Been able to get on a bit of Hearthstone roll this week. Having previously toiled in the Level 19/20 range, I had seriously pondered purchasing the $20.00, fifteen pack of cards just to try to improve my lot. The fear of spending the money and not improving held me back. Instead, I looked around to what cards could be crafted and seeing how I could improve what I had. I sacrificed some hero types and said goodbye to my legendary Deathwing (12/12). One of the things I had found most frustrating in game play was not being able to control the board, whether it be too many spells or high cards. As a result, I created my Minion deck and have had some success.
The idea was to get the best neutral cards, mostly common and rare. I wanted some cover and sought taunt, some immediate attacks with charge. I looked for value and buffers, in particular the adding of taunt and/or plus-attack/health. I've been using Shaman with this deck because it allows the hero power of random totems which can include taunt, restore health, and plus-spell damage (though the deck is made with few spells and this is generally a non-factor without a buff). Shaman does not have a clear all card like Flamestrike but he does have Hex which can prove useful against heavy hitters.
Without further ado:
1-drop
Goldshire Footman (1/2 with Taunt, allows for early defense)
Leper Gnome (2/1 with Deathrattle deals 2 damage to enemy hero)
2-drop
Bluegill Warrior (2/1 with Charge)
Faerie Dragon (3/2, cannot be targeted by Spells or Hero Powers (though I find I am surprised at times)
Flametongue Totem (0/3, buffs +2 attack to adjacent minions, great boost to 0/2 random totems)
Ironbeak Owl (2/1, Battlecry of silence a minion, great defense available at low cost)
Knife Juggler (3/2, deals random 1 damage every time you summon a minion,)
2 Loot Hoarder (2/1, Deathrattle of draw a card, find people have moved from Novice Engineer)
Sunfury Protector (2/3, Battlecry of give adjacent minions taunt, poor man's Defender of Argus)
3-drop
2 Hex (transform enemy minion to Frog, 0/1 with taunt, one of two spells in the deck)
Acolyte of Pain (1/3, draw a card whenever damaged, not sure about this one, but like the extra draw)
Harvest Golem (2/3, Deathrattle summons 2/1 golem, great value of essentially 4/4 plus survives clear)
Shattered Sun Cleric (3/2, Battlecry gives friendly minion +1/+1, try to avoid early use but can't always)
Wolfrider (3/1, Charge)
4-drop
Chillwind Yeti (4/5, everyone says it's great, falls between 3/5 priest instakills, immune to silence)
Dark Iron Dwarf (4/4, Battlecry gives friendly minion +2 attack in instant turn, also not sold on but not bad)
2 Defender of Argue (2/3, Battlecry gives adjacent minions taunt and +1/+1 buff, pretty special card at 4!)
2 Sen'jin Shieldmasta (3/5, Taunt, provides cover and 5 health will usually require two attacks)
Windspeaker (3/3, Battlecry gives friendly minion Windfury, Shaman specific minion but strong bonus)
5-drop
Bloodlust (gives minions +3 attack this turn, the other spell -- a finishing move)
2 Azure Drake (4/4, Battlecry draws a card, +1 spell which goes without use, not sold on this either)
6-drop
2 Argent Commander (4/2, Charge and Divine Shield, acts as +4 attack spell but remains on board)
2 Sunwalker (4/5, Taunt and Divine Shield, not sold on but like the defense, especially late)
There you have it. The bell (mana-number selected) breakdown:
0-0
1-2
2-8
3-6
4-7
5-3
6-4
7+-0
At the beginning, I try to have as even of a 1, 2, 3 and 4 option as possible. It can hurt with the early high cost and/or spells but that's part of the trick of arranging your deck to be as flexible as possible. At this point, I have some 250 in dust for crafting. I am considering working a Blood Knight in there and will consider whether some of the "not sold on's" should be replaced. The other thing about moving up the ranks, streaks are your friends. Ride 'em if you can.
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