Damien

Hearthstone Arena Guide

68 posts in this topic

This thread is for comments about our Arena detailed guide for Hearthstone.

Share this post


Link to post
Share on other sites

I found this guide very informative, well written, and entertaining.  This guide has opened up my eyes to not only Arena play, but how to think while playing HS. So I just wanted to say thanks for the author of this guide. 

 

 

Share this post


Link to post
Share on other sites

I found this guide very informative, well written, and entertaining.  This guide has opened up my eyes to not only Arena play, but how to think while playing HS. So I just wanted to say thanks for the author of this guide. 

You are welcome! There's more to come, so keep checking back. And feel free to ask any questions you may have.

Share this post


Link to post
Share on other sites

Thanks for this guide! The Hunter's secrets I find especially difficult to work around, and the information you've provided here is really helpful. laugh.png

Share this post


Link to post
Share on other sites

Excellent guide! Got me a 12-1 run on the first try (lost one at 11-0, dammit)! And I'm usually happy if I get more wins than losses. biggrin.png

Share this post


Link to post
Share on other sites

I've tried this guide on the last two out of three arena runs i've done.  My first run i just built a hunter without using this guide and got 9 wins.  then I get priest/sham/war choices for the second two arenas and picked priest both times, got 4 wins total both runs using the guide for priests.  Maybe its just bad luck (no legendarys ever, maybe 1 epic), but i feel like i could have just drafted better without looking at the card ratings.  Am i using this guide wrong or what could i be missing?

And maybe elaborating on how exactly you'd use/build a control deck with priest would help.

Share this post


Link to post
Share on other sites

I've tried this guide on the last two out of three arena runs i've done.  My first run i just built a hunter without using this guide and got 9 wins.  then I get priest/sham/war choices for the second two arenas and picked priest both times, got 4 wins total both runs using the guide for priests.  Maybe its just bad luck (no legendarys ever, maybe 1 epic), but i feel like i could have just drafted better without looking at the card ratings.  Am i using this guide wrong or what could i be missing?

And maybe elaborating on how exactly you'd use/build a control deck with priest would help.

 

I remember having had the same issues the first times I used card ratings. At the time it was Kripparrian's spreadsheet on Google Docs. Then, I got the hang of it and my results got a lot better.

Share this post


Link to post
Share on other sites

I've tried this guide on the last two out of three arena runs i've done.  My first run i just built a hunter without using this guide and got 9 wins.  then I get priest/sham/war choices for the second two arenas and picked priest both times, got 4 wins total both runs using the guide for priests.  Maybe its just bad luck (no legendarys ever, maybe 1 epic), but i feel like i could have just drafted better without looking at the card ratings.  Am i using this guide wrong or what could i be missing?

And maybe elaborating on how exactly you'd use/build a control deck with priest would help.

 

 

I remember having had the same issues the first times I used card ratings. At the time it was Kripparrian's spreadsheet on Google Docs. Then, I got the hang of it and my results got a lot better.

 

Same here. On my first arena runs I didn't use anything just my brain. I've got 9/2 (out of 9) back then.

Then, in the recent ladder reset I went to Arena again with Trump's spreadsheet. I've got smashed with 2/3 (out of 12). Then, on second try up to 9/3. I can think of several reasons for Priest why you felt like it was bad.

 

  • Your draft relies a lot on luck. This cannot be helped.
  • Priests, in my opinion are quite underpowered with their class skill. It's not terrible, but most of the classes have a sort of board control ability, which -in my opinion- much better than healing. Life Tap is a different story.
  • Using a spreadsheet blindly is a bad idea. The problem with these spreadsheets, that they give points to cards on a general basis, while the cards value gets upgraded/downgraded dynamically with almost any card you choose. Ie.: Houndmaster might have higher value rating than a Timber Wolf in general. But if you don't have any beasts in your deck, but you could use a Timberwolf for an Unleash the Hounds combo, then you should definitely go for that.

I hope this makes sense. :)

Share this post


Link to post
Share on other sites

Great guide! I'm just confused by one thing. It seems to me that the late mana curve is actually LIGHTER on heavy hitters than the medium mana curve, and has more 2's. Am I missing something? Were they misnamed?

Share this post


Link to post
Share on other sites

Great guide! I'm just confused by one thing. It seems to me that the late mana curve is actually LIGHTER on heavy hitters than the medium mana curve, and has more 2's. Am I missing something? Were they misnamed?

Hello!

The graphs are there to teach you, that regardless of what deck type you play, you will need a certain amount of cards to handle early, mid and late game. 

I think you misunderstood the idea behind the graphs. The impact your cards have on the game will determine whether your deck will pull ahead in early, mid or late game, the mana curve however, simply refers to the amount of cards that are required for a specific stage of the game so you can ramp up to your ultimate "end-game".

You could argue that the "Late-Game Manacurve" is in fact aggressive and has nothing to do with control decks and you would be right.

As an example, we can take the "Late-Game Manacurve" and compare an aggressive rogue and a control priest with similar mana curve. Priest will need solutions to early-mid stages of the match, where they will attempt to create card advantage and slowly establish board control in order to overpower you in late game with their bombs. Rogue on the other hand, might have similar mana curve, but the cards will have completely different impact on the game. You will try to keep up the tempo at all times and overpower your opponent before they can establish board control and prevent them from making card advantage through early stages of the match. So... as a Rogue, your strengths will lie in early game and your late game will most likely only include a Sprint or two to make up the card advantage you need to finish off your opponent, while as a Priest, you will most likely be drafting all possible solutions against aggressive and midrange decks so you can eventually establish board control and pull ahead in late game.

 

 

Share this post


Link to post
Share on other sites

Just wanted to say thanks for this guide.  First week I played I was averaging around 5 wins, and this guide plus some experience has helped bump me up to averaging 7-8.  Those few extra wins are the hardest since you're playing against the better decks but so important as now I'm earning gold in most arena runs.  Thanks for the help!

Share this post


Link to post
Share on other sites

Thanks for this great guide. I have a question about the preference of classes, I see you rate rogue as a great class but I see others rating it as a poor arena class (mostly saying they've been nerfed hard and arent as good as before). Just curious if this is true.

Share this post


Link to post
Share on other sites

Thanks for this great guide. I have a question about the preference of classes, I see you rate rogue as a great class but I see others rating it as a poor arena class (mostly saying they've been nerfed hard and arent as good as before). Just curious if this is true.

I'm glad you like the guide.

The preferences are a personal thing and I don't think there is anyone who can tell you what is the best thing to pick, because regardless of your choice, it will all come down to rng.

The only major nerf rogue got was at the start of beta when Dagger Mastery (hero power) was changed. It previously summoned a 1/2 Dagger and if you had a dagger on board, 2nd use gave it +1 Attack, which allowed you to take out 3/2 minions. This was insanely overpowered and it simply had to be nerfed.

I don't find anything wrong with rogues, in fact my favorites are Shaman, Paladin and Rogue. Once you start playing on a level where you make the best choices rather than simply good ones, you will pretty much complain more about the individual card choices you get during draft, rather than the class itself. 

 

Share this post


Link to post
Share on other sites

To be perfectly honest, this is not a high priority for me right now, the guide doesn't include a great deal of specific information that needs changing for GvG, it's basically just a outline on Arena strategy. The Arena Tier list spreadsheets have been updated to include the GvG cards, and you can view them Here

 

Edit: If you're interested in a current Hero tier list for Arena, I think it goes like this.

A: Mage, Paladin

B: Rogue, Warlock, Priest

C: Shaman, Warrior

D: Druid, Hunter

Share this post


Link to post
Share on other sites

Awesome Guide! Thank you very much.

It's very detailed and if you read the whole article you can enhance your play massive!

wub.png

Share this post


Link to post
Share on other sites

It seems that secret explanations and play strategy are missing from the Paladin, particulary Avenge. Great information, very informative and useful.

Share this post


Link to post
Share on other sites

Lately games have gotten harder IMO. Earlier when you lost first game or even were running 2-2 or so the next opponents played many unpickable cards. Lately I have managed to get even 0-3 runs with seemingly strong decks where every opponent was playing decent deck as well. 

 

Due to the increase in power level minion trading has higher risk as well: It used to be that the reader of this guide would pack superior deck and thus win most long games  making early game more of a survival /tempo, but against other strong decks the extra points of damage easily stack for lethal. 

 

 

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      Anton "Dvck" Lund found his way out of a jam on the ladder. Can you?
      Dvck and Aleco discuss the importance of planning ahead, understanding the meta, and knowing when to pivot your role in a matchup.
      The player interviews I've done with RayC and TerrenceM have been some of the most fun and informative episodes of "What's the Move?", so I was very excited when Anton "Dvck" Lund reached out to me via reddit with a play from a recent game of his. Playing as Combo Dragon Priest, Dvck was able to find his way out of a tough spot against Murloc Paladin. Can you do the same?
      In this week's episode, Dvck and I discuss the importance of planning ahead, understanding the meta, and knowing when to pivot your role in a matchup. For what ended up being a relatively short episode by "WTM" standards, I was pleasantly surprised by how much we were able to break down together so quickly. The interview with Dvck was as fun as it was informative, so I hope to have him back on the show soon! If you're interested in watching some high-legend gameplay, be sure to tune into Dvck's stream on twitch.tv.
      You can look forward to a few more episodes about the Hearthstone World Championships in the coming weeks, but I always welcome submissions and suggestions for future episodes. Did you have a favorite play from the world championships? Feel free to link me the VOD here on Icy Veins or send me a message on twitter @Aleco_P.
      Thanks for watching!
    • By positiv2
      This thread is for comments about our TvZ: uThermals Fast 3CC into Bio build order.
    • By Aleco
      Kolento and ShtanUdachi found themselves in nearly identical situations at the world championships - but did they make the same decisions?
      Episode 14 of "What's the Move?" discusses the importance of being mana efficient in the early game, as well as the relationship between speed and value.

      The Hearthstone World Championships were full of incredible plays, sticky situations, and valuable lessons to be learned from the best players on the planet. There were far too many great plays to analyze in a single video, so for the next few episodes of "What's the Move?" I'll be breaking down all of my favorite plays from the World Championship weekend.
      To kick things off we have a pair of Tempo Rogue vs. Highlander Priest matchups featuring Kolento and ShtanUdachi. Both players drew nearly identical opening hands, but did they did make same decisions?
      If you managed to spot a particularly tricky or interesting play from the recent World Championships, please feel free to link it in the comment section below! I'd love to break down as many viewer-submitted topics as I can in the coming weeks and months, and I have little doubt that I may have missed some of the most fascinating plays from the tournament during my initial viewing.
      Wishing you all the best of luck in the post-nerf meta!
      - Aleco
    • By Zadina

      Welcome to the post-Corridor Creeper meta.
      Hearthstone Update 10.2 is now live worldwide and it's a big one!
      The first change it brings are the nerfs to four cards that have terrorised dominated the meta up until now. Bonemare now costs 8 mana, Patches the Pirate no longer has Charge, Raza the Chained makes the Hero Power cost (1) instead of (0) and Corridor Creeper has been butchered down to 2 attack. You can read Aleco's interesting opinion piece on Blizzard's nerf policy here.
      The second big addition of this patch is the Ranked Play update, which will take effect on March 2018. Players will now drop only 4 ranks with each monthly reset, all ranks will have 5 stars and you will only need to win 5 Ranked games to earn the monthly card back.
      The Year of the Mammoth Bundle is also finally available on the Shop. For $19.99 or 19.99 EUR, you can get 30 packs - 10 for each of the Year of the Mammoth expansions (Un'Goro, KFT, K&C). Don't forget that the Quest for Packs event is still ongoing and an addition has been made to the grand prize winner reward: $1.200 (read here for more info)!
      Lastly, the patch introduces the Wildfest event. From February 19 to March 11, Hearthstone is going Wild! Initially, you will be able to draft cards in Arena mode that are exclusive to Wild. Second, even though Tavern Brawl is usually on Wild format, there will be two special Wild Brawls. The first one is called "Venture Into the Wild" and it will just contain premade Wild decks for each class. The second one, "The Wild Brawlisseum", is basically a Wild Heroic Tavern Brawl, but with a major improvement: the first run will be free for everyone. You can read more about Wildfest here.
      Below you can read the patch notes, which describe all the updates as well as various bug fixes. A massive change is that the timer for the first two turns will now be shorter!
      Daxxarri
      The tavern is buzzing with all the stuff that’s packed into this Hearthstone update! There’s a Ranked Play update, a Wild party, card changes, and a chance to save on packs with a new Mammoth Card Bundle! We managed to squeeze in some card backs and bug fixes too!
       
      Whew! Read on for details!
       
      Ranked Play Update – This Hearthstone update brings changes to Ranked Play, starting March 1st. Read the Ranked Play Updates blog for details! Your reset will not be based on the stars you earned over the season. Instead, you’ll reset to four ranks below the highest rank you achieved during the season. Players at Legend reset to rank 4, 0 stars. All ranks will have 5 stars. Starting in March, you will no longer earn the monthly card back by reaching Rank 20. Instead, you can earn each season’s card back by winning 5 games in Ranked Standard or Wild at any rank. Card Changes – Please read the Upcoming Balance Changes blog on the official Hearthstone site for full details regarding the reasons and philosophy behind these changes. Corridor Creeper – Now has 2 attack, down from 5.
      Patches the Pirate – No longer has Charge.
      Raza the Chained – Now reduces your Hero Power cost to 1 instead of 0.
      Bonemare – Now costs 8 mana, up from 7.
      Wildfest! From February 19th through March 11th join us for a Wild party! Read the Wildfest blogfor details! Wild cards return to the Arena for the duration of Wildfest. Venture into the Wild – A Tavern Brawl celebrating Wild with pre-built decks. The Wild Brawliseum – A special Tavern Brawl where you’ll build and lock-in a Wild deck, and then see if you can take it to twelve wins versus other players! Three losses and your run comes to an end. Your first Brawliseum run is free! Additional runs are available for the same price as Arena tickets. Also like the Arena, prizes are based on number of wins, and follow the Arena reward structure.
      Year of the Mammoth Bundle For a limited time, purchase 10 packs each of Journey to Un’goro, Knights of the Frozen Throne, and Kobolds & Catacombs—a total of 30 packs!—for a special price.
       
      Added the following card backs: Sparkles - Acquired from achieving Rank 20 in Ranked Play, February 2018.
      Year of the Mammoth – Acquired from winning five games in Ranked Play, March 2018.
      Bug Fixes & Updates Gameplay
      The turn timer for the first two turns of a match are now shorter, though they should still be significantly longer than most players take on those turns. Switching from Valeera the Hollow to Deathstalker Rexxar will now correctly allow Rexxar’s Battlecry to destroy minions buffed to 2 health by Stormwind Champion or similar effects. Nemsy Necrofizzle’s Hero frame is now golden if you have unlocked the golden Warlock Hero. Removed rarity gems from several summoned minions. Playing multiple copies of Temporus in a row will now queue up sequences of two turns for your opponent and two turns for you. Fixed a bug where the Divine Shield provided by Elixir of Purity could not be silenced. Spectators now see green highlights on playable cards for both players. Fixed an issue that could cause Hearthstone to freeze when a spectated player disconnects and their opponent concedes. Tooltips for Hero Cards now appear correctly when spectating. Resolved a crash that could occur when drawing a Darkness Candle spell after The Darkness is no longer dormant. Grand Archivist can now correctly cast the Darkness Candle spell if it is present in a player’s deck. Resolved a crash that could occur when certain cost reducing cards were played. Resolved an unintended interaction that could occur with Anomalus, Taunt minions, and Commanding Shout. Added missing Collection Manager tooltips to several cards. Resolved an issue that could cause a player to become stuck when reconnecting before the first turn. Resolved an issue that would prevent the progress notification for more than one Daily Quest from being shown after a match is complete. Ice Breaker now correctly destroys Rotface without activating his effect if he is Frozen. Resolved interface issues that could arise when retiring an Arena game. Resolved an issue that would allow the Friends menu to remain active while a Friendly Challenge is active. Fixed various minor visual and text issues. Dungeon Run & Adventures
      The cards that appear in several loot categories have been adjusted slightly. Cards stolen by Gloves of Mugging now appear in history tile when played by an opponent. Resolved a visual issue with Candlebeard’s charge enchantment banner. [Adventures] Atramedes now correctly uses his Hero Power whenever he should. Mobile
      Resolved an issue with the Collection Manager that could allow the set filter to be interacted with behind the “Done” button. Scrolling through an Arena deck on a mobile device will no longer generate unnecessary prompts. The “Back” button will now function correctly after an Arena run is complete. History tiles that were queueing up while viewing a history event now populate correctly. Resolved an issue that could cause crafted cards to remain visible over the Collection Manager. Corrected a visual issue with the search bar in the Collection Manager. [Android] Resolved an issue with the download progress indicator. [iOS] Compatibility now requires iOS 8.0 or later. [iOS] The client will no longer sometimes freeze when a spectated player wins a match.   (source)
    • By Zadina

      According to the Principal Game Designer, Cubelock isn't as powerful as it seems.
      Cubelock won't be touched in the upcoming balance changes which, for many people, is a sign that the deck will completely dominate the meta after said changes become active.
      The deck is already prominent enough that people have started making false claims about it. A Reddit user claimed that he faced 17 Cubelocks in a row! However, Mike Donais put the matter into place by saying that there was no such streak in Blizzard's internal data and that Cubelock is currently the 12th best deck.
      He subsequently explained that he expects the deck to rise after the nerfs, but he's not too worried because it's a challenging (and expensive, I would add) deck to master. If the team feels that Cubelock is too powerful, though, they will evaluate it.
      mdonais
      I just checked the data, and no one played 17 cubelocks in a row today.
      If you are indeed having trouble with Cubelock there are several decks that beat it consistently right now. It is currently the 12th best deck.
      I did enjoy the title of your post though. (source)
       
       
      A couple people asked why the stats I mentioned don't metch VS power ranking so I looked up VS 79 and across all rankings Control Warlock is the 10th best deck. I assume they mix control and cube warlock in their stats. We have decks broken out a bit more but 10th gives you the general idea.
      Obviously after the nurfs it will be stronger since none of the cards in cubelock are being nurfed and that concerns me but it is a pretty challenging deck with a lot of opportunities to show off player skill. People will eventually get better at playing it, but people will also put in more weapon destruction or silence cards if it gets more popular.
      I am excited to see what people figure out after the patch. If Warlock is a big problem after people have some time to adjust and tune the new decks then we will look into it. I have said many times before that win rate is not the most important factor in our nurf decisions. How people feel matters more, so we will listen to players and make decisions based on that, just like we did in the past with Quest Rogue and Patron Warrior. (source)