control card of the bunch, and has built in Cleaves.

 

 

 

Dual Class Arena Synergy Guide

Dual Class Arena Synergy Guide

Starting on November 24th, we will have dual class Arenas in Hearthstone, for about a span of two weeks. Like in the Frost Festival, free Arena tickets will be provided for each week of the event.

It might be tricky to determine which classes to pick for the event. The safe thing to do is to pick a hero with good cards, and then a good hero power. To help understand this process, I decided to look at all of the class interactions, to look at what happens to certain synergies when you combine their card pools.

dualclassgraphic
The witch is back.

Methodology

  • In a completely qualitative manner, I looked at commons, rares, and epics of cards that showed up in the Arena.
  • I started with the Druid and compared Druid cards with that of the other 8 classes. The cards apply to specifically the hero power.
  • I gave a “Verdict” and a simple thumbs up/down/okay score.
  • Certain cards were left out of synergy discussions. Crackling Razormaw for example is beast synergy, but is fine on it’s own without it, unhurt by lowered synergy. The same goes for Kirin Tor Mage.

Top interactions to look for

Ethereal Peddler + Any class

Ethereal Peddler(42023).png

Use Rogue as one of the Dual Class choices, and you’ll have this card in your rare pool. You’re getting a 2 cost discount for your other class cards in your hand. While this is dependent on hand size, getting a 2-mana or 4-mana discount on 1 or 2 cards is already huge, as it can set up a huge turn. Also, this card is a 5-mana 5/6, which doesn’t exist as a neutral anymore.

Obsidian Shard + Any class

Obsidian Shard(55587).png

Same deal with Ethereal Peddler. Because part of your collection will belong to another class (not the selected portrait hero), this card will get discounted a bit. Definitely a good idea to cheat this out in the early game to shut down the opponent board faster.

Light’s Justice + Deadly Poison or Envenom Weapon

Light's Justice(250).pngDeadly Poison(87).pngEnvenom Weapon(55588).png

Absolutely nutty. Light’s Justice is close to auto-draft for Paladins already, and pairing Paladin with Rogue makes a lot of sense. Throw in these weapon enhancers, and the game is over once you get this combo off.

Blackguard + Priest Healing

Blackguard(62907).pngLesser Heal(126).pngGreater Healing Potion(49755).pngSpirit Lash(58722).pngDarkshire Alchemist(35199).pngPriest of the Feast(42056).png

A little harder to pull off given the Blackguard is competing with other epic cards, but this is just insane board clear potential. Best used when you are a Paladin playing with the Priest hero power, so you can guarantee constant healing.

I Know a Guy + Paladin Hero

I Know a Guy(49623).pngTirion Fordring(391).pngSunkeeper Tarim(55462).png

Wickerflame Burnbristle(49633).pngGrimestreet Protector(49678).pngStonehill Defender(55529).png

In this setup, you’ll need to play as a Paladin with the Warrior hero power. While choosing the Warrior hero power is not a winning play, the class chances of getting off I Know a Guy on a great Paladin taunt is very high. You don’t have to be a Warrior, as Stonehill Defender will do this so long as you have a Paladin portrait, but the chances are higher when you have the Warrior hero power.

Full dual class analysis

The following is very long, so proceed at your own caution. Thanks for reading!

Druid Hero Power

Hero Hero Power – Druid Verdict
Hunter ↑↑ Beast Synergy (Bestial Wrath, Mark of Y’Shaarj, Menagerie Warden, Crackling Razormaw, Houndmaster, Kill Command, Virmen Sensei, Trogg Beastrager, Abominable Bowman)

↑ Swarm Aggro (Mark of the Lotus, Crypt Lord, Power of the Wild, Alleycat, Scavenging Hyena, Addled Grizzly, Druid of the Swarm, Living Mana, Rat Pack)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Taunt Synergy (Strongshell Scavenger)

↓ Deathrattle Synergy (Corpse Widow, Terrorscale Stalker, Forlorn Stalker)

A natural pairing of the beast classes, though the difference-maker is being able to ping as a Druid. Druid traditionally plays big, so having Hunter cards will favor a lighter draft. It is fine though, as there are plenty of Druid tools to help power swarm tactics.

👍👍

Mage ↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Taunt (Strongshell Scavenger)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓↓ Secret Synergy (Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

With no synergy between the class cards, and very similar hero powers, this is not a great team. The Druid hero power has late game armor, though the damage cannot always be spent. Mage does have the most powerful spells, and Druid has good cards as well. Overall, the card quality is going to be good. Just know you will draft Mage spells to cover what is lacking for Druid in AoE and big direct damage.

👌

Paladin ↑ Swarm Aggro (Mark of the Lotus, Crypt Lord, Power of the Wild, Lost in the Jungle, Righteous Protector, Addled Grizzly, Druid of the Swarm, Living Mana, Meanstreet Marshall)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

With Paladin cards in tow, the Druid-Paladin combination will have access to a lot of buffs. Besides skipping on network synergies like Jade and Murloc, the overall card quality is just going to be great. And these classes don’t clash much, both working similarly.

👍👍

Priest ↓ Heal Synergy (Priest of the Feast, Northshire Cleric, Auchenai Soulpriest)

↓ Dragon Synergy (Drakonid Operative)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

If there’s anything Druid and Priest have in common is that they have big minions and heal. Again like with Mage, you’ll probably just be looking for the really good Priest spells. The Druid hero power gives ping, and a straight upgrade. Forget the healing synergy cards. Drakonid Operative is fine to draft, but don’t expect a discover.

👌

Rogue ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Jade (Jade Swarmer, Jade Shuriken, Jade Behemoth, Jade Blossom, Jade Spirit)

↑ Stealth (Shellshifter, Elder Longneck, Verdant Longneck, Shadow Sensei)

↓ Combo (1-drops, Razorpetal Lasher, Bone Baron, Vilespine Slayer, Kidnapper, Spectral Pillager)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

↓↓ Weapon Buffs (Deadly Poison, Envenom Weapon)

Rogue is great for many reasons, and provides many benefits in the dual class format. The Druid hero power isn’t as good for the early game, but provides the late game heal. Rogue will offer 2 rares, which would provide cost reduction, making them bonkers in the format. Both classes can go fast, and play Jade cards. Ignore the Rogue weapon support, and this is a really good pairing.

👍👍

Shaman ↑ Jade (Jade Lightning, Jade Chieftain, Jade Claws, Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Overload Synergy (Unbound Elemental)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Evolve (Evolve, Master of Evolution)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

↓↓ Totem Synergy (Thing from Below)

Shamans do have decent cards, but are hindered by a really bad hero power. Having Druid will definitely help, making the pairing solid overall. Shaman does have a mediocre Jade Chieftain, which becomes better. Also forget fringe Elemental, Totem, and Overload synergy. Evolve is slightly worse with Druid cards, as their minions are bigger on stats usually.

👍

Warlock ↑ Healing (Moonglade Portal, Chittering Tunneler)

↓ Discarding (Doomguard)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

Having access to Druid heal helps mitigate damaging Warlock cards like Chittering Tunneler. Like with Mage and Priest, you would primarily look for the big board clears that Warlock has access to. Despicable Dreadlord and Defile aren’t bad picks either. Overall, a low synergy pairing buoyed by the Druid hero power.

👌

Warrior ↑ Taunt Synergy (Strongshell Scavenger, Protect the King, I Know a Guy)

↓ Weapon Buffs (Grimestreet Pawnbroker, Forge of Souls)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

With the Warrior cards, the first thing to think about is taunt synergy. Warrior doesn’t have Bolster, but Strongshell Scavenger works well with Protect the King. Both have plenty of taunts to throw around. Expect a lot fewer weapons to draft, so don’t go for the synergy.

👌

Hunter Hero Power

Hero Hero Power – Hunter Verdict
Druid ↑↑ Swarm Aggro (Mark of the Lotus, Crypt Lord, Power of the Wild, Alleycat, Scavenging Hyena, Addled Grizzly, Druid of the Swarm, Living Mana, Rat Pack)

↑ Beast Synergy (Bestial Wrath, Mark of Y’Shaarj, Menagerie Warden, Crackling Razormaw, Houndmaster, Kill Command, Virmen Sensei, Trogg Beastrager, Abominable Bowman)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Taunt Synergy (Strongshell Scavenger)

↓ Deathrattle Synergy (Corpse Widow, Terrorscale Stalker, Forlorn Stalker)

Most of mentioned above with the Druid-Hunter pairing is still relevant. If you pick the Hunter hero power, definitely bank on the aggro swarm picks much more than beast synergy. The ability to flood and buff will be very fast.

👍👍

Mage ↑ Secret Synergy (Cloaked Huntress, Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

↑ Freeze (Ice Walker, Frost Nova, Cone of Cold, Breath of Sindragosa)

↑ Burn (Pyroblast, Firelands Portal, Fireball)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

Here we have the two classes with the most secret synergy. While secrets typically aren’t good in Arena, Hunter has the best ones, and has the best synergy card in Cloaked Huntress. Aside from secrets, the burn ability from both classes is pretty substantial, making the gameplan more aggressive. Mage also provides much needed card advantage cards.

👍

Paladin ↑ Swarm Aggro (Lost in the Jungle, Righteous Protector, Meanstreet Marshall)

↑ Divine Shield (Steward of Darkshire)

↑ Secret Synergy (Cloaked Huntress, Hydrologist, Paladin Secrets)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

With the Hunter hero power, you would shape your Paladin play faster, which is fairly natural. Paladin cards revolve around the board control game, so the Hunter won’t really help in that regard. Overall, the strategy would be aggressive and probably dependent on how many weapons get drafted between the two classes.

👍

Priest ↑ Silence (Kabal Songstealer, Silence)

↑ Deathrattle Synergy (Terrorscale Stalker, Forlorn Stalker, Obsidian Statue, Tortollan Shellraiser, Shifting Shade, Crystalline Oracle)

↓ Heal Synergy (Priest of the Feast, Northshire Cleric, Auchenai Soulpriest)

↓ Dragon Synergy (Drakonid Operative)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Double-Sided AoE (Spirit Lash)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

The odd couple here. Not only are the hero powers opposites, but many minions just flip their attack and health! The Hunter hero power does nothing for Priest heal synergy. The only hope is that the Priest cards provide health buffs, or provide a means of board control. There is possibility for decent deathrattle synergy, and abusing the strong Priest minion’s effects. Not a great pairing, but a chance for a fringe synergy.

👎

Rogue ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Hard Removal (Sap, Vilespine Slayer, Assassinate, Plague Scientist)

↑ Combo (Kidnapper, Spectral Pillager, Vilespine Slayer)

↑ Deathrattle (Journey Below, Roll the Bones, Terrorscale Stalker, Forlorn Stalker)

↓ Weapon Buffs (Deadly Poison, Envenom Weapon)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

With the Rogue tool set, you have access to many more hard removal cards, an upgrade over Deadly Shot. As such, you can use these cards to your advantage to take out strategic taunt minions, and go face. I like this pairing quite a bit just for that reason, and both play faster than most. You also have some fringe synergy with deathrattle.

👍👍

Shaman ↑ Evolve (Evolve, Master of Evolution)

↑ Burn (Jade Lightning, Lava Burst)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

↓↓ Totem Synergy (Thing from Below)

Similar to Mage, you’ll have access to a number of decent spells that can deal direct damage or provide AoE. The difference is that Shaman can provide overstated minions, good for the aggro game. Shaman overload is also palatable with Hunter, allowing them to just use the hero power. Evolve is better with Hunter, as the minions are cheaper, and aren’t known for having big stats.

👍

Warlock ↑ Burn (Felfire Potion, Soulfire)

↑ Sacrifice Synergy (Devilsaur Egg, Unwilling Sacrifice, Ravenous Pterrordax, Sanguine Reveler)

↓ Double-Sided AoE (Hellfire, Felfire Potion, Dread Infernal)

No synergy between these two classes, but Warlock class cards do fit an aggressive playstyle decently. While certainly a deadly pairing, this might just be too all-in a combination. With no card advantage Life Tap, this deck could just burn out thanks to discards.

👎

Warrior ↑ Taunts (Alley Armorsmith, Ornery Direhorn, Direhorn Hatchling, Tar Lord, Bloodhoof Brave)

↓ Double-Sided AoE (Whirlwind, Ravenous Ghoul, Blood Razor)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

With Warrior cards, you are looking for weapon help, or cards that can get big. Frothing Berserker comes to mind right away, and Warriors have a number of taunt minions. The problem is you need those cards to make it work. If you are just drafting Warrior cards that don’t fit the Hunter strategy, there won’t be much with this pairing.

👎

Mage Hero Power

Hero Hero Power – Mage Verdict
Druid ↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Taunt (Strongshell Scavenger)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

↓↓ Secret Synergy (Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

As mentioned above, there is no synergy between the classes, and the hero powers are almost the same. Ice Walker does come into play, as the Mage ping does freeze targets. Other than that, there is great card quality from both classes.

👌

Hunter ↑ Secret Synergy (Cloaked Huntress, Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

↑ Burn (Pyroblast, Firelands Portal, Fireball)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

Having the Mage hero power is better than the Hunter one most of the time, as it fits a wider range of playstyles. Typically you would look for the Hunter minions that serve as an upgrade over the mediocre Mage cast. Hunter AoE spells are pretty high value though, so choosing between an Explosive Shot versus a Blizzard will bring interesting cases. Also, Ice Walker + Steady Shot should freeze the enemy hero, if they plan on using a weapon.

👍

Paladin ↓ Handbuffs (Smuggler’s Run, Grimestreet Outfitter, Grimestreet Enforcer)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

The Paladin playkit doesn’t really clash with much, but Mage being a spell-heavy class does with handbuff cards. Again, this is a pairing with two really good card pools, that isn’t really marred by the lack of synergy. If anything, the Mage hero power helps control the board better for the Paladin setup cards.

👍👍

Priest ↑ Cost Reduction (Radiant Elemental)

↑ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller, Lightspawn, Mana Geode, Crystalline Oracle)

↓ Heal Synergy (Priest of the Feast, Northshire Cleric, Auchenai Soulpriest)

↓ Dragon Synergy (Drakonid Operative)

↓↓ Secret Synergy (Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

Both classes can play off the board, using various spells to remove enemy monsters. As such, you can build a better control deck than ever in the Arena. There is also interesting interplay with combining the different elementals together. Card advantage is something both these classes do that well too. Combine these classes if you want to play control in the Arena.

👍

Rogue ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Combo (Kidnapper, Spectral Pillager, Vilespine Slayer)

↓↓ Weapon Buffs (Deadly Poison, Envenom Weapon)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

Rogue cards are cheap and Mage cards are expensive, but that isn’t a big deal. Both sets will have a ton of hard removal to go around, so don’t pick too much. Rogue cards will serve as the way to go fast, while the Mage cards can do board clears and finishers. Really, just a good combination of two great Arena classes, that don’t synergize the way you would expect.

👍👍

Shaman ↑ Freeze Synergy (Brrrloc, Ice Breaker, Voodoo Hexxer, Avalanche, Breath of Sindragosa, Ice Walker, Cone of Cold, Frost Nova)

↑ Cost Reduction (Sorcerer’s Apprentice)

↑ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller, Stone Sentinel, Fire Elemental, Hot Spring Guardian)

↓ Overload (Lava Burst, Flamewreathed Faceless, Volcano, Earth Elemental, Feral Spirit)

↓↓ Totem Synergy (Thing from Below)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

I’m not really sure what to call this partnership, but you’ve got the classes that wield elemental damage. Board clears and damage spells for days. A neutral spellpower minion might be worth a look in a drafting spot. Shaman does provide better minion quality. Shaman also has a good amount of weapons to help with establishing a board. Additionally, those new useless Shaman freeze synergy cards will definitely be more playable with Mage freeze help. It would be a push to say they would be good, but definitely not horrible.

👍

Warlock ↑ Burn (Felfire Potion, Soulfire, Fireball, Pyroblast)

↓ Discarding (Doomguard)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

When you have the Mage hero power, the Mage and Warlock cards have similar strengths. Lots of single target removal and board clears. The best way to play is to go the burn route, given the abundance of spells from both. Warlock provides beefier minions than Mage, but definitely watch out for the discards, which could hurt Mage more than others.

👌

Warrior ↑ Enrage (Frothing Berserker, Val’kyr Soulclaimer, Bloodhoof Brave, Death Revenant, Execute, Battle Rage)

↑ Taunts

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Weapon Buffs (Grimestreet Pawnbroker, Forge of Souls)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

The Mage ping is really good with Warrior cards. While they have plenty of Whirlwind-like moves, the ability to choose targets helps greatly for removal and self-enraging. Having access to Warrior taunts is also a good thing for Mage, as it allows the hero protection. In most cases, the difficult draft decisions are picking premium weapon vs spell.

👍

Paladin Hero Power

Hero Hero Power – Paladin Verdict
Druid ↑ Swarm Aggro (Mark of the Lotus, Crypt Lord, Power of the Wild, Lost in the Jungle, Righteous Protector, Addled Grizzly, Druid of the Swarm, Living Mana, Meanstreet Marshall)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

With the Paladin hero power, you lose the ping you get from Druid, but gain the 1/1 dude board advantage. And that is fine. In fact, the amount of buffing that will go around, is fairly dangerous. The Paladin hero power is also better for a card like Crypt Lord. This pairing is exciting, and I would prefer the Paladin hero power here.

👍👍

Hunter ↑ Swarm Aggro (Lost in the Jungle, Righteous Protector, Meanstreet Marshall)

↑ Divine Shield (Steward of Darkshire)

↑ Secret Synergy (Cloaked Huntress, Hydrologist, Paladin Secrets)

You’ve got two faster classes combining, but you don’t have to play as fast with the Paladin hero power. In fact, you would just play your Paladin board game, but you can get guys out even faster. Hunter has some cheaper spells that Paladin doesn’t have access to until turn 4, so that is good for establishing the early board. Cloaked Huntress is around, but you don’t get the Mage-specific synergy.

👍

Mage ↑ Freeze (Ice Walker, Frost Nova, Cone of Cold, Breath of Sindragosa)

↑ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist, Hydrologist, Paladin Secrets)

↑ Discover (Ivory Knight)

↓ Handbuffs (Smuggler’s Run, Grimestreet Outfitter, Grimestreet Enforcer)

↓ Elemental Synergy (Ice Walker, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

There is a similar strategy to Hunter, where Mage freeze is seemingly better for Paladin, as it helps the board develop and grow. The difference is that the Paladin will eventually have to deal with the board from growing out of control. The plethora of weapons and spells from both classes should allow that to work easily. Paladin secrets are also cheap, and slightly more useful, allowing secrets to work better for Mage synergy minions.

👍

Priest ↑ High Health (Tortollan Shellraiser, Temple Enforcer, Drakonid Operative)

↑ Blackguard (Binding Heal, Spirit Lash, Holy Nova, Acolyte of Agony, Holy Fire, Priest of the Feast, Darkshire Alchemist,

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Double-Sided AoE (Spirit Lash)

The main strength of this pairing is that Priest minions have high health, allowing them to stick around for taking the Paladin buffs. The Paladin hero power isn’t particularly useful for Priest, besides allowing a curve-filling 1/1. Priest does have access to dragons, so Nightbane Templar might be draftable for once. Blackguard is really strong in the hands of Priest, but having the hero power is preferable to having just the cards.

👍

Rogue ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Weapon Buffs (Deadly Poison, Envenom Weapon)

↑ Poison (Plague Scientist)

The Paladin-Rogue union is probably going to be the dual class to beat for the entire event, but I think having the Rogue hero power is a lot better. Still, this is a great duo, as weapon synergy is still present. Light’s Justice becomes a game-winner if combined with Deadly Poison or Envenom Weapon. Both classes still lack big AoE outside of Consecration/Equality/Wild Pyromancer, but the single-target removals of Rogue should help a lot.

👍👍

Shaman ↑ Resurrection (Ancestral Spirit, Spirit Echo)

↓ Overload (Lava Burst, Flamewreathed Faceless, Volcano, Earth Elemental, Feral Spirit)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓↓ Totem Synergy (Thing from Below)

Not really any synergy between these classes, but the hero power guarantees a 1/1 every time. With Shaman cards, you’ll be looking for the damage, AoE, and removals. Resurrection effects are a bit better on certain Paladin cards with Divine Shield.

👌

Warlock ↑ Sacrifice Synergy (Devilsaur Egg, Unwilling Sacrifice, Ravenous Pterrordax, Sanguine Reveler)

↓ Discarding (Doomguard)

↓ Double-Sided AoE (Hellfire, Felfire Potion, Dread Infernal)

Like with Hunter, there is some benefit to being able to have small things out, for sacrifice synergy. Double-side AoE isn’t compatible with Paladin, as divine shields and 1/1’s will get wiped out, and it undoes building your board. Access to multiple sources of reach and removal are useful, but I think it hurts Paladin more than it benefits.

👎👎

Warrior ↑ Weapon Buffs (Grimestreet Pawnbroker, Forge of Souls, Upgrade)

↓ Double-Sided AoE (Whirlwind, Ravenous Ghoul, Blood Razor)

Both classes typically have weapons in the draft, so buffs or even Forge of Souls is solid. Like with Warlock, the self-damaging AoE isn’t good for Divine Shields or 1/1’s.

👎

Priest Hero Power

Hero Hero Power – Priest Verdict
Druid ↑ High Health (Crypt Lord, Scarab, Ironbark Protector, Druid of the Claw, Ancient of War)

↓ Heal Synergy (Priest of the Feast, Northshire Cleric, Auchenai Soulpriest)

↓ Dragon Synergy (Drakonid Operative)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

Honestly, I might like the Priest hero power for Druid minions, as it allows sticky minions like Crypt Lord or Scarabs stick around. High health and healing work well together. You can forget any network synergies with dragons, beasts, elementals, and jade though.

👍

Hunter ↑ Deathrattle Synergy (Terrorscale Stalker, Forlorn Stalker, Obsidian Statue, Tortollan Shellraiser, Shifting Shade, Crystalline Oracle)

↓ Heal Synergy (Priest of the Feast, Northshire Cleric, Auchenai Soulpriest)

↓ Dragon Synergy (Drakonid Operative)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Double-Sided AoE (Spirit Lash)

↓ Beast Synergy (Crackling Razormaw, Houndmaster, Kill Command, Trogg Beastrager, Abominable Bowman)

The Hunter-Priest odd couple is seemingly worse with the Priest hero power, which is useless for helping low health minions. Generally, the Hunter cards will just provide initiative, and things for the Priest to play. There is a little deathrattle synergy that still applies thanks to Hunter support cards. Forget any network synergies that applied to each individual class.

👎👎

Mage ↑ Discover (Shadow Visions)

↑ Cost Reduction (Radiant Elemental)

↑ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller, Lightspawn, Mana Geode, Crystalline Oracle)

↓ Heal Synergy (Priest of the Feast, Northshire Cleric, Auchenai Soulpriest)

↓ Dragon Synergy (Drakonid Operative)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

As mentioned before, the Mage-Priest pairing could be a very strong control component never seen before in Arena. An added benefit of playing as Mage with Priest hero power is discover with Shadow Visions. Imagine having 2 Flamestrikes, 3 Firelands, or 4 Fireballs in a deck? Look no further!

👍

Paladin ↑↑ Blackguard (Lesser Heal, all Priest heals, Divine Strength, Grimestreet Outfitter, Smuggler’s Run, Sword of Justice)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Double-Sided AoE (Spirit Lash)

Like with Hunter, Paladin cards will just give the Priest some initiative and something to put on the board. Blackguard becomes absolutely nuts in the hands of the Priest hero power and cards. His high health allows him to stick around forever, barring enemy hard removal. Buff him to 4 attack to make him immune to Priest removal.

👌

Rogue ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↓ Heal Synergy (Priest of the Feast, Northshire Cleric, Auchenai Soulpriest)

↓ Dragon Synergy (Drakonid Operative)

↓↓ Weapon Buffs (Deadly Poison, Envenom Weapon, Luckydo Buccaneer)

This partnership becomes much more useful with the Rogue hero power, but what can you do. The Priest hero power isn’t great for Rogue minions, as they typically have low health. With these pools of cards, you can play control well, as you will have single target removal for all situations. Rogue can provide some sneaky damage to the normally reactive Priest.

👌

Shaman ↑ High Health (Flamewreathed Faceless, Drakkari Defender, Earth Elemental)

↑ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller, Radiant Elemental)

↓ Dragon Synergy (Drakonid Operative)

↓↓ Totem Synergy (Thing from Below)

Similar to Druid, Shaman has some big dudes who can benefit from healing after trades. Shaman damage spells are slightly worse without the 25% roll for Wrath of the Air Totem, but I think the value of Lesser Heal is better. Both classes also wield a fair number of class elementals, allowing extra value from neutral elementals.

👍

Warlock ↑ Healing (Priest heals, Chittering Tunneler, Felfire Potion, Pit Lord)

↓ Discarding (Doomguard)

↓ Sacrifice Synergy (Unwilling Sacrifice, Ravenous Pterrordax, Sanguine Reveler)

These two styles clash, and their relationship is better when you have the Warlock hero power. You’re discarding high value cards and sacrificing high health minions. There isn’t much to like besides healing to patch up for Chittering Tunneler, Felfire Potion, and Pit Lord.

👎👎

Warrior ↑↑ Enrage (Frothing Berserker, Val’kyr Soulclaimer, Bloodhoof Brave, Death Revenant, Execute, Battle Rage)

↑ Double-Sided AoE (Spirit Lash)

↑ High Health (Tar Lord, Bloodhoof Brave, Direhorn Hatchling, Alley Armorsmith)

↓ Weapon Buffs (Grimestreet Pawnbroker, Forge of Souls)

Don’t sleep on this pairing. The Priest hero power is solid for Enrage minions, as it allows them to power up without dying. This will definitely be skill-testing, as you need to find the line where you can maximize enrage and not die to opponent cards. Besides that, high health taunts provided by Warrior have a good chance to stick around thanks to the heals. Having Warrior weapons helps clear the board.

👍

Rogue Hero Power

Hero Hero Power – Rogue Verdict
Druid ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Jade (Jade Swarmer, Jade Shuriken, Jade Behemoth, Jade Blossom, Jade Spirit)

↑ Taunts (Crypt Lord, Scarab, Shellshifter, Spreading Plague, Druid of the Claw)

↑ Healing (Moonglade Portal, Jinyu Waterspeaker, Ultimate Infestation)

↑ Stealth (Shellshifter, Elder Longneck, Verdant Longneck, Shadow Sensei, Savage Roar)

↓ Combo (1-drops, Razorpetal Lasher, Bone Baron, Vilespine Slayer, Kidnapper, Spectral Pillager)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

There is a lot to like with this pairing, and it mostly revolves the Druid having access to taunts and healing. With it, the Rogue can use the weapon liberally, and maybe in the late game. Bad Jade cards like Jade Swarmer, Jade Spirit, and Jade Blossom get a bit better as well. There is also sneaky stealth value, if you drafted a Shadow Sensei.

👍👍

Hunter ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Combo (Kidnapper, Spectral Pillager, Vilespine Slayer)

↑ Deathrattle (Journey Below, Roll the Bones, Terrorscale Stalker, Forlorn Stalker)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

The Hunter toolkit primarily helps with the various position-based AoE has in Explosive Shot and Grievous Bite. Otherwise, it is probably best to go faster with the Hunter cards. Forget any beast synergy with under-stated cards, but things like Crackling Razormaw and Trogg Beastrager are still worth it.

👍

Mage ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Combo (Kidnapper, Spectral Pillager, Vilespine Slayer)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

As shown with various Burgle effects, Rogue really makes good use of Mage cards. Not only can the combination of cards control the board really well, but there is extra burst potential of straight damage to the face. The Ethereal Peddler cost reduction synergy I keep pasting probably has maximum value on Mage spells.

👍👍

Paladin ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑↑ Deathrattle (Journey Below)

↑ Weapon Buffs (Deadly Poison, Envenom Weapon)

↑ Taunts (Righteous Protector, Spikeridged Steed, Grimestreet Protector)

↑ Healing (Ivory Knight, Lay on Hands)

↑ Divine Shield (Plague Scientist, Cold Blood)

This is the combination to beat, playing as Paladin with the Rogue hero power. Journey Below is amazing, as the discover potential is fairly high on Tirion. Light’s Justice is great with Deadly Poison and Envenom Weapon. Divine Shield minions provide extra uses for Plague Scientist’s poison and Cold Blood buffs. General heals and taunts help, as Rogue is taking damage from hitting things. There is literally nothing to not like from this combination.

👍👍

Priest ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Healing (Binding Heal, Priest of the Feast)

↑ Deathrattle (Journey Below, Roll the Bones, Obsidian Statue)

↓ Dragon Synergy (Drakonid Operative)

↓ Combo (Kidnapper, Spectral Pillager, Vilespine Slayer)

Healing with the Rogue hero power is a big highlight. Priest of the Feast is possibly better with the abundance of cheap spells with Rogue. Northshire Cleric and Crystalline Oracle are 1-drops also, which don’t hurt. There is some deathrattle synergy on Journey Below discover, in that you can fish for an Obsidian Statue or Shifting Shade.

👍

Shaman ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Jade (Jade Spirit, Jade Swarmer, Jade Shuriken, Jade Chieftain, Jade Claws, Jade Lightning)

↑ Evolve (Evolve, Master of Evolution)

↑ Taunts (Hot Spring Guardian, Earth Elemental, Drakkari Defender)

↑ Healing (Hot Spring Guardian, Jinyu Waterspeaker)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓↓ Totem Synergy (Thing from Below)

The Rogue-Shaman combination is very similar to the Rogue-Mage combination, in that the Rogue gets a lot AoE and burn spells. Really, once you take away the Shaman hero power, their cards are pretty good! Aside from spells, Shaman provides a little healing/taunts, and has extra Jade synergy value. This has potential to be a very good combination.

👍

Warlock ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Sacrifice Synergy (Unwilling Sacrifice, Ravenous Pterrordax, Sanguine Reveler)

↓ Discarding (Doomguard)

↓↓ Self-Damage (Hellfire, Felfire Potion, Pit Lord, Chittering Tunneler)

I am officially calling this pairing Team YOLO. Both classes use their health as a resource, and when you are double dipping in that department, the game could be over fast. On the flip side, the burst potential is really high, and there is plenty of removal options between the two classes. So you could end the game fast with a win. Either way, this is a very high-risk pairing I would not recommend.

👎👎

Warrior ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Weapon Buffs (Runeforge Haunter, Grimestreet Pawnbroker, Forge of Souls, Upgrade, N’Zoth’s First Mate, Naga Corsair, Bloodsail Raider, Deadly Poison, Envenom Weapon)

↑ Pirate Synergy (Bloodsail Cultist, Swashburglar, N’Zoth’s First Mate, Southsea Captain)

↑ Taunts

↑ Armor

↓ Double-Sided AoE (Whirlwind, Ravenous Ghoul, Blood Razor)

The weapon buff synergy is the sexy thing that sticks out, and even bleeds into a couple of useful vanilla Pirates. Then there’s Pirate synergy, which isn’t really a thing, but let’s just say you draft a bunch. The Warrior has a lot of taunts and armor, so that helps protect. There is also solid burst potential in this pairing. An enraged Frothing Berserker could be game-ending with Cold Bloods or stealth.  

👍

Shaman Hero Power

Hero Hero Power – Shaman Verdict
Druid ↑ Jade (Jade Lightning, Jade Chieftain, Jade Claws, Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Overload Synergy (Unbound Elemental)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Evolve (Evolve, Master of Evolution)

↓ Totem Synergy (Thing from Below)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

The Shaman hero power isn’t really good given the RNG factor, but you can make some use of the Spellpower totem. That doesn’t particularly apply to Druid, as their spells aren’t bountiful in that regard. A boost on Swipe is sure nice, but there is RNG involved. Other than that, just some Jade synergy. Both classes heal? Hard to get excited.

👎

Hunter ↑ Evolve (Evolve, Master of Evolution)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

↓ Totem Synergy (Thing from Below)

With the Hunter hero power, you can go for more damage, but dicier with the totems. The totems do provide additional bodies, which protect, and make Evolve a bit better. The taunt totem definitely isn’t bad if you’ve got a board going. Still, I think there are many better options, which don’t involve the Shaman hero power.

👎

Mage ↑ Freeze Synergy (Brrrloc, Ice Breaker, Voodoo Hexxer, Avalanche, Breath of Sindragosa, Cone of Cold, Frost Nova)

↑ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller, Stone Sentinel, Fire Elemental, Hot Spring Guardian)

↓ Overload (Lava Burst, Flamewreathed Faceless, Volcano, Earth Elemental, Feral Spirit)

↓ Totem Synergy (Thing from Below)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

This is a case where the 25% roll for the Spellpower totem isn’t the absolute worst. Besides that, you have a no ping dual class with some elemental synergy and possible draftable freeze Shaman cards. When you go from a very good hero power to one of the worst, things go off the rails. But the amount of spells available is still dangerous.

👌

Paladin ↑ Resurrection (Ancestral Spirit, Spirit Echo)

↓ Overload (Lava Burst, Flamewreathed Faceless, Volcano, Earth Elemental, Feral Spirit)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Totem Synergy (Thing from Below)

The Shaman hero power isn’t horrendous when combined with Paladin. The taunt totem is definitely useful for keeping stuff alive and can buy a minion living for a buff. Healing totem is solid as well. In some cases, the 75% of having a 2 health totem can be big over a 1 health dude. This might be one of the better combinations, if you choose the Shaman hero power for some reason.

👍

Priest ↑ Heal Synergy (Healing Totem, Northshire Cleric)

↑ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller, Radiant Elemental)

↓ Dragon Synergy (Drakonid Operative)

↓ Totem Synergy (Thing from Below)

Forget the big minion compatibility, as you’ll need to rely on Priest spells for healing, over a hero power. If you do roll a healing totem, you could be in for mass draw with Northshire Cleric. You’ve got some elemental synergy going on, but unfortunately not much else.

👎

Rogue ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Jade (Jade Spirit, Jade Swarmer, Jade Shuriken, Jade Chieftain, Jade Claws, Jade Lightning)

↑ Evolve (Evolve, Master of Evolution)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Totem Synergy (Thing from Below)

The spellpower totem could definitely be useful with cheap Rogue spells, but none of the other ones are really. Besides that, you can maybe rely on a little jade synergy. Can’t complain too much, when there is enough single target removal to go around, but not having the Rogue ping is something to think about. Shamans aren’t guaranteed a weapon, but Envenom Weapon could make a splash with Spirit Claws.

👌

Warlock ↑ Sacrifice Synergy (Unwilling Sacrifice, Ravenous Pterrordax, Sanguine Reveler)

↑ Defile

↓ Discarding (Doomguard)

↓ Totem Synergy (Thing from Below)

There might be something with the roles reversed, but not much going on here besides a shared card pool. The Warlock sacrifice cards are helped by the totems just existing. The card Defile also gets helped by the spellpower totem, and have extra totem bodies to trigger more activations.

👍

Warrior ↑ Enrage (Frothing Berserker, Val’kyr Soulclaimer, Bloodhoof Brave, Death Revenant, Execute, Battle Rage)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Totem Synergy (Thing from Below)

The enrage minions get a slight uptick given the chances to roll the healing or taunt totem. Besides that, there isn’t anything really interesting here. You’ve the bottom barrel classes joining forces, with no pings.

👎👎

Warlock Hero Power

Hero Hero Power – Warlock Verdict
Druid ↑↑ Taunt (Druid of the Swarm, Crypt Lord, Shellshifter, Druid of the Claw, Spreading Plague, Ancient of War, Ironbark Protector)

↑ Healing (Moonglade Portal)

↓ Discarding (Doomguard)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

Taunts are best with Warlocks, as it allows them to preserve life to use with Life Tap. Druids have an endless supply of taunts, so very useful. With enough board clears and high health minions, this could be a sneaky good combo.

👍

Hunter ↑ Burn (Felfire Potion, Soulfire)

↑ Sacrifice Synergy (Devilsaur Egg, Unwilling Sacrifice, Ravenous Pterrordax, Sanguine Reveler)

↓ Double-Sided AoE (Hellfire, Felfire Potion, Dread Infernal)

We might have a very good aggro team here, combining the cheap Hunter cards with Warlock life tap. Without natural taunt minions, Hunter secrets might have use in distracting the opponent from going face. The double-sided AoE isn’t great either with flimsy minions, but Despicable Dreadlord still exists.

👌

Mage ↑ Discover (Chittering Tunneler)

↑ Burn (Felfire Potion, Soulfire, Fireball, Pyroblast)

↓ Discarding (Doomguard)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

With the Mage hero setup and Warlock hero power, the card Chittering Tunneler essentially becomes Primordial Glyph on a body. As mentioned before, there is a lot of burn potential and board clears, which gives this duo a lot of upside. I don’t think it would be ridiculous to consider drafting Ice Block or Ice Barrier, as it helps Warlock.

👍👍

Paladin ↑↑ Taunt (Righteous Protector, Spikeridged Steed, Grimestreet Protector, Legendaries)

↑ Healing (Lay on Hands, Ivory Knight)

↓ Discarding (Doomguard)

↓ Double-Sided AoE (Hellfire, Felfire Potion, Dread Infernal)

The Warlock-Paladin combo is one of the least compatible, but at least there are taunt and healing benefits when life tapping. The double-sided AoE isn’t really beneficial when you are trying to build your side of the board.

👎

Priest ↑↑ Healing (Priest of the Feast, Binding Heal, Greater Healing Potion, Obsidian Statue, Acolyte of Agony)

↑ Taunt (Tortollan Shellraiser, Obsidian Statue)

↓ Discarding (Doomguard)

↓ Sacrifice Synergy (Unwilling Sacrifice, Ravenous Pterrordax, Sanguine Reveler)

Priests have a cache of healing abilities, so Warlock can keep using Life Tap. This combination is just great card advantage, and can draw infinite cards in the late game. I believe investment in subpar healing cards is fine, as Warlock class cards do enough in dealing damage and removals. Obsidian Statue is just ridiculous in the hands of a Warlock.

👍👍

Rogue ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Sacrifice Synergy (Unwilling Sacrifice, Ravenous Pterrordax, Sanguine Reveler)

↓ Discarding (Doomguard)

↓ Self-Damage (Hellfire, Felfire Potion, Pit Lord, Chittering Tunneler)

↓↓ Weapon Buffs (Deadly Poison, Envenom Weapon)

This half of the Warlock-Rogue team is basically a Warlock that has Rogue cards. There shouldn’t be extra damage being taken, aside from drafting a few weapons. In the dual class Arena, you probably would like to combine Warlock Life Tap with a class that heals or taunts. Rogue does neither.

👎

Shaman ↑↑ Taunts (Hot Spring Guardian, Drakkari Defender, Feral Spirit, Thing from Below, Voodoo Hexxer, Earth Elemental, Legendaries)

↑ Healing (Hot Spring Guardian, Jinyu Waterspeaker, Tidal Surge)

↓ Discarding (Doomguard)

↓↓ Totem Synergy (Thing from Below)

Shaman has a lot of class card taunts, big and small, across all rarities. Healing options aren’t the best, but there is a little. This will definitely make the Shaman combination one of the better pairings for Warlock. Shadowflame also gets a boost, as Shaman minions can get higher attack for cheap.

👍

Warrior ↑↑ Taunts (I Know a Guy, Bloodhoof Brave, Tar Lord, Direhorn Hatchling, Ornery Direhorn, Alley Armorsmith)

↑ Dread Infernal

↓ Enrage (Frothing Berserker, Val’kyr Soulclaimer, Bloodhoof Brave, Death Revenant)

↓ Double-Sided AoE (Felfire Potion, Hellfire)

This is the last time I will mention this, but Warriors have lots of taunts! The difference between Warrior and other taunt classes is that the rest of the card pool isn’t too impressive. Weapons are great, but not particularly for the Warlock to use. Armorsmith and Alley Armorsmith provide armor value, but I wouldn’t recommend something like Iron Hide. Additionally, big AoE that hits both sides isn’t useful for enrage minions, if it kills them. Dread Infernal is an exception to that.

👍

Warrior Hero Power

Hero Hero Power – Warrior Verdict
Druid ↑ Taunt Synergy (Strongshell Scavenger, Protect the King, I Know a Guy)

↓ Weapon Buffs (Grimestreet Pawnbroker, Forge of Souls)

↓ Jade (Jade Behemoth, Jade Blossom, Jade Spirit)

↓ Beast Synergy (Menagerie Warden, Mark of Y’Shaarj)

Putting on a new broken record that says the Warrior hero power is basically nothing. So, we’ve got the Druid-Warrior partnership where you need taunt synergy in Strongshell Scavenger and I Know a Guy.

👎

Hunter ↑ Taunts (Alley Armorsmith, Ornery Direhorn, Direhorn Hatchling, Tar Lord, Bloodhoof Brave)

↓ Double-Sided AoE (Whirlwind, Ravenous Ghoul, Blood Razor)

↓ Beast Synergy (Houndmaster, Kill Command, Abominable Bowman)

Hunter has decent early game removal AoE and a ping card like On the Hunter. Taunts and Weapons help the Hunter minions do their things and go face. Still not much synergy with this pairing.

👎

Mage ↑ Taunts (Alley Armorsmith, Ornery Direhorn, Direhorn Hatchling, Tar Lord, Bloodhoof Brave)

↓ Elemental Synergy (Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Weapon Buffs (Grimestreet Pawnbroker, Forge of Souls)

↓↓ Secret Synergy (Medivh’s Valet, Kabal Lackey, Kabal Crystal Runner, Ethereal Arcanist)

Without the Mage hero power, you’re not only losing your ping, but also your enrage trigger. Having access to Mage cards is definitely a boon, but not having the hero power is a big loss.

👎

Paladin ↑↑ I Know a Guy, Stonehill Defender (Tirion Fordring, Sunkeeper Tarim, Wickerflame Burnbristle, Grimestreet Protector)

↑ Weapon Buffs (Grimestreet Pawnbroker, Forge of Souls, Upgrade)

↓ Double-Sided AoE (Whirlwind, Ravenous Ghoul, Blood Razor)

Pairing a hero with the Warrior hero power isn’t going to be good most of the time. Except here. I Know a Guy and Stonehill Defender will give you the OP Paladin taunt minions. Besides that, there is some weapon synergy with both card sets.

👍

Priest ↑ Double-Sided AoE (Spirit Lash)

↓ Weapon Buffs (Grimestreet Pawnbroker, Forge of Souls)

With the Warrior hero power (nothing), you’re losing help for healing enrage minions and high health minions. Healing synergies on the Priest side definitely come up big here, and having weapons would be needed to gain on the board.

👎👎

Rogue ↑↑ Cost Reduction (Ethereal Peddler, Obsidian Shard)

↑ Weapon Buffs (Runeforge Haunter, Grimestreet Pawnbroker, Forge of Souls, Upgrade, N’Zoth’s First Mate, Naga Corsair, Bloodsail Raider, Deadly Poison, Envenom Weapon)

↑ Pirate Synergy (Bloodsail Cultist, Swashburglar, N’Zoth’s First Mate, Southsea Captain)

↓ Double-Sided AoE (Whirlwind, Ravenous Ghoul, Blood Razor)

Rogue cards primarily provide lots of single target removal and weapon synergy. Without a guaranteed Rogue weapon hero power, this draft definitely needs weapons to even tread water.

👌

Shaman ↑ I Know a Guy, Stonehill Defender (Earth Elemental, Al’Akir the Windlord, White Eyes)

↓ Elemental Synergy (Stone Sentinel, Servant of Kalimos, Tol’vir Stoneshaper, Blazecaller)

↓ Totem Synergy (Thing from Below)

Shaman probably has the second-best stock of taunt minions, making I Know a Guy and Stonehill Defender relevant again. There are enough control strategies to go around with Shaman spells and removal combined with Warrior taunts.

👌

Warlock ↑ Dread Infernal

↓ Enrage (Frothing Berserker, Val’kyr Soulclaimer, Bloodhoof Brave, Death Revenant)

↓ Double-Sided AoE (Felfire Potion, Hellfire)

The taunts are irrelevant because you are not Life Tapping. Dread Infernal is still amazing for enrage targets. Definitely some catchup potential with Warlock cards, but not that exciting overall.

👎

Visualizing the Hearthstone Arena Synergy Picks

Visualizing the Hearthstone Arena Synergy Picks

The Hearthstone Arena is in a weird place now. Untouched for practically 3 years of the game’s existence, the format is now seeing changes here and there. One of the more recent changes, introduced around the time Knights of the Frozen Throne was released, are the synergy picks. Your first 2 picks out of 30 in the Arena all come from a much smaller pool of cards, the synergy pool.

Most people who play Hearthstone don’t care about the new synergies, or don’t know it exists. People seemingly only care about Ranked and even Tavern Brawl, more than Arena. In the minority of Arena players that do care, some people like the new synergy, and others don’t.

It won’t take a gun to my head to have me tell you that I don’t like the new synergy system. I don’t like being forced to pick a mediocre or subpar card, for the chance of a fringe synergy. My game is about tempo, and synergy is just extra. But that didn’t stop me from thinking about these picks, given how pervasive they are in the Arena now. How good are these synergy picks, and across classes?

Methodology

  • I tried to determine how good each synergy pick is, in respect to the class-rarity pool. I used HSReplay.net to find where a card ranked in “Deck winrate,” out of all cards for that class, in that rarity. Deck winrate varies greatly among classes, so I decided to look ranks within class. Rank analysis is used in nonparametric study design, and is not outlandish.
  • I pulled the source of synergy picks from Heartharena. I’m not sure if this list is complete, but from a visual check, it seems correct.
  • I made 3 tables for Synergy Commons, Synergy Rares, and Synergy Epics.
  • Each card received a percentage. This percentage stands for percentile in the class-rarity pool. e.g. The #10 deck winrate card out of 100 will be 10%.
  • I added a color scale on the spreadsheet for visualization. Green is good, yellow is meh, and red is bad.

Assumptions

Misinterpreting or having misleading data is worse than having no data, so let’s make some assumptions before the results:

  • HSReplay data is not representative of everyone – People who track all their games, and have decktracking lists are probably better than the average Hearthstone player. While this doesn’t include very good players who play on their phones, I would assume more casual players don’t use the technology that exists for computers.
  • Deck winrate is not perfect – Far from a perfect metric, but the best we have to evaluate card performance. Bad cards in 12-win drafts and good cards in 0-win drafts get muddled in the metric. This goes into the fact that high-performing decks typically have better cards. But individual player skill, outside of the draft isn’t really taken into account.
  • Intervals between ranks are not uniform – Cards next to each other on the rank aren’t separated equally. Typically, the worst card is really bad, and a few percent worse than the penultimate. You may even have cards with the same exact winrate, but placed arbitrarily on the rank order.
  • Data is dynamic – HSReplay data constantly refreshes, and the free version looks at the last 14 days. To avoid changing data in the dataset for analysis, I did not refresh the page I looked at, to make sure I had a static snapshot for all data used.
  • Statistical power is equal – Power is basically the bigger a sample size, the more reliable the results. In the ranks, I included every card not considered sparse. So the rank of a card played 100,000 times is on the same level as a card played 2,000 times. The card played 2,000 times probably needs more reps to see it’s “true deck winrate.”

Limitations

Also some limitations of this analysis/visualization:

  • No legendaries – Legendary picks make up a good portion of the synergy picks actually. But when looking at the data, there wasn’t enough power to have a definitive denominator for each class. For example, The Voraxx, a synergy legendary, was only picked 360 times in 2 weeks by Hunters. Everyone knows it is horrible by now, and avoids it. With that, I scrapped evaluation of legendaries. Know that Medivh, Kazakus and the DK Heroes are all very good.
  • No sparse data – HSReplay automatically filters out cards that haven’t been played much. This is done primarily to weed out old drafts that include Wild or banned cards. However, picks perceived as bad by the public (and subsequently undrafted) sometimes don’t show up. An example would be Am’gam Rager, which is very seldom drafted by Mages, or Blood of the Ancient One for Druids. While it feels bad to leave out currently draftable cards from the ranks, their lack of statistical power had to be considered. Ultimately, only a few cards were left out for each class, which won’t significantly affect the rankings for the synergy picks .

Synergy pick commons

synergy_chart_common

  • Rockpool Hunter shows up consistently as a high-ranking deck winrate card, primarily because it serves as 2-drop stability.
  • Primalfin Lookout is the worst neutral common synergy pick, likely because very few Murlocs were found after picking it.
  • Netherspite Historian is actually in the top third of Priest commons, given Dragon synergy.
  • Warlock got some great expansion cards, but the solid synergy pick commons help too. Same for Druid.

Synergy pick rares

synergy_chart_rare.PNG

  • Tol’vir Stoneshaper is everywhere, as the 4-mana 3/5 is not backbreaking, being off 1 point. Much better than picking Gadgetzan Auctioneer or Coldlight Seer.
  • Devilsaur Egg performs much better in Warlock, possibly due to Unwilling Sacrifice.
  • Book Wyrm confirms Priest Dragon synergy.
  • Warrior has relatively better ranks in the synergy rares, which could mean their overall card pool is worse compared to the synergy picks.

Synergy pick epics

synergy_chart_epic.PNG

  • There are a few relatively safe epic synergy picks in Murloc Warleader, Blazecaller, and Southsea Captain.
  • Blubber Baron is as bad as advertised. Don’t try to make that “synergy” work.
  • The Paladin epic class synergy picks are mostly horrendous.
  • Corpsetaker is predictably best in Paladin, thanks to Divine Shield, but is just the 50th percentile.
  • Warrior has relatively better ranks again in the epic synergy picks. Horrible card pool overall confirmed.

Top-performing cards in the early Frozen Throne Arena meta

Top-performing cards in the early Frozen Throne Arena meta

Unlike Ranked, the Arena meta in Hearthstone typically doesn’t shift much during an expansion. People figure out which cards are good when they are released, and they are typically right on most of the evaluations. Through personal experience playing cards, a few cards will be reevaluated. Take Knights of the Frozen Throne for example. Upon the reveal of Bonemare, I think everyone knew it would be a top-3 Arena neutral for the set. The card will always be premium, probably until it gets rotated out of Standard.

The new Arena meta, or the so-called “Synergy Meta,” is a bit different, and we have seen upheavals from the previous power pyramid. I decided to look at the top cards from the new set for each class, and use that as a gauge to see how the class is doing.

Methodology

  • I went to hsreplay.net to look at Arena cards by deck winrate.
  • I sorted new cards to look at neutrals, and by-class.
  • I ranked each top-performing card by where they stand in the class card pool.

Top class card comparison

Gnash(62955).png

Gnash your teeth if you draft this, but don’t beat yourself up.

Druid

  1. Ultimate Infestation – 60.6% WR, #1 Druid card
  2. Malfurion the Pestilent – 60% WR, #2 Druid card
  3. Druid of the Swarm – 59.2% WR, #3 Druid card
  4. Fatespinner – 58.5% WR, #4 Druid card
  5. Webweave – 58.4%, t5 Druid card

If by some cruel twist, the main complaint of Ranked Hearthstone is also the best Druid class card for Arena. It is a new Arena development, as Druid was never top shelf in the format. The top Druid class cards all being new cards likely has something to do with the class’ rise in the ranks.

Play Dead(62891).png

The equilvalence of playing dead in arena.

Hunter

  1. Deathstalker Rexxar – 57.7% WR, #1 Hunter card
  2. Venomstrike Trap – 56.5% WR, #17 Hunter card
  3. Abominable Bowman – 55.7% WR, #31 Hunter card
  4. Corpse Widow – 55.7% WR, t31 Hunter card
  5. Professor Putricide – 55.5% WR, #34 Hunter card

Unlike other classes, Hunter doesn’t rely on card quality, rather playing the Aggro game to be faster than others. The new cards from this expansion weren’t too impressive relative to the Hunter class toolkit.

Glacial Mysteries(62869).png

Frankly a mystery why anyone would draft this.

Mage

  1. Frost Lich Jaina – 60.1% WR, #1 Mage card
  2. Sindragosa – 57.1% WR, #15 Mage card
  3. Coldwraith – 56.8% WR, #20 Mage card
  4. Ghastly Conjurer – 56.6% WR, #33 Mage card
  5. Breath of Sindragosa – 55.8% WR, #40 Mage card

How the mighty have fallen. The top two class cards for Mage are legendaries, but Frost Lich Jaina gets a decent boost (9.4% of all Arena Mages) from the synergy pick system. The Mage toolkit was lousy for the new set, with a couple of unplayable epic spells, and this helped bring the class down a bit. There were no “bomb spells.” Coldwraith is good, but everything else pales in comparison to the spells from Un’Goro and before.

Light's Sorrow(61833).png

This card is sad. Don’t draft it.

Paladin

  1. Uther of the Ebon Blade – 60.7% WR, #4 Paladin card
  2. Righteous Protector – 60% WR, #12 Paladin card
  3. Bolvar, Fireblood – 58.4% WR, #29 Paladin card
  4. Dark Conviction – 58.1% WR, #32 Paladin card
  5. Arrogant Crusader – 58% WR, #34 Paladin card

To show the quality of Paladin cards in Arena, Righteous Protector is just #12, and it is as good as it gets for a 1-drop. A lot of lackluster cards, but everything is overpowered to keep the class great. Note the reduction of Stonehill Defender, which makes it a must-pick draft rare.

Archbishop Benedictus(62856).png

This can be countered by blind drafting kappa.

Priest

  1. Shadowreaper Anduin – 59.4% WR, #1 Priest card
  2. Obsidian Statue – 55.4% WR, #20 Priest card
  3. Shadow Ascendant – 55.3% WR, #23 Priest card
  4. Embrace Darkness – 54.1% WR, #34 Priest card
  5. Spirit Lash – 54% WR, #35 Priest card

Seeing a trend here, yes the Death Knight heroes remain quite good. Obsidian Statue is a good card, but costing 9 likely has something to do it being just 20th best. Shadow Ascendant might be better in classes with more aggressive early game as well. Everything else is mediocre.

Leeching Poison(61821).png

A leech in your draft card quality.

Rogue

  1. Plague Scientist – 59.8% WR, #14 Rogue card
  2. Bone Baron – 59.7% WR, #16 Rogue card
  3. Shadowblade – 59.6% WR, #17 Rogue card
  4. Lilian Voss – 59.4% WR, #21 Rogue card
  5. Spectral Pillager – 58.4% WR, #36 Rogue card

It seems Death Knight Valeera is more of a Constructed build-around than Arena card. But, the Rogue got Plague Scientist, Bone Baron and Shadowblade, all decent cards to keep the class afloat. The class card kit is still spectacular, and the new cards don’t particularly hurt the class standing.

Moorabi(62845).png

Moorabi? More like, uh, Moo-don’t-draft-this.

Shaman

  1. Thrall, Deathseer – 54.2% WR, #17 Shaman card
  2. Brrrloc – 53.7% WR, #25 Shaman card
  3. Avalanche – 53.3% WR, #31 Shaman card
  4. Voodoo Hexxer – 52.8% WR, #41 Shaman card
  5. Snowfury Giant – 51.9% WR, #48 Shaman card

Shaman was definitely in the lower third in Un’Goro, and the new freeze class identity shift decelerated any Arena movement it had. I mean, the top class common/rare is Brrrloc, with a low winrate. Thrall, Deathseer seems solid in Constructed, where it might be easier to hold the board than in Ranked. The hero does nothing on an empty board. I expected Voodoo Hexxer to be one of the better cards, but that doesn’t appear to be the case right now. If the synergy pick is working correctly, Thrall, Deathseer should be offered 2x higher, like Frost Lich Jaina.

Howlfiend(62894).png

How to mill your deck in arena without clearing the board.

Warlock

  1. Bloodreaver Gul’dan – 59.9% WR, #1 Warlock card
  2. Despicable Dreadlord – 59.5% WR, #3 Warlock card
  3. Defile – 57.5% WR, #17 Warlock card
  4. Drain Soul – 56.5% WR, #30 Warlock card
  5. Gnomeferatu – 56.4% WR, #32 Warlock card

Arena Warlock was always fun in my book, and now is the time to reap. Some new ridiculous toys were added to the toolkit, and Bloodreaver Gul’dan (10.2%!) is seeing an offering bonus thanks to the synergy picks. Despicable Dreadlord is a stud. Defile will give humanities majors fits, but efficient board clear. The class has moved up a good deal.

Dead Man's Hand(62842).png

Literally a dead man or woman in arena because you drafted this.

Warrior

  1. Scourgelord Garrosh – 56.8% WR, #1 Warrior card
  2. Blood Razor – 52.1% WR, #12 Warrior card
  3. Forge of Souls – 52% WR, #13 Warrior card
  4. Mountainfire Armor – 51.3% WR, #16 Warrior card
  5. Val’kyr Soulclaimer – 49.3% WR, #37 Warrior card

The Arena doghouse class is still there. A lot of the cards had the “Whirlwind theme” which is more of a Constructed build around, than being good for Arena. Ravaging Ghoul is good since it fits being a 3-drop. Overcosted 5’s and 4’s aren’t that good. Maybe a fun challenge for good Arena players.

Wretched Tiller(62946).png
Funny voicelines but wretched pick.

Neutrals

  1. The Lich King – 59.9% WR
  2. Bonemare – 59.3% WR
  3. Keening Banshee – 58.8% WR
  4. Hyldnir Frostrider – 58.3% WR
  5. Deathspeaker – 57.9% WR

The Lich King is just OP and should be drafted over almost every legendary. You can make an exception for Death Knight heroes maybe, and a few good ones. The neutrals and rares on this list all are over-stated, or buff other minions to help preserve the board.

There you have it. Just by looking at class card rankings, you can estimate where the class is in the new Arena meta. Look forward to checking more data and numbers as the Arena meta keeps on moving.