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 Post subject: Arena
PostPosted: Sat Sep 19, 2015 11:25 am 
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does anyone have any tips on the arena?

:duel:

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 Post subject: Re: Arena
PostPosted: Sat Sep 19, 2015 11:28 am 
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Use Heartharena.
Don't pick Warrior.
If you want to watch some good players, hafu, ratsmah, kripparian and adwcta all stream now and then I believe.

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 Post subject: Re: Arena
PostPosted: Sat Sep 19, 2015 11:53 am 
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Kripp is boring so I watch trump instead. Also I use arenamastery although it's ratings need to be added for new cards so I may use something else soon.

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 Post subject: Re: Arena
PostPosted: Sat Sep 19, 2015 12:01 pm 
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using software to tell you what to draft feels lonely

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 Post subject: Re: Arena
PostPosted: Sat Sep 19, 2015 12:34 pm 
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You can use a website to tell you what to pick, based on the cards you have already drafted. Past that, it's an exercise in mulligan strategy, knowing your deck, and avoiding misplays.

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 Post subject: Re: Arena
PostPosted: Tue Sep 22, 2015 3:13 pm 
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So, if you have 2 murloc knights, do you take a murloc warchief? Or Grand Crusader?

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 Post subject: Re: Arena
PostPosted: Tue Sep 22, 2015 3:41 pm 
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If you mean Murloc Warleader, that's a viable pick because it's a 3/3 by itself. That being said, which you should pick depends on what your arena deck looked like at that point in time. Both are equally viable choices depending on the rest of your deck.

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 Post subject: Re: Arena
PostPosted: Fri Sep 25, 2015 2:14 pm 
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 Post subject: Re: Arena
PostPosted: Fri Sep 25, 2015 2:20 pm 
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u wot m8

also, should have drafted more 2-drops.

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 Post subject: Re: Arena
PostPosted: Fri Sep 25, 2015 2:35 pm 
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Probably, but I didn't see a lot of 2's

I'm 2-0 so far, though, which looks good

Edit: 5-0. I've yet to see an opponent able to overwhelm me before I can stabilize with big creatures. The druid I faced for my 4th game came close, though. Eadric really saved my rear, nerfing his Foe Reaper while letting mine (via faceless manipulator) slaughter.

Murloc Knight + Mukla's champ is hilarious.

Faceless Manipulator is a GREAT card. Wish I had one or two for real.

Venture Co. Mercenary isn't as bad as I feared since it's powerful enough to be close to a must-answer.

I've gotten way more shots off Blackwing Corruptor than I thought I would.


EDIT: Earned 9 victories. 155g, 20 dust, and a GVG pack containing Force-Tank MAX, Puddlestomper, Mechwarper, Scarlet Purifier, and Coghammer.

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 Post subject: Re: Arena
PostPosted: Sat Sep 26, 2015 3:30 pm 
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Got 0 wins as Warlock
Therefore, Balance is Restored
Better luck next time.

The pack was good though
Two rares got me 80 dust
It could have been worse.

(in all seriousness, investing 150g in arena got me two packs, though neither were classic, and a kickback of 35 gold between the runs -- a gain of about 85 gold, plus the card and dust procs from the 9-win run. Seems like a good idea.)

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 Post subject: Re: Arena
PostPosted: Sat Sep 26, 2015 7:53 pm 
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Congrats. The paladin run sounds like it was a blast.

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 Post subject: Re: Arena
PostPosted: Sun Sep 27, 2015 11:18 pm 
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Make sure to have enough two drops and mulligan so that you can actually play things early. The game can be lost easily by falling behind in tempo because creatures can directly attack other creatures meaning playing stuff when your opponent already has a board will let them force favorable trades, giving them both tempo and card advantage.

Know what responses your opponent can have. For example, playing a 2/3 instead of a 3/2 on turn two against a Paladin might completely change the tempo of the game if they play a Shielded Minibot.

Value, tempo, and safety are all important, and it is important to adjust during a game based on your position. For example if you have a 4/5 and a 4/2 and you need to kill their 3/4 it might be better both tempo-wise to eat it with your 4/5. If you do that however, both your creatures will have 2hp which will make them vulnerable to board wipes. Value wise the decision could go either way since attacking with the 4/2 "wastes" one of your opponent's creature's damage, but eating the creature with the 4/5 leaves you with 8 damage on the board to trade with other creatures your opponent might play. Play safer when you are ahead since you don't want to induce variance, make riskier plays with higher payoffs when you are behind because you do want to induce variance, this is true in most games though.

As a general rule trade with your creatures when it is favorable, use your removal spells when they commit a whole turn to dropping something big and you want to push for lethal.

The classes can play pretty differently in arena. Rogue and Mage are probably the most malleable in how they can play. Paladin and Priest are very much "dude" classes, heavily oriented around playing creatures and keeping a board alive. Shaman is somewhere between Paladin and Mage, Druid is somewhere between Paladin and Rogue. Hunter wants to get their opponent low early to force a clock with their hero power, having an early game and choosing when to push for lethal are important. Warlock also wants to draft very aggressively because the late game will usually be won by your hero power if you've managed not to take too much damage, your hero power allows you to not run out of steam after playing all your cards. Warrior tries to get value and tempo off of cheap weapons, if you don't get weapons you'll probably need really good neutrals to do well since your hero power is often useless.

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 Post subject: Re: Arena
PostPosted: Mon Sep 28, 2015 6:42 pm 
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I am really tempted to call bull on "need moar twos". Since I've been trying to increase my two count, I've been run over by decks with better value for card. I just love sitting on a near empty hand with a field full of nothing and graveyard full of early game, staring down the 4-6 cost winners.

EDIT: Okay, that was harsh, and it's not anyone's fault but mine if I follow good advice badly, but I feel like the advice could use a little more nuance :(

For Reference, this failed miserably

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 Post subject: Re: Arena
PostPosted: Mon Sep 28, 2015 9:45 pm 
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It's really hard to suggest how to fix your drafting without seeing the picks. Overall your card quality seems decent, but there are a handful of cards that really bring down the deck I think. I think you're probably making some odd card valuations.

The Bad


The Good

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 Post subject: Re: Arena
PostPosted: Wed Sep 30, 2015 12:01 am 
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For the heck of it, this was my latest Arena

record


I may autocard that later, I'm a bit tired of it right now. Won my first game, but how will the run go? no idea.

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 Post subject: Re: Arena
PostPosted: Wed Sep 30, 2015 4:00 pm 
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1 win was all I got, but the pack had the Foe Reaper 4000, Tinker's Sharpsword Oil, Glaivezooka, Clockwork Gnome, and Bomb Lobber. So 3 playables, a legendary even if a trash one, and a spare rare... not bad, all things considered.

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 Post subject: Re: Arena
PostPosted: Wed Sep 30, 2015 4:14 pm 
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1 win was all I got, but the pack had the Foe Reaper 4000, Tinker's Sharpsword Oil, Glaivezooka, Clockwork Gnome, and Bomb Lobber. So 3 playables, a legendary even if a trash one, and a spare rare... not bad, all things considered.

Poor arena runs always give better packs.

Source: Almost five whole cases of anecdotal evidence.

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 Post subject: Re: Arena
PostPosted: Wed Sep 30, 2015 9:43 pm 
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Tevish Szat wrote:
For the heck of it, this was my latest Arena

record


I may autocard that later, I'm a bit tired of it right now. Won my first game, but how will the run go? no idea.


Draft Critique


How I would have drafted it


Anyway. You weren't offered very good cards (like some prime removal). But I do think you could have made better picks and probably gotten 3 or 4 wins on average.

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 Post subject: Re: Arena
PostPosted: Thu Oct 01, 2015 7:46 am 
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Been considering recording a Arena draft and posting it for discussion. Might be good for all of us, thoughts?

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