Which are the best strategies to master the Arena and get as many wins as possible ?
Remember that when choosing the 30 cards for your deck in the sand you must not guiarte why strong is a letter much less cost. Always choose carefully thinking about how you will serve each letter and if it will make synergy with the others. In addition; and as a main rule, it respects the mana curve. Yes, those rods oranges will be filled to complete your deck. It is basically the cost of letters that predominates in the harness. In some classes the priority is set in the charts of average cost; how others are set at low cost. You can’t have a mana curve in a hunter with letters of 4 and 5 of mana because that would be an instant 3-0, but yes you can do that if the class is Druid. Usually the curve of manna in the classes is as follows: Hunter: Minions of low cost, in an average of 2-3 of mana; with some cost high to keep in future shifts. He also wears that same cost (between 1 and 3 mana) spells. Their presence is quite noticeable from the first innings and try to make a game as short as possible. Some arena strategies are quite powerful and can give you a very good edge over your adversaries.
Paladin: Minions of low cost and medium, by an average of 2-4 of mana; with a number of high cost. Their spells are mostly 4 Mana, but it also has some cost 1 and 2. In sand is usually a fast class, invading the Board of minions and destroying of his enemy with damage the area (eg: consecration). Warrior: Minions of average cost, at an average of 3-5 of mana; with many high cost. In the first shift brand presence with their axes, and if you don’t have in the harness will be greatly affected.
Hearthstone Arena Strategies – Play like a PRO
It has almost no spells, except for run and some other spell damage as whirlwind and internal anger. Warlock: Minions of cost low, at an average of 1-4 mana; It is rare to have high cost. Like the warrior he has few spells that are those of damage as fire soul and mortal coil. Mage: Take advantage of the minions who have enrage since with your skill of hero you can induce them to activate this ability, magician tends to be the class more spells than minions-oriented.
Priest: Here you can find everything, from using cheap minions and grow with your cards spell or expensive minions and caring for them with your ability to heal. Druid: Exclusive minions of the Druids tend to be the best in the game, given by its ability to do more than one thing in turn giving them versatility few kinds have, usually a deck that tends to be at the end more expensive curve of mana and yet, manages to control the table. Shaman: Very small henchman that enhances each other thanks to the totems, leverages the minions that they grant bonus of force to use such totems as disposable resources, tends to go between the range 1 to 5. Rogue: The other class together with the wizard uses very well his spell cards, first controlling the table with the skills and then starts to get things, of the best classes to control the table at the beginning of the game, tends to use cheap minions.