There is still Priests.Actually come to think of it, does this mean mage is the least common class in top-level play now, along with Shaman? Could be.
That mage-F2P thing is a secondary account of Trump's (I think he reached legendary with it? p impressive), on his main account he has every card and runs more legendary-heavy decks.
Paladin worst? It's generally one of the best classes, one I most commonly run into at the higher end. Mage still beats him probably, but not by much. I do love druid myself.
Mage definitely seems to have cycled out in ranked. Top ranked seems to be almost all aggro-warrior, legendary-warrior, murloc-warlock, hand-warlock, miracle-rogue, buff-rogue, late-druid, guys-druid, standard-shaman, aggro-paladin and mid-late-paladin.I don't think mages could be considered OP in constructed now.
Man I haven't played Hearthstone in weeks. Should find the time.
Personal experience does not necessarily represent the actual global stats (I've always tended to run into Paladin at 8+). Mage is not actually the best arena class as of right now, but it is the most commonly picked one by quite a margin, which is why you're running into her so much.I've come to sort arena classes into two tiers: good-with-exact-proper-distribution-of-cards, and decent-even-with-half-assed-picks. Paladin can be very strong, but really falls apart without certain class cards (GL if you don't draft any consecration). I've had really good runs with paladin, but then I have a ton of experience with paladin in constructed, where it is my main deck with thousands of games played. I've had the same success more consistently in arena with warrior, a class I almost never play. Druid is also really, really good, maybe absurdly overpowered when you get the right picks, but feels like total trash when you don't get the full accompaniment of wrath, swipe, ironbark protector, etc.
What I like about warrior is that you aren't really reliant on particular spell cards. All of your key cards tend to be commons. Rares are nice bonuses. Epics? Almost entirely extraneous.
You can also easily figure out mage is basically the best arena class by the fact you run into it 80% of the time once you hit 8-0, but every self-respecting human being hates playing mage, so there's that.
Yeah, because getting wrecked with by an idiot with 5x more expert cards than you in constructed is much more fun.God, Arena is infuriating to me. There's enough randomness in the game without having to deal with all random decks as well. Getting wrecked by a lucky idiot is not fun.
I am not expert on Warlocks, but I am certain that you shouldn't drop Flame Imps. If there is a situation where you couldn't play him, then you most likely lose that game anyway. Also it is a good idea to drop Demolisher, Cult Master and Abomination. Instead it's better to add some strong 1-2 drops or Doomguard.Too late brahs, already disenchanted the shit outta everything for my warlock deck. I'm a sucker for pain for power mechanics (black ftw), so it's not like I was gonna play something else anytime soon.
Do need some critique, though (be gentle, I have no idea what goes on in high level play to build a deck for it).
These cards I feel somewhat strongly about, they're the core to this deck:
Soulfire (2) - pairing this with kobolds/ogres is amazing.
Mortal Coil (2)
Demon Fire (2)
Kobold Geomancer (2)
Drain Life (2)
Felguard(2) - very nice card, and I can get away with it due to my low mana costs.
Harvest Golem (2)
Void Terror (2) - great sinergy with harvest golem, decent with leper gnome, very good for use before a hellfire. Sucks to play it and then have it transformed or silenced.
Hellfire (2)
Ogre Magi (2) - reluctant to switch for azure drakes, the mana cost would be an issue often and I already get enough card draw from my hero power.
These here I'd be more willing to trade for something else:
Leper Gnome (2) - turn 1 is usually annoying for the opponent to deal with
Flame Imp (2) - turn 1 is usually annoying for the opponent to deal with
Demolisher (1)
Shadowflame (1)
Cult Master (1) - has often just replaced itself, I hoped it would do more. His ability doesn't trigger on board wipes if he gets taken down with the rest of the minions, which is bullshit.
Abomination (1) - has seldom been useful.
Siphon Soul (2) - I've used this maybe twice. 6 mana is a lot.
Tons of removal/finishers, some nice synergies with harvest golem/void terror/hellfire. Soulfire + kobold/ogre magi is always great and often takes people by surprise.
I'm losing when I get behind, which will often make me unable to play some cards, such as flame imp or hellfire. Also having problems when the oponent starts dropping fat ass minions all over the place.
So, basically, I'm not closing out the game fast enough and/or not healing myself enough (or hurting myself too much) to make it to the end. Suggestions?