Some musings I have over the last couple days of Hearthstone Arena play.
I will preface this by saying that I am new to CCGs in general, but I have been hooked on watching Hearthstone streams the past month. I have watched hours of footage, and learned quite a bit about general strategy, but you have to learn the nuances of play and construction for yourself.
My first arena run I went 8-3, and then I petered out for a couple runs, making mistakes at the deck construction level. My last two runs ending at 7 and 8 wins respectively.
The biggest mistake I was making? You have to respect the Mana Curve.
Arena play is all about assembling the most powerful deck possible, typically at the cost of certain synergies. You can't always count on certain cards showing up later in the deck, neither can you count on those lower-cost creatures showing up for later picks.
I made the mistake the few runs of just picking the most powerful card I could, but then I ended up with this late-game focused deck that struggled to get to that stage of the game.
Check out the curve from my latest Paladin run, its almost perfect. With the 2 and 3 drops assuring my board prescience when we enter the mid and late portions of the game.
The mana curve is almost perfect, with a linear decline from the 2 drops to 7+
Efficient Trades
Arena is all about making efficient trades with the most reliable cards in the game. Make enough trades to get a card/board advantage and I can almost guarantee a win.
I've noticed there is a certain portion of the early game where I can already tell whether I am on the road to a win or a loss. Going off what I was discussing earlier with the mana curve, get to know those low mana cards that allow you to take the advantage.
Shattered Sun Cleric, Harvest Golem, Gnomish Inventor, Dark Iron Dwarf, Chillwind Yeti, Shieldmasta. These cards may seem boring, but they are seriously some of my favorite cards in the game.
They all allow you to trade efficiently. Its all about leaving as many of your minions alive and on the board as possible.
Even if they are at one health, it still requires your opposition to spend 2 mana on a hero power or waste a minion on killing it off.
Great example is buffing say, Bloodfen Rapter, with Shattered Sun Cleric to 4-3, then it can trade well with all of the 2 attack minions.
Or using Dark Iron Dwarf to buff Dragonling Mechanic or Gnomish Inventor to 4-4. Now they can trade with several low mana drops, or even a higher drop.
Best case scenario is if your opponent plays something expensive such as a Lord of the Arena or Sunwalker, and you can kill both with a buffed Bloodfen Raptor for cheap.
That is value.
I've seriously had value Bloodfen Raptors or Acidic Swamp Oozes that have lasted half the game. Combining Shattered Sun Cleric, Earthen Ring Farseer (unappreciated card), and Defender of Argus, you can keep a value creature going for a long time.
The really nice thing is opponents typically don't like wasting silences on those creatures. They don't pose that much of a threat on paper, but they are sticking around trading will all of the minions efficiently.