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In terms of AOE spells, Mage's Firestorm is one of the strongest AOE spells, and it is also a must-have card for novice players. Blizzards are less effective than Firestorms, but they can be a good choice if you have fewer AOEs in your deck. The low-cost spell Volcano Potion is a very useful AOE spell in the arena, and its low cost and strong effect make this card very effective in mid-to-early game solving.
Also, if you really don't have AOE spells in your deck, Icicle is also an option card. Finally, Angolo's new card Meteorite is one of the strongest ways to deal with the big monster, but remember not to choose too much, because this card is expensive and often prone to card hands, and Meteorite is only highly profitable against expensive creatures, so it is not recommended for novice players to choose more than 2 Meteorites.
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The arena is not an ice method, the ice gun does not play a big role, and even if it is combined with the ice arrow, it is only 2 cards and 7 injuries, and it is not earned. More often than not, it just freezes the big brother on the other side, drags one round, and the next round of slash or AOE clears, unless the other two are worse, I don't pick the ice gun. Rating C, there's nothing to say.
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The Mage's class cards are dominated by a variety of spells, including direct damage spells, aoe spells, arcanes, and some buff spell cards that can earn more spells. In competitive mode, the Mage's more useful direct damage spells are Ice Arrow, Flame Surge, Fireball, and Flame Land Portal. Among these four cards, the 2-spell Ice Arrow and Flame Surge are both high-quality spell cards for early resolution, especially Flame Surge, which can be used with the elemental system, and can also obtain elemental followers to increase the number of mages' followers.
Fireball is a more conventional method of solving the field in the mid-term, and it is also one of the means of mage slashing. The Fireland Portal is one of the most useful direct damage spells for mages in the arena, and can summon a 5-mana creature while solving the field or slapping the face, which far outweighs other spells of the same cost.
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I think Arena has now increased the selection rate of new version cards, so the Hunter Warrior Thief can be said to be a T1 class, as long as the deck is a little more reasonable, it is not a problem to play 5 wins.
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The beginner's tutorial is suitable for players who are new to Hearthstone, because of the large number of low-cost minions selected, you can basically guarantee 3 wins, which is convenient to familiarize yourself with the Arena deck and build confidence. Even if you are not familiar with the cards, you can also press others to play. If you really don't know if the cards are high-quality, you can go through the portal http:
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A lot of times good cards are out together.,At this time, it's a trade-off.,For example, two are the so-called "must-catch" cards, such as ice arrows and flame impacts, I must catch the latter, the reason is that the mage's skills are not too afraid of 1 1 This kind of fire impact card hand, the lower limit is slightly lower, the upper limit of the latter is much higher, obviously this single solution spell is impossible to earn cards, then the high income must lie in the rhythm of earning, the upper limit of the fire rush is probably in the solution 5 4, 6 4 this, it is easy to collapse the opposite side, The Ice Arrow limit is much worse. So I want to say that the lower limit is almost the upper limit.
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I think that classes with less AOE, when encountering AOE, the Warlock's Hell Flame and Shaman's Lightning Storm, and the Warrior's Desperate Brawl can all have a surprisingly difficult effect, and you can also choose Abomination to supplement the lack of AOE.
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Deeply understand the usage and attributes of each card, the first 10 cards choose high-quality minions without brains, and the last 20 cards constantly adjust the mana curve and make up for the defects of the deck (such as insufficient checking ability, no silence, no big brother, no way to solve big cards, no aoe, etc.), arena professional win rate, "Mage" Paladin, Shaman, Druid" Warrior, Thief, Warlock, Priest "Hunter".
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Personally, I recommend Arcane Hunt and Spell Hunt. As soon as this card comes out in the middle and late game, no deck can stop his return, and all the mysteries are played, which can both save his life and control the game. I have won 40 consecutive wins in the new season, as long as you can solve the cards in the early stage, the middle and late stages are really strong.
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1. Pay attention to the mana curve.
The mana curve has a very important role, which is to remind people how many cards they have drawn on the curve in a more intuitive way, without having to remember how many cards they have been paying before.
2. Be cautious when checking cards.
Check is to choose a better hand or to unfold a hand. Generally, after defining a theme, the next step in drawing cards is to focus on that theme, and each theme has a different style depending on the card drawing.
3. Think more about card selection.
It's important to think a lot about choosing cards - the environment, class, theme, and attack pattern are all factors to consider.
Arena Earnings Analysis.
In competitive mode, you can earn great rewards, including card packs, gold, Arcane dust, remembrance, and even gold cards. The system will randomly match opponents of equal strength, and with each win, the Chest Key will be upgraded, and after 12 wins, the Key will become the final Master's Key.
Once you have the Master's Key, you will automatically end the battle and open the chest. If you are unfortunate enough to lose three games in the Arena, the chest will be automatically opened according to the previous key level, ending the Arena journey.
Depending on the number of victories, the rewards will vary, and the higher the number of victories, the more gold and Arcane Dust will be obtained, and it is even possible to get a golden card directly.
Generally speaking, a 0-2 win will only reward you with 1 pack and a small amount of gold or Arcane Dust, and a chance to receive a single card award. For a 3-6 win, the reward is basically the same as the cost of entering the arena; A 7-9 win will reward you with enough gold to pay for your next Arena ticket, while a 10-12 win will bring even more surprises.
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Because the arena is a random selection of cards, it is difficult to choose the matching cards, so the arena pays attention to the quality of a single card, and the way of playing is also based on the field, and all kinds of followers are exchanged, and whoever can stand on the scene wins.
The most important thing in the arena is the scene and the card difference, so when choosing cards, you have to follow a line of thought, that is, in the same cost, you can exchange one for one without losing, you can exchange one for one plus a hero skill on the opposite side to make a small profit, one for two big earnings, such as two fees, generally 23 or 32 body, if you choose a 22, you have to spend 23 crystals to make up for the knife, the rhythm may be broken, so what frost wolf infantry opens the portal or something, although the special effects are very beautiful, or try not to choose.
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1. Take the profession you are good at: When you enter the arena, there will be 3 professions to choose from, choose one that you are more familiar with.
2. Pay attention to the force curve of the law: the bottom card is like the force curve table, try to be as stable as possible.
3. Pay attention to the figure of the card: For some later professions (such as paladins and druids), you should pay attention to the figure of the card when choosing the card, which is conducive to playing the battlefield for a longer time when you play in the later stage.
4. Priority selection of professional cards: Career cards are generally better than general cards, such as the Holy Shield of the Paladin, when there are career cards, balance the quality of the three cards, if they are all about the same, it is better to give priority to the profession.
5. Priority is given to AOE spells.
6. Pay attention to the mutual cooperation between cards.
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Whether you can draw good cards in Hearthstone's Arena is a very crucial place, so let's share the tips and strategies for drawing good cards in Hearthstone Arena.
The strength of a single card is the most important].
Arena's card drawing is often based on the strength of a single card. Many people think that the most important thing is the strong play and check that comes from the deck, but neither of these can be achieved in the arena. Because there will be a total of 90 random cards in the arena, and it is relatively difficult to get the combination cards you want in these 90 cards, so if you want to win, it is better to grab a good single card first, if you can draw 30 strong single cards, victory is definitely not a problem.
The idea of the deck should be determined].
A single card is important, but it is not advisable to blindly pursue the strength of a single card, and the cards still have to serve the deck, after all, the game is the game of the entire deck. Therefore, you should have a clear deck idea when drawing cards, especially when you draw 10 cards, the first 10 cards can provide a clear deck tendency for your deck building, so the last 20 cards can follow the card idea when drawn, so that when the 30 cards are drawn, you can have a good Arena deck.
Check is actually small].
Check is not as important in the arena as everyone thinks. In many cases, we often see players who have a good deck before drawing cards to the 20th, but when they draw the last 10 cards, they start to check cards, such as Black Iron, Apprentice, Sticker Bar and Limb Bear, choose one of the three, choose Apprentice to give up Black Iron, because they have not checked. But in fact, in many cases, the strength of a single card will make the effect of checking very small.
Because high-quality cards allow you to earn card differences. The existence of the card difference is to win chips for your own victory.
It's best to keep your mindset].
Keeping a mindset has been raised many times by players, but the reason why it never goes out of style in games is that no matter what game you play, a cool head will always need it. This is especially true when you are in the arena, many times the key card is not something you want to catch and you can catch, once you don't catch the key card, don't be impatient, otherwise the mind will be confused, and the victory will be goodbye to you. Therefore, in addition to luck, the reason for victory mainly comes from maintaining a good attitude and thinking calmly.
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The arena is a big hole, and novice players will definitely fall into it if they don't read the strategy much. It's not easy to win 12 in a row for gold, in addition to card selection, there are also essential strategies for occupation, curve, rhythm and so on.
Hearthstone High Play Recommendation: Arena 12 Winning Streak Strategy.
The strongest strategy in the Hearthstone Explorers Guild Arena.
Let's go play more Hearthstone forums Different classes have different priorities.
Don't listen to anything else, brother. You'll know after reading this!
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That year's miracle thief, changed the cards and a big knife, and successively drew two cards waiting for the opportunity, then two shadow steps, and then the owl blood mage, a servant who couldn't play at all, in short, more than a dozen cards did not add a kitson, and angrily deleted the card deck.