Thursday, April 28, 2016

April Arena Challenge Update #3

As mentioned at the end of March, I decided to take on an Arena challenge where you play 10 arena runs and try to achieve a certain number of wins (an overly optimistic 65 total, in my case). Let's check in on how this challenge is progressing.

After the first four runs (Hunter, Paladin, Mage, Warlock), we stand at 15 wins total.

The fifth deck choice was Shaman, which was selected over Paladin, ineligible, and Warrior. Here's what Thrall had to offer:


Results for Run 5 (Shaman)
W vs. Druid (1-0)
L vs. Warlock (1-1)
W vs. Paladin (2-1)
L vs. Paladin (2-2)
W vs. Warrior (3-2)
W vs. Warrior (4-2)
L vs. Mage (4-3)

Total after 5 Arena Runs - 19 wins

Back on the winning side of the ledger with this deck, although some of the card choices offered (3 Bloodlust offered, the epic choice ending up in Mountain Giant was awful, etc.) were not optimal. This deck did have Mage levels of removal, which made for some potent board control and tempo-based victories. I don't know how the prospects look for my upcoming Warrior run given the continued dominance of my decks over that class, but we will cross that bridge when we come to it.

We are substantially averaging 4 wins a run at the halfway mark, which is OK for doing better than breaking even on arena entry fees, but not much more. Opening some final GvG packs awarded on a couple of these runs has been fun, at least!


For round 6 the next selection was between Mage, Shaman, and Priest. The only eligible option is Priest. Here's my sixth deck, which is easily the most late-game oriented of the decks drafted so far in this challenge:



Results for Run 6 (Priest)
W vs. Mage (1-0)
L vs. Hunter (1-1)
W vs. Rogue (2-1)
L vs. Mage (2-2)
L vs. Shaman (2-3)

Total after 6 Arena Runs - 21 wins

Yikes. The first losing record run of this challenge kicks off the second half, with the control-oriented Priest deck getting run over from good draws out of the Hunter and Shaman opponents. When putting together a deck of this strategy, it really needs to have more taunts. Sticky minions are great, but if you are constantly losing the tempo battle anyway, they can't win the game by themselves. Good lesson to learn near the end of the TGT/LOE Arena season.


For round 7 the next selection was between Druid and Rogue and one of the classes already played. I decided to run with the power of Malfurion following my first sub-.500 run in this challenge. Here's my seventh deck, which is easily the most late-game oriented of the decks drafted so far in this challenge:




Results for Run 7 (Druid)
L vs. Paladin (0-1)
W vs. Priest (1-1)
W vs. Warrior (2-1)
L vs. Rogue (2-2)
W vs. Mage (3-2)
L vs. Paladin (3-3)

Total after 7 Arena Runs - 24 wins

After being wrecked by discover cards in the previous run with Priest, I ended up with a metric ton of Scarabs and Spiders in this deck. Although the 3-3 record does not indicate it, this felt like a deck that could've gone above 7 wins with some better draws in the mulligan phase. The discover mechanic is brilliant, bringing even more play skill and decision making to places like Arena. Even with the mediocre result, this deck was a blast to play.


Three runs left to go and we only need 41 wins to reach the target. OK, so clearly that target was flawed. However, with Rogue and Warrior still potentially on the docket for the final runs, at this point just making a better finish will make me happy. We will certainly reset the goal a little lower for next time.

Also on the bright side, the new expansion is releasing in the middle of this challenge, so it will be crazy times seeing everyone adjust to the Old Gods Arena meta. Let's see how high we can reach on the win scale (preferably approaching 40, but I've sailed under the expectation bar pretty well so far).


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