Cashing in on nerfed goldens is just deliciouis. I DEd my unleash the hounds last round, will probably DE golden defender of argus now tho I do have a fondness for that card that I no longer had for UTH (at least now with the buff it's no longer as horrible)
I'm currently sitting on like 1250 dust and 905 gold. It's what happens if you don't really spend anything, just do good arena runs.
Ragnaros is considered the best (or second-best to Sylvanas) legendary for a reason. I think pretty much everyone just has it in their decks on higher ranks? I should probably get one of those if I ever want to climb the ranks (I haven't really bothered playing ranked since the reset so I'm still in the 20s)
Also grats to you guys managing 12 victories in arena. Ive been having a shocker the last few tries. Im somewhere between being bad at half the class picks and not getting those perfect drafts.
Sometimes drafts can kind of screw you over but I do think there's a natural tendency to take lower-end class cards over solid neutrals. Like say a Cruel Taskmaster is never better than an Ooze or even Fairy Dragon, and honestly not even that far ahead of the Bloodfen Raptor. You gotta take what the draft gives you by keeping a few rules in mind, chief of which is to ensure you have enough turn 2 plays. That doesn't mean "2 mana cards"; cleave is not a turn 2 play, even Cruel Taskmaster usually is not (playing it solo is bad value and should never be done unless you have absolutely no other plays), but turn 2 plays, AKA a minion you can play on its own (which generally doesn't include any 2/2s). That's why minions that don't look great on paper like bloodfen raptor or bloodsail raider are cards you commonly see in higher arena decks, because they're still decent turn 2 plays and you need those, and if your deck is lacking in turn 2 plays you just take them over cards that are better on paper rather than just assume the draft will give you better turn 2 plays later. If the draft inundates you in amani berserkers, knife jugglers, swamp oozes, faerie dragons and loot hoarders/novish engineers so much the better, but there's no shame in taking a croc because you need turn 2 plays. Having a turn 2 play in your starting hand (or two of them if you have the coin) is absolutely essential or you will lose many, many matches just because you spend the entire game responding to the other guy.
Also coin-into-a-2-drop is actually a bad idea unless you have another two-drop or other follow-up in hand for next turn.
Turn 1 plays by comparison tend to be useless, because most 1-cost cards are horrible. The Worgen Inflitrator is good (really good in fact) and argent squire is ok-ish, but most others are not worth their value aside from class-specific cards - warlock and the mana wyrm in particular. For a priest the Lightwarden is a decent turn 1 play if you have followups but here's one typical noob mistake: not all 1-cost cards are turn 1 plays. I'm not just talking obvious noobage like playing arcane missiles with nothing on the board, but playing a Nortshire Cleric turn 1 is generally considered a big mistake, she just dies to a 3/2 or removal, with the latter scenario being the best-case scenario. She should be played when you have board control, like the cult master, never before. A similar-ish card is the abusive sarge, which isn't a bad 1-drop but you should pretty much always mulligan it if you draw it because its usefulness is in surprise buff-and-trade, or burst damage, nothing else, as a turn 1 play it is atrocious.
If the draft is giving you class-based combos so much the better, but it usually won't, and if so focusing on getting enough 2, 3 and 4-drops with a nice bell curve is pretty essential.
You were probably not looking for advice and/or know all the above points already Disgruntled, but I felt like rambling.