What cards are better to take in the arena. How to choose cards for the Hearthstone arena? For Arena newbies

So, gentlemen and ladies, there will be many letters further. The idea to write a guide came to me a long time ago, but the abundance of material on the Internet has always pushed this thought far back. But now, the time has come. The guide will be more useful for beginners, but also " veterans“I think it will not hurt to read it. The guide is dedicated to the selection of cards in the arena.

Arena - game mode Hearthstone, where you play cards that don't belong to you. You get a "random" set of 30 cards, sequentially choosing from the 3 best ones in your opinion. Entrance to the arena costs $2 with change or 150 coins. The first entry is free!

Your goal for getting the best reward, win 12 matches, while you should not lose more than 3 times. If the number of your victories is 7 or more, then the gold spent on the arena is returned to you (+\-).

The essence of the selection of players in the arena is extremely simple. That is, if you, for example, won 7 games in a row, then you will get the same opponent, who won 7 matches in a row. You can leave the arena at any time, and enter the same way, the same principle applies when choosing cards.

Arena Rewards: dust, boosters, gold, cards. The more victories you have, the more valuable the reward will be. You will receive a booster in any case, no matter how many victories you have, at least 3 losses and not a single victory. As I wrote above, on the 7th victory, you "recover" the gold spent on the arena.

More interesting, my dear friend. So you earned hard-earned 150 gold on dailies, you click the coveted button and you are offered a choice of 3 heroes. We will consider in detail 3 strongest(in my opinion) class.

  1. Paladin

The first in this issue will be Mag

So Mag. In my opinion Jaina has best hero power in the game. She can hit a unit without taking damage, unlike other classes that have a similar (offensive) hero power.

But that's not the only reason why Jaina is top 1 on our hit parade. The best removals in the game concentrated in the hands of one class. I think even HS newbies are familiar with them.

Meet:

  • Fire ball- Costs 4 mana, deals 6 damage to the target.
  • Ice arrow- costs 2 mana, deals 3 damage to the character and freezes him.
  • transformation- costs 4 mana, turns the target creature into a 1/1 sheep.
  • Well, the thunderstorm of the "filled table": - cost 7 mana, deals 4 damage to all enemy creatures.

The power of these spells lies not only in the fact that they are concentrated in the hands of one Jaina, but also in " rarity» maps. Since these cards do not even have a “rarity” crystal, in the arena they will drop very often.

If you come across at least one of the cards listed above in your choice, do not think, feel free to take it (in the case of Frostbolt 50 to 50).

When compiling a deck, I observe 3 important factors. Let's consider each of them.

The first important factor is the mana curve.

Depending on your play style, you will have a certain card value prevail. The main idea is that your deck must have an acceptable distribution of cards, depending on their price (although some preference should still be given to cheaper cards). In this case, the probability that during each turn you will be able to play cards with the most suitable price for it increases significantly.

For each stage of the game (early, mid or late) you have the deck should have some strong creatures and some useful spells that you could play. If you follow the tables, regardless of your deck's mana distribution curve, things can go wrong.

For example, if you follow the tables completely, you can end up with a deck that consists of 75% cards worth two crystals. There is a very high chance that each of these cards will turn out to be much better than the other options offered on an individual basis, but nevertheless, the results of using so many of these cheap cards can be disastrous.

It follows from this that when choosing cards, you never forget your mana curve. The ideal look for your distribution curve will depend on the type of deck you want to play ( an aggressive early game deck should be drawn with a lot of cheap cards and slightly more expensive, while a late game board control deck should be drawn in the opposite manner.). Anyway should strive to maintain some balance.

In practice, this means that when choosing the 15th card between the 2-crystal cost cards from the first group and the 4-crystal cost from the second group, when your deck already has seven cards priced at 2 crystals and none for four, you should choose a card with a cost of 4 crystal, even if it belongs to a lower group.

We will not go into details here, because there are many possible situations However, let's hope you understand the basic principles.

The second factor is synergy

Of course, the presence of synergy between some of the cards in your deck is a great bonus and allows you to increase the value of these cards. Sometimes you even get the ability to make cool combinations. However, in Arena, you should avoid cards whose main value lies in their ability to synergize effectively with other cards you don't already have.

This is due to the fact that there is no guarantee that in the end you will be able to collect the cards you need. It may happen that, even after seeing them, you prefer to opt for more valuable cards that will appear with them in the same trio.

The ideal approach when drawing cards in the Arena is to choose cards in which you start from individual value of cards and only when they are in your hand can you pick up some cards that form a good interaction with them, in no case placing excessive hopes on this interaction.

Some cards, such as Sin'dorei Priest and Dark Iron Dwarf, have great synergies with many cards, they will always be desirable candidates for getting into your deck, and will be able to strengthen many of your creatures.

Some other cards that will limit your play and force you to collect unique ones are not suitable for an adequate card recruitment strategy. For example, a set of murlocs in any scenario would be a bad idea, because regular cards Murlocs don't have very good stats, and you'll have to rely on rare Murlocs to interact effectively with other cards.

Even if you are initially offered an exceptionally valuable Rare Murloc card, it will be much more far-sighted to choose another rare card, which will have a higher value than the Murloc card, since in the future you are unlikely to be able to collect enough ordinary murlocs that the rare murloc you selected earlier could effectively interact with.

The third factor is the definition of the style of play

The deck style is aggressive, control, combo (I highly do not recommend it).

Aggressive is my favorite deck type. What could be better than killing your opponent on the 5-6th move. Unfortunately, Jaina is not designed for that. Hero power, mana cost of removals, and lack of strong "base" creatures ( Exception - . There are several combo mage archetypes in ranked. Echo Mage and Freeze Mage are the most effective. I doubt very much that in the arena you will be able to collect anything approximately similar to these decks.

There are possible sets of all kinds of ovs in the deck, one of the first cards, naturally your further choice of cards will be based on creatures with an attack indicator of 1, then to surprise the opponent ejection of several creatures, empowered by .

If the gods of the random house were merciful to you and the Archmage Antonidas came to you, you will try to hold back the removals in order to get more benefit. Also, with a further selection of cards, you can look for creatures that give you a spare part, which significantly increase the efficiency Archmage Antonidas. As I said above, this style is very situational and each player decides how to play. Lots of options.

I hope this article helped beginners, and also opened up something new for " experienced» players. With uv. Edward

Stop living the dream of twelve arena victories and settle for another three or five! It's time to act! In this article, we will describe the secrets of building effective decks, as well as the basics of combat in the arena.

Surely, for you, the arena is one of the most interesting aspects of the game. It is in the arena that you are ready to bite into victory with your teeth and do everything in your power for it. Every time I make 7 wins, I breathe a sigh of relief, because my arena paid off, which means that I can go there again.

But sometimes it is very difficult to make even 7 wins. Hearthstone card game, there is always a factor of randomness. It also happens that you simply do not have enough strong cards, and during the construction of the deck, you now and then come across only useless ones. And sometimes, your victory is a foregone conclusion, when the enemy is in such a situation with bad cards. However, one should always strive to make 7 wins and this is absolutely realistic for any player.

As I said, 7 wins pays back the gold you spent on the arena. And this means that next time you have the opportunity to collect a stronger deck, with which you can make the coveted 12 wins. The search for players in the arena is done in such a way that you will be thrown to opponents with a similar win / loss ratio. Therefore, if you have 11 wins, then you should not relax, you will fall for the same opponent with the same number of wins. And here you need to be really sure that your deck is good.

Here are the four most important lessons for building a mighty deck in the arena.

Lesson One: Ensuring a Stable Mana Curve

The biggest difference between building regular decks and arena decks is the quality of the cards. Decks that you have built in advance ( constructed) define your playstyle. You can play specific combos, distribute your mana curve however you want, and make changes to the deck that you want. A consistent mana curve will allow you to get the most out of your deck. For example, on the first turn you have something to go, on the second turn you spent 2 mana, on the third 3 and so on. By doing this, you will unlock the maximum potential of your creatures and spells.

Arena decks especially rely on efficient mana usage, as you can't predict which cards you're going to get. For example, of all the removals, you have only "Wave of Fire" in the amount of 5 pieces, but there are no ice arrows and fireballs. Obviously, you will have problems with the control of the table for the magician. This is a very unstable mana curve.

Strong players know that sometimes it's worth ditching a strong card in favor of stabilizing the mana curve. But do not forget that there are cards that you should definitely take (swipe, fireball, spirits of wolves, etc.). It is worth avoiding those cards that are slightly better than the weaker ones, but hit hard on the curve of mana.

Consider on simple example. You have chosen a druid for the arena, you are trying to correctly observe the mana curve and the choice is "Sinister Smith" for 5 mana. Not the best card for a druid, but you have no cards for 5 mana at all, and 27 cards out of 30 have already been chosen. In this case, you should take it.

If you can’t take control of the board for a long time, then most likely you disrespected the mana curve. And remember, a weak card on a stable curve is almost always better than nothing at all.

Lesson two: Deck building isn't always about picking strong cards. Choosing a deck style.

When drawing up a deck in the arena, it is necessary to estimate the game plan after about 15 card spades. This will help you select the next 15 more effectively.

For example, for the first 10 cards you chose creatures with low mana cost, and this has already affected the nature of your deck. Let's say that on the next pick you come across a Squire of the Vanguard and an Acolyte of Pain. Here it is worth thinking carefully about which game plan you have chosen. Will you continue to build an aggressive deck with low mana minions and take Squire or try to midrange the deck and take Acolyte of Pain.

In these cases, indecision reduces the effectiveness of the deck, and a conscious decision strengthens it. Your choice, of course, depends entirely on your preferences, but still it is worth considering once again. Once a choice has been made, stick with it to the end! If you chose squire, then keep building an aggressive deck, if servitor of pain, then try to make a deck that will be effective in the mid game.

Fortunately, in Hearthstone, there is no time limit for choosing cards. So take your time and choose your cards wisely, constantly consider your deck's playing style and stick to it. Deckbuilding in the arena is not always focused on choosing strong cards, it all depends on the style of play you choose.

Lesson Three: The Best Arena Decks Don't Rely on Synergy

It may sound strange, but choosing cards that don't need another card to play effectively is an important factor in building a strong deck in the arena.

Consider the example of such a card as "Magic Teacher". Obviously the card calls for spell play and can be tempting in the first 10 of spades in hopes of getting spells later on.

But what if you're not given any spells to choose from? By choosing a magic teacher so early, you've created a situation where you really need spells to justify your choice. However, you cannot guarantee that they will come. If by the end of the draft you had only two spells, then it's worth considering. Did I need a pick of this particular card? After all, the magic teacher is a rare card and the other two were also rare, and perhaps it was worth considering some of them?

A sloppy arena deck drafter can create several of these situations. For example, it can recruit "Ancient Watcher", "Nerubian Egg", "Gurabashi Berserker", creatures that become stronger from secrets or spells. Try to avoid it. But on the other hand, a card that does not need synergy to be good is not always better. This is the case when the other two cards are absolutely useless when choosing.

Let's go back to the magic teacher. It should be taken only if the peak is coming to an end and you have already taken, for example, 8-9 spells. In this case, we can say that you are lucky and you have received a strong synergy.

Lesson Four: Don't Draw Multiple Same Cards

Even the most best cards any hero can become harmful to your deck if their number exceeds the norm. This doesn't involve a frostbolt or an SI:7 agent. These cards are so good that I would take eight or nine of them in a deck.

However, the wave of fire is a completely different case. Yes, this card is very good. Possibly the strongest AoE damage in certain cases. When drawing up a deck, the magician who received the first wave of fire is likely to breathe a sigh of relief. Similar emotions will be when choosing the second one, but when choosing the third one, you should think carefully. The first wave of fire will allow you to remove pressure from your opponent, the second should completely clear the table (remember death rattles, fat taunts, etc.), and the third? Not efficient. Instead, it is better to play some kind of creature or a cheaper spell. It will be much wiser of you.

Conclusion:

These tutorials are just the tip of the iceberg of required arena deckbuilding knowledge, but if you take them into account, it will increase your chances of winning. All comes with experience. If you quickly lost 3 games in the arena, do not fall into despair. Try to extract maximum experience from this, analyze your deck, your decisions, try to understand what exactly you did wrong. With enough perseverance, you can become the God of the Arena! :)

And if all else fails, then take 3 pyroblasts and 27 rings of cold. :)

Welcome site readers! If you're tired of playing Ranked, fun in casual, look into Free, then Hearthstone Arena- this is what should interest you. Many players dream of playing the eternal arena, getting 7+ wins in the arena, getting "free" boosters and some extra gold, but the biggest dream of the players is to get 12 wins in the arena. And they can be understood, because they will receive the maximum reward. Therefore, in the 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:

  • Removals(such as Master Hunter, Fireball)
  • AoE/strong cards that can turn the game around(Swing cards) (Elemental Devastation , Fire Wave , Mental Technician)
  • Card draw(Cult leader, Sacred Vigil)
  • Treatment(Servant of the Earth, Ancient Healer)
  • Legendary cards(Enemy Cutter 4000, Ragnaros)

Let's start with the removals. The average deck with 12 wins has more than 3 removal cards. Considering how difficult it is to get a removal in the arena and how easy it is to get a normal creature, we can definitely see the fact that getting them at the beginning of the draft is a good idea. Most removals can serve a variety of purposes. For example, Starfire can be used to destroy a creature, damage a creature, and draw an additional card.

The average number of AoE spells or strong cards that turn the game around (Swing cards) is 1.61. This category is very variable. Some decks don't have AoE at all, and some have as many as 5.

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

The number of treatment cards is not surprising. At 1.24, we can sum up that the number of heal cards in decks is somewhere between 1 and 3.

The statistics of legendary cards may be unexpected for some players. Less than 30% of decks have some kind of legendary card. Which means that in order to create a strong winning deck, it does not mean that it has legendary cards.

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

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

Types of victory decks

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

  1. Synergy decks.

This category is based on powerful combinations of cards that will be difficult for the enemy to defend against. For example, once such a combination was Force of nature + wild roar. Or for example decks on murlocs.

But it is worth noting that such decks make up only 4% of the analyzed winning decks with 12 wins.

2. "Powerful" decks

The most obvious item on this list. When people show their impressive set of cards, you can notice that at least 1 good legendary card and a sensible deck core help in this list. This type of deck wins with constant pressure with its threats on the board and on the opponent, which it is 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 a "Powerful" deck, but the most interesting thing is that only 11% of 12-0 decks are in this category!

3. Well built deck

Finally, the last category, which includes decks that are simply well-made in themselves. 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 built. More importantly, what will be played on Turn 2, 3 and 4. The way to win is good exchanges and strengthening on the table. Remember this!

Frequently appearing cards

Most of the decks that we see have cards in them that appear all again and again. A whole galaxy of Defenders of the Vanguard, Jugglers with daggers, Flame Juggler and cheap weapons like the Storm Axe. Their strength lies in 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 placed your 2-mana creatures, the "activating free trades" phase begins. or Sin'dorei Priest are perfect for this role. Not only do they save you from death during the trade, but they can also buff your creature to destroy a stronger threat.

Cheap weapons that appear in victory decks often include the Daring Raider.

The next time you build an arena deck, look for early/mid game creatures that will help you trade 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 that I noticed while researching is how different 12-0 decks are from other 12-win decks. Take a look at the infographic below and compare how many cards in each category are there.

So it turns out that all the "goodies" of the deck: more legendaries, more removals, more healing, AoE and strong cards - turn out not to have such a good effect on the final score. How did it 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 provided by the addition of cards in the deck.

The difference is obvious. 12-0 deck have almost 2 times more maps providing draw, which means that if you have fewer removals, AoE, heals, you can get all this thanks to the accelerated selection of the deck. This makes the deck more solid and flexible. And if you have smart cards in the deck, you may not even see them due to the fact that you do not draw additional cards. If you have enough cards to draw, then 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 keeping up with your threats, the hand will deplete and you will steal the victory.

Best mana curve

Another point where the decks differ is the mana curve. It is worth noting that both types of decks practically do not differ in mana cost, however, in 12-0 it is slightly less.

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

What did we learn from the article?

Our eyes are focused on exactly what 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 removals. When you get the key cards / strong cards of your deck, then focus on the draw. If you get a slow deck, then healing and AoE cards save you.

Take cards that let you "is free" exchange with other creatures. (Champion of the Vanguard or Sin'dorei Priest).

Cheap weapons and early removals are much more effective than big threats, because if you lose the table in the early game and mid game, then you will die before your big minions get on the table and do anything at all.

Designed Lillyfloria