Any links to a guide on arena draw? Currently I'm 3-9 in arena. 2-6 in ranked and above 50% in casual. I just do casual now since I just want wins for quests.
I don't have any direct links to an arena guide, but I can give you some advice.
A big problem a lot of people have in arena is drafting. I had a friend who did lowsy in arena, and after watching him draft I saw he usually took every spell that was presented to him, and he ended up with no board presence. Arena, for the most part, revolves around good cost efficient minions.
Examples of some good arena picks are:
Azure Drake - 4/4 1 spell power 1 card draw for 5
Mind Control Tech- 3/3 for 3 (with an effect)
Earthern Farseer- 3/3 and 3 heal for 3
Argent Cancer, I mean commander- 4/2 divine shield charge for 6
Chillwind yeti -4/5 for 4
Bladefist Ogre- 6/7 for 6
Flame imp- 3/2 for 1
Senji Shieldbearer (or something)- 3/5 taunt for 4
I believe it's Trump who has the value test for arena cards. If a card has more attack+health/2 then mana cost, then it is good. If it has another benefit on top of it's stats, it is great.
Cards like these are so good because, besides hard removal, they are very difficult to deal with. Chillwind Yeti is especially great because he trades so well with minions that come before and after him. If a player throws down an Azure Drake (4/4 for 5), the yeti can deal with it and still have 1 life left (for 1 less mana as well).
Card draw is also super important, depending on your class. My 2 most played classes are rogue and warlock, and drafting is very different between them. Rogue is best with a lot of card draw, where with lock I usually doesn't worry about that. If you are making a deck (that isn't warlock) and you are 10 cards in with no card draw, start to raise your mana curve as you go on. If you have low cost cards with no card draw, you will run out during a game that goes past turn 7. Similarly, if you have a lot of card draw, you can put more cost efficient low mana cards in.
Spells can be good, sometimes great, but usually only when you have board control or are in need of a board clear. The best spells are usually lightning storm, flame strike, blizzard, swipe, concecrate, holy nova, ect.
Finally, always remember that cards carry value. If you use a minion, then the opponent uses 2 cards to clear it, it is an obvious good trade for you. Always keep in mind the card advantage, and make plays that will secure a late game advantage.