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Hearthstone's apple on the head

Blogs > Reere
Post a Reply
Reere
Profile Blog Joined May 2011
Taiwan127 Posts
Last Edited: 2013-09-15 15:02:19
September 15 2013 15:00 GMT
#1
Now that I’ve hit Master 3 star ranked along with Grandmaster in arena, I feel a little more comfortable sharing my opinions and offering tips. Today will be a simple one, just throwing some general thoughts out there. This is by no means ‘correct’, it’s simply my experience so far with the game.


Tier List


God tier - Rogue
Tier 1 – Mage, Hunter, Shaman, Druid
Tier 2 – Paladin, Warlock
Tier 3 – Priest, Warrior


General Tips

- [Arena] I’ve found most success when I focus my decks around 2/3 mana cards. They feel the most cost efficient during a drafting scenario.

- Prioritize weapons for minions. I’ve been finding that 90% of weapon trades with minions is cost efficient. Don’t use weapons on enemy hero unless you’re going in for the kill. Especially heroes that have limited weapon use (non-rogues)

- Save your cards. There’s no need to cast everything with your available mana. I use to be the player that tries to fill the board asap and get all my cards out there, had to learn it the hard way that it wasn’t the best way to go about the game.

- Check thoroughly that you’ve done everything you wanted before you end your turn. Sometimes we get so absorbed in what we’re trying to do we forget to tell our little minions to attack.

- Don’t judge a deck too quickly. I tend to give my new decks at least 5-6 games before I start tweaking it. 1-2 games imo is way too little to get a feel of a completely new deck.

- [Ranked] Watch the ratio of minion/spells when making a deck. The deck will tend to hit gimmick status if the ratio is too high.


Card thoughts

- Leper Gnome - Such an efficient card. If you get one attack off, it’s more than covered its cost. Even if it gets silenced or 1dmg spell-ed right away it’s worth the trade

- Ancient Watcher - I think this card has potential if you have abundance of silence. For 2 mana with silence you get a 4/5 attacker. Haven’t really experimented with it though.

- Acidic Swamp Ooze - the counter to any weapon heavy hero. The stats on this guy also makes it worth throwing out early for chip damage

- Faerie Dragon - In my opinion, this is one of the best 2 mana minions to get. It is such a hassle to deal with for non-Rogue heroes.

- Knife Juggler - Earlier I use to feel this card is a must in all decks. After a while I realized the powers aren’t all that useful unless it’s a zoo deck. The 3/2 is nice, but personally I’d trade it for the Faerie or Ooze.

- Mad Bomber - I went back and forth with this one. At first I didn’t like the RNG of its battlecry. Now I’ve realized it’s power and potential. IMHO this card is a must in enrage decks, and in arena this is always a safe pick.

- Pint-Sized Summoner - Quoting Kripp here, “If you hear “summoning portal’s open”, you’re either f*cked, or you’re winning”. IMO coining this is as imba as coining Defias Ringleader.

- Sunfury Protector - I use to love her for her taunt, but lately I’ve found even dropping her 2nd turn is quite cost efficient due to her 3 life. Remember in Hearthstone, HP takes a slight priority over ATK.

- Acolyte of Pain - Deck lacks card draw? Slip this guy in. Works well with a number of heroes like Mage with manual activation and Priest with healing.

- Harvest Golem - I never much of this card before till recently, it seems to pop up in all of my arenas now. Such an efficient card. Never wrong with this pick.

- Demolisher - I used this card a lot a while back because it was one of the best 3mana minions I had. I don’t really use it now, but wouldn’t really call it garbage either. If you can cast this guy early on an empty board, it really causes a lot of hurt.

- Dalaran Mage - Most cost efficient +Spell Power

- Questing Adventurer / Twilight Drake - I feel most decks have a place for one of either of these cards. I like to think about these 2 as a taunt/decoy instead of their overpowering potential. Dropping one of these means opponent needs to take care of it asap. Many times I drop Questing Adventurer with no cards to buff it just to bait a removal card out.

- Defender of Argus - I really love this card’s mechanics. Taunt AND +1/+1 for adjacent minions?!?! Yes please!

- Chillwind Yeti - Often overlooked, I sure did. Learned more about its use on Kripp’s stream. One of the best 4mana minions out there right now.

- Cult Master - Not a fan of him, at least for my playstyle. He dies way too easily, and there minions with healthier attack stats than him for 4 mana. For cards I’d still go with Acolyte of Pain.

- Mogu’shan Warden - The most ANNOYING taunt. No offense potential with him (unless Priest buff) but efficient due to how many actions/cards opponent has to use to deal with him.

- Taz Dingo! (Sen’jin Shieldmasta) - All decks should make space for one of these imo. So cost efficient. Decent attack, decent tank.

- Gurubashi Berserker - I feel this card was made for Mage/Priest. When you can control its powers or increase them even further. He becomes a little disgusting.

- Silver Hand Knight - These guys just have a soft spot in my heart. In arena I almost always have at least one. I don’t know if I would call them efficient, but I like the power of their swarming.

- Gadgetzan Auctioneer - A must for any spell deck. The draw you can get from this card is truly incredible, coupled with a 4/4 minion, so strong!

- Venture Co. Mercenary - I’ve heard a lot of people say this card is often overlooked like the Chillwind Yeti, but I have still yet to see it. The cost of its powers are too much imo. Even in late game.

- Reckless Rocketeer - The glass-cannon of all glass-cannons. Love the instant damage. This is a must for my board clear decks.


Youtube


I’ve been streaming a bit, and uploading gameplay videos to youtube. The VODs are very raw gameplay without commentary. I understand it’s not the highest of entertainment factors, but it’s all I can manage at the moment. I do hope to change all that when I’m in a better circumstance, but for now this will have to do.

I’m happy to discuss anything Hearthstone anytime. Drop a line and I’ll be sure to get back to you!


Till next time~


an apple on my head,
Reere.


Youtube: http://www.youtube.com/ReereSC
Stream: http://www.twitch.tv/ReereSC
Blog: http://ReereSC.tumblr.com
Twitter: @ReereSC


***
http://twitter.com/ReereSC |SC2 GM Zerg| Hearthstone M3/GM |Founder of loothoarder.com
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
Last Edited: 2013-09-16 01:35:16
September 16 2013 01:34 GMT
#2
Is this your first turn based CCG type of game? PS what the hell is the difference between TCG and CCG, that shit always bugged me.
RIP SPOR 11/24/11 NEVAR FORGET
ZenithM
Profile Joined February 2011
France15952 Posts
September 16 2013 03:47 GMT
#3
CCG stands for Collectible Card Game, and TCG for Trading Card Game.
When something is described as a pure CCG (like Hearthstone), you usually can't trade your cards with other players. The physical game of Magic the Gathering is both a TCG and CCG.
Teodice
Profile Blog Joined June 2010
Sweden641 Posts
September 16 2013 11:38 GMT
#4
I cant seam to get my paladin deck to work and its really sad. Maybe I should try switching classes but all others seams so boring. Druid OP, Rogue too dumb and Warlock just strange... Argh
You will still be here tomorrow, but your dreams may not
Reere
Profile Blog Joined May 2011
Taiwan127 Posts
September 16 2013 13:40 GMT
#5
On September 16 2013 10:34 MarlieChurphy wrote:
Is this your first turn based CCG type of game? PS what the hell is the difference between TCG and CCG, that shit always bugged me.


I guess this would have to count for my second. I played MTG during my younger years around 96' where Ice Age just came out. Never really took MTG seriously though. This is the 1st time I've given so much time & thought to a CCG

Honestly I'm not entirely sure where the line stands when defining between CCG vs TCG. I think ZenithM hits the spot tho.

Thank you ZenithM!

On September 16 2013 20:38 Teodice wrote:
I cant seam to get my paladin deck to work and its really sad. Maybe I should try switching classes but all others seams so boring. Druid OP, Rogue too dumb and Warlock just strange... Argh


Try to fix 1 problem at a time. Figure out where you're losing. Losing early game? Perhaps your deck is too mana heavy and you need to tweak it a little. Run out of cards really fast? Substitute some minions or spells for ones that offer card draw. Get overwhelmed by heavy cards late game? Consider more removals to clean them up.

If you enjoy Paladin, consider Shaman. The mechanics are similar hero power wise imo. Personally I feel Shaman overall is a lot more flexible than Paladin. There are a lot more ways to bend the Shaman strategy, whereas Paladin feels like it's just all about buff & zoo.

Getting that perfect deck is a long process. There will always be holes to plug, decisions to make whether you want to sacrifice X for Y. That's what makes the game truly fun xD~
http://twitter.com/ReereSC |SC2 GM Zerg| Hearthstone M3/GM |Founder of loothoarder.com
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
September 16 2013 20:56 GMT
#6
On September 16 2013 12:47 ZenithM wrote:
CCG stands for Collectible Card Game, and TCG for Trading Card Game.
When something is described as a pure CCG (like Hearthstone), you usually can't trade your cards with other players. The physical game of Magic the Gathering is both a TCG and CCG.

While the definiton you gave is nice and makes sense, I've been hearing both before there was ever a computer based CCG, what is the example of a non TCG that is a CCG in the real world. I think that's impossible right?
RIP SPOR 11/24/11 NEVAR FORGET
Reere
Profile Blog Joined May 2011
Taiwan127 Posts
September 17 2013 12:53 GMT
#7
Did some minor digging, seems like they're the same thing just different names. Perhaps for marketing reasons.

From Wikipedia:

"A collectible card game (CCG), also called a trading card game (TCG) or customizable card game, is a card game that uses specially designed sets of playing cards. The terms "collectible," "trading," et al. are used interchangeably due to copyrights and patent holdings of game companies. The core definition requires the game to resemble trading cards in shape and function, be mass-produced for trading or collectibility, and it must have rules for strategic game play."

Source: http://en.wikipedia.org/wiki/Trading_card_game
http://twitter.com/ReereSC |SC2 GM Zerg| Hearthstone M3/GM |Founder of loothoarder.com
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