Anticipating Curve Plays in Arena

Greetings, I’m shokunin, an infinite Arena player and a coach at HearthstoneCoaching.com. The most frequent advice I give to my students, who are aspiring infinite Arena players, is to work on anticipating curve plays and playing your hand accordingly. In order to accomplish this, you need to know what Neutral and Class cards to expect. You […]

Greetings, I’m shokunin, an infinite Arena player and a coach at HearthstoneCoaching.com.

The most frequent advice I give to my students, who are aspiring infinite Arena players, is to work on anticipating curve plays and playing your hand accordingly. In order to accomplish this, you need to know what Neutral and Class cards to expect.

You will notice that I only reference Common, Rare, and Epic cards. This is because the probability of drafting a given Legendary is very unlikely. For example, you only need to concern yourself with Deathwing when you are so far ahead that it becomes one of the only cards that will cause you to lose.

In addition, I have not listed every card because if you plan for the standard and premium cards in each mana slot, you are already prepared for all the substandard cards. Focus on identifying the Commons, Rares, and (to a lesser extent) Epics that are the bread and butter of Arena.

Expected Turn 1 Plays

Neutral 1-drops

Standard 1-drops come with 2/1 stats. Notable 1-drops are found below.

  • Mistress of Mixtures
  • Worgen Infiltrator
  • Argent Squire
  • Fire Fly

  • Acherus Veteran: Buff
  • Glacial Shard: This is often held for later for its Freeze effect.

Class 1-drops

  • Druid – Enchanted Raven: Mark of Y’shaarj is a potential followup.
  • Hunter – Alleycat: Crackling Razormaw is a potential followup.
  • Hunter – Fiery Bat: Crackling Razormaw is a potential followup.
  • Hunter – Jeweled Macaw: Crackling Razormaw is a potential followup.
  • Mage – Mana Wyrm: 2-mana removal spells are a potential followup.
  • Mage – Babbling Book
  • Paladin – Righteous Defender: Taunt
  • Paladin – Lost in the Jungle
  • Paladin – Selfless Hero: Rare
  • Paladin – Vilefin Inquisitor: Epic
  • Priest – Northshire Cleric: This is often held for later to draw cards.
  • Priest – Crystalline Oracle: Rare
  • Rogue – Swashburglar
  • Rogue – Bladed Cultist: Requires Combo
  • Warlock – Flame Imp: Demonfire is a potential followup.
  • Warlock – Voidwalker: Taunt, Demonfire is a potential followup.
  • Warlock – Malchezaar’s Imp: Demonfire is a potential followup.
  • Warlock – Possessed Villager
  • Warlock – Sanguine Reveler: Requires friendly minion sacrifice
  • Warrior – N’Zoth’s First Mate
  • Warrior – Animated Berserker

Expected Turn 1 Plays (when opponent has Coin)

The most common use of the Coin on Turn 1 is to play a 2-drop followed by another 2-drop on Turn 2. This allows the second player to take back the initiative since Arena decks often do not have a playable 1-drop in the opening hand. However, there are some class-specific openers which you need to be aware of.

Paladin

  • If they Coin a 2-drop on Turn 1, the potential followup threat is Argent Protector which could allow their 2-drop to kill your 2-drop for free. The only ways to avoid this are to remove the minion or to play a minion with more Health than the Attack of their Coined 2-drop (e.g. 2/3 vs. 2/3).

Priest

  • If they play any 1-drop, the potential followup threat is Coin into Kabal Talonpriest.

Rogue

  • Defias Ringleader

1-Mana Removal

If you play a minion on Turn 1, you should be aware of the potential 1-mana and 2-mana removal available to your opponent. A consideration when deciding which 2-drop to Coin on Turn 1 is to avoid 2-damage removals with a 3+ Health minion. Another consideration is that 2/3 minions are better against 2/4 minions on 3-mana while 3/2 minions are better against 3/3 minions on 3-mana.

  • 1-damage

    • Neutral – Elven Archer
    • Neutral – Stonetusk Boar: Charge, not highly picked
    • Druid – Mark of the Lotus: Requires a minion
    • Druid – Earthen Scales: Rare, requires a minion
    • Druid – Moonfire: Not highly picked
    • Hunter – On the Hunt
    • Paladin – Light’s Justice
    • Paladin – Divine Strength: not highly picked
    • Shaman – Earth Shock: Not highly picked
    • Shaman – Frost Shock: Not highly picked
    • Warlock – Mortal Coil
    • Warrior – Blood to Ichor: Rare
    • Warrior – Inner Rage
    • Warrior – Upgrade!: Rare

  • 2-damage

    • Druid – Claw
    • Hunter – Arcane Shot
    • Hunter – Bestial Wrath: Epic, buff, requires a Beast, not highly picked
    • Mage – Breath of Sindragosa: Random target
    • Mage – Arcane Missiles: Against one minion, you have 87.5% to kill a 1-Health minion, 50% to kill a 2-Health minion, and 12.5% to kill a 3-Health minion.
    • Paladin – Noble Sacrifice: You choose the target
    • Priest – Holy Smite
    • Rogue – Backstab: Requires undamaged minion

  • 3-damage

    • Paladin – Blessing of Might: Buff
    • Rogue – Doomerang: Epic, requires a Weapon
    • Shaman – Lightning Bolt

  • 4-damage+

    • Druid – Naturalize
    • Hunter – Hunter’s Mark: Requires another damage source
    • Paladin – Adaptation: Buff, Adapt, potential Taunt
    • Rogue – Cold Blood: Buff
    • Warlock – Corruption
    • Warlock – Soulfire: Usually not played early to avoid discarding a curve play.

1-Mana AOE

  • Priest – Potion of Madness: Requires 2-attack or less minion
  • Shaman – Forked Lightning
  • Warrior – Whirlwind

Expected Turn 2 Plays

Standard 2-drops come with either 2/3 or 3/2 stats (e.g. River Crocolisk, Bloodfen Raptor). Notable 2-drops are found below. If the opponent did not use Coin yet, they may use it to play 3-drop into 3-drop (see the next section).

  • Stubborn Gastropod: Taunt
  • Mad Bomber: Against one minion, you have 70.4% to kill a 1-Health minion, 25.9% to kill a 2-Health minion, and 3.7% to kill a 3-Health minion.
  • Acidic Swamp Ooze
  • Faerie Dragon
  • Amani Berserker
  • Pompous Thespian: Taunt
  • Twisted Worgen
  • Fallen Sun Cleric: Buff
  • Volatile Elemental
  • Bilefin Tidehunter: Taunt
  • Loot Hoarder
  • Rockpool Hunter: Rare, buff, requires Murloc on board
  • Golakka Crawler: Rare, requires Pirate on board
  • Wild Pyromancer: Rare
  • Crazed Alchemist: Buff/debuff
  • Doomsayer: Epic

Class 2-drops

  • Druid – Druid of the Swarm: Taunt
  • Druid – Power of the Wild
  • Druid – Tortollan Forager
  • Hunter – Kindly Grandmother
  • Hunter – Trogg Beastrager: Rare
  • Hunter – Crackling Razormaw: Buff, requires Beast on board, Adapt, potential Taunt
  • Hunter – Scavenging Hyena: Requires Beast on board
  • Hunter – Venomstrike Trap: Rare, Poisonous
  • Hunter – Snake Trap: Epic
  • Mage – Sorcerer’s Apprentice
  • Mage – Medivh’s Valet
  • Mage – Arcanologist
  • Mage – Shimmering Tempest
  • Mage – Ice Walker
  • Paladin – Hydrologist
  • Paladin – Grimestreet Outfitter
  • Paladin – Argent Protector: Buff
  • Priest – Radiant Elemental
  • Priest – Mana Geode: Epic
  • Priest – Shadow Ascendant: Buff
  • Rogue – Undercity Huckster: Rare
  • Shaman – Brrrloc: Rare
  • Shaman – Primalfin Totem: Rare
  • Shaman – Flametongue Totem: Buff
  • Warrior – Cruel Taskmaster: Buff

2-Mana Removal

  • 1-damage

    • Neutral – Blowgill Sniper
    • Druid – Power of the Wild: Buff
    • Rogue – Shiv
    • Shaman – Spirit Claws
    • Warrior – Cruel Taskmaster: Buff

  • 2-damage

    • Neutral – Bluegill Warrior: Charge
    • Druid – Mark of Y’shaarj: Buff
    • Druid – Mark of the Wild: Buff, Taunt
    • Hunter – Toxic Arrow: Epic
    • Mage – Flame Geyser
    • Rogue – Jade Shuriken
    • Rogue – SI:7 Agent: Rare, requires Coin
    • Shaman – Jade Claws: Rare
    • Shaman – Stormforged Axe
    • Warlock – Drain Soul
    • Warlock – Demonfire
    • Warrior – Slam
    • Warrior – Cruel Taskmaster: Buff

  • 3-damage

    • Druid – Wrath
    • Mage – Frostbolt
    • Shaman – Rockbiter Weapon

  • 4-damage+

    • Hunter – Freezing Trap: You choose the target
    • Hunter – Toxic Arrow: Buff, requires 3+ Health minion
    • Priest – Shadow Word: Pain: 3-Attack or less only
    • Rogue – Eviscerate: Requires Combo
    • Rogue – Perdition’s Blade: Rare, requires Coin
    • Rogue – Sap
    • Rogue – Patient Assassin: Epic, turn delay
    • Shaman – Stormcrack
    • Warrior – Heroic Strike
    • Warrior – Execute: Requires damaged minion

2-Mana AOE

  • Hunter – Grievous Bite
  • Hunter – Explosive Trap
  • Mage – Arcane Explosion
  • Paladin – Equality: Rare, usually combined with Consecration or trading up minions on board.
  • Priest – Spirit Lash
  • Rogue – Betrayal: It often serves as a single-target removal instead. Carefully position your minions.
  • Shaman – Maelstrom Portal: Rare
  • Shaman – Devolve: Rare
  • Warlock – Defile: Rare
  • Warlock – Corrupting Mist: Rare
  • Warrior – Cleave
  • Warrior – Sleep with the Fishes: Epic, requires damaged minion

Expected Turn 3 Plays

Standard 3-drops come with either 2/4 or 3/3 stats (e.g. Grimestreet Smuggler, Ironfur Grizzly). Notable 3-drops are found below.

  • Hyldnir Frostrider
  • Giant Wasp
  • Tar Creeper: Taunt
  • Stonehill Defender: Taunt
  • Nerubian Prophet: Only discounted enough if in opening hand
  • Deathspeaker: Buff
  • Shattered Sun Cleric: Buff
  • Earthen Ring Farseer: Buff/Heal
  • Zoobot: Buff, requires a Beast, Dragon, or Murloc
  • Hired Gun: Taunt
  • Toxic Sewer Ooze
  • Scarlet Crusader
  • Eggnapper
  • Harvest Golem
  • Vryghoul
  • Jungle Panther
  • Acolyte of Pain
  • Raging Worgen: Can be activated with Mage Hero Power
  • Happy Ghoul: Rare, potentially avoid attacking Priest on Turn 1 or 2
  • Emperor Cobra: Rare
  • Imp Master: Rare
  • Kabal Courier: Rare
  • Shallow Gravedigger: Rare
  • Mindbreaker: Rare
  • Silithid Swarmer: Rare, requires a Weapon
  • Mind Control Tech: Rare, whether to play around this later in the game is situational.
  • Gluttonous Ooze: Epic
  • Blood Knight: Epic, hard to play around

Class 3-drops

  • Druid – Crypt Lord: Taunt
  • Hunter – Animal Companion: Potential Taunt
  • Hunter – Bearshark
  • Hunter – Cloaked Huntress
  • Hunter – Carrion Grub
  • Hunter – Shaky Zipgunner
  • Hunter – Stitched Tracker
  • Hunter – Terrorscale Stalker: Rare
  • Hunter – Rat Pack: Epic
  • Mage – Coldwraith
  • Mage – Kirin Tor Mage
  • Paladin – Aldor Peacekeeper: Rare, usually saved for later
  • Paladin – Steward of Darkshire: Rare
  • Priest – Kabal Talonpriest
  • Priest – Acolyte of Agony
  • Priest – Curious Glimmerroot: Epic
  • Rogue – Deadly Fork
  • Rogue – Shadow Rager
  • Shaman – Drakkari Defender: Taunt
  • Shaman – Hot Spring Guardian: Taunt
  • Shaman – Mana Tide Totem: Rare
  • Shaman – Feral Spirit: Rare, Taunt
  • Shaman – Unbound Elemental: Requires Overload
  • Warlock – Darkshire Councilman
  • Warlock – Felguard: Rare, Taunt, usually not played on 3 due to Mana destruction
  • Warlock – Chittering Tunneler: Epic
  • Warrior – Frothing Berserker: Rare
  • Warrior – Bloodsail Cultist: Rare
  • Warrior – Val’kyr Soulclaimer: Rare

3-Mana Removal

  • 1-damage

    • Paladin – Sword of Justice: Epic
    • Warrior – Ravaging Ghoul

  • 2-damage

    • Druid – Savage Roar
    • Rogue – SI:7 Agent: Requires Combo, usually Backstab if no Coin
    • Warlock – Drain Life: Not highly picked

  • 3-damage

    • Neutral – Wolfrider: Charge
    • Druid – Gnash
    • Hunter – Eaglehorn Bow: Rare
    • Paladin – Rallying Blade: Rare
    • Rogue – Deadly Poison: Requires a weapon
    • Rogue – Perdition’s Blade: Rare
    • Rogue – Shadowblade: Rare
    • Warlock – Bloodfury Potion: Rare
    • Warrior – Fiery War Axe

  • 4-damage

    • Druid – Feral Rage
    • Hunter – Animal Companion: Potential Taunt, Charge
    • Warlock – Shadow Bolt

  • 5-damage+

    • Hunter – Deadly Shot
    • Hunter – Kill Command: Requires a Beast
    • Mage – Potion of Polymorph: Rare, you choose the target
    • Mage – Vaporize: Rare, not highly picked, you choose the target
    • Priest – Shadow Word: Death: 5+ Attack only
    • Rogue – Shadow Strike: Requires undamaged minion
    • Rogue – Plague Scientist: Buff, requires Combo and a minion
    • Rogue – Envenom Weapon: Rare, requires a Weapon
    • Shaman – Hex
    • Shaman – Lava Burst: Rare, not usually played on 3-mana due to Overload
    • Warlock – Unwilling Sacrifice: Rare, random target, requires minion to sacrifice

  • 3-Mana AOE

    • Hunter – Unleash the Hounds: Charge
    • Mage – Twilight Flamecaller
    • Mage – Volcanic Potion: Rare
    • Rogue – Fan of Knives
    • Shaman – Lightning Storm: Rare
    • Warlock – Spreading Madness: Rare, not highly picked
    • Warrior – Ravaging Ghoul

    Expected Turn 4 Plays

    Standard 4-drops come with 3-5 Attack and 4-5 Health (e.g. Aberrant Berserker, Ancient Brewmaster). 5-Health is a critical threshold in Arena since 5+ damage removal is uncommon. Notable 4-drops are found below.

    • Keening Banshee
    • Chillwind Yeti
    • Sen’jin Shieldmasta: Taunt
    • Daring Reporter
    • Grim Necromancer
    • Tol’vir Stoneshaper: Rare, potential Taunt, requires an Elemental
    • Spellbreaker: Silence
    • Stegodon: Taunt
    • Saronite Chain Gang: Rare, Taunt
    • Dark Iron Dwarf: Buff
    • Defender of Argus: Buff, Taunt
    • Hozen Healer: Buff/Heal
    • Cult Master: Requires a minion
    • Kooky Chemist: Buff/debuff
    • Kabal Chemist
    • Polluted Hoarder
    • Naga Corsair: Requires a weapon
    • Gentle Megasaur: Epic, requires a Murloc, Buff, Adapt, potential taunt

    Class 4-drops

    • Druid – Shellshifter: Rare, Taunt
    • Druid – Mire Keeper: Rare
    • Hunter – Infested Wolf: Rare
    • Mage – Water Elemental
    • Mage – Steam Surger
    • Paladin – Arrogant Crusader: Rare
    • Priest – Priest of the Feast
    • Priest – Tortollan Shellraiser: Taunt
    • Priest – Auchenai Soulpriest: Rare
    • Priest – Lightspawn
    • Priest – Shifting Shade: Rare
    • Rogue – Runeforge Haunter: Rare
    • Shaman – Flamewreathed Faceless
    • Shaman – Jinyu Waterspeaker
    • Shaman – Master of Evolution: Rare
    • Warlock – Crystalweaver
    • Warlock – Ravenous Pterrordax: Requires a minion sacrifice, Adapt, potential Taunt
    • Warlock – Lakkari Felhound: Taunt
    • Warrior – Bloodhoof Brave: Taunt
    • Warrior – Grimy Gadgeteer

    4-Mana Removal

    • 2-damage

      • Neutral – Fire Plume Phoenix
      • Neutral – Stormwind Knight: Charge
      • Druid – Keeper of the Grove: Rare, Silence
      • Hunter – Houndmaster: Buff, Taunt, requires a Beast
      • Hunter – Dispatch Kodo: Rare
      • Paladin – Silvermoon Portal: Buff
      • Paladin – Lightfused Stegodon: Rare, Buff, requires a Silver Hand Recruit, Adapt, potential Taunt
      • Warrior – Arathi Weaponsmith
      • Warrior – Blood Razor
      • Warrior – Brass Knuckles: Epic

    • 3-damage

      • Paladin – Chillblade Champion: Charge
      • Paladin – Hammer of Wrath
      • Rogue – Obsidian Shard: Rare

    • 4-damage

      • Druid – Swipe
      • Druid – Bite: Rare
      • Druid – Evolving Spores: Rare, not highly picked, Adapt
      • Paladin – Truesilver Champion
      • Paladin – Blessing of Kings: Buff
      • Shaman – Jade Lightning
      • Shaman – Tidal Surge
      • Warrior – Kor’kron Elite: Charge
      • Warrior – Mortal Strike: Rare, 6-damage if 12 or less Health

    • 5-damage+

      • Mage – Fireball
      • Mage – Polymorph
      • Warlock – Blastcrystal Potion

    4-Mana AOE

    • Hunter – Multi-Shot
    • Hunter – Exploding Bloatbat: Deathrattle
    • Mage – Cone of Cold: Carefully position your minions
    • Paladin – Consecration
    • Priest – Shadow Madness: Rare, 3 Attack or less
    • Priest – Shadow Word: Horror: Rare, 2 Attack or less
    • Rogue – Blade Flurry: Rare, requires a weapon
    • Shaman – Avalanche: Rare, carefully position your minions
    • Warlock – Hellfire
    • Warlock – Shadowflame: Rare, requires a minion

    Expected Turn 5 Plays

    Standard 5-drops come with 3-5 Attack and 5-6 Health (e.g. Fen Creeper, Silver Hand Knight). Notable 5-drops are found below.

    • Cobalt Scalebane
    • Sunborne Val’kyr: Buff
    • Nesting Roc: Requires 2+ minions, potential Taunt
    • Stranglethorn Tiger
    • Spiked Hogrider: Requires a Taunt, potential Charge
    • Psych-o-Tron: Taunt
    • Doppelgangster: Rare
    • Corpse Raiser: Rare, Buff
    • Darkscale Healer: Buff/Heal
    • Corrupted Healbot: Rare
    • Servant of Kalimos: Rare, requires an Elemental
    • Stampeding Kodo: Rare, requires a 2 or less Attack minion
    • Lotus Agents: Rare
    • Bittertide Hydra: Epic

    Class 5-drops

    • Druid – Webweave: Poisonous
    • Druid – Druid of the Claw: Taunt, Charge
    • Druid – Verdant Longneck: Adapt, potential Taunt
    • Druid – Spreading Plague: Rare, Taunt
    • Druid – Virmen Sensei: Rare, Buff, requires a Beast
    • Druid – Fatespinner: Epic
    • Hunter – Corpse Widow: Rare
    • Mage – Cryomancer: Not highly picked
    • Paladin – Stand Against Darkness
    • Priest – Drakonid Operative
    • Priest – Kabal Songstealer: Silence
    • Priest – Darkshire Alchemist: Buff/Heal
    • Priest – Onyx Bishop: Rare
    • Rogue – Bone Baron
    • Rogue – Ethereal Peddler: Rare
    • Rogue – Lotus Assassin: Epic
    • Shaman – Voodoo Hexer: Rare, Taunt
    • Shaman – Earth Elemental: Epic, Taunt
    • Warlock – Tar Lurker: Taunt
    • Warlock – Despicable Dreadlord: Rare
    • Warlock – Doomguard: Rare, Charge
    • Warrior – Alley Armorsmith: Rare, Taunt
    • Warrior – Direhorn Hatchling: Rare, Taunt

    5-Mana Removal

    • 2-damage

      • Neutral – Stormpike Commando
      • Hunter – Tundra Rhino
      • Hunter – Piranha Launcher: Epic
      • Priest – Power Word: Tentacles: Buff
      • Warlock – Bane of Doom: Epic, potential Taunt

    • 3-damage

      • Rogue – Assassin’s Blade
      • Warlock – Explosive Shot (Rare)
      • Warrior – Fool’s Bane

    • 4-damage

      • Shaman – Hammer of Twilight: Epic
      • Shaman – Doomhammer: Epic

    • 5-damage+

      • Neutral – Bomb Squad: Rare
      • Neutral – Big Game Hunter: Epic, requires 7+ Attack
      • Druid – Starfall: Rare
      • Rogue – Assassinate
      • Rogue – Vilespine Slayer: Epic, requires Combo
      • Warlock – Doomguard: Rare, Charge
      • Warrior – Arcanite Reaper

    5-Mana AOE

    • Neutral – Abomination: Rare, Taunt, not highly picked
    • Neutral – Ticking Abomination: Rare, Deathrattle, not highly picked
    • Druid – Starfall (Rare)
    • Druid – Fatespinner: Epic, Deathrattle
    • Hunter – Explosive Shot: Rare, carefully position your minions
    • Priest – Holy Nova
    • Shaman – Volcano: Rare
    • Warlock – Despicable Dreadlord: Rare
    • Warrior – Fool’s Bane
    • Warrior – Brawl: Epic

    Expected Turn 6 Plays

    Standard 6-drops come with 4-6 Attack and 5-8 Health (e.g. Archmage, Boulderfist Ogre). Notable 6-drops are found below.

    • Big-Time Racketeer
    • Frozen Crusher: Rare
    • Necrotic Geist
    • Ancient of Blossoms: Taunt
    • Sunwalker: Rare, Taunt
    • Bone Drake: Rare
    • Frost Elemental
    • Defias Cleaner: Epic, Silence
    • Leatherclad Hogleader: Epic, potential Charge

    Class 6-drops

    • Druid – Menagerie Warden: Requires a Beast
    • Hunter – Savannah Highmane: Rare
    • Paladin – Spikeridged Steed: Rare, Buff, Taunt
    • Priest – Temple Enforcer
    • Rogue – Kidnapper: Epic, requires Combo
    • Shaman – Thing From Below: Taunt, usually reduced cost
    • Warlock – Dread Infernal
    • Warlock – Kabal Trafficker: Epic
    • Warrior – Ornery Direhorn: Taunt

    6-Mana Removal

    • 2-damage

      • Paladin – Spikeridged Steed: Rare, Buff, Taunt

    • 3-damage

      • Shaman – Fire Elemental

    • 4-damage

      • Neutral – Argent Commander: Rare, Charge

    • 5-damage+

      • Neutral – Reckless Rocketeer: Charge, not highly picked
      • Neutral – Moat Lurker: Rare, not highly picked
      • Druid – Starfire
      • Priest – Holy Fire: Rare
      • Priest – Embrace Darkness: Epic, turn delay
      • Priest – Cabal Shadow Priest: Epic, 2 or less Attack
      • Warlock – Siphon Soul: Rare

    6-Mana AOE

    • Neutral – Corrupted Seer: Rare
    • Mage – Blizzard: Rare
    • Mage – Meteor: Epic
    • Paladin – Avenging Wrath: Epic
    • Priest – Dragonfire Potion: Epic
    • Rogue – Vanish: Not highly picked
    • Warlock – Felfire Potion: Rare

    Expected Turn 7 Plays

    7-Mana Drops

    • Bonemare: Buff, Taunt
    • Bog Creeper: Taunt
    • Sated Threshadon
    • Volcanosaur: Rare, Adapt, potential Taunt
    • Stormwind Champion: Buff

    Class 7-Mana Drops

    • Druid – Ancient of War: Epic, Taunt
    • Paladin – Grimestreet Protector: Rare, Buff, Taunt
    • Rogue – Sprint
    • Warrior – Tar Lord: Taunt

    7-Mana Removal

    • Neutral – Blazecaller: Epic
    • Hunter – Gladiator’s Longbow: Epic
    • Mage – Firelands Portal: Potential Taunt, Charge
    • Paladin – Vinecleaver: Rare
    • Warlock – Abyssal Enforcer
    • : 50% reduced offering rate

    • Warrior – Gorehowl: Epic

    7-Mana AOE

    • Mage – Flamestrike
    • : 50% reduced offering rate

    • Warlock – Abyssal Enforcer
    • : 50% reduced offering rate

    Expected Turn 8 Plays

    8-Mana Drops

    • Eldritch Horror: Not highly picked
    • Sea Giant: Epic, variable cost
    • Charged Devilsaur: Epic, Charge

    Class 8-Mana Drops

    • Druid – Ironbark Protector: Taunt
    • Hunter – Giant Sandworm: Epic
    • Paladin – Dinosize: Epic, Buff
    • Priest – Free From Amber: Rare, potential Taunt, Charge

    8-Mana AOE

    • Neutral – Primordial Drake: Epic, Taunt
    • Warlock – Twisting Nether: Epic

    Expected Turn 9 Plays

    • Neutral – Giant Mastodon: Taunt
    • Hunter – Call of the Wild: Epic, Taunt, Charge
    • Priest – Obsidian Statue: Taunt

    Expected Turn 10 Plays

    • Neutral – Ultrasaur
    • Neutral – Faceless Behemoth: Not highly picked
    • Druid – Ultimate Infestation: Epic
    • Mage – Pyroblast: Epic
    • Priest – Mind Control
    • Warlock – Doom: Epic

    Rule of Thumb

    Maximum Health for Common Drops = Minion’s Mana Cost + 1

    This is the most damage you need to remove a single minion of a given mana cost. Notable exceptions are found below.

    • 2-drop = 3 Health (e.g. River Crocolisk)

      • Neutral – Doomsayer: Epic
      • Druid – Druid of the Swarm: Rare

    • 3-drop = 4 Health (e.g. Spider Tank)

      • Neutral – Tar Creeper
      • Mindbreaker: Rare
      • Silithid Swarmer: Rare, requires a Weapon
      • Druid – Crypt Lord
      • Hunter – Carrion Grub
      • Shaman – Drakkari Defender: Taunt
      • Warlock – Darkshire Councilman
      • Warlock – Felguard: Rare

    • 4-drop = 5 Health (e.g. Chillwind Yeti)

      • Neutral – Stegodon: Taunt
      • Neutral – Hozen Healer
      • Neutral – Mogu’shan Warden: Not highly picked
      • Neutral – Oasis Snapjaw: Not highly picked
      • Mage – Water Elemental
      • Mage – Ghastly Conjurer: Rare
      • Priest – Priest of the Feast
      • Priest – Tortollan Shellraiser: Taunt
      • Shaman – Flamewreathed Faceless
      • Shaman – Jinyu Waterspeaker
      • Warlock – Lakkari Felhound
      • Warlock – Pit Lord: Epic
      • Warrior – Bloodhoof Brave

    • 5-drop = 6 Health (e.g. Spiteful Smith)

      • Neutral – Nesting Roc: Potential Taunt
      • Neutral – Gurubashi Berserker: Not highly picked
      • Shaman – Voodoo Hexxer: Rare, Taunt
      • Shaman – Earth Elemental: Epic, Taunt
      • Warlock – Tar Lurker: Taunt
      • Warlock – Doomguard: Rare, Charge
      • Warrior – Alley Armorsmith: Rare, Taunt

    • 6-drop = 7 Health (e.g. Boulderfist Ogre)

      • Neutral – Ancient of Blossoms

    Conclusion

    I hope this guide helps you improve at planning your turns for the Arena. I often hear stories of players complaining about getting blown out by a Legendary or a topdeck in the late game of an Arena match. What they don’t recognize is that often these situations can be completely avoided by anticipating and countering the standard common plays via the mulligan, early game openers, and strong midgame play.

    Coaching

    If you’re looking for one-on-one help becoming an infinite Arena player, hitting Legend rank, or reaching your Hearthstone goals, you can find me and other top caliber coaches at HearthstoneCoaching.com. We’ve provided over a thousand hours of coaching to students around the world.