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Hearthstone drafting tips, the second part. Blog Options
New Sat, 14th-Sep-2013 9:31 AM
fray`iaguz fray`iaguz is offline
 
Views: 14,055
Replies: 5
Hero rankings:

Bullshit tier:

Rogue. Key cards: Backstab, shiv, spell and weapon synergy cards. Rogues are the easiest class to 9-x with, they have tons of options to keep the board clear of enemy creatures and tons of wonderful synergies and bullshit. Coin + defias, dagger mastery + deadly poison, spell power + all the removal. For this reason they're also really common since a lot of people seem to know how imba this class is.

Pretty good tier

Warrior. Key cards: Fiery War axe (best 2 drop in the game and best overall warrior card), and other weapons. Warriors tend to be kinda all innish in that instead of playing cards for pure quality you're playing cards to quickly push through tons of damage before the other guy can stabilize and take advantage of your weaker card quality. Unless you can actually resist playing Kor'kron elite and other charge dorks but apparently I bloody can't.

Druid. Key cards: Everything except ancient of war and savagery and that stupid +2 everyone spell and soul of the forest. Druid removal is sweet, their ability is good, Druid of the Claw is a good creature and they naturally have the best lategame with 8/8 taunts and other quality shit. Their mana gain spells are also kinda neat, coin + wild growth is like having the coin but every turn! Because of mana gain you can generally play the more expensive spells which is nice.

Flamestrike tier

Mage. Key cards: Flamestrike. Also blizzard, which is like Flamestrike for peasantry.

OK tier

Shaman: Key cards: Mana tide totem, Flame elemental, all the removal except frost shock. Shamans are kind of weird, I'm not really sure if I'm over or under rating them tbh. It kind of seems the trick is to either represent good aoe spells or Flametongue totem and hope your opponent plays into the wrong thing so you just get to win easily. Being able to mise Wrath of Air totem exactly before playing lightning storm is an important skill.

Paladin. Key cards: Truesilver champion, consecration. Pally's are like warriors but without fiery war axe so not really as good.

Warlock: Key cards: Flame and Blood imp. Most of the removal though maybe not the hurts self mass removal (though twisting nether has the best animation in the game wtf). Warlock favours super low curves and high aggression. Warlocks don't get weapons, instead they get life tap which is like weaponry but doesn't affect the board so you need to keep throwing down tons of cards to get ahead and you always need to be the aggressive player because you don't want to be taking hits from your opponent and draining that important Life Tap resource.. life! So you can play more of the otherwise garbage 1 drops then you might otherwise.

Kinda crap tier:

Priest: Key cards: not playing Priest. Ok so I've avoided drafting it but basically most priest decks are sort of shit, priest as a class relies more so than others on playing a very specific set of cards since it doesn't play like the other classes.

Hunter: Key cards: Animal companion, savannah highmane and most of the removal. For gods sake avoid picking beasts for the sake of trying to achieve beast synergies since the majority of beast synergy enablers are shit except for houndmaster and starving buzzard (borderline), and the majority of beast cards are underpowered shit. This is why most hunters are draft food and possibly why I'm possibly under rating the class because the only time I've played it I actually went 9-2 which was really weird. Anyway, the trick is to try and do 18 damage with creatures and the last 12 through steady shot and spells.

MOST SECRETS ARE BOLLOCKS:

Most secrets are easy to play around and more often than not result in wasted mana. Plus some are just bad. Here's a quick playability guide:
pally: all shit except MAYBE redemption but only in a pinch.
hunter: explosive trap and snake pit.
Mage: Mirror entity, vaporize, spell bender and counterspell. Note that the value of mage secrets, whcih is kinda low normally, goes up if you can play Kirin-tor mage since getting +3 mana to play a secret is actually really strong, particularly since Ktor mage is a 4/3 for 3 which is incredibly good for 3 mana.

LIFE GAIN AND DIRECT PLAYER DAMAGE CARDS ARE KIND OF SHIT MOST OF THE TIME.

Hearthstone is mostly about board control and maintaining tempo. Cards which do not affect this are normally bad. Sure Mind blast seems scary but it doesn't stop your same costed Bloodfen Raptor hitting him twice and then maybe trading with a creature, so who got the better deal there?

I say most of the time since the extra turn healing can get you can make a bit of a difference sometimes, though almost all the time it's just shit. Life gain tacked onto normal creatures is fine though, earthen ring farseer is playable. Darkscale healer kinda sucks admittedly.

A FEW OF MY FAVOURITE CARDS

Venture Co Merc
Dark Iron Dwarf
Acidic Swamp ooze.
Azure Drake
Argent Commander
Loot hoarder/novice engineer.
Big Game Hunter
Sen'jin Shieldmaster.
Raging Worgen.
Twilight Drake
Any 2 drop that hits for 3 damage.
Boulderfist Ogre
Stormwind champion.

DON'T OVERRATE TAUNT DUDES.

Taunt guys are great when after having played them your opponent cannot spend his turn attacking efficiently. Sen'jin Shieldmasta at 4 mana trades for at least 2 1-3 drop creatures and normally requires a hefty price of mana and cards for your opponent to get through. That's great. Ironfur grizzle has 3 toughness and dies to random 2 drops. That's shit. Mogu'shan warlord does 1 damage. That's unplayable garbage.

I've seen people just pick taunts out of an idea that forcing your opponent to attack it is inherently amazing but if it has a low toughness for it's price it's kind of shit. Lord of the Arena costs 6 mana and at that point dealing 5 damage to a creature shouldn't be that hard. Most creatures tend to have bullseys over their heads anyway simply by virtue of existing and if you're the player who is being aggressive then you don't need such random durdley cards.

DON'T OVERRATE SILENCE EITHER

Removal > silence. Silence is neat in some cases, maybe for getting some damage through a taunt guy at a critical turn or maybe your opponent played Tirion fordring or a huge twilight drake or something but in most cases it's not very good. Particularly ironbeak owl. It's a ******* 2/1 that you're generally not playing on turn 2 and whatever you silence doesn't actually die. This is problematic.

Basically you pick a few silence guys just in case it turns out you need some but don't treat it as a strong effect.

DON'T PLAY SUPER EXPENSIVE FLASHY LEGENDS BECAUSE THEY LOOK COOL, ONLY PLAY THE ONES THAT ARE WELL COSTED AND HAVE REASONABLE EFFECTS.

Black Knight >>>>>>> all the dragons. Believe.

X/1 CREATURES ARE FOOD FOR MAGES, ROGUES AND DRUIDS AKA 3/4 MOST POPULAR ARENA CLASSES (the 4th is Hunter, usually being played by 12 year olds)

so try to avoid them!

DEDICATED CARD DRAW SPELLS ARE ONLY USEFUL WHEN YOU'RE AHEAD ON BOARD.

Unloading your hand aggressively before Sprint or Nourish is pretty brutal but when you're staring down 9 power of creatures, taking a turn off to do this is generally suicidal unless your really need something special to get out of the situation you're in.

WHAT HITTING A SOLID CURVE MEANS.

It means spending all your mana every turn of the game (except maybe the first since most 1 drops are shit). It doesn't even have to be on good cards (though this is ideal). If you can hit a 3/2 on turn 2 into a Shattered Sun cleric or w/e on turn 3 into Dark Iron Dwarf into Silver Hand Knight into cheap removal spell + another reasonable creature then you're basically 90% to beat most of the bumblefucks who make up the majority of Hearthstone players.

So like 18 0-3 drops and 12 everything elses, focusing the 0-3's on important tempo spells and useful creatures and the 4+'s on threats that hopefully require on average more then one card to deal with.

DON'T RUN INTO AOE SPELLS.

Note how much damage each class can do once their main AoE spells are online. And then don't play all your creatures into it. More often then not your opponent has aoe spells. Mages always have Flamestrike.

Always.
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Replies to Blog: Hearthstone drafting tips, the second part.
New Sat, 14th-Sep-2013, 11:29 AM BnetId: Pezzaperry.756  Race: Location: Melbourne, Australia  Total Posts: 307  # 1
SLCNPezz
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Re: Hearthstone drafting tips, the second part.

iaguz switching to hearthstone pro?
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New Sat, 14th-Sep-2013, 2:38 PM BnetId: ToRPetrify.729  Race: Location: Melbourne, Australia  Total Posts: 390  # 2
SLCN.Petrify
 
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Re: Hearthstone drafting tips, the second part.

You like venture co huh?

I avoid that card like the plague, never had it pay dividends for me, why do you like it?
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New Sat, 14th-Sep-2013, 2:53 PM   Race: Location: Sydney, Australia  Total Posts: 1,130  # 3
ROOT`iaguz
 
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Re: Hearthstone drafting tips, the second part.

venture bro is a great way to finish off an aggressive curve. Most opponents shit themselves when they see it. It's bad when your opponent has a reasonable way to race it though.
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New Sat, 14th-Sep-2013, 3:08 PM BnetId: ToRPetrify.729  Race: Location: Melbourne, Australia  Total Posts: 390  # 4
SLCN.Petrify
 
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Re: Hearthstone drafting tips, the second part.

Quote:
Originally Posted by fray`iaguz
venture bro is a great way to finish off an aggressive curve. Most opponents shit themselves when they see it. It's bad when your opponent has a reasonable way to race it though.
Hmmm, I might give it more of a look.

Also I think one of the best secrets in the game is freezing trap. Such good removal.
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New Sat, 14th-Sep-2013, 3:48 PM BnetId: Reere.741  Race: Clan: Hybree  Location: Taiwan  Total Posts: 469  # 5
Reere
 
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Re: Hearthstone drafting tips, the second part.

Always great info. Thank you ~
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