Hearthstone arena what cards to take. The first steps in the arena - from noob to gladiator. Types of winning decks

hearthstonetopdecks has created a stunningly detailed guide to playing the Arena for beginners. I just couldn't help but translate it. Be careful, 14 pages A4 :)

This guide is designed to help beginners understand how the Arena works in Hearthstone. The main goal of the guide is to teach how to play endless arenas. This way you can get a source of endless gold in Hearthstone and combine it with very interesting gameplay. The guide is divided into several parts and will take you from a basic understanding of the arena to various intricacies of the game that only professional players understand. By studying the information in this article, you can become an Arena legend.

Introductory part
While playing in the arena, I see that many newcomers simply enter this mode without any idea of ​​what they actually need to do here, they are defeated without a chance by players with experience, as a result of which newcomers feel disappointed and get a very unpleasant experience of playing in the mode. they have no motivation left to appear here anymore.
Hearthstone is only considered beginner friendly. Of course, there were some changes to improve the situation, but with each new addition the game becomes more and more complex and incomprehensible for those who start playing it.
Hearthstone has a reputation for being a "pay-to-win" game, and to some extent this is true. This seems to be true if you want to build a large collection of cards for competitive play. It is extremely difficult to do this as a beginner. I myself have been in the shoes of a “free” player and am familiar with this problem firsthand. Everything changed when I discovered the magic of the Arena.

The importance of the arena for beginners
With the release of each new addition, the importance of the arena is growing more and more, since at the moment it is the main way to earn a lot of gold in the shortest possible time. Instead of spending gold on boosters (you should almost never do this, the only exception being if you only want cards from a specific expansion and have little Arena experience), you should invest your gold in Arena and make a profit from it. Even if you play terribly and only achieve 3 wins on average, 150 gold is still worth it. You get a set of cards (100 gold), 20-25 gold, and you also get either an additional card or an additional 20-25 gold or dust. By the way, as a rule, the value of dust exceeds the value of gold. Well, of course, our goal is to make sure that we don’t stop at 3 wins. We need profit, a lot of profit!

The amount of gold received depending on the number of victories

Source: ArenaMastery

How can you start making a stable profit from the arena? You need to reach the average mark of 7. It is from this moment that the pure gold received for the Arena will allow you to start the next one. If you play better than 7 wins, this will be your net, very high profit.

Average amount of gold depending on the number of victories.

Source: ArenaMastery

I'll be honest with you, achieving a consistent seven wins every time you enter the arena is not that easy. According to a reddit post, only 9% of players can reach this mark. I think this can be somewhat demotivating. The average player in the arena reaches 3 victories. However, there is no need to despair. When you don't achieve the results you want, you just need to focus on improving your own skills as a player. It will be useful. If you are able to identify your own mistakes, you will improve from trip to trip.
Also, everything you learn in the arena will definitely help you in ranked play. Your skill in making correct exchanges especially grows.

Part 1: Arena Classes

As you know, there are 9 different classes in Hearthstone, each of them has unique abilities and characteristics, it is very important to understand all the strengths and weaknesses of your class. This will help you choose the right cards in the arena to maximize your potential and minimize your weaknesses. So that you understand which class is better to choose, just below you can find a list for all classes.
To maximize our chance of winning, we need to try to pick a Tier 1 class whenever possible. The point is that these classes have the strongest tool sets for the arena. I'm not saying that it's completely impossible to get 12 wins as a Warrior, however, it will be much more difficult, since the nature of this class, at the moment, is practically not designed for this mode.

  • Tier 1: Mage, Rogue, Paladin
  • Tier 2: Hunter, Warlock, Priest
  • Tier 3: Shaman, Druid, Warrior

To help you get to know these classes better, I will talk below about the strengths and weaknesses of each. This will help you understand what to expect when choosing or playing against all Tier 1 and Tier 2 classes.

Mage

Strengths

  • Universal Hero Power
  • Can adapt to any situation
  • Great class cards
  • Massive removal can win the match on its own

Weak sides

  • Small number of class creatures
  • May end up in a situation where the hand consists of defensive and situational cards

Key cards
[Wave of Fire], [Volcanic Potion], [Portal: Firelands], [Petroglyph], [Meteor], [Polymorph], [Arcanologist], [Water Elemental]
Mage has always been a strong choice for the arena and continues to be the most picked class. According to Arena mastery, 23% of players try to choose it. The main reason is that the hero power of this class is amazingly strong, and also the Mage class cards are very unbalanced in places. A recent expansion brought cards like [Meteor] and [Petroglyph] to the class, taking its already powerful arsenal to a whole new level. The mage has a huge amount of mass and targeted removal, which makes it easy to return to a seemingly completely disastrous match.

Robber

Strengths

  • Great Hero Power for Arena
  • Strong targeted removal
  • Can use own health as a resource in order to gain predominantly early table
  • Generates a lot of tempo thanks to the “chain of moves” mechanic

Weak sides

  • Very picky about cards with low mana costs to activate “trick combo”.
  • Has virtually no chance of winning if there are a lot of expensive creatures in your hand
  • Virtually no healing
  • Easily destroyed by aggressive decks

Key cards
[Backstab], [Poisoned Weapon], [SI:7 Agent], [Daze], [Evisceration], [Assassination], [Bloodthirsty Spiteful].
With the release of Journey to Un'Goro, Rogue has proven to be one of the best classes in the arena, as it has gained powerful cards like [Poisoned Weapon] and [Bloodthirsty Maleficent] that allow it to make incredible moves at incredible speed. When playing this class, you definitely need to be prepared for the fact that your opponent can destroy you in a few moves. This is especially true in matches against Mages and Hunters; sometimes they can completely ignore table control.

Paladin

Strengths

  • Powerful buff spells
  • Excellent arsenal of weapons
  • High-quality class creatures allow you to reliably control the board
  • Has a lot of healing

Weak sides

  • There are no powerful targeted removal spells
  • Limited Mass Removal
  • It's extremely difficult to recoup

Key cards
[Silver Blade], [Seal of Kings], [Consecration], [Crested Steed], [Aldor Peacemaker], [Hawcutter], [Hydrologist], [Defender of the Hills], [Dinosaur].
Once upon a time, paladins were the absolute best class for the arena, but quite a lot of time has passed since then. After the card rotation at the beginning of the year, the class lost [Murloc Knight], [Guardian of Uldaman], and [Seal of Champions]. Playing as a Paladin is a constant concern for board control, as well as a constant regret that the removal of this class is limited, and those that are available are absolutely straightforward and obvious. Once the Paladin loses control of the board, it becomes almost impossible to regain it, since the range of any removal spells is extremely limited. However, the class still has a large number of special cards that allow the Paladin not to slide into Tier 2.

Hunter

Strengths

  • Aggressive play style
  • Can create a lot of tempo with [Deadly Shot] and [Frost Trap]
  • Can easily take control of the table in the early game

Weak sides

  • Small amount of mass removal
  • The deck is quite weak to taunts and healing
  • It's very difficult to get back into the game

Key cards
[Gem Macaw], [Sparkling Sharptooth], [Painful Bite], [Pet], [Houndmaster], [Unleash the Dogs], [Eagle Horn Bow] and [Savanna Highmane].
The Hunter is in the middle of the list of the best classes. His Hero Power supports aggressive or tempo-oriented playstyles, so you shouldn't choose slow archetypes for this class. The current arena meta is hardly a good fit for the hunter. Yes, there are a lot of Rogues here, however, at the same time there are also a lot of healing and taunts.

Warlock

Strengths

  • Uses own health as a resource to gain an advantage in the number of cards
  • Good mass and targeted removal
  • Decent class creatures

Weak sides

  • Can be easily destroyed by aggressive decks
  • Almost all massive removal spells also damage the Warlock himself.

Key cards
[Mighty Abyssal], [Dread Infernal], [Blast-Crystal Potion], [Darkshire Council Member], [Costic Face], [Doomguard], [Soul Siphon].
Warlock was once the best Arena class. He uses his Hero Power to put himself in a better situation due to his card advantage. However, the recent card rotation has reduced the power of this class, depriving it of such powerful cards as [Black Archaeologist] and [Imp Gang Leader]. In return, the Warlock did not receive any particularly useful class cards. Also, in the latest update, the developers reduced the chance of the appearance of [Mighty Abyssal], which sharply increases the class’s win rate. Since the Warlock's Hero Power does not directly affect the board, it is extremely easy for other classes to capture him at the very beginning of the game and calmly bring the match to Victory

Priest

Strengths

  • Can use his hero power to trade creatures more effectively
  • Powerful targeted removal
  • Can gain card advantage

Weak sides

  • Very vulnerable to creatures with 4 attack units
  • A huge number of useless and situational spells that are very weak in the Arena

Key cards
[Talon Priest from Cabal], [Power Word: Shield], [Shadow Word: Death], [Shadow Word: Pain] [Northshire Cleric], [Potion of Madness], [Potion of Dragonfire].
Priest is one of the few classes that didn't lose a lot of key cards in the past annual rotation. Moreover, he also received a lot of good quality cards, like [Thing of Amber], [Shining Elemental] or [Crystal Oracle]. However, this class is very sensitive to how you run your Arena card draw, which will determine how effective your Hero Power is. Especially your success will depend on whether you can find a sufficient number of cards that will increase the health of your creatures. These include [Talon Priest from Cabal] and [Power Word: Shield]. The strength of the Priest is that he can use his hero power for one of the most important elements of the Arena - for exchanges. At the same time, unlike, for example, a Paladin, who creates tokens with his hero power, he must constantly have creatures on the board in order to cast his spells. Otherwise, the Priest will simply skip moves and do nothing.

Part 2. Selecting cards

Now that you've learned about choosing the right class, it's time to learn how to build your own deck. It is the process of collecting a deck that is perhaps the most important thing that will happen to you in the near future, since it determines your playing style, your victory conditions. It's important to match your choices to your chosen class to make the most of the synergy between the two.
Your deck will consist of class and neutral creatures, as well as a number of spells. I will explain how to choose the proportion between these components of the clade. This will help you understand the different aspects and characteristics of Hearthstone creatures.
In general, I classify creatures into three groups:

  • Value
  • Effect
  • Situational

Value reflects the number of characteristics a creature has. The more stats it has compared to other creatures for the same mana cost, the more valuable the creature is. There is such a thing as Vanilla Test, Vanilla cards may not have any additional special attributes or effects, however, due to their excellent characteristics, they are superior to many other creatures.
The simplest examples are [Resin Guardian], which is always better than [Am'gham's Fury], and [Ice Fury] is always better than [Magma Fury]. Below is an example of one such Vanilla test.


You can see that all these creatures successfully pass the Vanilla Test, since even the first creature has 5 units of characteristics for two units of Mana, and each subsequent creature has +1\+1 for 1 unit. mana.
However, this is a very straightforward example. Let's think about what to choose if in front of you is [Skilled Gangster] and [Priestess of Elune]. Both cards cost 6 mana, however, their effects are completely different. [Skilled Gangster] has 14 stat points, which is superior to [Big Fist Ogre] 6/7, which has 13 stat points. [Priestess of Elune] has 9 stat points, which is a far cry from the standard 13 points, so essentially you're paying 4 stat points for an effect that restores 4 health points to your hero. Who should I choose?
Of these two options, you need to choose [Skilled Gangster], since it has significantly better characteristics, and most importantly, the amount of health, because [Priestess of Elune] can be killed by [Illusionist], which costs only 3 units of mana. So if this happens, you will quickly find yourself lagging behind and these 4 units. your hero's health will not help you in any way.
What are “effect cards”? The name says it all, these are those cards that have a special attribute that does something important. You will rarely come across a choice of several cards with a good effect, so as a rule, the questions “which card with an effect should I choose?” will not arise. By good effect I mean that this card will be useful in almost any situation. These are, for example, [Treasure Collector], [Slum Trader], [Prehistoric Dragon].
But situational cards belong to the third type. To activate them, some important conditions must be met. Without them, the card will not bring maximum benefit. Such cards include, for example, elementals and cards that require playing an elemental during the previous turn. Situational maps also include technical maps. One of the most notable examples is [Hungry Crab], which requires a Murloc on the board in order to get the most out of it. You will lose tempo if you play this card without an activator and gain tempo if you play it with an additional condition. Other popular options for situational cards in the arena are [Voracious Slime] and [Mental Technician]. Remember that you don't always have to try to play these cards to their maximum advantage, sometimes it is better to play [Voracious Slime] on turn 3 without its Battlecry instead of skipping that turn.


Every time you draft a card, your goal is to create a combination of these three creature types, but in certain proportions. There should be no more situational cards than valuable cards or cards with effects. When you choose a situational or effect card, you should ask yourself how the card fits into your class, as well as pay attention to the stats. If you're playing a control class like Mage or Priest, health is more important than attack. So you should choose a 4/5 creature instead of a 5/4. By analogy, when playing an aggressive class like Hunter, you should choose a creature with a high attack rating.
Another very important aspect during drafting is the mana curve, which depends on the class you choose. You shouldn’t bother with this from the first moves, but by map 20-25, pay attention to this if you already have a lot of heavy creatures for 6 or 7 units. mana, you must definitely dilute them with small creatures for 2 units. mana, because if you skip your turns and don’t summon small creatures, you simply won’t have time to play later creatures, and your opponent will kill you faster.
At the end of your draft, your mana curve should look something like the one below. They roughly demonstrate mana curves for different playstyles. Keep in mind that these are only 3 of many ways to play this mode. You could very well build a Hunter deck with a lot of heavy minions and use a more controlling playstyle. However, these three options are the most common archetypes in the arena.


Control. This is an example of a deck with a strong late game. You may be surprised by the number of cards for two mana, but you will need them in order to take the game to a later stage where you will max out your deck. The goal is to take control of the early table and maintain it until the late game, where your cards will be more valuable than your opponent's. As a rule, Priests, Warlocks, and Mages use exactly this mana curve.


Aggressive. The absolute opposite of the previous style. Built on a huge number of creatures for a low amount of Mana. You won't have any tools to win the late game, but you don't really need to. Your task is to destroy your opponent as early as possible, until he can stabilize the situation. Great for classes like Hunter, Rogue, and even Mage if you can build the right deck for it.


Midrange. This archetype fills the zone that lies between the aggressive and control archetypes. As a rule, he goes for 4-mana creatures and this option often turns out to be very versatile. He has quite a few creatures to take control from the first turns, but the deck also has every chance of winning in a prolonged match. This tactic is best suited for the Paladin, since this class has a very large number of powerful cards for 4 mana, but, however, any class can build a similar deck.
For beginners, the drafting process can be very difficult because they are simply not familiar with most of these cards. So it often makes sense to use external services to evaluate cards. For example, Heartharena. This is a great additional feature that will tell you the rating of each card you are offered during the draft. Additionally, this app also tracks your mana curve and increases or decreases your card rating based on it so that you don't end up with bad decks. This is a great starting point. Keep in mind that these estimates are not the ultimate truth; sometimes you should trust your own feelings. The application is available only to PC users, but the site is accessible from any platform.

Part 3. How to play in the Arena?

Now that you've fully built your own deck, it's time to start the match. However, before you click the “Search Opponent” button, take a look at your deck and ask yourself questions

  • “What kind of deck do I have?
  • “Is it about getting the most value out of the cards, or is it a tempo deck?”
  • “How can I win?”

This will mentally prepare you to create a game plan against your future opponents.

Mulligan
The first action you take during a match in Hearthstone is you look at your hand and discard the cards you don't need. You only want cards that you can use in the early game to compete for board control, so as a general rule, you should discard all cards that cost 3 mana or more. However, there are situations where you might want to keep something heavy if you already have a few early game cards. For example, you have [Fireman], [Amanian Berserker], [Voracious Slime], and also [Frosty Yeti]. In this case, it's wise to keep your entire hand to effectively play minions on the mana curve.

Exchanges
In the arena it is almost never possible to simply attack the opponent's face; even the most aggressive decks try to make trades that are profitable for themselves. If you keep your opponent's board empty, you reduce the risk that he can strengthen his creature and make a trade that is favorable to him. Your task is to try with all your might to prevent him from gaining control of the table.
At the same time, if all possible exchanges on the table are not favorable to you, you can try to become an aggressor and try to destroy your opponent’s hero. If you're not sure whether to trade, ask yourself these questions:

  • “How important is possible damage to the face?”
  • “What can my opponent do to punish me if I don’t trade?”
  • “How will this punishment affect my situation?”

If after these questions you feel that face damage is more valuable or punishing your opponent will not have much impact on your situation, go all-in and attack your opponent’s hero.
For example, in the late game you have [Bittertide Hydra] on the board while your opponent has [Young Brewmaster] on the board. In such a situation, of course, you need to attack the opponent's face to deal 8 damage. Why? First of all, because the opponent will not put up with your creature with eight attack units on the table in any case, and if he has some kind of removal, he will definitely use it. If you attack with [Hydra of Bittertides] an enemy [Young Brewmaster], then you will, of course, kill this 3/2 creature, however, the opponent can simply use [Portal: Firelands] or [Fireball] to finish off your [ Hydra of Bitter Waves] and then the opponent will not receive 8 points of damage. If you attack an opposing hero, he will also kill your [Bitter Waves Hydra] with a spell + his own creature, but at the same time he will have 8 less health.
But there is also a situation where your opponent can severely punish you for refusing to exchange. For example, you have [Talon Priest from Cabal] on the board, while the Paladin has [Warden of Mirkwood]. You decide to attack the face instead of trading with the creature. What can happen in this case:

  1. The paladin will cast a creature for 4 units. mana, so you'll do it right by hitting three to the face.
  2. The paladin will pick up [Silver Blade] and kill your 3/4 creature, and his 3/3 will remain on the table.
  3. The paladin will cast [Seal of Kings] on his 3\3 minion, turning it into a 7\7, then trade with your minion and have a 7\4 minion on the board.
  4. The paladin uses [Portal: Silvermoon] on a 3\3 creature, boosts it to 5\5, then trades with yours, as a result he will have two creatures on the table: 5\2 and a random one for 2 units. mana.

As I said earlier, the Paladin's strength lies in strong buff cards, which often cost 4. mana. So, almost always the best solution is to trade with creatures in order to prevent the opponent’s class from realizing the full potential.

Game Around Secrets
Paladins, Mages, Hunters are the classes that have access to secrets. This type of card is very powerful, so you have to predict which secret your opponent might have. If you are careful, you can minimize the negative effects.

Against Mage:

  • [Reflected Essence] and [Potion of Transmutation] are activated when you play a minion. First, for testing, you should summon some of your weak creatures.
  • [Anti-Magic] and [Mana Bond] are activated when you cast a spell. Try to play something less important first. For example, [Coin].
  • [Steam Turn] or [Ice Barrier] activates when a creature attacks an opponent's face. Always attack with the weaker creature first.
  • [Spellbinder] activates when your spell targets a creature. Play less valuable spells first.
  • [Ice Block] activates when lethal damage is dealt to an opponent. Try to ensure that your opponent has 1 unit before activating the ice block. health. This will help you finish him off the next turn.

Against the Hunter:

  • [Frost Trap] activates when you attack with a creature. Attack with either a low-cost creature or a creature with a useful warcry.
  • [Focus Cotus] activates when you cast a spell. Try to cast cheap spells first and then kill the cat with your massive removal.
  • [Explosive Trap] or [Redirection] activates when your creature attacks an opponent's face. Try to trade your 2 units first. health and then attack the face. [Redirection] is better to lure out with a creature with a small amount of attack.
  • [Snake Trap] activates when you attack an opponent's minion. Try not to attack his creatures until you can respond to the snakes.

Against Paladin:

  • [Tit for Tat] activates when your opponent takes damage from any source. Try to use your hero power or the creature with the lowest attack first.
  • [Self Sacrifice] activates when you attack with a creature or weapon. Choose the right tactics. Attack first with a creature you don't want to trade, or conversely, activate the secret first with something less valuable, and then attack a creature with more attack.
  • [Repentance] activates when you play a minion. Play a minion with less health first, ideally one.
  • [Retribution] or [Kodo Escape] activates when you kill an opponent's minion. First, kill some weak enemy creature with a harmless battle cry, the ideal option is a creature that the paladin creates with his hero power.

Don't be afraid of secrets. By keeping them in mind, you can choose when to activate them. For example, let's imagine that you are playing a Mage against another Mage, and the opponent played a secret. You attacked your opponent's hero, so you know the secret doesn't interact with your creatures, and when you cast a spell, you know it doesn't react to the spell. Your hands are free. However, if you are not sure that the opponent does not have [Anti-Magic], the best supplies, for example, are your [Portal: Firelands], even if some of the opponent’s creatures have such an attractive 5 units of health. If you spend mana on a spell and nothing comes out, there's a high chance you'll lose. So, it’s better to wait for some cheaper and useless spell to check what secret your opponent has.
The game is around the opponent's removal.
You should always keep in mind that your opponent can play massive removal at any time and clear your table. So, do not oversaturate the battlefield, this is one of the main conditions in the correct game. This means that it is better to keep some cards in your hand so as not to give them to your opponent just like that. For example, you are playing against a Mage, your opponent's next turn will be the seventh, and you have [Ancient Brewmaster], [Dark Iron Dwarf] and [Frosty Yeti] on the board. And the opponent has no creatures. In this case, you have two choices - you can play some creature from your hand and with some chance it will also be destroyed by a wave of fire, or you can not play it. If your opponent decides to use [Fire Wave] in this situation, you will still have a 4\1 creature on the board, and your opponent will have an empty board. So, in this particular situation, it is much better not to play anything. However, if your opponent's [Fire Wave] was destroying all of your minions, it would make sense to play some minion with 5+ health. health. Although it would be severely injured, you would still retain control of the table.
You must always remember all the massive removal of your opponent. You can even write them down for yourself and hang them in front of your eyes.

  • Mage: [Arcane Blast], [Cone of Cold], [Blizzard], [Wave of Fire], [Volcanic Potion]
  • Rogue: [Betrayal], [Fan of Blades], [Vanish]
  • Paladin: [Equality], [Consecration], [Avenging Wrath]
  • Priest: [Ring of Light], [Potion of Dragonfire]
  • Druid: [Swipe], [Starfall]
  • Shaman: [Forked Lightning], [Portal: Maelstrom], [Thunderstorm], [Volcano]
  • Hunter: [Explosive Trap], [Painful Bite], [Volley], [Explosive Shot]
  • Warlock: [Hellfire], [Twisting Nether], [Doom!]
  • Warrior: [Whirlwind], [Cleave], [Brawl]

Remember that proper positioning of minions on the board is very important against some types of massive removal. And the effectiveness of [Meteor], [Painful Bite] and [Explosive Shot] will depend on how you place your creatures. Place the most valuable creatures on the far left and on the far right sides.
If you have two removal spells in mind, play against the one that will hurt your board situation the most. I remember a situation when I was playing against a Warlock, on my board there was [Insidious Hatchling] and a pack of other creatures for 1-2 mana. When I attacked the opponent's hero with a chick, I decided to choose me with +3 health units or disguise. I decided that the opponent could easily deal with [Cunning Hatchling] with the help of his targeted spells and chose disguise. However, I was wrong, my opponent had [Hellfire] and he cleared my entire table. If my [Cunning Hatchling] was killed by a targeted removal like [Blast Crystal Potion], there would still be enough minions left on the board to win this matchup. So, of course, I would need to choose +3 health, then my [Cunning Hatchling] would survive [Hellfire].

Adaptation to the situation
Games don't always go according to your plan; the main goal of the match is victory, not survival. So, to win, sometimes you need to make risky decisions, especially if the game is not going in your favor. Ask yourself this question often:

  • “What's the worst thing my opponent can do to get me back in the game?”

Even if you think such situations are unlikely, it is very important to prepare for them. For example, you're in a mirror match with another Paladin and you have [Tirion Fordring] and two other mid-range minions on the board. You are in the lead position in this match and are ignoring the possibility that your opponent has [Mental Technician]. You summon a fourth minion, your opponent casts [Mental Technician] and takes your [Tirion Fordring]. This is just one example.
However, if you see that your opponent's creatures are generally more valuable than yours, and you are losing turn after turn, it probably makes sense to change your game plans and go for an aggressive match. You can start attacking your opponent's face much more often and try to only play cards that have the most tempo. In this case, ask yourself a different question. For example:

  • “What risks can I take to get back into the game?”
    Sometimes you need to stop playing around your opponent's removal and play all the cards you have. Of course, if your opponent has suitable removal, you will lose, however, this is an arena mode, not a ranked mode. So, the opponent may not have removal spells at all. In some situations you will have absolutely nothing to lose. You would still lose even if you didn't commit aggression.

Part 4. Lessons from defeats

Everything comes to an end sooner or later, including the trip to the Arena. Few of us have ever achieved 12 wins. If you've ever done this, congratulations. If you have never succeeded in this, then nothing terrible has happened. The most important part is the experience you have. The first thing you should do is evaluate your picks during the draft. Have there been cards in your deck that you thought would be useful, but never came into use? Maybe you packed too many early creatures into your deck and completely forgot about the late game? What would happen if you chose other cards? What difference would it make in your situation?
Then you need to evaluate your performance. There are two types of errors:

  • Technical
  • Errors in decision making.

Technical errors in Hearthstone have virtually no impact on the game; this applies more to games of a different genre, like Dota or League of Legends, where correct clicks, APM and other such things are important. However, they also exist in Hearthstone. For example, if you have not composed the sequence of actions correctly. Let's say you have 2 paladin recruits, with [Dire Wolf Leader] standing between them, and your opponent has a creature with 6 units. health. You can make a mistake and start attacking from left to right, causing the first paladin recruit to deal 2 damage. damage, then 2 units. damage with [Dire Wolf Leader] and, after his death, the buff of the right Paladin Recruit will disappear and he will only deal 1 damage. damage Or, for example, you are playing against a Shaman and you have two creatures, one of them is wounded. You decide to attack with a wounded creature, it survives, your healing totem restores 1 unit to it. health. However, if you attacked an opponent's creature with your creature at full health, the totem would restore 1 unit. health to both creatures.
Errors in decision making are something that are very difficult to notice during the game, but very often understanding them helps you improve your level of play greatly. If you are analyzing past matches, you should ask questions:

  • Did I play as optimally as possible?
  • Did I have a chance of winning?
  • Were there any risks I took that I shouldn't have taken?
  • Have I made any mistakes?
  • Should I be more patient with massive removal?
  • Should I have played more aggressively?

Also, when you watch streams of other players in the arena, read guides or study card ratings, keep in mind that there may be conflicts of opinion on any issue. The only opinion you should take into account is your own opinion, which is based on your personal experience.

Jun 28, 2019 Game guides

Locations in AFK Arena are divided into several types: some are designed for leveling up and strengthening characters, others- to purchase valuable loot and resources. The main role in the game is given to battles in PvE mode: the main story campaign is built on the mechanics of confronting mobs. However, the project is a casual card game with an online component, which is why it contains social interaction components.

What is Hero Arena?

Arena of Heroes - a place where real players fight for resources.

It opens at stage 3 and offers 3 free battles every day. After 3 free attempts, to start a battle you need to purchase a special ticket, the cost of which is 100 diamonds.

After pressing the “Challenge” button, a menu opens with a random selection of 5 players: two- rank lower, three- higher rank. The choice of player level affects the number of points you will receive for winning or lose for losing. After each victory, the player receives a random bonus in the form of gold (90 thousand coins) or the Hero’s Essence.

Every day during the two-week battle season, the player receives a payment in the form of a fixed amount of diamonds. Their number directly depends on their place in the general table of ranks. At the end of the season, each participant in battles in the Arena receives a final reward in the form of valuable resources. Particularly generous gifts are presented to those who take prizes.

Duel of Legends

Duel of legends - This is a competition in which users who have completed stage “9-20” of the main story campaign can take part. Such strict conditions make it possible to weed out inexperienced players, leaving only the most seasoned and brave heroes in the Arena. The tournament is held within one server, and on its basis it is determined who will represent this server at the Grand Championship of Legends.

Legends Championship

Participants of the interserver Championship are divided into 8 groups of 8 people each. The selection follows the rules of the knockout tournament, and each player who makes it here receives a temporary buff for all hero cards up to level 240 and mythical clothing sets. At the same time, all effects from the relics are canceled to provide participants and their characters with equal fighting conditions.

The duration of the Legends Championship is one week. After the winner is identified, a week-long break is announced, after which the Championship grid is formed anew and the tournament is held again. It is also worth noting that quarter-finalists, semi-finalists and finalists of the drawing, in addition to resources, are awarded a special profile frame.

Conclusion

In that in the guide we looked at all the possibilities of the Arena of Heroes- from participation in weekly events to the Duel and Championship for the title of the most powerful AFK Arena user. All these activities in one way or another help level up the characters, reaching new gaming heights. Go for it!

Arena play is often frustrating unless you have some specialized knowledge and skills. This guide is the first in our series of articles about the Arena, and it is intended to give you a better understanding of what how to succeed in the Arena.

Luck is an integral part of the Arena, but the purpose of our guide is to show you what you can take the most correct decisions, and these decisions will favorably influence your results.

1. About the Author

This article was created Sottle’om, a professional player Hearthstone from UK, participant H2k. Sottle regularly plays Arena, streaming it on his Twitch channel and explaining all his actions. He has a record win rate of 72%, which makes him one of the best players in the Arena.

2. Introduction

2.1.Getting started

Arena provides you with the ability to build a deck from random cards. The arena is a place where you can test your luck and skills, knowledge of game mechanics, against other players.

The first Arena is free, however subsequent Arenas will cost you 150 in-game gold or $1.99(99r.). The Arena can offer any cards, regardless of whether you have them in your collection or not.

2.2.Choice of a hero

As soon as you enter the arena, you will have to choose 1 of 3 randomly presented heroes. What class cards you can use depends on your decision.

2.3.Deck construction

After choosing a hero, you begin build a deck. You will be offered 3 cards of the same rarity, this will continue until you select 30 cards.

1st;10th;20th;30th elections will always consist of at least rare cards, while the rest can only be rare, epic and legendary with a certain chance.

2.4.Playing in the Arena

Once you've built your deck, you'll be ready to fight against other players. By clicking the “Play” button, you will start the game against an equal opponent, which will be selected for you in accordance with your game rating and the number of victories in this Arena.

Arena ends immediately after 12 wins or 3 losses or after deciding to leave this arena ( by clicking the “Retreat” button).

2.5.Rewards for the Arena

Each victory improves your key, from which the cost of the reward depends. The number of packs (containing a reward) is veiled from 2 to 5. At least one of the packs will contain a booster with cards that almost covers the cost of entry to the Arena.

The remaining packs contain gold, dust, additional boosters, cards (sometimes gold). Now we will show you possible reward options(except for a guaranteed booster with cards). Please note that these details may vary slightly.

  • Finishing the Arena without ever winning, you will receive from 20-25 gold or dust.
  • Finishing the Arena with 1-3 wins, you will receive about 50 gold or dust, practically paying for the entrance to the arena (taking into account the booster with cards).
  • Finishing the Arena with 4-6 wins, you will receive up to 100 gold or dust. You have already paid for the entrance to the arena.
  • Finishing the Arena with 7-9 wins, you will receive enough gold to buy another entrance to the arena. In addition, quite often you can get an additional booster with cards, or a card (possibly gold).
  • Finishing the Arena with 10-12 wins, you will receive a huge amount of gold (up to 500). And you will also quite often receive an additional booster with cards.

3. When should you start playing in the Arena?

Of course, luck is an important part of the Arena, but Your ability to build a deck, knowledge of game mechanics and experience play a key role. Since entering the Arena costs in-game gold or real money, you must clearly understand all the mechanics of the game (described here) before entering the Arena.

4. Choosing a Hero

Every heroic class has a chance of winning, as long as you understand basics of playing for this class and you have a good idea about all the cards in this class. You must always remember that no matter which class you choose, your the goal remains the same: find the best advantage from the situation, build up an advantage, and control the table.

5. Card selection

Basically, you should always try to choose cards that will bring you maximum benefit for its price. But don't forget about the mana curve. In short, you should try to build a deck with a balanced mana curve ( There should not be too many/too few cards for 1,2,3,4...6,7+ mana crystals).

There should be an order of magnitude more creatures and spells for 2-4 mana than others, since During this period of the game it is very important for you to establish control over the field. And there may be fewer creatures and spells with high mana costs (6 and above).

5.1. Creature Selection

When you choose a creature, you should think about what effect does it have on the table?. If you want to be sure of a creature's value, add up its attack and health stats and divide by 2. The resulting number should be equal to or greater than its mana cost.

For example, it costs 4 mana, and the sum of the attack and health indicators is 9, which makes it quite effective. But in addition to this rule, you must consider other factors.

Some creatures have pretty bad stats for their mana cost, but they're often compensated by various card effects, such as Defender of Argus. An example of a card with poor stats for its mana cost is Ironforge Gunsmith.

You will need a lot of experience to learn to give an accurate assessment of each card in terms of stats and mana costs. Because only by playing this or that card will you be able to recognize its strengths and weaknesses. Below we will show you some more examples.

In the Arena a creature's health is valued more than attack power, because high health makes it more difficult for the enemy to deal with your creature. Creatures with high attack may seem attractive because they can deal a lot of damage, but without enough health, they simply may not survive until the next turn to deal that much damage.

For example, he looks strong because he has 5 attack units for 3 mana, but he has too little health and he will die with any removal ( destruction spell), any 1-mana creature, and most hero abilities.

The exception to this rule is creatures with attack less than 3 units. It's very easy to explain: Even if the creature has a high health indicator, it will be easy for the enemy to deal with it with the help of several creatures, without losing them.

These creatures with high health will be able to survive the turn, but will not be able to make good trades or put significant pressure on the opponent.

That's why it's a great card. For 4 mana this creature has stats of 4/5, which allows him not only to survive the move and make an effective exchange with a creature for 3 mana, but it is also possible to survive the exchange. This will mean that the enemy will have to spend 2 cards (or more) on your 1 creature.

As for 1 mana drops – most often we don't need them, for example - Murloc Raider, a practically useless creature. But there are exceptions - cards that have a strong effect. These include the Abusive Sergeant, who, using his Battle Cry will help you make a profitable exchange.

Another example of a not bad card for 1 mana is Worgen Scout. This creature has the effect “ Disguise", What allows him to wait for a convenient moment for you and not die from the ability of the enemy hero.

So you can wait until the enemy puts up a creature for 2-3 mana with 2 units of health, and then it is profitable to exchange with this creature. An elven archer is also not a bad option: Early in the game, her warcry will allow you to finish off enemy minions.

5.2. Selecting Class Cards

Every deck in the Arena must have a good supply of spells, which will help you maintain or gain control of the field. In cases where you do not have the opportunity to choose a strong creature ( we talked about this earlier), you can take a spell that guarantees you an advantage and can significantly delay the enemy.

It doesn't matter what class you play as - you are the same should take several spells to control the board in the early stages of the game. They will be able to maintain pressure ( The situation is assumed when you have several creatures, but you do not want to exchange them and then use a spell for this).

Very strong class cards include some Paladin and War weapons, various spells with AoE (The property of a card or its ability to cause damage to a specific area rather than a single target) effect: Fire Wave, Swipe.

They will give you the opportunity to destroy 1-2 (or more) enemy cards for 1 of yours. You need these class cards to save/intercept control over the table in the middle or late stages of the game.

5.3. Card combinations

Building decks based on different combinations of cards is a good idea, as long as the cards in your deck don't lose their value in situations where you fail to make a combination. This means that in the Arena you should always try to avoid cards that are only good in combination with others, because you have no guarantee that you will be able to find the missing part of the combination.

Some cards like: Dark Iron Dwarf and Sin'dorei Priest, combine with many cards, and therefore they will always be a good choice for your deck.

There are a large number of cards that you need to try not to take it into the deck. For example, Murlocs. All Common rarity Murloc cards have bad stats and effects for their mana cost, and then you will have to rely on Rare Murlocs. When choosing between three Rare cards, one of which is Murloc, in our opinion, the best solution would be to choose another Rare card with greater value ( usefulness of the card in a certain situation).

Since in Hearthstone Several additions were released, combinations and interactions of cards with each other began to play an important role in the Arena. With every addition that brings us new special types of creatures (Mechanisms, Dragons, Creatures with Death Rattles), many different combinations also appeared. For example, the creatures from the Naxxramas expansion with death rattles still remain strong and relevant.

The same can be said about Mechanisms from the Goblins and Dwarves add-on. Gears usually have excellent stats and abilities that justify their mana cost. For example: or Spider Tank. This means that you can easily take several Mechanisms, and then put together any combination with them, as a nice bonus.

The Black Mountain update brought us cards that are based on combinations with dragons. For example, Blackwing Technician or Blackwing Destroyer. Unlike the previously mentioned creatures, Gears, in order for these cards to recoup their mana, you you need to have a sufficient number of dragons in your deck. Therefore, we do not recommend adding such cards to your deck if you have not previously managed to get the required number of dragons.

6. Conclusion

The arena can be a great place for a beginner to gaining gaming experience while he collects for playing Constructed. Once you decide to delve into the Arena and learn even more about it, we advise you to check out our more detailed Arena guides.

To achieve success in the Arena, As always, you will need gaming experience, knowledge of game mechanics, so don’t be upset if your first Arena was not the most successful.

If you like playing in the Arena and are striving for self-improvement - spending gold on the Arena is always more profitable than just buying booster packs with cards.

Translated TrickyCrab, edited Oleg Aleksashin, designed mus1q.

The Arena in Hearthstone is a place where cards are not a hindrance for beginners, but few people know that the function of selecting players based on their experience, or as Blizzard themselves say “matching each other in skill level,” does not work here. Here there is no mercy for beginners, because apart from it, I do not use any of the methods of selecting players (at least until this moment).

Heartstone Arena Matchmaking happens completely by accident. Therefore, your opponents may include both a Legend and a simple man in the street who has decided to fight his first battle in an as yet unknown game mode. That is why it makes sense to go there constantly only when you can make a streak of 3 or more victories there, which will come with experience, or to complete a difficult daily task, as I wrote in.

This Heartstone Arena Guide I created it to share my experience and thereby speed up your learning.

Arena in Hearthstone doesn't rely on your knowledge of decks, which typically use huge stacks of cards to achieve overall effectiveness. Yes, we can still collect two or three cards from a bunch, at best, which we may never end up with together. However, this does not mean that they are not worth taking, but your primary goal should be completely different.

The only task that lies before you when building a deck for the arena in Heartstone, choosing the best card from the three offered. But before I tell you how to make this choice correctly, you must understand an important feature of battles in this mode.

How to play in the Heathstone arena?

Since the majority of Arena decks in Heartstone are made up of creatures - Mass spells have higher priority here than in normal game mode. Of course, you can argue, because starting the battle you control the board and do not allow the enemy to summon more creatures, sacrificing your own. But, at one point, closer to the 10th move, he will start throwing many small creatures at once. This is where your spell will come in handy.

In addition, having such a spell, you can forget about killing enemy creatures (in some cases), and by focusing on his face, let him summon them even more.

For the same reason, you need to know cost of enemy mass spells, and the damage from them. This will help you understand if he has them at a certain point in the game, and whether you should play more creatures before then, and which ones.

How to choose cards for the Hearthstone arena?

Now that you understand how to play in the arena in Hearthstone, all that remains is to understand how to properly build a deck and choose the right cards to play and win.

So, the maximum characteristics of creatures at a certain level will help you make the right choice. For example, for 4 mana a good creature will have the maximum characteristics for this cost: 4/5 (health is more important than attack, and a 5/4 creature will be worse).

ManaCharacteristics
1 1/3 (2/1)
2 2/3 (3/2)
3 3/4 (4/2)
4 4/5
5
6 6/7 (good bonus)
7+ bonus parameters are more important than characteristics.

At the same time, this characteristic is total, and if after death a creature leaves behind another, their characteristics are summed up. It follows from this that the best card in terms of characteristics for 2 mana will be , and for 3 - .

The only advice on choosing bonuses that I can give to a beginner who has no idea about running cards, and in my opinion, at the same time, the best choice of a card for the arena in Hearthstone would be a creature that combines high characteristics and taunt. Your own intuition will help you understand how good the bonus of one creature is in comparison with the bonus of another.

Don't forget about crooked mana, just like don’t try to build an aggro deck with small cards (usually nothing good comes of this). Your deck should have creatures at every level, you should not take a lot of very expensive creatures (7+ no more than 3). I recommend building midleta game decks that have the most creatures for 3-4 and 4-5, respectively.

Well, our guide to the Hearthstone arena has come to an end, and at the end of it, I recommend that you familiarize yourself with, although not useful, but very interesting information.

Arena play is often frustrating unless you have some specialized knowledge and skills. This guide is the first in our series of articles about the Arena, and it is intended to give you a better understanding of what how to succeed in the Arena.

Luck is an integral part of the Arena, but the purpose of our guide is to show you what you can take the most correct decisions, and these decisions will favorably influence your results.

1. About the Author

This article was created Sottle’om, a professional player Hearthstone from UK, participant h3k. Sottle regularly plays Arena, streaming it on his Twitch channel and explaining all his actions. He has a record win rate of 72%, which makes him one of the best players in the Arena.

2. Introduction
2.1.Getting started

Arena provides you with the ability to build a deck from random cards. The arena is a place where you can test your luck and skills, knowledge of game mechanics, against other players.

The first Arena is free, however subsequent Arenas will cost you 150 in-game gold or $1.99(99r.). The Arena can offer any cards, regardless of whether you have them in your collection or not.

2.2.Choice of a hero

As soon as you enter the arena, you will have to choose 1 of 3 randomly presented heroes. What class cards you can use depends on your decision.

2.3.Deck construction

After choosing a hero, you begin build a deck. You will be offered 3 cards of the same rarity, this will continue until you select 30 cards.

1st;10th;20th;30th elections will always consist of at least rare cards, while the rest can only be rare, epic and legendary with a certain chance.

2.4.Playing in the Arena

Once you've built your deck, you'll be ready to fight against other players. By clicking the “Play” button, you will start the game against an equal opponent, which will be selected for you in accordance with your game rating and the number of victories in this Arena.

Arena ends immediately after 12 wins or 3 losses or after deciding to leave this arena ( by clicking the “Retreat” button).

2.5.Rewards for the Arena

Each victory improves your key, from which the cost of the reward depends. The number of packs (containing a reward) is veiled from 2 to 5. At least one of the packs will contain a booster with cards that almost covers the cost of entry to the Arena.

The remaining packs contain gold, dust, additional boosters, cards (sometimes gold). Now we will show you possible reward options(except for a guaranteed booster with cards). Please note that these details may vary slightly.

  • Finishing the Arena without ever winning, you will receive from 20-25 gold or dust.
  • Finishing the Arena with 1-3 wins, you will receive about 50 gold or dust, practically paying for the entrance to the arena (taking into account the booster with cards).
  • Finishing the Arena with 4-6 wins, you will receive up to 100 gold or dust. You have already paid for the entrance to the arena.
  • Finishing the Arena with 7-9 wins, you will receive enough gold to buy another entrance to the arena. In addition, quite often you can get an additional booster with cards, or a card (possibly gold).
  • Finishing the Arena with 10-12 wins, you will receive a huge amount of gold (up to 500). And you will also quite often receive an additional booster with cards.
3. When should you start playing in the Arena?

Of course, luck is an important part of the Arena, but Your ability to build a deck, knowledge of game mechanics and experience play a key role. Since entering the Arena costs in-game gold or real money, you must clearly understand all the mechanics of the game (described here) before entering the Arena.

4. Choosing a Hero

Every heroic class has a chance of winning, as long as you understand basics of playing for this class and you have a good idea about all the cards in this class. You must always remember that no matter which class you choose, your the goal remains the same: find the best advantage from the situation, build up an advantage, and control the table.

5. Card selection

Basically, you should always try to choose cards that will bring you maximum benefit for its price. But don't forget about the mana curve. In short - you should try to build a deck with a balanced mana curve ( There should not be too many/too few cards for 1,2,3,4...6,7+ mana crystals).

There should be an order of magnitude more creatures and spells for 2-4 mana than others, since During this period of the game it is very important for you to establish control over the field. And there may be fewer creatures and spells with high mana costs (6 and above).

5.1. Creature Selection

When you choose a creature, you should think about what effect does it have on the table?. If you want to be sure of a creature's value, add up its attack and health stats and divide by 2. The resulting number should be equal to or greater than its mana cost.

For example, Frosty Yeti costs 4 mana, and the sum of its attack and health stats is 9, which makes it quite effective. But in addition to this rule, you must consider other factors.

Some creatures have pretty bad stats for their mana cost, but they're often compensated by various card effects, for example Defender of Argus. An example of a card with poor stats for its mana cost is Ironforge Gunsmith.

You will need a lot of experience to learn to give an accurate assessment of each card in terms of stats and mana costs. Because only by playing this or that card will you be able to recognize its strengths and weaknesses. Below we will show you some more examples.

In the Arena a creature's health is valued more than attack power, because high health makes it more difficult for the enemy to deal with your creature. Creatures with high attack may seem attractive because they can deal a lot of damage, but without enough health, they simply may not survive until the next turn to deal that much damage.

For example, Magma Fury looks strong because it has 5 attack for 3 mana, but it has too little health and he will die with any removal ( destruction spell), any 1-mana creature, and most hero abilities.

Another example is the Goblin Bodyguard, he may seem like a pretty strong creature on the field, but his 4 health means that he will die to almost any creature for 4 mana and even some 3-mana spells like Shadowbolt.

The exception to this rule is creatures with attack less than 3 units. It's very easy to explain: Even if the creature has a high health indicator, it will be easy for the enemy to deal with it with the help of several creatures, without losing them.

These creatures with high health will be able to survive the turn, but will not be able to make good trades or put significant pressure on the opponent.

This is why Frosty Yeti is a great card. For 4 mana this creature has stats of 4/5, which allows him not only to survive the move and make an effective exchange with a creature for 3 mana, but it is also possible to survive the exchange. This will mean that the enemy will have to spend 2 cards (or more) on your 1 creature.

As for 1 mana drops – most often we don't need them, for example - Murloc Raider, a practically useless creature. But there are exceptions - cards that have a strong effect. These include the Abusive Sergeant, who, using his Battle Cry will help you make a profitable exchange.

Another example of a good 1-mana card is Worgen Scout. This creature has the effect “ Disguise", What allows him to wait for a convenient moment for you and not die from the ability of the enemy hero.

So you can wait until the enemy puts up a creature for 2-3 mana with 2 units of health, and then it is profitable to exchange with this creature. An elven archer is also not a bad option: Early in the game, her warcry will allow you to finish off enemy minions.

Bluegill Warrior is a bad card at first glance ( Stats 2/1 for 2 mana), but the fact that it has the “Dash” effect, makes it like a removal spell for 2 mana, which will help you make the exchange.

If we talk about cards with the provocation effect, then their main role is defense and slowing down the pace of the game. Therefore, creatures such as Goldshire Soldier and Frostwolf Fighter are not as good as they might seem - low health and the taunt effect do not combine very well ( they will not be able to survive more than 1 attack).

Greyspin Patriarch has a fairly large supply of health, but 1 unit of attack will not allow you to exchange with enemy creatures. Tauren Warrior has a strong effect “ Frenzy" But for his 3 mana he won't be able to deal with most other 3 mana creatures ( unless you manage to activate his Enrage effect first, which is very difficult to do when playing for most classes). And most likely Tauren will die during exchanges ( especially with the Enrage effect activated).

Example good creature taunt is Shieldbearer Sen'jin. For his 4 mana, he has a high health indicator of 5 units, and 3 units of attack will allow him to destroy enemy creatures. And most likely he will be able to survive more than 1 exchange.

A couple more cards that not worth taking in the Arena: Raging Harpy, Mage of Dalaran and Seer of Thrallmar. Class creatures are subject to the same rules. Most often they have strong effects like the Water Elemental.

5.2. Selecting Class Cards

Every deck in the Arena must have a good supply of spells, which will help you maintain or gain control of the field. In cases where you do not have the opportunity to choose a strong creature ( we talked about this earlier), you can take a spell that guarantees you an advantage and can significantly delay the enemy.

It doesn't matter what class you play as - you are the same should take several spells to control the board in the early stages of the game. They will be able to maintain pressure ( The situation is assumed when you have several creatures, but you do not want to exchange them and then use a spell for this).

Very strong class cards include some Paladin and War weapons, various spells with AoE (The property of a card or its ability to cause damage to a specific area rather than a single target) effect: Wave of Fire, Ring of Light, Swipe.

They will give you the opportunity to destroy 1-2 (or more) enemy cards for 1 of yours. You need these class cards to save/intercept control over the table in the middle or late stages of the game.

5.3. Card combinations

Building decks based on different combinations of cards is a good idea, as long as the cards in your deck don't lose their value in situations where you fail to make a combination. This means that in the Arena you should always try to avoid cards that are only good in combination with others, because you have no guarantee that you will be able to find the missing part of the combination.

Some cards like: Dark Iron Dwarf and Sin'dorei Priest, combine with many cards, and therefore they will always be a good choice for your deck.

There are a large number of cards that you need to try not to take it into the deck. For example, Murlocs. All Common rarity Murloc cards have bad stats and effects for their mana cost, and then you will have to rely on Rare Murlocs. When choosing between three Rare cards, one of which is Murloc, in our opinion, the best solution would be to choose another Rare card with greater value ( usefulness of the card in a certain situation).

Since in Hearthstone Several additions were released, combinations and interactions of cards with each other began to play an important role in the Arena. With every addition that brings us new special types of creatures (Mechanisms, Dragons, Creatures with Death Rattles), many different combinations also appeared. For example, the creatures from the Naxxramas expansion with death rattles still remain strong and relevant.

The same can be said about Mechanisms from the Goblins and Dwarves add-on. Gears usually have excellent stats and abilities that justify their mana cost. For example: Mechanical Assembler or Spider Tank. This means that you can easily take several Mechanisms, and then put together any combination with them, as a nice bonus.

The Black Mountain update brought us cards that are based on combinations with dragons. For example, Blackwing Technician or Blackwing Destroyer. Unlike the previously mentioned creatures, Gears, in order for these cards to recoup their mana, you you need to have a sufficient number of dragons in your deck. Therefore, we do not recommend adding such cards to your deck if you have not previously managed to get the required number of dragons.

6. Conclusion

The arena can be a great place for a beginner to gaining gaming experience while he collects for playing Constructed. Once you decide to delve into the Arena and learn even more about it, we advise you to check out our more detailed Arena guides.

To achieve success in the Arena, As always, you will need gaming experience, knowledge of game mechanics, so don’t be upset if your first Arena was not the most successful.

If you like playing in the Arena and are striving for self-improvement - spending gold on the Arena is always more profitable than just buying booster packs with cards.

Source, translated TrickyCrab, edited Oleg Aleksashin, designed mus1q.

hs-manacost.ru

How to go 12-0 in Hearthstone Arena?

Welcome readers of hs-manacost.ru! If you're tired of playing Ranked, fan in Casual, look into Free, That Hearthstone Arena- this is something that should interest you. Many players dream of playing eternal arena, getting 7+ arena wins, getting "free" boosters and some extra gold, but the biggest dream of players is getting 12 arena wins. And they can be understood, because they will receive the maximum reward. Therefore, in this article we will talk about: “ How to get 12 wins in the Hearthstone arena?»

What will make your deck 12-0 in Arena?

All cards can be divided into 5 main categories:

Let's start with removal. The average 12-win deck has more than 3 removal cards. Considering how hard it is to get removal in the arena and how easy it is to get a common minion, we can definitely see the fact that getting them early in the draft is a good idea. Most removal spells can serve a variety of purposes. For example, Starfire can be used to destroy a creature, damage a creature, and draw an extra card.

The average number of AoE spells or strong cards that turn the game (Swing cards) is 1.61. This category is very variable. Some decks have no AoE at all, and some have as many as 5 of them.

Analyzing 12 winning decks, the average number of cards to draw is somewhere around 2 (2.21), but there is an interesting trend that we will talk about below.

The number of treatment cards is not surprising. Equal to 1.24, we can summarize that the number of healing cards in decks is between 1 and 3.

Legendary card stats may be surprising to some players. Less than 30% of decks have any kind of legendary card. Which means that in order to create a strong winning deck, it doesn't mean it has legendary cards.

Decks with a lot of cards in one category usually have a lot less cards in other categories, which makes sense. If you have three Fire Waves, two Polymorphs, two Frost Bolts and a Fireball, then you don't even worry about how much draw or healing you have.

But on the other hand, if you have a lot of healing and AoE, then you won't worry about removal and draw.

Types of winning decks

Knowing all these points, decks can be divided into main categories:

  1. Synergy based decks.

But it's worth noting that such decks make up only 4% of the 12-win decks analyzed.

2. "Powerful" decks

The most obvious item on this list. When people show off their impressive set of cards, you can notice that at least 1 good legendary card and a decent core deck helps in this list. This type of deck benefits from constant pressure with its threats on the board and on the opponent, which are simply impossible for the enemy to cope with. Strong “carcasses” with equally powerful effects will help you win in the arena if you have the opportunity to play them.

22% of all winning decks can be described as "Power" decks, but what's most interesting is that only 11% of 12-0 decks fall into this category!

3. Well built deck

Finally the last category, which includes decks that are simply well made in their own right. They make up the majority of these winning decks (74%). Well-built decks always have a little bit of everything. This does not mean that a deck must include cards from all 5 important categories in order to be considered well constructed. What is more important is what will be played on Turns 2, 3 and 4. The path to victory is good exchanges and strengthening the board. Remember this!

Frequently appearing cards

Most of the decks we see have cards that appear over and over again. A whole galaxy of Vanguard Defenders, Dagger Jugglers, Flame Jugglers and cheap weapons like the Storm Axe. Their strength is what they have
the ability to destroy an enemy creature without your own death and all this for a low mana cost. Once you and your opponent have both placed your 2-mana creatures, the “activate free trades” stage begins. Seal of Champions or Sin'dorei Cleric are great for this role. They not only save you from death during a trade, but can also strengthen your creature to destroy a stronger threat.

Cheap weapons that appear in winning decks often include Bold Raider.

The next time you're building an arena deck, look for early game/mid game creatures that will help you make trades without losing the creatures themselves. This is essential for getting a good score in the arena.

12-0 vs 12-x

The most interesting thing you noticed during the study was how different 12-0 decks are from other 12-win decks. Take a look at the infographic below and compare how many cards there are in each category.

So it turns out that all the “goodies” of the deck: more legendaries, more removal, more healing, AoE and strong cards - do not have such a good effect on the final result. How did this happen?

We think that you noticed the fact that one of the categories was not included in the infographic, namely the average number of cards that provide additional cards in the deck.

The difference is obvious. A 12-0 deck has almost 2 times more cards that provide draw, which means that if you have less removal, AoE, healing, you can get all this thanks to the accelerated rebuilding of the deck. This makes the deck more solid and flexible. And if you have great cards in your deck, you might not even see them because you're not drawing extra cards. If you have enough cards to draw, you will get your strong cards faster and reduce the number of “bad” cards in your hand. Your opponent with a weaker deck will have a hard time dealing with your threats, your hand will be exhausted and you will steal the victory.

Best mana curve

Another area where decks differ is the mana curve. It is worth noting that both types of decks are practically the same in mana cost, but 12-0 has a slightly lower mana cost.

Your mana curve should be built around cards that cost 3 mana and 4 mana, because... It is these moves that show how much you win this game. Keep this in mind when building your next deck!

What did we learn from the article?

Our eyes are focused precisely on which deck you have adopted.
Try to build a deck that focuses on early game and board control. The most important moves are move 3 and move 4 .

Give your preference AoE cards and removal. When you get the key cards/strong cards of your deck, then focus on drawing. If you end up with a slow deck, then healing and AoE cards will save you.

Take cards that will allow you "for free" exchange with other creatures. (Vanguard Defender or Sin'dorei Priest).

Cheap weapons and early removal are much more effective than big threats because if you lose the board in the early game and mid game, you'll die before your big minions get on the board or do anything at all.

Designed Lillyfloria

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how to play in the arena and how to choose cards for the arena?

The Arena in Hearthstone is a place where cards are not a hindrance for beginners, but few people know that the function of selecting players based on their experience, or as Blizzard themselves say “matching each other in skill level,” does not work here. Here there is no mercy for beginners, because apart from it, I do not use any of the methods of selecting players (at least until this moment).

Heartstone Arena Matchmaking happens completely by accident. Therefore, your opponents may include both a Legend and a simple man in the street who has decided to fight his first battle in an as yet unknown game mode. That is why it makes sense to go there constantly only when you can make a streak of 3 or more victories there, which will come with experience, or to complete a difficult daily task, as I wrote in the guide for beginners.

This Heartstone Arena Guide I created it to share my experience and thereby speed up your learning.

Arena in Hearthstone doesn't rely on your knowledge of decks, which typically use huge stacks of cards to achieve overall effectiveness. Yes, we can still collect two or three cards from a bunch, at best, which we may never end up with together. However, this does not mean that they are not worth taking, but your primary goal should be completely different.

The only task that lies before you when building a deck for the arena in Heartstone, choosing the best card from the three offered. But before I tell you how to make this choice correctly, you must understand an important feature of battles in this mode.

How to play in the Heathstone arena?

Since the majority of Arena decks in Heartstone are made up of creatures - Mass spells have higher priority here than in normal game mode. Of course, you can argue, because starting the battle you control the board and do not allow the enemy to summon more creatures, sacrificing your own. But, at one point, closer to the 10th move, he will start throwing many small creatures at once. This is where your spell will come in handy.

In addition, having such a spell, you can forget about killing enemy creatures (in some cases), and by focusing on his face, let him summon them even more.

For the same reason, you need to know cost of enemy mass spells, and the damage from them. This will help you understand if he has them at a certain point in the game, and whether you should play more creatures before then, and which ones.

How to choose cards for the Hearthstone arena?

Now that you understand how to play in the arena in Hearthstone, all that remains is to understand how to properly build a deck and choose the right cards to play and win.

So, the maximum characteristics of creatures at a certain level will help you make the right choice. For example, for 4 mana a good creature will have the maximum characteristics for this cost: 4/5 (health is more important than attack, and a 5/4 creature will be worse).

Mana Characteristics
1 1/3 (2/1)
2 2/3 (3/2)
3 3/4 (4/2)
4 4/5
5
6 6/7 (good bonus)
7+ bonus parameters are more important than characteristics.

At the same time, this characteristic is total, and if after death a creature leaves behind another, their characteristics are summed up. From this it follows that the best card in terms of characteristics for 2 mana would be Possessed Crawler, and for 3 mana it would be Harvesting Golem.

The only advice on choosing bonuses that I can give to a beginner who has no idea about running cards, and in my opinion, at the same time, the best choice of a card for the arena in Hearthstone would be a creature that combines high characteristics and taunt. Your own intuition will help you understand how good the bonus of one creature is in comparison with the bonus of another.

Don't forget about crooked mana, just like don’t try to build an aggro deck with small cards (usually nothing good comes of this). Your deck should have creatures at every level, you should not take a lot of very expensive creatures (7+ no more than 3). I recommend building midleta game decks that have the most creatures for 3-4 and 4-5, respectively.

Well, our guide to the Hearthstone arena has come to an end, and to conclude it, I recommend that you familiarize yourself with, although not useful, but very interesting information about the rewards for the arena in Herthstone.

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Arena: How to win? Arena Guide (by Fenrig) ​​| Hearthstone Blog

Whom to choose?

Good day, reader! Today we’ll talk about the arena, deck build, online assistants for the arena, etc.
Many newcomers are well aware of the potential of the arena, but have trouble performing there. With this article I hope to help some of you clarify the key points of this mode.
You have entered the arena and now you have to choose one of 3 heroes. Here are the first difficulties, because the class cards offered to you depend on the class you choose. Here are my personal choices in the arena (from best to worst): paladin-mage-hunter-druid-warlock-priest-horns-warrior. In addition to class cards, of course, the basic power of the hero has a great influence in the arena. That is why the warrior and the robber take the last places: the priest, unlike the var, can heal creatures (which is a hundred times more important for the arena), and Valeera’s weapon itself can be called useless without a buff in the form of poisons and oils.

Online helpers

Before discussing the deck build, I’ll say a few words about online assistants for the arena and the principle of their work. I’ll make a reservation right away that I’m familiar with them firsthand, when I started playing I used one of these two or three times. Ask why so little? But because the principle of their operation is simple, uncomplicated and understandable to any player who loves the arena. And then I forgot about them for a long time. Right before this article.
As you probably know, these helpers work on the points principle: you indicate the three cards that are offered to you, and the assistant gives you “usefulness” points. So here's the principle of operation:
1. The first couple of choices, the program simply tells you to take the card that is more useful than the remaining two. This is exactly the stage that any green XCA beginner goes through. Just compare the mana cost of the card with its characteristics, taking into account the effects, and choose the best one. For people who play arenas poorly, this stage is often the final one.
But then things get more interesting.
2. Any of these helpers takes into account synergy (the relationship of cards) when building a deck. Example: if you are offered an Azure Dragon, it will get 60 points, but if you have 5 spells in your deck, it will get 70-80. That is, look at the cards that you have already chosen and those that are offered next. Perhaps this same synergy can drag you out for a couple of games.
3. Any such generator pays attention to the mana curve. And even when it would seem that a card for 4 is much better than a drop of 3, but the program strongly recommends that you take 3, since you have a hole there. But this is where beginners should take an example: ALWAYS pay attention to the curve when building a deck. You should not have sudden surges in mana, it should flow smoothly. For what? This gives you more consistent games since you are more likely to throw cards right at your mana cost.

4. AOE. As soon as you are offered AOE points in the generator, they jump to the ceiling (unless of course it is an Arcane Explosion). And it is right. Mass spells, as I said, are those cards that simply win arenas.

Of the disadvantages of such generators, I will note, perhaps, the biggest one in my opinion. These generators do not take deck archetype into account. Yes, this is an arena and you will hardly be able to make a patron, but a face hunt is quite possible. You understand that you need more early drops, dashes, attack buffs, but the program does not understand this and recommends taking something else.

So what do we need?

In principle, we will agree with the generator in many respects, but still for consolidation. We need:
1. A hero that is good for the arena, preferably one that you play well and confidently, you know all his cards and how to use them.
2. Stable mana curve for a smooth game.
3. Disables and cards with synergy.
4. AOE.
And of course, experience of the game, knowledge of it. There are no tricks here, we sit and play. A person cannot play poorly in the arena, but at the same time perform well in the rankings, and vice versa, because such a person understands and knows when and how best to exchange, and when to miss in the face, but still win the game.
And regarding the deck build, I can give one more piece of advice. Google it, YouTube it, go to Twitch. A bunch of top players stream their rides in the arena. It will be very useful to see how they build the deck. They always do this with comments, so listen and THINK.

Perhaps this is all, the article was not gigantic, but very informative. If you have any questions, feel free to write in the comments, DanElectro and I will be happy to help you, good luck!

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Arena Guide by Kripparrian

Hello, dear readers of the site hs-manacost.ru

Famous streamer Kripparrian brings to your attention guide to playing in the Arena. Kripp believes that his video will be useful not only for beginners, but also for advanced players. As you know, playing in the Arena is different from ranked games, and you will need slightly different skills to successfully complete it.

On average, users finish their performance in the Arena with a score of 3-3. You can be a good player with five wins in your pocket, but a good player is expected to have at least seven. One thing you need to understand about the rewards for completing this mode is that unless you want to invest money into the game, you need a consistently high win rate. For 7 wins you are guaranteed to receive at least 150 gold, while the reward for 6 wins will be 50-60. This is why good players are expected to pass this milestone. But, again, stability is much more important. A player who consistently shows a result of 6 wins will receive more gold than someone whose number of wins varies from 3 to 9.

Hearthstone Arena Rewards 2018

(click to open)

The video is divided into two parts: building the deck and the actual performance in the Arena. Kripp strives to explain the basics of creating a build, because after three defeats you have to build a new one. To play successfully, you need to understand some aspects. So, first you choose a class. Did you come to the Arena to have fun? You can take your favorite hero - this game mode is very balanced. But if you want to improve your result, you need a class with the highest winning percentage. It changes constantly, and sites that collect Arena statistics will help you find out about the flagship. The mage is consistently on the list of the strongest classes in the arena, so you can confidently take him. Moreover, choose this particular class, even if you don’t know how to play it well. It is very important to learn how to handle this class, because you will meet many other Mages. If you constantly choose your favorite class, your skills will improve more slowly. This is especially true for beginners.

Many players use special tools to help build their deck. You can do without this, but it will definitely help you. Kripp himself also sometimes resorts to such tools, despite his extensive experience in the Arena. He explains it simply: even experienced players can make mistakes and, for example, not understand all the synergies of the deck. But even if you use such tools, don't make a choice right away. Try to understand why you were offered this or that card, why it is good and what benefits it can bring.

So, for the Arena, stand-alone cards are best suited, that is, cards that do not require additional synergy. After all, in this game mode you are unlikely to be able to collect the necessary combination. For the most part, Arena features control decks (but they often differ from the usual archetypes in the absence of a necessary win condition), and there are also aggressive builds. Either way, your deck will be somewhat similar to Zoolock. And in this case, the characteristics of the creatures come first. As a rule, the first drops are weak, but among them there are also good cards, such as Fireman or Crystal Oracle. You need a good balance of cards in your deck.

Kripp has a basic rule that he follows when creating a build: from the first ten cards, you need to choose the best ones. Usually these are cards without any synergy and with good characteristics. You will need cards for clearing the board, heavy removal and weapons - these are very good cards. When choosing, you can rely on your own experience, if you are an experienced player, or use an assistant program/site. In the second third of the cards, you continue to make choices in favor of the best cards, but taking into account the synergy and interaction of the cards. For example, you already took several copies of the Crested Steed spell in the first third. In the second, you are offered another copy, but you realize that you have few creatures, and make a choice in favor of another card. And among the last ten cards, you should choose those that your deck lacks. You need to imagine how the deck will work. Think about whether you have enough tools to clear the board and heavy removal? Some classes, like the Rogue, for example, have nothing to clean the table with. Then you can strengthen your early game if you want an aggressive deck. You need to understand the type of deck you have and fill in the gaps from there. You also need at least six second drops and at least five third drops. But it doesn't always work out that way, so it's important to understand what cards you need. Or, for example, if you have a lot of cards for four mana, then for two you can take less. And if there are few fourth drops, it is better to take more second drops. For example, Frostbolt can be very useful for destroying enemy creatures, but it cannot always be called a good “drop”. In such a situation, it will most likely not be needed.

But this or that creature is not always suitable for playing if there is enough mana for it. Kripp suggests looking at the Mana Tide Totem card. She's very good, but should she be played on turn three? No. For example, in response to your Mana Tide Totem, your opponent fielded a three-mana minion with 3/3 stats. Of course, on the next turn your creature will be destroyed. Creatures with low stats or situational synergies cannot be called "drops".

The thing to remember is that cards that cost 6 or more mana need to have very good stats, because your opponent will likely have removal, and you will likely spend all your mana on that creature and not be able to play anything else that turn. So take these cards with extreme caution. It's much better to include more 5-mana creatures in your deck, since you can play two of these cards in one turn. For example, you currently have 4 cards in your hand, all cost 6 mana, and the mana counter is full. So, your next 4 turns will be absolutely terrible.

Playing in the Arena is significantly different, and your experience plays an important role here. You can only become a good Arena player if you play it a lot. But in general, the game is played in Zoolock style: the first drop on the first turn, the second drop on the second, the third on the third. Try to keep more creatures on the board than your opponent has. This is very important, because in the Arena you always play at tempo. And it doesn’t matter whether your deck is control or aggro.

Characteristics decide on the table, because the cards are much stronger if you win. And again, an example is the Mana Tide Totem. Imagine your opponent's total stats are higher and you play this creature. Obviously, the totem will be destroyed immediately, and you will end up with a card for three mana. You lost this move. The point of this creature is to draw twice as many cards as your opponent. And you will only succeed if your opponent cannot respond to Mana Surge Totem. There is only one conclusion: try to surpass your opponent on the table. You need powerful creatures, provocateurs, anything to outdo your opponent. Such a board will give more power to all subsequent minions you play. At the end of the game, do not forget that the enemy may have a tool for mass clearing the table. For example, you have five creatures, but Fire Wave will kill them all. Mass destruction in the Arena is very valuable. But such a spell alone cannot decide the outcome of the game. So turn seven, you have five creatures and your opponent casts Fire Wave. Yes, you lost your creatures, but the enemy didn’t put up anything either. In addition, you probably still have cards in your hand that you will play on the next turn. Perhaps it will be a large creature, and it will be able to damage the enemy hero. And if you have almost no cards when your opponent has a full hand, you can very quickly lose the game. This is what usually happens if you don't use your mana effectively.

You need to keep many different factors and combinations in mind if you want to succeed in the Arena. It is very important to understand which cards are good and which are not. Again, you can use various help sites.

Another important thing in the Arena is the so-called risk management. Kripp itself has made significant progress in this regard. So, you've played a lot of games in the Arena, and you understand whether your deck is good or not. In the Arena, you don't always meet an opponent with the same number of wins and losses. In the first game of your trip to the Arena, you will most likely meet a player who also has 0 wins and 0 losses. By definition, this is an average Arena deck. You will also encounter the average build with results 1-1 and 2-2. But if you're 2-0, your opponent's deck will be above average. And with indicators of 5-0, 6-1, 7-1, 8-2, 9-2 you will encounter simply exceptional builds. This result can only be achieved by a combination of a good deck and high playing skills. Using this knowledge, you need to play differently. The average Paladin deck with one weapon and one copy of a powerful card will be significantly different from the average Paladin with nine wins and two losses, who will have many copies of powerful cards and several weapon cards. It is precisely such assemblies that reach high levels.

If you have a powerful deck, then for the first games you can choose a slow control style. But at high levels, even with a very good deck, you need to take risks. It is very important to manage risk properly. A good example is the mulligan stage. At 11-1 you need to take some risks from the start and maybe resort to aggressive mulliganing in search of some specific cards. For example, you have a Fireman, and you assume that you have met an aggressive opponent. They offer you a third drop, a fourth, and something like Frostbolt. The hand is good, but you should leave it only in the first games. At 11-1, you need a perfect hand, and that's all you need. Yes, the chance of getting the cards you need is about 10-20%, but you should take the risk.

Having the same style throughout the game will not allow you to achieve good results. Playing in the Arena is significantly different from playing on the ladder. You must compare the level of your deck to your current number of wins and losses.

At the end of the video, Kripp reiterates the importance of experience. He wishes everyone to play in the Arena and win!

Translated by Panterarex, Edited by Leckermaul, designed by Piligrim.

Our Telegram channel, join: @officialmanacost

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Tip #4: Pay attention to the deck's weaknesses as you select cards.

For cards 10-20 and especially for cards 20-30 the situation is the opposite. Instead of focusing on the quality of the cards, you should try to iron out the shortcomings of the cards to get a strong Arena deck. I'll explain this in a few subcategories: creature curve, removal, hand damage, defense, and card advantage.

Strong creature curve

You need good creatures to succeed in the Arena. In addition, creatures should be chosen based on reality. Let's look at an example of second drops. Many Arena decks have at least 5-6 second drops. And if you already have 27 cards selected and there are only 3 second drops, then in the choice between the North Sea Kraken (an excellent card) and the Bloody Marsh Lizard of the Bloody Marsh (an average card), the Bloody Marsh Lizard will win, because you will simply lose the beginning of the game and will not be able to play your wonderful Kraken.

Removals

Almost all Arena decks benefit from having targeted or massive removal to turn the tide of battle in their favor. If you have 0-2 removal in your deck, and you have already gone through more than twenty cards, then you should look for removal, not a strong creature. Cards like Backstab, Frostbolt, or Silver Spear are very important to keep threats off the board.

Damage from hand

Sometimes you can't win because your opponent has card advantage or stronger creatures. In this case, you need to rush your opponent. Almost every Arena deck has a couple of cards like Dark Iron Dwarf or Fireball to finish off your opponent with hand damage. Creatures with dash are also good for this purpose.

Remember that weapons play great in the Arena, serving as both removal and damage to the enemy hero. If your deck doesn't have a lot of hand damage, then try to improve the situation towards the end of the card draw. Such cards help to end the game faster, which reduces the likelihood that the enemy topdeck will fly.

Protection

Generally, every deck should be prepared to survive against faster decks. This means that every deck needs cards with taunt or healing. Typically these cards suffer from a lack of stats, so don't draft them too early unless they're super strong like Sun Servant, but it's definitely worth picking up a couple of cards for protection as the draft goes on.

Card advantage

It's useful for any deck to be able to create card advantage if the game goes long and you and your opponent are low on cards in your hand. There are two ways to achieve card advantage: the first is direct card draw (Sorcerer Intelligence or Cult Leader), the second is cards with “mechanics”, like Murloc Knight or Ragnaros, which create card advantage if they remain on the table for several turns. While not all decks need these cards (super-aggressive tempo decks kill faster than they run out of cards), most Arena decks will benefit from having card advantage.

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Hearthstone Arena: Guide to Playing as a Mage

Hello. I would like to tell you how to play in the Arena with all classes, and I'll start from the most popular hero - Mage. Almost all Hearthstone players, if they see a Mage as a character to choose from in the arena, take him.

Deck building

I believe that deck building in the arena affects at least 75% of the outcome, so you need to choose your cards very carefully. The arena assembly itself is divided into 2 stages. The first stage is when you simply choose cards that you like, and in the second you should pay attention to the mana curve and card synergy.
Why do they love the magician so much? Of course, for his cool class cards, especially spells that surpass all other classes in terms of cost/power combination. A great example is Fireball, which costs 4 mana and deals 6 damage. Warrior has the same card for 4 mana, but it only deals 6 damage if you have 12 HP or less.

Part 1 (1-15 cards)

In the first half of the cards, you should choose those cards that are simply strong without synergies and almost without paying attention to the mana curve. Of the regular cards, you should take without looking at the other cards - Wave of Fire, Fireball, Ice Arrows, Water Elementals and Polymorph. And of course, the “classics” - Frosty Yeti, Piloted Shredder, Harvest Golem, Servant of Pain, Mechanical Yeti. For the late game, take Ogre Boulderfist, Phantom Knight and Power Tank. Secrets are also a good choice, especially Reflected Essence.
Common cards are the basis of your deck, and rare cards will not appear often, but if you do get them, then take Blizzard and Kirin Tor Mage. The magician is good even if you don’t have secrets, but if you can also play a secret, it will give you so much momentum that it will be very difficult for the enemy to get out of this situation. Of the common cards, Dagger Juggler and Wounded Grunt will help you a lot early in the game, so grab them with both hands. But still, most rare cards cost 4-5 mana, so they are especially valuable in the mid-game. Defender of Argus, Azure Dragon, Slime Belcher, Rushing Kodo, Magic Teacher, Servant of the Sun - such a list of excellent rare cards in the arena.
Epics will drop even less frequently, and not even in every arena. But, oddly enough, you shouldn’t be particularly happy about their appearance. You'll see a lot more "junk" cards than really good ones. Of the class cards, only Pyroblast can be distinguished; personally, it saved my life a bunch of times. Of the common cards, a good one would be the Blood Knight, he can pull out the game for you at the very beginning. The latest additions brought us several more good epics - Kodo Rider and Sky Golem.
Legendaries are those cards that you shouldn't really hope to drop. There are quite a few good legendaries in the arena, but they are very different from Constructed. For example, a super-strong card in the rating - Archmage Antonidas is completely unnecessary in the arena. Your ideal arena cards would be Dr. Boom, Ronin, Cairne Bloodhoof, and Sylvanas Windrunner. You can also take purely late-game cards, but they will not be as effective, since the middle game in the Arena decides almost everything.

2nd part (16-30 map)

It is from this moment that you need to think, not only about the cards themselves when choosing, but also about other factors. Let's start with the mana curve, you shouldn't make it very sharp, it should be smooth. For every mana you need to have at least 2-3 creatures so as not to miss a turn and not lose momentum. The main mana peak should be at fourth mana. Fortunately, there are a lot of good cards for 4 crystals.
Don't try too many spells. 8-10 spells is the limit, otherwise you will simply have nothing to put on the table. But when you count cards, Reflected Essence, or say a Hunter's Pet, should be creatures for you.
Synergy is an important aspect when choosing cards in the Arena. You shouldn’t take a card in the arena, hoping that later you’ll get another card that will interact well with it. However, if you still took the Blackwing Destroyer, then turn your attention to the dragons; the Miraculous Dragon in this case will be more valuable than the Yeti.
The last thing I would like to say is that in the arena, silence cards will help you a lot, they often save the whole situation. Ironbeak is one of the strongest cards in the arena.

Arena game.

Playing in the arena is very dependent on the deck you have assembled, so take the time to write down all your cards on a piece of paper and cross them off when you receive it in your hand. This will greatly help at the end of the game to understand which card will come to you next. There are some programs that will do this for you. You should play differently against each class.

Playing against a Mage

You should be wary of his cheap spells, and don't go all out and count on him not having Fire Wave. Always imagine the worst case scenario so you can be prepared for anything. Arcane arrows, Ice arrow, can really ruin everything for you at the beginning, so don’t particularly hope to “infest” the mage. Don't forget about secrets, but play first against the Reflected Entity - the most popular secret.

Playing against the Warrior

The warrior will almost always have a Fire Axe at the start, so play against that. If you have Acidic Slime in your deck, keep it until the last minute. Also, do not forget about Whirlwinds and other AoE spells of the warrior. But still, this is an unpopular and weak class in the arena, so be happy if you see it against you.

Playing against Druid

A druid is somewhat similar to a magician due to his spells. He can put a strong creature on the board quite early due to Innervate. Also be prepared for Swipe, the Druid's most popular spell. Many people take 6 of them in decks! Also remember about another strong card - Druid of the Claw, and be prepared to get a 4/6 creature with taunt after Innervate on turn 3.

Playing against Warlock

The warlock is also one of the weakest classes, along with the warrior. However, be prepared for strong spells like Dark Bomb or Hellfire. Leave your removal spells on strong creatures - Formidable Demon or Eldritch Infernal.

Playing against Paladin

In my opinion, the paladin is one of the most powerful classes in the arena. This is a versatile class that has strong Aoe and weapons. The protected mini-bot is the strongest 2-drop in the game, so you shouldn't play the Sorcerer's Apprentice without spells in hand. Silver Blade is another strong card that any paladin will have in their deck. Don’t forget about Call to Battle, leave your “small” AoEshki in your hand.

Game against the hunter

The Hunter is the class against which you should not delay the game. In 15 moves he is able to shoot you with his ability. Luckily, he has almost no spells that can control the board other than secrets. They should be avoided without putting up one large creature or many small ones.

Playing against a priest

The Priest is an unpopular class in the arena, but quite powerful. It is difficult to trade with him because of his ability. You need to be able to play against the Ring of Light and Aukenaiki. You should remember about his words of darkness, and creatures with 4 attacks will be preferable for you. In the late game, if you see that a priest has a card that he takes a suspiciously long time to play, then you should think about whether it is Mind Control?

Playing against the Rogue

Rogue is a class with a huge number of cheap spells. You should be prepared for both Eviscerate and Backstab. An aggressive strategy would be ideal against a robber. You should play 1-2 cards every turn. Then Valira simply won’t have time to defend against all the cards.

Playing against Shaman

The shaman is the class that has a huge number of spells with high damage. Remember about the Evil Eye. You should not field the Heavy Fist Ogre; the same shredder would be preferable. Most likely, the Shaman will spend the Hex on him, and later will regret it when he sees an Ogre or another heavy card.

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