Constructor for the hearthstone arena. Cards that give your opponent an advantage

I am glad to present you my own development, the analogues of which I have never seen on the Internet.

Friends, I have finally completed the long move, so I can finally return to the “1-2 articles per day” schedule familiar to all regular readers. But that’s not about that now.

I promised to launch a unique feature by May 8th, I did it slightly ahead of schedule :)

I present to you

What to do about it? Just follow the link and enter the required data. It is clear that at the moment you do not have this data, but you can play with numbers :)

What are you? I already told you that to prepare meta reports, I created a convenient and powerful Meta calculator that allows you to quickly calculate the best decks for the current meta. And then I thought “what if we change it so that each player can calculate their own meta?” No sooner said than done. Now you can simply enter the opponents you face into the calculator and get back the best deck for your personal meta, as well as its average win rate.

Why is this necessary? The main problem with all meta reports is that the data becomes outdated very quickly. Within a few days after the report is released, the meta may change dramatically and the information will no longer be useful. With the Meta Calculator, you'll always get the most up-to-date deck advice because the only actual meta is your personal meta.

What is this “personal meta”? Have you ever met, for example, three Zoolocks in a row, although in the meta they are best case scenario 1%? I'm sure so. “Personal meta” is a well-known concept; two players playing at the same rank can have very different opponents. Blizzard does not disclose all the details of the matchmaking system, however, the fact that the opponent is not chosen at random has been confirmed by the developers. In particular, they have already mentioned that one of the factors is the hidden rating of each player. Based on this, many theories have already been built, for example, it is believed that players with a low hidden rating in their opponents are more likely to come across decks with low requirements for the player’s skills, and players with a high rating are more likely to encounter decks that are difficult to master. And if you consider that hidden rating is just one of many factors in selecting an opponent, then it becomes obvious that the concept of “personal meta” becomes more important than “overall meta.”

Who needs it? First of all new feature will be useful for those who are aiming to take the Legend. It is known that the path from rank 5 to Legend is 3 times longer than the path from rank 20 to 5, so it is in this sector of the meta that the Calculator will be most useful. It is quite possible to use it at rank 20, however, with frequent changes in ranks, the meta changes quite a lot, so the data may be somewhat distorted.

How does this work? The calculator asks for your data to build a picture of the meta, assigns an importance factor to each archetype entered, and then multiplies the win rate of the decks by the importance factor. I did this manually . The only thing that is required of you start tracking your opponents' archetypes. Ideally, pen and paper, only hardcore :) An alternative is Track-o-bot, it detects the archetypes playing against you, however, it will not detect some of them, for example, the Secret Magician and the Aggressive Shaman. Decktracker, unfortunately, only remembers classes; it is not able to recognize archetypes. So again, if you want to get the most out of your calculator, grab yourself a pen and paper and make notes after each match. Fortunately, this is the only drawback of the calculator. Once you input your personal meta, you'll get the deck that best suits you.

How the calculator will develop? Although the version is called 1.0, you need to understand that the project is at the very beginning of development. I plan to release major updates at least once a week. I understand that it requires a lot of improvements, so I ask you to be lenient with the first growing pains :) Plans for upcoming updates:

  • Analysis of the entire meta, not ~70% of the most popular decks.
  • Alternative calculator - you will only need to enter data about the classes of your opponents, and the script will automatically divide them into archetypes. The accuracy of the results will decrease slightly, but this will help you not to bother with pen and paper; you will just need to enter the data from decktracker.
  • Responsible design.

Plans for version 2.0

  • Integration with global website update. Users will receive not only the best deck, but also a deck description, technical replacements, description, and gameplay video. It will be VERY cool :)

So I ask you to criticize the calculator in the comments, make suggestions, ask questions, clarify unclear points, together we can make the most convenient and user-friendly tool for meta analysis, which will outshine any meta reports in its usefulness :)

The main goal of this stage is to find all possible bugs and shortcomings; here I simply cannot do without you.

Known Bugs(will be fixed soon)

  • There is no check for exceeding the limit of matches played.

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 result, 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 , 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. From ordinary cards you should take without looking at the other cards - , and . And of course, the “classics” - , . For the late game, take , and . Secrets are also a good choice, especially .
Common cards are the basis of your deck, and rare cards will not appear often, but if you do come across them, then take them. 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. The community cards 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. , is such a list of great 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 will see a lot more “junk” cards than really good ones. From class cards I can only point out that personally, it saved my life a bunch of times. Of the community cards, he will be good - he can get you the game at the very beginning. The latest additions brought us several more good epics - and .
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 is completely unnecessary in the arena. The ideal cards for you in the arena would be , and . 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, or suppose a hunter, there must 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 take it, then turn your attention to dragons, in this case it will be more valuable than yeti.
The last thing I would like to say is that silence cards will help you a lot in the arena, they often save the whole situation. 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 something he doesn't have. Always imagine the worst case scenario so you can be prepared for anything. , they can seriously ruin everything for you at the beginning, so don’t particularly hope to “rush” the magician. Don't forget about secrets, but play against the most popular secret first.

Playing against the Warrior

The warrior will almost always have a , so play against her. If you have it in your deck, then keep it until the last. Also, don’t forget about the warrior’s other AoE spells. 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 be put on the table quite early as a strong creature due to . Also be prepared for - the most popular Druid spell. Many people take 6 of them in decks! Also remember about another strong card - , and be prepared to get a 4/6 creature with a taunt on turn 3 after .

Playing against Warlock

The Warlock is also one of the weakest classes, along with the Warrior. However, be prepared for strong spells like or. Leave your removal spells on strong creatures - or .

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.

Welcome readers of the site! 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:

  • Removals(such as Master Hunter, Fireball)
  • AoE/ strong cards that can change the game(Swing cards) (Destructive Elements, Fire Wave, Mental Technician)
  • Adding cards(Cult Leader, Sacred Vigil)
  • Treatment(Earth Servant, Ancient Healer)
  • Legendary cards(Enemy-4000, Ragnaros)

Let's start with removal. The average 12-win deck has more than 3 removal cards. Considering how difficult 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.

This category is based on powerful card combinations 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 based on murlocs.

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

2. "Powerful" decks

The most obvious point in this list. When people show their impressive set of cards, you can notice that at least 1 good legendary card and a smart deck core help with 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. The most important thing 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 all the time. again and again. A whole galaxy of Vanguard Defenders, Dagger Jugglers, Flame Juggler 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. or Sin'dorei Priest- are perfect 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. 12-0 decks have almost 2 times more cards providing additional 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 may not even see them because you don't draw additional 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 practically do not differ in mana cost, but 12-0 has a slightly lower one.

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 table in early game and in the mid game, you'll die before your big creatures get on the board or do anything at all.

Designed Lillyfloria

Hearthstone- a unique computer collectible card game, created based on the universe Warcraft, the developers of which are Blizzard, and the distribution format is based on the f2p model. There are 9 unique classes in the game, with their own class abilities, a huge number of different cards from which different decks are made. When playing in free or ranked mode, you use your set of cards that you have, but when playing in the Arena, which is another game mode, you collect cards from those randomly given to you, which brings some kind of balance when playing this mode. Experienced players have no problems collecting cards into their deck in the arena, but beginners have various cards, which are very weak and irrelevant in the arena, so today I will teach you how to build your deck in the arena.

So, how to collect cards in the arena:
1) We choose the hero we need, it is best to choose exactly the class that does not need the absolute synergy of its units, for example, a hunter will be a bad class in the arena, but a paladin or mage is not bad at all.
2) After choosing a hero, we have to collect 30 cards into our deck. The main principle is to choose a card that is stronger than the other two in terms of its characteristics and features. The rating will help us with this game cards in the arena. There are many sites with ratings, but we will consider the most convenient one.
So how does it work? For example, we play as a Druid and we get the cards: Mark of the Wild, Wild Roar and Elven Archer.


3) We go to the site and select our class, that is, the druid.


4) Next, alphabetically, we drive in the 3 cards that we were dealt, it will turn out like this:


5) Now, using LMB, select the card that has the most points, in our case it is the Sign of the Wild.


6) It hits our deck, now we can repeat the process further. The peculiarity of the service is that it will evaluate the second and subsequent cards not only by characteristics but also by synergy, which it will inform you about and highlight the card in green.


7) After you have assembled your deck, you can evaluate it by looking at its characteristics below. Basically, with the help of this service we have put together a good deck with good rating, decent synergy and independence from the race of creatures, which is quite good for the arena.


8) That’s basically all, using this method you can easily assemble good deck into the arena and make 12 victories to get the coveted prizes and legendaries. I wish everyone good luck in conquering this card game!

Did you like our site? Your reposts and ratings are the best praise for us!

x148

Greetings to the readers of the site. In front of you detailed guide on playing in the Arena in . Arena is one of the modes Hearthstone games. This guide is suitable for both beginners and more advanced players.

1. For Arena newcomers

1.1. Brief information

Without mastery of advanced techniques different from the principles used in rating battles, the arena experience can be very disappointing. In this section, we'll cover the basics of arena play that will help you understand the core principles you need to succeed.

Of course, there is a natural element of randomness when constructing and playing an Arena deck. With the help of this guide, you will be able to make informed decisions, consciously influencing the final result. We don't expect your gaming skills to improve overnight, but we hope our tips will help you find the right path.

1.1.1. Where to start

When playing in the arena, you have the opportunity to build a deck from random cards and test your skills, luck and knowledge of game mechanics in battle with other players. The first entrance to the arena is free, each subsequent one will cost 150 gold or 66 rubles. The cards you play are not added to your collection, and the collection in turn does not affect your choices. This means that all participants are on equal terms.

1.1.2. Hero selection

Once in the arena, you can choose one of three offered classes. The hero's class determines the set of cards, including random neutral and class cards, offered to choose from when constructing the deck.

1.1.3. Choosing cards for the deck

By choosing a hero, you will have access to 30 sets of random cards, 3 cards in each set. The cards from each set are of the same quality. Once you choose one, you will add it to your deck. By repeating the procedure 30 times, you will have a deck ready to play. The first, tenth, twentieth and thirtieth sets always consist of cards of rare or higher quality, but such cards are sometimes found in other sets.

1.1.4. Arena game

Once you've built your deck, you can start a match with other players. After you press the Play button, you will be matched with an opponent of equal strength. Equality is determined by the current rating and the ratio of wins and losses. Arena fights end if you win 12 matches, lose 3 matches, or leave the arena.

1.1.5. Rewards for victories in the Hearthstone Arena

With each win you improve the key, which opens a chest with rewards after the end of the arena. For each arena played, you can receive 2-5 rewards. The first of these is always a set of cards that almost completely covers the cost of the pass, the others are determined randomly and can be gold, arcane dust, an additional set of cards, or individual cards(often gold). The more matches you win, the better the reward will be. We bring to your attention an approximate calculation of rewards (in addition to the required set of cards), but you should remember that they may change slightly.

  • For 0 wins you can get 20-25 gold and arcane dust.
  • For 1-3 wins you will receive dust and gold, approximately compensating the difference between the cost of a set of cards and an arena pass.
  • For 4-6 wins you will receive about 100 dust and gold and will remain a clear winner, having earned the amount spent on the pass.
  • For 7-9 wins you'll be able to buy another pass, and you'll also likely get another set of cards and/or an additional card (possibly a gold one).
  • For 10-12 wins you will receive a lot of gold (up to 500) and additional sets maps, but dust is rare at this level.

1.2. When should the battles start?

The results of the game in the arena, like many things in Hearthstone, largely depend on luck, chosen tactics, knowledge game mechanics and player experience. Since an arena pass costs game or real money, before the game you need to prepare properly - understand the key mechanics and study the features of the classes.

1.3. Hero selection

Each class has the potential to win if the player is familiar with its intricacies and knows how to use specific cards. It should be remembered that regardless of the choice, the goal remains the same. You need to make the most of the cards you're dealt, create an advantage, and gain or maintain control of the table. By choosing a hero, you also determine your deckbuilding strategy, which requires deep knowledge of the class.

1.4. Card selection

When choosing cards, you need to give preference to the one that provides the maximum value for its cost. However, you cannot look at each card individually. Take into account the mana curve of the entire deck. The curve should be balanced and smooth, i.e. there should be no “gaps” (lack of cards of a certain value).

It should be taken into account that there should be more creatures and spells costing 2-4 crystals, because In the first stage of the game, opponents fight for control and repel enemy attacks that influence the further course of the game. Cards costing 6 or more crystals may be slightly less.

1.4.1. Creature Selection

When choosing a creature, you need to correctly assess its impact on the game situation. In general, the cost of an effective creature should be less than or equal to the sum of its health and attack power. For example, it costs 4 crystals, and the sum of its characteristics is 9, which allows us to consider this creature effective. In addition, other factors need to be taken into account. Creatures with additional effects usually have lower stats or higher costs. Sometimes the effect compensates for this shortcoming (for example, ), sometimes not (for example, ).

To assess creatures as accurately as possible, you will need gaming experience, because... Only during the game can you understand their strengths and weaknesses. Below are examples showing some important features creatures

In the arena, priority is given to creatures with a large supply of health and lower attack power, because... It will be more difficult for your opponent to remove them from the table. Creatures with high attack power deal a lot of damage, but their low health often does not allow them to survive the enemy's first attack, and therefore they have less impact on the game situation. For example, it looks extremely attractive, because... it has an attack power of 5 units. and costs only 3 crystals, but the health indicator of this creature tells us that it will die from any spell, hero power, or attack from another creature (including those that cost 1 crystal). Another example would be. His health reserve is 4 units, i.e. You can exchange most creatures costing 4 crystals for it, and even some cheaper spells ( , 3 crystals).

The exception is creatures with attack power of 3 or less. At a cost of 3 crystals or more, all creatures must have an attack power of 3 or more. The reason is simple: creatures with an attack power of 2 or less cannot kill enemy creatures with retaliatory attacks or direct attacks, i.e. In any case, the exchange will not be in your favor.

The same rule applies to class cards. Some of them have outstanding effects (for example, ), while others cannot justify their cost.

1.4.2. Selecting Class Cards

Every arena deck, regardless of the class chosen, should contain several spells that allow you to gain or maintain control. If the remaining cards in the set do not allow you to take an unusually strong creature into the deck (see the previous section), it would be better to choose a spell that gives card advantage or allows you to slow down the enemy’s development.

In any case, you will need spells for the early stage of the game (ie those that cost 1-4 crystals). With their help, you can maintain pressure on the enemy (provided that there is a creature on your side of the field and you do not have to trade it) or seize control by eliminating the threat (even if the trade is equal).

Strong class cards include weapons of paladins and warriors, as well as AoE spells (for example, and). In addition, class cards are valuable and can provide additional resources that are valuable mid-match.

1.4.3. Synergy

In general, the synergy of cards in the deck works to your advantage, because... it increases the value of each individual card and allows you to play great combinations. However, an Arena deck should not have cards that only play in a combo unless you already have the other parts of that combo. It is possible that you will never find the components you need, and if you do, competitive options may turn out to be even better. That is why we advise making a choice based on the individual value of the cards. If in subsequent sets you come across other cards for a combination, you can use them.

2.2. Mage

The main advantage of the mage is that the most powerful class cards are basic or of ordinary quality, which means they are most likely to come across when building your deck.

However, it should be noted that with the introduction of new cards, key spells ( Fireball, Ice Arrow and Fire Wave) are found less and less often. That is why, when selecting cards for a magician, we recommend taking any, even suboptimal, spells into the deck (for example,).

2.3. Robber

Thanks to their hero power and a large number of tempo cards that allow them to gain a tangible advantage, most rogues prefer outright aggression to control. Hero Power allows the Rogue to outright win some matches, especially with paladins, where it is possible to profitably trade a weapon that costs two crystals for two recruits that cost a total of four crystals. Rogues often sacrifice their own health to clear the board, so he needs cards to heal. Even if you don't have these cards, you should be aggressive, using your health as an additional resource. Card advantage is achieved through spells such as , and combo cards allow you to maintain a high pace of play and put strong pressure on the enemy.

The main drawback of the robber is its predictability. If you fail to defeat your opponent in the first few moves, you will most likely lose the match.

2.4. Druid

The Druid has a great Hero Power that can be used defensively, slowly accumulating armor, and offensively, effectively trading armor to enemy units. In addition, the druid has access to cards such as , and , which have a huge impact on the game situation at the beginning or middle of the battle.

With the release of the add-on Big tournament Druids received a significant boost. serves the same role as , however, the Fighter does not slow down the development rate, and you do not have to make up for lost moves, as is the case with Wild Growth. In addition, the Darnassus Fighter can be used for effective trading. Another new and extremely effective card, allows you to strengthen your position on the 4th or 6th move or lure an important spell from the enemy.

The main drawback of the Druid is its predictability. As a rule, all druids strive to drag out the match as much as possible by introducing expensive creatures and provocateurs. In rating battles, aggressive druids are very rarely encountered, because... There are virtually no cards that suit this style of play.

2.5. Shaman

Unfortunately, the Shaman's Hero Power triggers randomly, and the totems for the most part pose no threat to the enemy. To effectively use the hero power, you need to completely control the board, which is not always achievable. Shamans have several powerful spells that work in any situation (such as and ), while using other spells ( , and ) requires careful planning. The power of shamans lies mainly in rare cards (for example, and ), which cannot be relied on when building a deck for the arena.

With the release of the Great Tournament add-on, shamans received a number of new features - in particular, and. These creatures allow you to provide a presence on the board in the early stages of the game. - another valuable rare card that serves as a replacement for Bloodlust and, unlike this spell, rarely hangs like a dead weight in the hand.

When building a deck for a shaman, you need to give preference to a variety of buffs. This is how, for example, they can turn useless totems into a tool for effective exchange and create an advantage at any stage of the game. Creatures that strengthen the entire board (for example,) are especially powerful.

2.6. Warlock

It can be argued that the Warlock has the most powerful hero power in the game. He has the opportunity to pick up an extra card at any time, replenishing his stock valuable resource. Because of this feature, Warlock decks have a very low curve and are designed to gain a speed advantage. This tactic was developed quite a bit and remains successful to this day.

However, with the introduction of the game, Warlocks began to use control decks with a large number of expensive demons (for example, and ), relying on Summoner's Deathrattle. Even if you fail to get the Summoner, you can still use control tactics by relying on the mid- and high-cost cards introduced in recent expansions.

Since Warlocks often use Hero Power and deal damage to themselves, this is of great value to them. This creature restores as much as 8 units. health, which is equivalent to drawing 4 cards.

2.7. Hunter

Hunters usually perform well in the arena, but they are very predictable because... forced to use aggressive or tempo decks. The reason lies in the straightforward nature of the Hero Power, which only deals damage to the enemy Hero. Even though the hunter has access to crowd control ( , ) and high-cost creatures (), even the most patient hunters will eventually turn to aggression and hit their opponents in the face.

2.8. Priest

2.9. Warrior

The warrior's hero power does not affect the state of the board, so to gain an advantage he needs weapons and strong creatures - for example, and/or. Without them, you are unlikely to win. A mage without a Fireball or Waves of Fire may well win 12 matches, but a warrior without a weapon probably won't.

3. Card selection

In order to help you a little in choosing cards for the Arena, we have prepared for you tables with card ratings for each class:

How to use card rating tables

The links above provide ratings of cards for playing in the arena with all 9 Hearthstone classes. These ratings allow players to make better decisions when constructing decks from random cards. The cards are ordered by cost, which allows you to quickly check the list and make the right choice if necessary.

Selecting the right card

Since in the arena the player always has to choose one of three cards of the same quality, we divided all the cards into 6 different categories, depending on the value for a particular class. It should be noted that within the category, cards are presented in random order. General rule It goes like this: If you have a choice between three cards belonging to different categories, you need to choose the one that is higher than the rest in the priority list. For example, if you are building a Druid deck and choosing between Druid of the Claw (1st category), Crimson Crusader (3rd category) and Goblin Bodyguard (6th category), you need to go with the first option, because without considering the other cards in the deck, Druid of the Claw is the most valuable to you.

When you have two or three cards that belong to the same category, you need to make a decision based on secondary factors (mana curve, deck type, personal preference, etc.) As will be seen below, secondary factors sometimes play a role when considering cards that belong to to different categories.

Exceptions

Since table writers can't know what cards are already in your deck, you shouldn't blindly follow their advice. In addition to the usual cost of cards, the choice is also influenced by:

  • mana curve;
  • deck type (aggro, control, combo);
  • having multiple copies of the same card.

Mana curve

When constructing an arena deck, remember that it should have a smooth curve (that is, cards of different costs should be distributed evenly), with cheap cards taking precedence over expensive ones. Ideally, your deck should have strong creatures for every stage of the game (early, mid, and endgame). Choosing cards without considering the overall mana curve can lead to unpredictable results. For example, if you compile a deck strictly according to the tables, 3/4 of it will consist of cards costing 2 crystals. Individually, each of these cards will be extremely valuable, but you probably won't win with this deck.

Thus, when choosing cards, you need to consider their ability to fit the curve. The ideal curve depends on the type of deck. For example, an aggressive deck designed for quick matches should contain more cheap cards and fewer expensive ones, while a “heavy” control deck should contain the opposite. Consider the cards as a whole and maintain a reasonable balance.

Suppose that at the 25th selection step you are offered two cards costing 2 crystals belonging to category 1 and a card costing 4 crystals belonging to category 4, but currently in your deck there are 7 cards costing 2 crystals and not a single card costing 4 crystal. In this case, you should go with the last option, even if, according to the tables, this card is inferior to the other two.

Typically, you can select 15-20 cards without taking the curve into account, and use the remaining 10-15 cards for "smoothing". However, this rule is not strict, and "smoothing" can be started much earlier, especially if the first 10 cards have a very high value.

It is unlikely that anyone can describe all possible scenarios, so we hope that we were able to convey the general idea to the reader.

Deck type

When "flattening" the curve, you need to take into account the type of deck you are trying to build. Let's say that in the first stage of deck building you managed to get some excellent aggressive cards, and you decided to stick to fast combat tactics. In this case, all other cards should be the same aggressive (have a low cost, deal a lot of damage or give buffs to existing creatures), and not defensive (taunts, creatures with a large supply of health and low attack power, healing spells), even if they are higher on the priority list.

Likewise, if you want to make certain combinations (such as beasts or murlocs), cards of the desired type will have higher priority than all others. However, it should be remembered that trying to build a combo deck for the arena is rarely successful.

Copies of cards

With each new copy, the value of a single card decreases. For some cards this rule only partially works, because... they are so good that their value is virtually unchanged. Let's say card A is Category 1, but you already have two copies of it in your deck, and the value of the third copy will be significantly lower. This is especially true for situational cards - for example, Experienced Hunter or Mental Technician. Despite the fact that these creatures have excellent characteristics for their cost, their battle cries do not always work. The same goes for some spells (for example, Cleave, which is only applicable if there are 2 or more targets on the enemy side of the board). In other words, the third or fourth spell will most likely be a dead weight in your hand, because... the game situation is unlikely to allow its use.

This is because arena games are usually played proactively, and every card in the deck must follow this tactic. Although in some cases a deck with three or more Experienced Hunters can be incredibly powerful, with each new copy you limit your options, i.e. you get new options for roleplaying, not an active move. The same goes for spells. A spell deck can be very effective, but multiple copies of the same card force you to wait for your opponent to do certain things, limiting your decision-making freedom.

Another good example- weapon. As a rule, weapons allow you to kill several creatures at once, organizing a profitable exchange, which strengthens your presence on the board and gives you a card advantage. At the same time, when clearing the board with a weapon, you spend health units, so adding 4 or more copies of the Fire Ax to your deck is far from the best idea. In addition, it will take 2 or more turns to expend weapon charges, which means you will not be able to immediately use other similar cards.

As stated above, this rule does not apply to some cards. Examples include Frostbolt, Pet, and Eviscerate. These are very flexible spells that can be used in any situation. In fact, their value begins to drop after adding 6 or more copies to the deck.

The same goes for strong creatures average cost- for example, Frosty Yeti, Piloted Shredder or Phantom Knight, because... they are quite strong and influence the game situation at any stage of the match.

Practical application and results

Once you understand the purpose and use of league tables and learn the exceptions to the rules, you will be able to put our tips into practice effectively.

If you've been playing in the arena for a long time, the tables are unlikely to reveal anything new to you, because... you probably have an idea of ​​the value of each card. However, with their help you will be able to make some difficult decisions.

For less experienced players, tables will help speed up the process of learning maps. As a result, you will be able to form your own opinions about them and make decisions based on your thoughts.

Will I be able to create the perfect deck if I strictly follow all the rules?

No! When assembling a deck for the arena, the factor of randomness plays a huge role, i.e. Even if you don't make a single mistake, winning every match is not guaranteed. Every player has losses, it is inevitable.

Can I win X number of times based solely on these lists?

No! Winning or losing in the arena depends not only on the deck, but also on the decisions the player makes on each turn (not to mention luck).

Please note that the distribution of cards by category is not the only correct one. Listings only reflect the opinion of the author - professional player, which was able to reach a record high percentage victories in arena games. In addition, the maximum beneficial effect from each card is achieved only if it is used in the optimal way.

Choosing a class has a lot to do with your play style, which is based on regular class cards and hero power. The starting card selection usually determines the tempo of the deck, because... it is carried out based on their value and the degree of influence on the state of the board. Towards the end of the procedure, the choice depends more on the state of the mana curve.

The first cards must be chosen based on their value, regardless of cost. By using the arena card rankings, you can make decent choices early on, but towards the end, the value of copies of the same cards, as well as cards with the same cost, drops sharply.

For example, if you decide to play a priest and choose , and as the first five cards. You can assume that you have secured a successful game in the final stages of the match, so you need to pay attention to cheaper cards, regardless of their value, otherwise you simply will not get the opportunity to recoup the early turns. Of course, you would need a second Mind Control or Temple Fighter, but if the deck has 10 or more expensive cards, you will have to skip moves, and the enemy will gain a huge advantage. Additionally, Mind Control may come into your starting hand and be useless for 10 turns.

3.1. Mana curve

The mana curve describes the distribution of cards by cost. When selecting cards for the arena, it is always necessary to think through the first moves and responses to possible enemy actions throughout the game. There are no specific recommendations for the number of cards of a particular cost, but it must be remembered that the first moves are very important for any class. You shouldn't skip them, using only the hero's power, because... During this time, the enemy will have time to create a serious threat.

Below are the most viable arena deck curves.

3.1.1. Curve with emphasis on the final stage of the game (control)

This deck needs to have enough small creatures and cheap spells to survive until the required stage. The main goal is to seize control and slowly build up an advantage.

This curve is suitable for control decks of Priests, Druids, Mages and Warlocks.

3.1.2. Curve with emphasis on early game (aggro)

The alternate curve option focuses on early aggression and very short matches. These decks require a special condition for the finishing blow (for example, a Fireball "in the face" or the ability to break through a large enemy taunt).

This curve is suitable for mage, hunter, warlock, warrior, and rogue aggro decks.

3.1.3. Curve with emphasis on middle rounds (mid)

This deck contains large number cards worth 4 crystals, because Most classes have powerful spells and creatures in this category, allowing you to seize the initiative and effectively control the board.

This curve can be used to build a deck for any class.

4. How to play against a particular class in the Arena

Knowledge of the strong and weaknesses significantly influences the decision-making process. Success in arena combat largely depends on the ability to predict your opponent's actions before he takes them and minimize their impact. Next, we will talk about how to deal with opponents belonging to one class or another.

4.1. Druid

Druids have an aggressive hero power, which plays a special role if your deck contains creatures with 1 unit. health. While the decision to field your creature and see it die to a Hero Power seems like a bad decision, in most cases it isn't. To succeed in the arena, you need to take the initiative, create a threat to your opponent and lure answers from him.

The most powerful card in the Druid arsenal is. Be sure that the druid will wipe your creatures off the table with it at the first convenient opportunity, so if the druid has 4 mana crystals, do not play 2 or more creatures. If you have a creature on the board with 1 unit. health, but the opponent ignores it - rest assured that the Swipe is already on its way. Trade this creature as quickly as possible so as not to waste it. The exception is situations in which Swipe will consume all of the druid's mana crystals, and he will not be able to seize the initiative by introducing a new threat.

In general, the Druid deck always contains powerful provocateurs and other expensive creatures, which allows you to effectively use silence and direct action spells. Silence is especially effective in the final stages of the game, when you are trying to punch your opponent in the face. Save Silence, or for when you have the opportunity to trade this card for two enemy ones and get an instant advantage at the current stage of the game.

4.2. Hunter

Hunters usually play very aggressively, and when planning moves, you must always take into account the effect of the hero power, which deals a lot of damage. When fighting a hunter, try to seize control as early as possible and show retaliatory aggression.

The hunter's secrets have a huge impact on the game situation. Secrets must be bypassed so that this impact is minimal. An attack with a creature triggers or , an attack from an enemy hero triggers or , and is activated when a creature is played. By analyzing your enemy's actions, you can predict the type of trap.

Let's say that the hunter plays a secret without having any creatures on the board, while you have or. You should attack him with a Novice Engineer. There are several options for the development of events.

If the secret is revealed and it turns out to be a Frost Trap, you will win. You will be able to replay the Engineer, receiving another card and maintaining presence on the table, and the enemy will lose the secret.

If the secret is revealed and it turns out to be Explosive Trap, both of your creatures will die, but since you didn't play an additional creature before attacking, the damage will be minimal. So, you lost the creatures, but since the Engineer gave you the card when you played it, Explosive Trap actually took only the Juggler, and the trade turned out to be even.

If the secret is revealed and it turns out to be , you can kill the bear with the Juggler or remove it from the board in another way.

If the secret is revealed and it turns out to be Redirection, the Novice Engineer will deal 1 damage. damage to your hero (for comparison, the Dagger Juggler would deal 3 damage to you) or the Dagger Juggler who survives. In any case, you will gain card advantage, and your hero will not receive unnecessary damage.

If the secret is not revealed, it means it is a Sniper Shot or a Snake Trap. At this point, you should play a cheap minion to make an equal trade with Snipe (if possible, it should be a Novice Engineer or ) and then use the remaining mana on the hero power. If you play a creature with 4 units. health, it will die and you will waste your turn.

If there is a secret on the field, try different methods of checking one by one so that your losses are minimal. Analyze the possible consequences before taking any action. If you think your opponent is using Explosive Trap, never play minions before attacking.

Currently there are the following mage secrets in the game:

  • triggers when using spells.
  • also triggers when killing a creature.
  • triggers when casting spells on creatures.
  • triggers when a creature is killed.
  • and are triggered when attempting to attack an enemy hero.
  • triggers when the enemy receives fatal damage.

So, in this case, the worst thing you can do is cast Elimination on the Sun Servant. You can stumble upon Anti-Magic or Spellweaver, create several copies of the Sun Servant with Split, or another powerful creature with Scarecrow. This is why it is necessary to check the secret before using spells. Cast Backstab on the Lizard. If the secret works, you will be able to eliminate the Servant and finish off the Lizard with the Bluegill Warrior. If the Spellbinder is revealed as a result, you will be able to kill the resulting creature with characteristics of 1/1 hero power.

If the secret does not work when using the spell, you should field a Bluegill Warrior. Once you receive a Reflected Essence, you can trade creatures or kill an enemy creature with Hero Power.

If the secret doesn't work again, attack the enemy with Bluegill Warrior and see if Turn to Steam appears, because... this is the last secret that can harm you on your turn. If the secret did not work (or the Ice Barrier worked, which does not pose much of a threat), then the magician used an Ice Block.

Spawning can be devastating early in the game, so you should always trade minions on turn two, even if the trade is unfavorable.

Remember about strong class cards that cost 4 crystals ( , and ). If you manage to get an advantage on the board, you can assume that on turn 4 the paladin will cast Consecration. This means that on the third turn you should not place an additional creature with 2 units. health. Instead, you need to use a creature that can survive an attack from the Hammer of Wrath or the Silver Blade (or with 4 health).

Since paladins have weapons, it is necessary to keep them starting hand(or its analogues).

The secrets of a paladin usually have less impact on the game situation than the secrets of a mage or hunter, but they also need to be checked and try to turn the situation in your favor.

  • - This is the most popular secret used in the arena. It is quite difficult to deal with, but in some cases Vengeance creates opportunities for effective trades.
  • triggers from any damage, so if both sides' health is low, but you have an aggressive hero power, try to make sure that the first attack is not too strong.
  • - The second most common secret of a paladin. If you have an aggressive hero power (such as a rogue or druid), first try to reveal the secret with it and gain card advantage.
  • - a very powerful secret, but a self-respecting paladin would never play it in the presence of a recruit or other weak creatures. However, before the main exchange, you must try to reveal the secret with the weakest creature. Redemption is especially effective when combined with Deathrattles (such as Harvesting Golem) and Divine Shields, as the new creature gains all additional effects.
  • - another good secret, the presence of which is checked last. If the enemy's secret doesn't work when attacking, simply play the minion with the lowest health.

At the early stage of the match, it is very important to control the table, because... The paladin is able to significantly enhance small creatures. Also, don't play too many minions that are vulnerable to Consecration.

4.5. Priest

A Priest's Hero Power doesn't do any good if there are no minions on his board. This is why in a match with a priest you need to constantly clean the board. With the release of the Goblins and Dwarves expansion, this rule acquired special significance, because... representatives of this class have access to powerful enhancements that help them preserve their creatures.

In most cases, in a fight with a priest, the priority target is . Many players underestimate the importance of this creature, focusing on other, larger targets. If you have a creature on your board that the Priest can use to damage his Cleric and then heal him, kill the Cleric as quickly as possible.

In battle with the priest, creatures with attack power 4 are very effective, because... they are resistant to Shadow Word: Pain, and . When choosing a buff for creatures with 3 attack power, use or C to protect them. Remember that enhancing a creature with 4 attack power. makes him a suitable target for Shadow Word: Pain.

When playing with the priest, try to put maximum pressure on him, but remember that on the fifth move he can clear the board. You shouldn't put too many creatures with 2 units on the field. health.

If the fight drags on, your opponent is probably planning to use Mind Control. Try to bait this spell with creatures you can deal with, then play your most valuable card.

Priests usually achieve victory by killing the enemy with repeated blows from their creatures. This takes quite a bit of time, so your goal is to be as aggressive as possible early in the game. The main source of card advantage is hero power. Don't let the priest heal his creatures by constantly clearing the board.

5.6. Robber

At the first stage of the game, robbers can play extremely aggressively. In addition, they know how to quickly turn a situation in their favor. If a rogue has a Coin, he will definitely use it for a combo.

Rogues often sacrifice their health in an attempt to create card advantage at the expense of hero power. You can use this fact to your advantage by finishing off the enemy with creatures and spells.

Towards the end of the game, robbers often use , which must be lured out before playing best map. Allow the rogue to eliminate a large but non-key target.

When playing against a Rogue, stick to aggressive tactics so that he uses his Hero Power with caution.

4.7. Shaman

The Shaman requires complete board control and card advantage to win, so you should eliminate his totems unless there are other, more dangerous targets on the board. At first glance, the monotonous destruction of totems may seem like a futile task, but shaman decks often contain strengthening spells that can create a powerful threat from even the smallest creature.

Fire elemental. Don't give your opponent the opportunity to finish off one of your creatures with an Elemental Warcry. Despite the fact that this creature has a huge impact on the game situation in any scenario, its effectiveness can be reduced by forcing the enemy to abandon the game on a curve.

Always pay attention to the total number of mana crystals your opponent has. If you have an overload effect, you can influence his next move. Taking advantage of this often brings tangible benefits.

The key to victory in a battle with a shaman is an advantage on the board. Do not allow the enemy to place several totems at once, because... there may be . in his deck.

4.8. Warlock

Warlocks - dangerous opponents. Regardless of the deck type, Hero Power helps them gain card advantage.

If a warlock has 4 mana and no minions on the board, he's probably going to use . Take this fact into account and don’t play too many creatures when you have an advantage on the board. Pressure on the enemy with what you have.

In a fight with a warlock, the main problem is . He must be killed on your turn, even if you don't have Silence. Otherwise, the warlock will be able to control the deathrattle of this creature, and the result will be unpredictable. In addition, there is a possibility that the opponent is simply bluffing and does not have any other demons in his hand.

Warlocks often finish off opponents using cards such as , and . If you don't have much health left, play carefully, fight for control and don't try to finish off your opponent as quickly as possible.

If your opponent can freely use a Hero Power, then you're not pushing them hard enough and they're taking advantage of the opportunity to gain card advantage. Expose your creatures, force the warlock to act out so that he does not have extra crystals and health units.

4.9. Warrior

As a rule, in the arena, warriors do not have a large number of cards that allow them to play the game at the final stage of the match, so they strive to end the battle as early as possible, actively using weapons and powerful class creatures. Weapons allow warriors to create card advantage and strengthen their position on the board.

When playing against aggressive opponents, you must be even more aggressive. Most likely, the warrior will try to field as many creatures as possible, effectively trading them and spending health to clear your board with weapons.

Don't forget that weapons can be destroyed.

Warriors have great potential for finishing off an opponent. Unexpected final combinations may include Arcanite Reaper, so try to hold your ground while eliminating all possible threats. Don't try to finish off your opponent as quickly as possible, because the warrior always wins such races.

Remember that the warrior's hero power has no effect on the state of the board, so at the initial and intermediate stages of the game, the presence of creatures on the board will make the battle much easier.

5. Techniques and techniques for fighting in the Arena

When making decisions in arena combat, you need to consider various options and choose the best one. Below we will analyze hypothetical game situations and give advice on how to proceed with them.

5.1. Trading creatures

Regardless of the degree of aggressiveness of the deck, you should make the most profitable exchange, and not hit your opponent “in the face”, giving him the opportunity to make decisions about the exchange. Constantly clearing the board will help you avoid some of the traps that your opponent is counting on. For example, he can strengthen his creature (then the exchange will be even less profitable) or use an AoE spell.

However, if there are no opportunities for a profitable trade, you can hit the enemy hero directly, forcing him to win back. To make sure this decision is correct, imagine that you have already hit your opponent, and then think about what punishment might follow. If the prospect doesn't seem very attractive, make a trade, and if you can't come up with a viable scheme, attack the enemy hero. The ability to predict possible developments comes with experience. In addition, even the most experienced players often cannot appreciate all the consequences. As examples, let's look at some cards and their impact on the game situation.

  • increases the characteristics of an enemy creature from 2/3 to 3/4, it kills your creature, the enemy gains card advantage and on the board.
  • Vanguard Defender always gives your opponent card and board advantage if they have a minion that can gain Divine Shield. Don't leave any suitable targets on the board.
  • can turn a 2-crystal creature into an effective trading tool, especially if the priest gets the opportunity to use the hero power.
  • Weapons (such as ) eliminate your creatures. If you ignored an enemy creature on the board before the weapon appeared, your opponent gained an advantage.
  • destroys several creatures at once, and the opponent gains an advantage on the board. If you think he can use Consecration, try to shorten his board as much as possible. The same goes for other AoE spells (Ring of Light, Blizzard, Wave of Fire).

5.2. Finishing strategy

If you have assessed your hand and determined that you have what it takes to finish the match, take your time. For example, if you are playing a mage, you hold two in your hands and see that the enemy has less than 20 units left. health, you can throw both balls “in the face”, ignoring the creatures present on the table. In some cases, this tactic is considered rational and bears fruit, but before rushing into battle, it is necessary to assess the possible risks.

By giving your opponent the initiative when exchanging, you risk losing the advantage that was earned at the previous stage of the game. The results of the exchange may be unpredictable, the enemy will turn the situation in his favor, and you will find yourself in the fool.

When deciding whether to finish off an opponent, several factors must be taken into account.

The composition and curve of your deck. Very aggressive decks designed for quick matches, i.e. in fact, they do not contain expensive cards. As a result, every major creature your opponent plays will only make things worse. If you think that your opponent has more expensive cards than you, try to finish him off as quickly as possible.

Enemy class and AoE spells available to him. If the enemy may have decent AoE spells, it is necessary to remember the decisions he made before. If he has not used it before, or in situations suitable for this, most likely he simply does not have these cards. Of course, there is a possibility that he just drew the right card, but it is quite small.

Your hand. If you have cards in your hand for a worthy response to a possible threat, hit your opponent in the face. Cards such as silence, strong spells for dealing direct damage, weapons and creatures with dashes add confidence. It deserves special mention because... To trigger the effect of this card, you must lower your opponent’s health below 15 units as quickly as possible.

State of the board. If you're way behind your opponent and you know your deck doesn't have any decent tools to correct the situation, hit it in the face, giving your opponent the opportunity to deal with your creatures, and hope to get the necessary spell or creature to finish off.

5.3. Fight ahead

If you fail to finish off your enemy, and he chooses aggressive tactics and attacks your hero without trying to exchange creatures, there are several possible reasons:

  • The opponent has a powerful finishing spell or creature and is trying to create a situation in which to use it.
  • The enemy does not consider it necessary to spend an AoE spell, because... it provides an unfavorable exchange.
  • The enemy has no decent options and hopes that required map will come to his hand at the beginning of his next turn.

In most cases, it will be wise to minimize the risks and trade, but if you think that your next move will be fatal for the enemy, and nothing threatens your life, feel free to attack the enemy hero.

5.4. Refusal to attack

In rare cases, it can be advantageous to give up an attack, but this is a fairly risky move that assumes you have an advantage or reliable means of defense.

Let's assume that you put , and your opponent (the magician) played a secret. Once you're sure it's not a secret (i.e., by putting a weak creature on the field), you can abandon the attack so that on your next turn you can check for Turn to Vapor by attacking your opponent with a weak creature rather than a yeti.

Another example: Let's say you're playing against a Paladin with a Dagger Juggler with a Coin, and your opponent plays a Secret. Most likely, this secret is , and if you don’t have a way to check it (with hero power, a weapon, a creature with a charge), you need to skip the turn and make a more effective check on the next turn.

Some paladins use it on enemy creatures to try to get extra cards. As a rule, such a move indicates the desperate situation of your opponent. If his health is close to critical, there is no point in giving up attacks. If you simply have an early or mid-game advantage on the board, your opponent is likely trying to cheat you out of important spells, so you should hold off on attacking until you have an opportunity to make a profitable trade and get rid of the minion with the Seal.

6. Conclusion

Guides and recordings of matches involving other players will undoubtedly teach you to play better, but real success in the arena is unthinkable without the right mindset, allowing you to choose the only correct move from all possible options.

Knowing the strengths and weaknesses of each class is key when building an arena deck. Pay attention to the mana curve and plan your first moves in advance. This will have a positive effect on the quality of the deck. Remember that a decent deck can be made even from random cards. Sometimes the game will offer you cards of excellent and even legendary quality, sometimes you will have to be content with only rare and common cards. Don't blame fate. Study Arena card ratings to develop your own strategy for determining their value and building your deck.

With every match you play, you will acquire new knowledge and sooner or later you will learn to predict the actions of your opponent, paving the way to new heights. Don't believe those who say that luck is everything in Hearthstone. Experience shows that in the end it all comes down to the skill of the player.

P.S. Don't take this guide too harshly. The purpose of the guide is not to give you any clear recommendations, but to give some useful tips and direct your thoughts in the right direction. I will try to supplement and update the information in this article. If you notice any inaccuracies, you can write about it in the comments. Also, you can offer any other information regarding the Arena in Hearthstone that is not in this guide. Good luck!

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