![]() Always try to calculate how much using these cards will be worthy. ![]() ![]() Used at the right time, these cards will flip the card advantage in your favor. They crystal cost is quite high, considering their strong effect. Those 3 cards above are good examples of AoE effects, they have a good Pick Rate in Arena mode. However, when they are well used, you will get the most of it. Of course, it is not that cheap because the mana cost of these cards is quite high, higher than single-targeting and classic removal cards. AoE is the best way to do it: those cards are inherently "global" since they don't target one card, but several, and all of that using only one card. Here, you don't want to get an advantage in terms of resources, but in the contrary, destroy the ones of your opponent. Take the path of the dark side of value creation with board cleaning. Best case scenario, use your draw effects in "slow" moments of the game when you are not pressured because it isn't an answer to pressure. But beware! You will have to sacrifice a lot of tempo. Well, we won't bite the hand that fed us: counting on draws is nice, and that's also why Warlock is currently one of the best Arena classes. In Arena, keep in mind that your deck only consists of one copy of each card and that the search for specific solutions is, thus, more delicate. Let's take the example of Mimic Pod: the card itself is correct, creating a card advantage of 2 to 1 in draw, but it's way less effective in your Arena deck than in your Quest Rogue deck completed! Simply because in Arena, it can create a duplicate of average cards, whereas once constructed, it always gives key elements of your gameplay.Īdditionally, players often think the drawing effects as a way to find solutions, depending on the situation. Counting on good drawing cards costs a lot in terms of tempo and crystals, so it is not that worthy. However, in the current Arena meta, cards of pure luck are quite rare and aren't always the best way to get card advantage. In the end, you play a card that generates others, coming from your deck. There’s little to argue about here: the card quality on offer is simply too low to make these classes competitive.What could be more satisfying than having a very good hand while your opponent is struggling with back luck? Luck in cards drawing is the most simple and obvious way of creating a positive card advantage. These classes all boast a sub-42 percent winrate on HSReplay, with Hunter and Warrior dipping into the thirties at the time of writing. Unfortunately, this is rarely enough for strong performances. Both still rely on strong cards from the previous sets, with little support gained from Voyage to the Sunken City. ![]() Mage and Warlock slip into the red zone with 48.2 percent and 45.9 percent respectively: playing these classes in the Arena right now is a net loss of gold. Blood in the Water is their best card from the new set, it’s mostly the old stuff that carries them: Reconnaissance is the big one, and the many Discover tools offer great flexibility that benefits experienced Rogue players. Rogues barely miss the cut with a 51.2 percent winrate – the last class with a positive percentage. They are all strong contenders (51.7 percent to 52.3 percent winrates per HSReplay) but none of them can quite catch up to the consistency and power level of Druids.
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