Impressions from the Magic: The Gathering Arena beta test. Review of Magic: The Gathering Arena. The Return of the One and Only TCG Key Neutral Saviors of Uldum Cards for the Arena Meta

So, gentlemen and ladies, there will be a lot of letters next. The idea of ​​writing a guide came to me a long time ago, but the abundance of material on the Internet always pushed this idea far back. But now the hour has come. The guide will be more useful to beginners, but also “ veterans“I think it won’t hurt to read it. The guide is dedicated to the selection of cards in the arena.

Arena - game mode in Hearthstone, where you play cards that don't belong to you. You receive a “random” set of 30 cards, sequentially choosing the best in your opinion from the 3 provided for your choice. Entrance to the arena costs $2 and change or 150 coins. First entry is free!

Your goal is to get the best reward, win 12 matches, and you should not lose more than 3 times. If the number of your victories is 7 or more, then the gold spent on the arena is returned to you (+\-).

The essence of selecting players in the arena is extremely simple. That is, if you, for example, won 7 games in a row, then you will meet the same opponent, who won 7 matches in a row. You can leave the arena at any time, as well as enter, the same principle applies when choosing cards.

Arena rewards: dust, boosters, gold, cards. The more victories you have, the more valuable the reward will be. You will receive a booster in any case, regardless of how many victories you have, even 3 defeats and no victories. As I already wrote above, on the 7th victory you “recapture” the gold spent on the arena.

More interesting things to come, my dear friend. So you’ve earned 150 hard-earned gold from daily games, you click the coveted button and you’re offered a choice of 3 heroes. We will look in detail 3 strongest(in my opinion) class.

  1. Paladin

The first in this issue will be the Mage

So, Mag. In my opinion, Jaina has the most better strength hero in the game. She can hit a unit without taking damage, unlike other classes that have similar (attack) hero power.

But this is not the only reason why Jaina occupies the top 1 line of our hit parade. Best removal in the game concentrated in the hands of one class. I think even HS newbies are familiar with them.

Meet:

  • Fire ball- costs 4 mana, deals 6 damage to the target.
  • Ice arrow- costs 2 mana, deals 3 units of damage to the character and freezes him.
  • Transformation— costs 4 mana, turns the selected creature into a 1\1 sheep.
  • Well, the thunderstorm of a “full table”: - costs 7 mana, deals 4 damage to all enemy creatures.

The power of these spells lies not only in the fact that they are concentrated in the hands of Jaina alone, but also in the " rarities» cards. Since these cards do not even have a “rare” crystal, in the arena they will fall out very often.

If you come across at least one of the cards listed above in your choice, don’t think twice, feel free to take it (in the case of Ice Arrow, 50 to 50).

When building a deck, I keep 3 important factors in mind. Let's look at each of them.

The first important factor is the mana curve.

Depending on your playstyle, you will have a certain value for the card. The main idea is that your deck must have an acceptable card distribution, depending on their price (although some preference should still be given to cheaper cards). In this case, the likelihood that during each turn you will be able to play cards with the most appropriate cost increases significantly.

For each stage of the game (early, mid or late) you have the deck should have several strong creatures and several useful spells, which you could play. If you follow the tables, regardless of your deck's mana distribution curve, things can go in an unenviable scenario.

For example, if you follow the tables completely, you may end up with a deck that is 75% two-geem worth cards. There is a very high probability that, when considered individually, each of these cards will turn out to be much better than the other options offered, but, nevertheless, the results of using so many of these cheap cards can be disastrous.

It follows from this that when choosing cards you You should never forget about your mana curve. The ideal shape of your distribution curve will depend on the type of deck you want to play ( in an aggressive deck designed for the early stage of the game, it is preferable to select a large number of cheap cards and slightly more expensive ones, and in a deck aimed at establishing board control in the late stage of the game, cards should be drawn according to the opposite principle). Anyway one should strive to maintain some balance.

In practice, this means that when choosing the 15th card between the 2-crystal cards from the first group and the 4-crystal cards from the second, when your deck already has seven cards costing 2 crystals and none costing four, you should choose a card costing 4 crystal, even if it belongs to a lower group.

We will not go into details here, since there are a huge number of possible situations, however, hopefully you have understood the basic principles.

The second factor is synergy

Of course, having synergies between some of the cards in your deck is a great bonus and allows you to increase the value of those cards. Sometimes you even get the ability to make cool combinations. However, in Arena you should avoid cards whose main value lies in their ability to effectively interact with other cards that you don't already have.

This is due to the fact that there is no guarantee that you will eventually be able to collect the cards you need. It may happen that even after seeing them, you will prefer to opt for more valuable cards that will appear with them in the same three.

The ideal approach when drafting cards in the Arena is to select cards based on individual value of cards and only if you have them in your hand, can you pick up some cards that form a good interaction with them, in no case placing unnecessary hopes on this interaction.

Some cards, such as Sin'dorei Cleric and Dark Iron Dwarf, have excellent synergy with many cards, they will always be desirable candidates for inclusion in your deck, and will be able to strengthen many of your creatures.

Some other cards that will limit your play and force you to draw unique ones are not suitable for an adequate card drawing strategy. For example, recruiting murlocs would be a bad idea in any case, because regular cards Murlocs do not have very good stats, and you will have to rely on the presence of rare Murloc cards that can organize effective interaction with other cards.

Even if initially you are offered an extremely valuable rare card murloc, it would be much more foresighted to choose another rare card, which will have a higher value compared to the murloc card, since in the future you are unlikely to be able to collect a sufficient number of ordinary murlocs with which the rare murloc you previously selected could effectively interact with.

The third factor is determining your playing style

Deck style - aggressive, control, combo (I highly do not recommend it).

Aggressive - my most favorite type of deck. What could be better than killing your opponent on the 5-6th move. Unfortunately, Jaina is not meant for this. Hero power, mana cost of removal spells and lack of strong “basic” creatures ( Exception - . There are several combo mage archetypes in the rankings. Echo Mage and Freeze Mage are the most effective. I very much doubt that in the arena you will be able to assemble anything approximately similar to these decks.

It is possible to put all sorts of cards into the deck, one of the first cards; naturally, your further choice of cards will be based on creatures with an attack indicator of 1, to then surprise your opponent the release of several creatures, enhanced by .

If the random gods were merciful to you and Archmage Antonidas came to you, you will try to hold back removal spells in order to get more benefit. Also, when further choosing cards, you can look for creatures that give you a spare part, which will significantly increase efficiency Archmage Antonidas. As I said above, this style is very situational and each player determines how to play. There are a lot of options.

I hope this article helped beginners, and also discovered something new for “ experienced» players. With uv. Edward


Hearthstone- a unique computer collectible card game, created based on the universe Warcraft, the developers of which are Blizzard, and the distribution format is based on the f2p model. There are 9 unique classes in the game, each with its own class ability, great amount various cards from which various decks are made. When playing in free or ranked mode, you use your set of cards that you have, but when playing in the Arena, which is another game mode, you collect cards from those randomly given to you, which brings some kind of balance when playing this mode. Experienced players do not experience problems when collecting cards into their deck in the arena, but beginners collect various cards that are very weak and irrelevant in the arena, so today I will teach you how to build your deck in the arena.

So, how to collect cards in the arena:
1) We choose the hero we need, it is best to choose exactly the class that does not need the absolute synergy of its units, for example, a hunter will be a bad class in the arena, but a paladin or mage is not bad at all.
2) After choosing a hero, we have to collect 30 cards into our deck. The main principle is to choose a card that is stronger than the other two in terms of its characteristics and features. The rating will help us with this game cards in the arena. There are many sites with ratings, but we will consider the most convenient one.
So how does it work. For example, we play as a Druid and we get the cards: Mark of the Wild, Wild Roar and Elven Archer.


3) We go to the site and select our class, that is, the druid.


4) Next, alphabetically, we drive in the 3 cards that we were dealt, it will turn out like this:


5) Now, using LMB, select the card that has the most points, in our case it is the Sign of the Wild.


6) It hits our deck, now we can repeat the process further. The peculiarity of the service is that it will evaluate the second and subsequent cards not only by characteristics but also by synergy, which it will inform you about and highlight the card in green.


7) After you have assembled your deck, you can evaluate it by looking at its characteristics below. Basically, with the help of this service we have put together a good deck with good rating, decent synergy and independence from the race of creatures, which is quite good for the arena.


8) That’s basically all, using this method you can easily assemble good deck into the arena and make 12 victories to get the coveted prizes and legendaries. I wish everyone good luck in conquering this card game!

The Magic: The Gathering gaming community is huge. The presence of many experienced magicians does not deter newcomers, and Wizards of the Coast is doing everything to remove obstacles between the game and the player, including releasing electronic versions of its most popular TCG. Magic Online was created for those who could not attend gaming clubs or did not want to accumulate cards. But historically, it was chosen mainly by experienced players. Duels of the Planeswalkers and Magic Duels were products for those who wanted to get used to the game - as accessible as possible, but with reduced functionality. Magic: Arena, currently in beta testing, combines elements of all its predecessors.

The main charm of “Magic” is in the plot and illustrations. Take them away, and all that's left is lifeless math: this card does three damage, this one does two, this creature has more health than another, and so on. But the bright design of the cards and artistic texts allow the player to feel like a commander. In Magic: Arena, a lot of attention is paid to the atmosphere: for example, when summoning a creature with the “cat” type, you will hear a meow or growl depending on its size. When casting powerful spells, there will be additional effects: for creatures - beautiful animation, for Planeswalkers - also voice acting for each attack.

Aurelia, the angel of the Boros Guild, enters the battlefield in style

The question of money is the most painful for all magicians. Let’s answer right away: in Arena you can build a good deck for free. It may not immediately be as good as your deck in tabletop Magic, but it’s possible to create something that works right away. At the beginning of the game you will be offered five one-color decks, which already contain valuable cards. For completing game tasks (deal 50 damage, lay out 20 lands, cast 20 black spells), the player is rewarded with new decks or game currency - gold. You can use gold to buy boosters, one card in which will certainly be rare or mythical. Quests are updated once a day, so the game encourages regular visits, but does not require you to hang out in it constantly.

It would be difficult to assemble a deck to your liking from the cards found, but wild cards save the day. These are special “empty” cards of a certain rarity, given for opening a certain number of boosters. Wildcards can be turned into any card of a given rarity.

A successfully opened booster: a golden wildcard can be turned into any “rare” card

Of course, you can invest in the purchase of in-game items. Wildcards themselves cannot be bought for real money, but you can buy crystals, which can be used to pay for participation in tournaments and buy sets. It is impossible to convert crystals into in-game gold, but they can be won if you play well in the “Quick Draft” - a tournament in which participation is paid for in gold.

Don't rush to invest money in the game while beta testing is ongoing! On September 24, all cards from the collection will disappear, only purchased crystals will remain on your account.

In some ways, wild cards gave Arena players more options than tabletop Magic players. Take, for example, the Nexus of Fate card, which gives an extra turn. This strong card cannot be found in boosters; it was given out in stores for purchasing a booster display. However, in Arena, any mythic wild card can be turned into Nexus of Fate, and decks with it will cause a lot of problems for your opponents (as they did for me).

In Magic, you can usually only keep four copies of a card in a deck. However, Nexus of Fate cannot go into the graveyard - when played, discarded, or canceled, it will return to the deck. And what fewer cards remains in the deck, the greater the likelihood of having several “Nexuses” on your hand at once, which means depriving your opponent of the opportunity to play altogether. This is very pleasant if you play this card yourself, and painful if it is used against you. And if there is already a Planeswalker Teferi on the field, as a rule, playing Nexus means that the game is over: Teferi will soon score points to banish half the opponent’s table.

Rare outcome: Teferi plays his last ability, but can't win - the deck is out! He has to exile himself in order not to lose, but this will not save him from the persistent goblins

It will hardly be pleasant for a beginner to encounter a deck on the Nexus, but he will learn what treachery is encountered at Magic tournaments. In general, the game offers a fairly convenient system for ranking the difficulty of opponents: for victories, your rank increases, the higher the rank, the stronger the opponents. For defeat, the rating is reduced, and, as in life, you fall faster than you rise.

This system, along with a user-friendly interface, nice animation and the ability to play a game with an opponent from anywhere in the world at any time, makes the game truly open to beginners.

“Magic” is good for its abundance of game formats and strategies. Arena formats are divided into Constructed and Limited deck play. In the first case, the player uses a pre-prepared set of cards. In the second, for example, drafting is popular.

Five colors of mana allow you to build decks in a variety of combinations with all kinds of card combinations. Each new set brings changes to the Standard format, adding cards and giving birth to new deck archetypes.

On this moment in the standard format, the sets “Kaladesh”, “Aether Revolt”, “Amonkhet”, “Hour of Destruction”, “Ixalan”, “Struggle for Ixalan”, “Dominaria”, “Core Set 2019” are active. Soon, with the release of Guilds of Ravnica, sets from Kaladesh to Hour of Destruction will be in rotation, and a new cycle will begin.

All Arena modes are open only to Standard-legal cards. You can play a quick match with a random opponent, you can try your deck in a competitive format, where a sideboard will come in handy (additional 15 cards with answers to specific problems), or you can draft it. In addition, there are regular game events, for example, “Research” (the size of the player’s hand is not limited, you can put two lands per turn) or “Pauper” (you can only put cards of the lowest rarity into the deck). The latest example is Momir's Madness.

A deck is not needed; the player is asked to blindly summon creatures onto the battlefield. With each move the creatures become more dangerous

Are the developers going to extend the user-friendly Arena interface to other formats (Modern, Legacy, Commander)? It is unknown yet, but I wouldn’t count on it, since in this case Arena will become a direct competitor to Magic Online, which is unlikely to be what Wizards of the Coast themselves want.

The interface also reliably conveys game actions - turning creatures, grouping lands and manipulating the card graveyard

Guilds of Ravnica tabletop magic planeswalker decks will contain codes that unlock the same deck in Arena. Using a code from the Prerelease Set, you will be allowed to attend a special event in the “sealed deck” format.

Overall, Arena is a successful collection of the best ideas from past games. The beta version still has its bugs, but essentially all the improvements that come to mind are cosmetic. I would like to put not only one of the Planeswalkers on my avatar, but also a creature or even my favorite card (why not?). It would be nice if statistics were kept somewhere on the total number of victories and defeats in specific tournaments.

Result:"Arena" is an excellent product, beautiful, adequately conveying the impressions of real game. It will be interesting to both beginners and experienced players. It is quite possible to play it for free, especially if you learn how to win tournaments. The beta code can be found on Twitter or requested by email on the Magic: The Gathering website. And from September 28, the beta version will be available to all players.

Match named after St. George: dragons against knights. The ending is a bit predictable

An extraordinary attempt to transfer “Magic” to a digital format has a single goal: to make the “father of all CCGs” accessible to everyone.

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Now every new CCG after release inevitably remains in the shadow of the mastodon from BlizzardHearthstone. No matter what new mechanics they offered, no matter how they tried to bribe with a beautiful wrapper, not a single project managed to reach the same level of quality. But the company Wizards of the Coast— in fact, the founders of the genre — decided to try anyway. Their Magic: The Gathering Arena, an extraordinary attempt to transfer “Magic” to a digital format, has a single goal: to make the “father of all CCGs” accessible to everyone.

And, oddly enough, the developers were successful.

The Great Leveler

Arena plays exactly like the tabletop version of the game. If you have even glimpsed any other CCG, you already have a rough idea of ​​what it looks like. Two players try to defeat each other by playing cards: creatures, items, spells, magical artifacts and the like. The mechanics of MTG are quite complex for beginners (for example, there is not one type of mana, but five), but do not be afraid: when you first start the game, you will definitely go through a tutorial, presented in the form of a short adventure. The training will help beginners understand the basic mechanics, and professionals will get used to innovations.

Wizards of the Coast cleverly simplifies some of the annoying aspects of physical MTG and allows you to focus on strategy rather than carefully following all the little rules. The course is conveniently divided into phases, and the game will always tell you when and what to play. Assembling decks in the desktop version could only be done by experienced people who knew the synergies of more than a thousand cards by heart, but the digital version itself sorts and organizes cards according to various parameters.

Due to the fact that there is no longer a need to wade through a ton of incomprehensible data, even beginners can quickly put together something of their own - fortunately, there are a lot of tutorials on the Internet. After all, collecting cards in Arena is much easier: they don’t deteriorate over time, which means you don’t need to spend money separately on protectors. This, of course, is not the same at all (some will probably miss the tactile sensations), but virtual cards are much cheaper than real ones. And with the economy, everything is in order: the game rewards success so generously that you don’t even need to constantly complete daily tasks to replenish your deck.

The interface and menu are intuitive, the graphics are pleasing to the eye, but the arenas are drawn without unnecessary beauty, so they don’t attract too much attention. But the rich illustrations on the cards themselves, something MTG has always been famous for, were transferred to digital directly from physical sources. The creatures' actions are accompanied by spectacular animations, be it goblins flying into the air, a tornado sweeping cards off the table, or forest spirits coming to life. Beauty, and that's all!

This is a classic, you need to know it

There are several game modes in Arena: a regular duel and a draft, where players take turns choosing one card from the available boosters, making a deck of forty pieces. Also, the format of the sealed deck, that is, sealed, was transferred to digital. This format allows you to get acquainted with new cards and play in a tournament by building a deck from the six available boosters. It’s a pity, of course, that there is no frivolous mode like Brawl from Hearthstone, but what can you do...

If you've never played the tabletop version and decided to try Arena after some Hearthstone, you'll have to get used to some nuances. For example, mana does not come by itself, but is obtained from lands played from the hand - this is a special type of card. You can only place one per round. And each card, be it a creature or a spell, requires a certain amount of mana of the corresponding color. Forests give green, swamps - black, islands - blue, mountains - red, and so on.

Also, interrupting the enemy's turn was carried over from the desktop version. For example, in someone else's round, you can spend the remaining mana on instant spells that, say, strengthen your fighters or cancel your opponent's buffs. The advantage of the system is that players retain partial control of the table regardless of whose turn it is.

Let's say you are attacked by a monster with 1 attack, but you decide not to block the attack (yes, here, unlike Hearthstone, you can choose who takes the damage) in order to save your creatures for the next round. The enemy then gives the attacking creature a powerful buff, but you have an ace up your sleeve - a spell that allows you to reflect the damage back to the attacker. This way you will protect yourself and throw a wonderful trick on your opponent!

You will have to figure out many of these subtleties yourself, through trial and error. Therefore, I advise you not to rush into PvP right away, but start with training battles. Eager newbies or former Hearthstone players, of course, throw everything at the table from the very first minutes. And then, left with an empty hand, they wonder why the enemy’s unkilled creatures at the end of the round replenish their health and hit back.

So take your time, it's better to deal with it first starting decks and understand how everything works. Poor card management is the main source of problems in a duel with a live player. Not enough land? You will sit with powerful creatures in your hand and languish over gold, because there is no mana. Lots of land? They will clog up the deck, and the opposite situation will arise: there is a lot of mana, but there is nothing to spend it on. Balancing the two extremes and understanding creature synergies is what MTG is all about.

And with each new opponent this essence will be revealed more and more deeply. Arena is not just a card strategy, but a real battle of magicians. Both players are sure to have surprises in store for each other, and the most harmless creature can turn into the most dangerous monster with the help of a few spells. You can never predict what will happen next turn. Even if you are lucky and have good cards in your hand, this still does not guarantee victory. This is what makes Arena captivating: everything here is decided not by luck, as in most CCGs, but by correctly played strategy and the ability to adapt to the situation.

It is still unclear what fate awaits the game and whether it will be able to supplant Hearthstone, but an e-sports league is already being launched, and constantly arriving new players leave positive reviews for the project.

For beginners, this is a great way to get acquainted with the rules of the game, which are actually no more difficult than last year's Artifact. Perhaps it is thanks to Arena that young gamers will want to try the game in desktop version- or, what the hell, even take part in real tournaments. If you love CCGs, but for some reason you haven’t played MTG yet, then... Why are you still here?!

Once again, the release of a new expansion brings us a new arena meta. For successful game and selecting cards in the arena, you will need not only gaming skills, but also an understanding of the principles by which developers operate the chances of offering you certain cards in the draft.

After the release of the Saviors of Uldum expansion, the following sets became available in the arena:

  • Basic set
  • Classic set
  • "Saviors of Uldum"
  • "Rastakhan's Games"
  • "Expedition to Un'Goro"
  • "Kobolds and Catacombs"
  • "League of Explorers"

The return of Expeditions to Un'Goro means that some of the format's most powerful cards ever released will be back in action and making a significant impact on the meta. It's too early to draw firm conclusions about the Saviors of Uldum cards, which are new to the format, because they haven't yet accumulated enough stats to compare them to other sets.

What is the essence and importance of card blocks in the arena?

As of March 2018, Arena Draft card selections are no longer based on their rarity as represented by gems. Now all cards are divided into blocks, where there are cards of approximately the same power, regardless of the rarity of their gem. The developers are responsible for the uniform distribution of cards across blocks, taking into account the statistics and composition of current sets for the current pool of arena cards. Cards from the best and worst blocks have additional penalties on their chance of being drafted. All other class-based micro-changes are made on top of this map block system.

However, very importantly, these blocks are sometimes modified based on player drafting behavior, and the movement of cards through these groups is usually based on their draft frequency rather than win rates. Dean Ayala that this system of dividing cards into blocks offers players interesting selections of cards, rather than cards of the same strength standing next to each other. But even that can't explain some of the odd card selections in the draft. For example, Candlehorn is in a block that is one level worse than the block with the Scarlet Crusader. This is reminiscent of a similar situation where the Sunreavers Spy was more worst card for all classes than River Crocolisk. All class-based micro-changes are reset with each arena set rotation, which leads to such strangeness at the very beginning of the season.

The problem with this system is that there are glaring errors in assessing the strength of cards, which leads to a domino effect in the arena meta. If Team 5 underestimates a card, it will be offered in the draft along with cards of obviously worse power. Knowledgeable players will automatically select it if they want to achieve better results, which will lead to many identical decks in the arena.

It follows that class cards combined into the “wrong” blocks will lead to the emergence of certain archetypes. You will always choose the card that is better than the alternatives offered. If this card matches the control strategy, then at the end we will try to adhere to the control archetype for a particular class.

Weaknesses and strengths new system are actively discussed by the hardcore community of players in the arena. But we, ordinary people, don’t need to know these subtleties. We just need to decide on the list of cards whose strength was initially underestimated, and they ended up in weaker blocks. First of all, they should be taken into account in the draft and it should be assumed that the opponent will also choose similar cards in accordance with his class.

The developers' policy in this direction was inconsistent. If earlier the developers published the composition of blocks for public access, now they have decided not to disclose these lists. But we know that the joint efforts of the community will quickly lead to the collection of the necessary information, which will differ little from the official one. In any case, the most dubious and egregious data will be quickly calculated and eliminated.

To draft effectively, it is important to know how the offer odds of different cards are weighted. Lately, lower rarity cards have been offered more frequently. This began to resemble the old system, where card selections in the draft were based solely on the rarity of their gems. The latest datamining shows that Saviors of Uldum cards currently do not provide any additional bonuses, at least not for common rarity cards. Let us recall that previously, for a certain period from the time of its launch, cards from the latest set in Hearthstone were given increased odds of being dropped in the draft.

Key Saviors of Uldum Neutral Cards for the Arena Meta

Overall, the high power level of Saviors of Uldum cards from an arena perspective means that gameplay will be more dynamic and less reliant on early game pacing compared to the Rise of the Gears meta. This also means that you will often find it difficult to play around many potential threats. Generally, these types of metas force you to take more risks, especially when you don't have a tool at hand to turn the board around. However, most of the cards listed below can knock you out of the race early if you don't prepare for their arrival. The real problem is that you often can't prepare for them even if you try. Also, keep in mind that Rebirth triggers after the Deathrattle effects. This rather counter-intuitive game element can have a significant impact on your trading strategy.

Bandaged Golem“It’s no exaggeration to assume that the entire arena meta revolves around this one card: although it’s not used in ranked mode, it represents a monstrous pile of resources that is very difficult to completely eliminate. You will need a total of 7 damage in 3 steps only after it appears on the board. The situation will get worse if he survives and starts summoning additional scarabs. Veterans of the arena will probably remember how good the Obsidian Crusher was for a warrior. Now a similar tool has appeared for all classes. On top of that, he ended up in a block with weak cards, which gives him a penalty on his chance to appear in the draft. The fact that the Bandaged Golem is still omnipresent in high level wins is a testament to his incredible strength, which will make it inevitable that he will move into a higher block where he will have a better chance of being drafted with the accompanying increase in his playing time.

Vulpera the trickster— This seemingly modest card compares favorably with Dwarf Inventor and is already an acceptable option in the draft. Dig Spell is often stronger than Draw additional card from the deck. Its high level of power is already evidenced by the fact that it has found a place in Highlander Mage decks.

Ritualist from Neferset“It gives a monstrous reward for establishing leadership on the board. He turns killing creatures into benefits in the form of a free spell. If you do not take the initiative to capture the board, your opponent may punish you painfully with this card.

Shifting Elemental“He's a less insane trade tool, but will be a good asset to him in creature combat, which is the bread and butter of the arena.

History buff— It is already good in its vanilla characteristics for the early game. Its effect allows you to play enhanced creatures ahead of the mana curve. All this makes this card an obvious choice for arena play.

Position of classes in the Saviors of Uldum arena meta

Robber(55.8% win rate according to HSReplay) - The lack of micro-tuning always helps a rogue a lot. His excellent hero power will also effectively fight against reborn creatures. His strong set of evergreen cards will also inevitably propel him high. Even Plaguebringer will give the class an effective removal tool. The absence of the EVIL Scoundrel will not stop the robber from doing his favorite things.

Hunter(52.9% win rate according to HSReplay) - He came into second place thanks to excellent cards from Saviors of Uldum. Effective removal tools like Desert Spear and Locust allow you to effectively distribute damage without overspending. Ramhaken Trapper provides consistent card advantage for any class build.

Warlock(50.9% win rate according to HSReplay) - This win rate seems underestimated, taking into account the removal of Fire Smite, which is favorable for zoo decks. Don't let the card text fool you: you're looking at Twisting Nether, which costs (1) mana and is placed in a block with a low load chance.

Mage(50.5% win rate according to HSReplay) - The Mage is a class that depends on the random factor of Yogg-Saron's Puzzle. The effectiveness of the Artillery Mage will depend on the secrets you should look for in the draft. If there are secrets, it can be compared to several Consecration drawings and become an excellent application for victory. But winning requires drafting mediocre Secret cards, making there a wide range between wins and wins when playing this archetype.

Paladin(49.2% win rate according to HSReplay) - Paladin currently offers little room for innovation in draft or gameplay. His simple plan for gaining tempo and buffs is based on cards that are not at the same level as the cards of the first two classes. But with my simple style games this class remains viable for arena play.

Priest(46.0% win rate according to HSReplay) - One of the four classes that is at a lower level than expected. The priest is having difficulty getting a foothold on the board. It is also difficult for him to resist creatures with rebirth and the incredibly aggressive tactics of many hunters and robbers.

Warrior(44.3% win rate according to HSReplay) - Be glad that Warrior is no longer the worst class to play in the arena. It still bears the shadows of its past, but it now has more control tools, including AoE and map generation, that allow it to compete. Please note that the conditions for drafting weapons have now improved and they are located in more favorable selections. Electropika alone is already good in itself.

Druid(43.5% win rate according to HSReplay) - His Lordship has fallen low. For a long time the Druids remained at least viable. Their strategy was based on ubiquitous tokens, which is now seriously damaged by the presence of a huge number of neutral AOE tools. The druid's total has dropped good cards with the advent of weak removal, making it an undesirable class in the draft. No matter how good Oasis Wavesplash is, it cannot take out druids on its own.

Shaman(42.7% win rate according to HSReplay) - Now the shaman does not have any significant tools to organize a consistent aggressive strategy. If you are not a fan of this class, then you should avoid it.



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