Hello everyone and Welcome to my Guide to Hearthstone!
Within this post you'll find an overview of all Heroes and strategy guide as well as an Arena guide discussing things such as key cards to pick.
My name is Quickstero and I'm an avid MTG player and have lots of experience in games such as Yu-Gi-Oh and Cardfight Vanguard so I know a little bit about CCG games in general.
But anyways lets move onto the Hero Overviews:
Druid
Power: 2 Mana, 1 Atk Dmg, 1 Armor
The Druid is a spell heavy hero that focuses on gaining more mana in the begin in order to outpace their opponent. Druids use a combination of creatures and spells in order to overcome their opponent.
Key Cards: (cards to look for in Arena)
Hero Specific Cards:
- Innervate
- Wild Growth
- Druid of the Claw
Neutral Cards:
- General Standard Neutral Cards that are good in any deck
Hunter
Power: 2 Mana, 2 Dmg to opponent
The Hunter is a more minion focused deck that revolves around the Beast subclass. The goal of most Hunter decks is to rush down the opponent with low cost minions as well as remove opponent minions with spells. Secrets are also a main theme among Hunter decks.
Key Cards:
Hero Specific Cards:
- Explosive Trap
- Scavenging Hyena
- Explosive Shot
- Starving Buzzard
Neutral Cards:
- Dire Wolf Alpha
- Bloodfen Raptor
- Any Neutral Beast minions
Mage
Power: 2 Mana, 1 Dmg to anything
The Mage is by far the most spell reliant hero among the entire group. Most Mages use spells to kill their opponent rather than using minions. Minions with Spell Damage are extremely powerful in Mage decks. There is also a mage deck that revolves more on the mechanic of Secrets. If anyone is interested, I can discuss this deck more in-depth in the future.
Key Cards:
Hero Specific Cards:
- Fireball
- Polymorph
- Sorcerer's Apprentice
- Flamestrike
Neutral Cards:
- Ogre Magi
- Kobold Geomancer
- Dalaran Mage
Paladin
Power: 2 Mana, Summon a 1/1 minion
Paladin decks are a mainly minion focused deck that uses spells to buff up their minions. A main theme among Paladin decks is the skill Divine Shield. Paladins can also manipulate the opponent's minion's health or attack with their spells or minions. Paladins have a higher survivability rate compared to other heroes due to the use of theses spells/ minions.
Key Cards:
Hero Specific Cards:
- Truesilver Champion (Weapon)
- Hand of Protection
- Consecration
- Argent Protector
- Aldor Peacekeeper
Neutral Cards:
- Sunwalker
- Argent Commander
Priest
Power: 2 Mana, Heal 2 Dmg on Hero or Minion
Priest rely on their power to heal in order to survive longer than their opponent. They also have spells to spot remove minions from the board. The priest also have the ability to change their healing capabilities into the ability of damaging the opponent's minion and hero.
Key Cards:
Hero Specific Cards:
- Lightwell
- Auchenai Soulpriest
- Lightspawn
- Northshire Cleric
- Shadow Word: Pain
Neutral Cards:
- Lightwarden
- Eathen Ring Farseer
Rogue
Power: 2 Mana, Give hero a 1/2 weapon
Rogues are another spell heavy deck that are used to take out the opponent's minions. Rogues also focus on theStealth mechanic when involving their creatures. Rogues usually wait for their opponent to make a move before they decide what strategy they should use. They also have a hero specific skilled called, Combo which requires a card to be played beforehand in order to gain the affect of the Combo.
Key Cards:
Hero Specific Cards:
- Defias Ringleader
- Backstab
- Assassinate
Neutral Cards:
- Jungle Panther
- Stranglethorn Tiger
- Ravenholdt Assassin
Shaman
Power: 2 Mana, Summon a random Totem
Shaman decks uses a combo of spells and minions to overpower their opponent. Although the power of these spells and minions are very strong they have the negative ability of Overload. Shamans also specialize in the ability ofWindfury.
Key Cards:
Hero Specific Cards:
- Forked Lightning
- Stormforged Axe
- Lightning Storm
- Unbounded Elemental
- Flametongue Totem
Neutral Cards:
- Raging Worgen
- Windfury Harpy
Warlock
Power: 2 Mana, Lose 2 Life, Draw 1 Card
Warlocks are one of my favorite deck types. The hero uses his own life to gain the benefits of his creatures and spells. Minions also have a negative cost but are very powerful for their mana cost. Warlocks have to pay attention to their life at all times or the power becomes useless. the minions' positive abilities usually outweigh the negative ability of the minion so use that to your advantage. Healing is important to keep in mind when drafting as a Warlock. Most important rule of Warlocks in arena is alway pick the Blood Imp.
Key Cards:
Hero Specific Cards:
- Blood Imp
- Flame Imp
- Demonfire
- Summoning Portal
- Voidwalker
- Sense Demon
Neutral Cards:
- Voodoo Doctor
- Darkscale Healer
- Flesheating Ghoul
Warrior
Power: 2 Mana, Gain 2 Armor
Warriors are by far my favorite hero, they have great synergy with the subclass Pirates. Warriors are a minion reliant deck that gain power by damaging their own minions. Warriors also benefit from weapons more than any other hero. Always pick the Fiery War Axe in Arena.
Key Cards:
Hero Specific Cards:
- Fiery War Axe
- Cruel Taskmaster
- Frothing Berserker
- Battle Rage
Neutral Cards:
- Raging Worgen
- Bloodsail Raider (if your deck has weapons. which it should)
- Dread Corsair (same as the raider)
- Gurubashi Berserker
Game Mechanics
Here I will discuss some key aspects of the game. (The order of this will be pretty random because my thoughts are fairly scattered right now)
The Coin
The Coin is used to give the second turn player a less of a disadvantage. If you get the coin, don't just waste it. Use it to your best ability. Favorite combos include The Coin + Defias Ringleader and Questing Adventurer+The Coin+Another spell/ minion. Proper coin placement can turn the early game in your favor.
Weapons
Weapons give the player an extra bit of control to the board. Your is important but you have to use it to your best advantage. Think of health as another source of mana. Make smart decisions when deciding to kill a minion with a weapon. Unless you are going for the win, don't waste your weapon on the opponent's life total.
Silence
Silence is an ability that doesn't appear often among minions/ spells. I would suggest to have two minions/ spells with the ability Silence in my deck. Use your Silence to the best advantage. Don't waste such a powerful ability.
Card Advantage
Card Advantage is key to maintaining stability throughout the game. This is very important during late game situations. Once you run out of steam, you are relying on whatever you draw each turn to go against your opponent. Therefore cards that can draw more cards are extremely useful in any deck.
If anyone wishes for me to discuss other aspects of the game, just let me know in the comments
Know the Lingo!
- Card Value - this is talking about how useful the card is for the amount of mana you spend on it. For example if your opponent has a weapon and you play an Acidic Swamp Ooze, that two mana cost Ooze is worth way more than what you just spent it on since you go a creature and destroyed a weapon.
- Top Decking - Top Decking is a term used when you are out of cards and are relying on the top card of your deck. You never want to be in this type of situation.
- Luck Sacking - Players say this whenever he or the opponent gets a lucky draw and wins the game. No amount of skill could prepare anyone for something like this to happen.
Drafting in Arena
Here is a list of Neutral cards that are always solid picks in arena
Common Card Choices
- Faerie Dragon
- Dire Wolf Alpha
- Ironbeak Owl
- Mad Bomber
- Youthful Brewmaster
- Acolyte of Pain
- Flesheating Ghoul
- Harvest Golem
- Raging Worgen
- Dark Iron Dwarf
- Spellbreaker
- Fen Creeper
- Sen'jin Shieldmasta
- Bolderfist Ogre
- Frost Elemental
Rare Card Choices:
- Knife Juggler
- Demolisher
- Emperor Cobra
- Questing Adventurer
- Defender of Argus
- Twilight Drake
Druids
- Keeper of the Grove
- Nourish
- Starfall
Hunter
- Explosive Shot
- Savannah Highmane
Mage
- Blizzard
- Vaporize
Paladin
- Equality
- Aldor Peacekeeper
Priest
- Lightwell
- Auchenai Soulpriest
Rogue
- SI:7 Agent
- Master of Disguise
Shaman
- Feral Spirit
- Lava Burst
- Mana Tide Totem
Warlock
- Shadowflame
- Siphon Soul
Warrior
- Frothing Berserker
- Armorsmith
Once it gets to Epic and Legendary card level than it is really up to you to decide what to pick.
Alright that is it for my introductory guide to Hearthstone, I will update with whatever you guys want in the future. Maybe throw in some pictures when I get a chance.
Thanks for reading!
By: Quickstero
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