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You can find my class rankings and descriptions here. Remember that this is just my opinion. Personal playstyle and experience factors in a lot. If you feel more comfortable with a certain class then stick to whatever you feel is right. This is just to give you another perspective on the classes and a description as to how I view the classes.

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I definitely think it's possible to do well with any of the classes if your playstyle and draft fits with it.

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1. MageMage has some of the best common class cards. They have very versatile removal with their spells and their Area of Effect damage can be very frustrating to play against. Even if your minions are weaker the hero power still allows you to trade very favourably most of the time. If you get the signature spells your deck is gonna be extremely strong.

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2. PaladinPaladin cards and the Hero power synergize very well with a lot of neutral cards. You can draft a strong deck with neutral cards and a few key class cards. The great class cards like Truesilver Champion, Aldor Peacekeeper, Argent Protector or Consecration are great to get ahead in the early- to midgame game and like the hero power they are still good in the lategame. The downside to Paladin is the lack of real removal. You often have to rely on minions to take out bigger threats and if you don't have Consecration or an Equality combo it's hard to come back from an early game deficit.

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3. DruidDruid has a good hero power and a number of class cards that are great for arena. Many of them are very versatile cards which is always great to have. Cards like Swipe, Starfall and Wrath are powerful and extremely versatile removals. If you manage to get enough Swipes or get to your strong lategame then the Druid is a fearsome class to go up against. You need to get there though. A lot of the Druid cards have a high mana cost and relying only on neutral cards when you dont have spells in the early game can be problematic.

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4. RogueTempodecks do very well in arena and Rogue has some really great cards for that sort of deck. The removals and weapons that Rogue has available are great to give you early momentum and establish board control. Many combos in the earlygame are very hard for your opponent to play around efficiently. With a good early opening you can usually win off of that advantage or even push through for the win right away. On the other hand if you haven't established enough of an advantage in the early game then Rogue tends to run out of steam in the later stages of the game. You mostly have to rely on removals and neutral minions at that point.

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5. ShamanShaman is a well-rounded class overall. They have very good removal for any stage of the game and the hero power and the big class minions are great for lategame. Totems have great synergy with other class cards and neutral cards. Unfortunately the only real aoe is a rare so you often have to rely on minions and single target removals. The overload can get you in trouble in the early stages of the game so you have to keep an eye on that and always plan your next turn ahead of time. When you are behind and have to overload yourself to stay in the game it's hard to keep up.

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6. WarlockThe Warlock hero power is extremely strong even though it doesn't affect the board at all. To make best use out of the hero power you want to avoid falling behind on the board while keeping the momentum with superior card advantage. You can afford to trade inefficiently to some degree. As long as you manage to stay ahead on the board you are in good shape. Losing boardcontrol on the other hand hurts a lot because your hero power can't deal with that and using it can be very dangerous when you are behind and taking damage. Unfortunately the one common Area of Effect card Warlock has can hurt you as much as it helps and generally doesn't fit too well with the way you want to draft Warlock.

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7. PriestAs a priest the early game is the most dangerous phase. It's hard to make use of your hero power as it doesn't help you on the boad and low mana minions usually die before you can heal them. With only one AoE spell and not many great cards for the early game you have to rely on neutral minions or Shadow Words to not fall behind too far until you can get into the mid to late game. Priest does well once you hit a stage where you can make effective use of your hero power and buffs to trade efficiently.

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8. WarriorAs I already mentioned, weapons are extremely strong in arena. They give removal and card advantage at the same time. If you get the right weapons and keep the momentum in the game you're gonna cause a lot of trouble for your opponent. Unfortunately Warrior is extremely reliant on getting those weapons. The lack of removal apart from weapons and the lack of AoE make it very hard to stay in the game once you have fallen behind on the board with Warrior. The Hero power doesn't improve your position on the board either.

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9. HunterWith the Hunter hero power a very agressive playstyle is probably your best bet. If the draft offers you the right cards you can run over everyone because your opponents are probably not gonna have enough taunts or heals to deal with it. However, it is possible to draft a balanced deck with hunter if you get quality cards and some synergies going. This class is hard to rank because it's very close to hit or miss at the moment. A lot of Hunter cards are subpar on their own but get a lot better with the right synergies.