What decks to build in hearthstone. Hearthstone: secrets of building decks in the arena. "Customizing" Your Deck

Hi all. Today we will look at how to create your own deck. This can bring fun, give you additional useful experience, and of course, winning with your own deck is much more pleasant than with someone else’s. But building a deck is not an easy process, and in this article I will try to tell you the rules that can help you make your deck in perfect order. Hearthstone.

1. Decide what deck you will make!

First, you must decide what type of deck your deck will be. If it is an aggro deck, then you must think about what principle it will work on, whether it should just ignore everything and pummel the opponent’s face or whether it will trade with creatures. If this is a control deck, then you must determine how you will control the board. Will you overwhelm your opponent with taunts or just clear the table? This is something you should think about before you start building your deck.

Once you have decided on the type of deck, you can start filling it with cards. There are many good and bad cards, but which ones you need will depend on your deck type.

But it is best to take those cards that will perform well, regardless of whether there is a combo or they just need to be put on the table. Obviously, Sinister Blacksmith is most effective when played with a weapon, but even without a weapon, this creature is still a good play option. Even if you don't have any other creatures to play after Dagger Juggler, this card is always a 3/2 creature for 2 mana.

There is another combo option. This is a combo with a class ability. For example, for a paladin or shaman, cards that can buff creatures are perfect, and for a rogue, cards that are associated with weapons are perfect.

5. Cards for victory

When you create a deck in your head, you should think through how you will finish off your opponent. Are you going to take your time clearing the board to the ground or are you going to rely entirely on legendary cards. Your deck may be full of removal spells, but they won’t cause damage to the hero

It's good to have combinations like: Leeroy Jenkins + Shadow Step, Force of Nature + Wild Roar.

Of course, you can win without these cards, but they can greatly speed up this process.

And of course, you shouldn’t come up with combos that require you to collect more than 3 cards. They are very difficult to collect and it is not at all reasonable. In general, strong decks can cope quite well without Acrobatics.

6. Every card should have a purpose.

There is no card that must be in every deck. All the cards in your hand should have some purpose, and not just be placed on the table. Think about what your card does in the deck. Perhaps it helps control the table? Protects your small creatures? Destroys a strong threat to you? Is this a finishing card? If you determine the purpose of the card, you can easily find a replacement for it.

Or you can determine for yourself if there are cards that serve multiple purposes. For example, Polymorph can be considered a single target removal spell, but Fireball will be more useful in many situations since it can be used as both a removal spell and a finishing spell.

As already mentioned, every card in Hearthstone is different from the other (although sometimes these differences are minor).

7. Don't discard unpopular cards!

There are some cards that are very difficult to fit into any deck, but this does not mean that they are useless! In some decks, such cards will be able to show themselves.

Until recently, people considered Shield Bearer to be a useless card. But now Shieldbearer is used in the Zoo Warlock deck as a way to protect creatures with low health. I'm not saying that you should take bad cards, just because a card is difficult to find a use for, that doesn't mean it's bad.

As a rule, unpopular cards can surprise the enemy. Don't reject cards before you've given them a chance!

8. Follow the meta

Your deck can be good in a vacuum, but you need your deck to be able to beat other top decks. Include cards that will help you counter other decks and give you an advantage over them. For example, if a lot of decks use Divine Shield minions, you might want to include Blood Knight in the deck.

Understanding the meta and how to counter decks within it can be difficult. The easiest way is to just play a lot of games so you have a good understanding of the meta. Another way is to read the report (for example, “meta game #15″). Using these methods will help you match your deck against the current meta.

Of course, you want your deck to be strong in a variety of matchups. So let's move on to the next point...

9. Match your deck against all archetypes

Unfortunately, there is no deck that can defeat anything and everything yet, and there probably won’t be one. But it is possible to build a deck that is powerful against a wide range of other decks.

Cards that are good against Aggro and Control decks should be your priority. Most classes have several cards that are good in almost any matchup, such as Druid of the Claw, SI:7 Agent, Water Elemental. You may also want cards that improve a particular matchup (for example, provocateurs against Aggro decks, and good removal against Control decks).

10. Test and adjust

No deck will be perfect right away. It's like a rough draft in which you correct mistakes and improve the final result. You should play a few games with this deck and analyze those games. Perhaps you need some cards for the initial game, or you don't have enough card busting.

If you lose, try to understand why and make adjustments. If possible, ask a friend who plays a lot of decks to help you.

Conclusion

I hope this article helps you in building your first decks! New decks always bring something fresh and interesting to Hearthstone. Don't forget to share your thoughts in the comments.

Trom-Ka, friend! Today we will talk to you about creating decks and how to do it correctly. I want to upset you right away: there are no rules that need to be followed and there is no guide to creating a deck in Hearthstone. All I can do, or anyone else can do, is give you some guidance from my own and others' experiences that will make this process easier for you. And these recommendations will be different from the goals you set before creating new decks. However, each new deck in Hearthstone can be created either with or without a goal. But, before that, here are some common mistakes that newbies face.

Common beginner deck building mistakes:

  1. When you receive new cards, you should not immediately insert them into your deck. Basic cards aren't as bad as you think, but other than that, it's best to focus on the main goal of your deck.
  2. You cannot win with only spell cards in your hands. In Hearthstone, the winner is the one who can spend fewer cards or save his creatures and gain superiority on the battlefield.
  3. But by diluting the deck of creatures with useful spells, it will be easier to win. In other words, don't go to extremes, even for the main purpose of your deck.
  4. Stick to optimal mana curves. There is no deck in which by adding more than two or three cool cards with a cost of 7 to 10 mana, you could even live to be able to use them, much less to win. And, using only cheap creatures can cause serious vulnerability to the massive spells that all classes in the game have.

Basic cards of the deck

Creating a deck with a specific purpose. In this case, you need to start creating a deck with exactly those cards that you want to include in it to build the main tactics of your game.

Creating a deck without a specific goal. Yes, it happens, and it’s not as bad as it seems, unless, of course, the player is able to distinguish a good card from a less good one, which requires personal experience. However, in this case you can use the card popularity rating.

Tactics and mana curves

There is a division of decks into early, middle and late. And all those that are able to win have a mana curve ROUGHLY similar to the following:

Early Decks (Aggressive) / Early-game

Often, decks of creatures are aimed at quickly destroying the enemy. Vulnerable to massive spells, which is aggravated in the absence of card replenishment mechanisms. They usually have several destruction spells to help creatures cope with strong defenders, and several finishing cards.

Late Decks (Control) / Late-game

Decks are designed to gain and maintain control of the battlefield from the very beginning of the game until the end. Gradually increasing your dominance, preparing the board for the late game: summoning more powerful creatures or strengthening those already summoned.

Mid-game decks (Balance) / Mid-game

Decks with a difficult start against previous decks, and significant superiority when the game moves into the middle stage. More expensive cards here are often compensated by massive spells, which will allow you to simultaneously deprive the enemy of all the creatures summoned in the early stage of the game and gain superiority in the number of cards.

Filling the Constructed Deck

So, at this stage we already have the core of cards. But how to fill the rest of the space?

First of all, we take those cards that are definitely cool and not useless for our deck, taking into account tactics and mana curvature. We take powerful spells, and these are those that combine several functions, or allow you to destroy an enemy creature at a low cost.

Remember that spells that destroy a creature with the same cost can only be useful if you control the battlefield. Otherwise, summoning a creature will be more effective, since it has a chance to survive and take two from the enemy instead of one.

You shouldn't take class cards just because you play that class. Choose only those that can bring you real benefits.

When choosing cards to start with, you should pay attention to high survivability combined with damage from 2. It makes sense to think about the start before the next turn, for example, by acquiring and searching in the deck - you can destroy any summoned enemy creature without losing the berserker itself. And by placing it in the next turn, you will provide him with excellent protection from enemy creatures and will be able to deal with the enemy hero.

And even after you decide on the last 30th card for the Hearthstone deck, your work will be far from over. This is just the foundation laid on the path to the pinnacle of glory. Well, if you want to get the most out of the game right away, I advise you to look for a suitable one that someone has already taken the title of legend with.

Stop living the dream of twelve victories in the arena and be content with another three or five! It's time to act! In this article we will describe the secrets of building effective decks, as well as the basics of fighting in the arena.

Surely, for you, the arena is one of the most interesting aspects of the game. It is in the arena that you are ready to bite your teeth into victory and do everything in your power for the sake of it. Every time I reach 7 wins, I breathe a sigh of relief because my arena has paid off and that means I can go there again.

But sometimes it can be very difficult to make even 7 wins. Hearthstone is a card game, there is always a random factor. It also happens that you simply have few strong cards, and while building a deck, every now and then you come across only useless ones. And sometimes, your victory is predetermined when your opponent finds himself in such a situation with bad cards. However, you should always strive to make 7 wins and this is realistic for absolutely any player.

As I said, 7 wins pays for the gold you spent on the arena. This means that next time you have the opportunity to build a stronger deck, which you can use to achieve the coveted 12 wins. The search for players in the arena occurs in such a way that you will be thrown towards opponents with a similar win/loss ratio. Therefore, if you have 11 victories, then you should not relax, you will fall for the same opponent with the same number of victories. This is where you really need to be sure that your deck is good.

Here are the four most important lessons for building a powerful Arena deck.

Lesson One: Ensuring a Stable Mana Curve

The biggest difference between building regular decks and arena decks is the quality of the cards. Decks you have built in advance ( constructed) determine your play style. You can play a certain combo, distribute the mana curve yourself the way you need and bring the changes you need to the deck. A consistent mana curve will allow you to get the most out of your deck. For example, on the first turn you have something to spend, on the second turn you spent 2 mana, on the third 3, and so on. By doing this, you will unlock the maximum potential of your creatures and spells.

Arena decks especially rely on mana efficiency, since you can't predict what cards you'll get in advance. For example, of all the removal spells, you only have 5 “Wave of Fire”, but no ice arrows or fireballs. Obviously, you will have problems controlling the board as a mage. This is a very unstable mana curve.

Strong players know that sometimes it's worth giving up a strong card in favor of stabilizing the mana curve. But don’t forget that there are cards that are definitely worth taking (swipe, fireball, wolf spirits, etc.). You should avoid cards that are marginally better than weaker ones, but hit the mana curve hard.

Let's look at a simple example. You have chosen a druid for the arena, you are trying to correctly follow the mana curve and your choice is “Sinister Blacksmith” for 5 mana. Not the best card for a druid, but you have no cards for 5 mana at all, and 27 cards out of 30 have already been selected. In this case, you need to take this one.

If you cannot take control of the table for a long time, then most likely you disrespected the mana curve. And remember, a weak card on a stable curve is almost always better than nothing at all.

Lesson two: Deck building isn't always about choosing strong cards. Choosing a deck style.

When building an arena deck, you need to figure out a game plan after about 15 card picks. This will help you select the next 15 more efficiently.

For example, you chose creatures with low mana cost for the first 10 cards and this has already affected the character of your deck. Let's say that at the next peak you come across "Squire of the Vanguard" and "Servant of Pain". Here it is worth thinking carefully about what game plan you have chosen. Will you continue to build an aggressive deck with low mana minions and take Squire, or will you try to build a midrange deck and take Servant of Pain.

In these cases, indecision reduces the deck's effectiveness, while conscious decision strengthens it. Your choice, of course, depends entirely on your preferences, but it’s still worth thinking twice about. Once a choice has been made, stick to it until the end! If you choose a Squire, then continue to build an aggressive deck, if you choose a Servant of Pain, then try to make a deck that will be effective in the mid game.

Fortunately, in Hearthstone there is no time limit for choosing cards. So take your time and choose cards wisely, constantly evaluate the playstyle of your deck and stick to it. Arena deckbuilding doesn't always focus on choosing strong cards, it all depends on your chosen playstyle.

Lesson Three: The Best Arena Decks Don't Rely on Synergy

It may seem strange, but wisely choosing cards that don't need another card to be effective is an important factor in building a strong Arena deck.

Let's look at the example of a card like "Magic Teacher". Obviously the card encourages play through spells and can be tempting for the first ten picks in hopes of getting spells later.

But what if you aren't given any spells to choose from? By choosing a magic teacher so early, you have created a situation in which you really need spells to justify your choice. However, you cannot guarantee that they will come. If by the end of the draft you only have two spells, then you should think about it. Did I need the pick of this particular card? After all, Magic Teacher is a rare card and the other two were also rare, and perhaps it was worth considering some of them?

A careless drafter when constructing an arena deck can create several of these situations. For example, he can type “Ancient Watcher”, “Nerubian Egg”, “Berserker Gurabashi”, creatures that become stronger from secrets or spells. Try to avoid this. But on the other hand, a card that doesn't need synergy to be good isn't always better. This is the case when the other two cards are absolutely useless when chosen.

Let's return to the magic teacher. It is worth taking only if the peak is coming to an end and you have already taken, for example, 8-9 spells. In this case, you can say that you were lucky and you received a strong synergy.

Lesson four: do not take several identical cards

Even the best cards of any hero can become harmful to your deck if they are in excess of the norm. This does not apply to Ice Arrow or SI:7. These cards are so good that I would put eight or nine of them in a deck.

However, waving fire is a completely different matter. Yes, this card is very good. Possibly the strongest AoE damage in certain cases. When building a deck, the mage who received the first wave of fire will most likely breathe a sigh of relief. There will be similar emotions when choosing the second one, but when choosing the third one, you should think carefully. The first wave of fire will allow you to relieve pressure from your opponent, the second should completely clear the table (remember the death rattles, thick taunts, etc.), and the third? Not effective. Instead, it's better to play some creature or a cheaper spell. This will be much wiser on your part.

Conclusion:

These lessons are just the tip of the iceberg of what you need to know about arena deckbuilding, but if you take them into account, it will increase your chances of winning. All comes with experience. If you quickly lose 3 games in the arena, do not despair. Try to get the most out of this, analyze your deck, your decisions, try to understand what exactly you did wrong. With enough persistence, you can become the God of the Arena! :)

And if all else fails, then take 3 pyroblasts and 27 rings of cold. :)

Sooner or later, every Hearthstone fan will be faced with the question: how to move up in the rankings? Success rests on two pillars: the right cards and the ability to play them.

It is somewhat paradoxical that it is difficult to form an independent opinion about the effectiveness of certain combinations without trying them in battle, but collecting everything in a row is expensive and impossible. The first experimental builds may seem awkward, especially since even at low ranks you encounter opponents with a full hand of legendary monsters and tricky combinations.

A great deck is already half the success. Recipes are available online, so even at the very beginning there are builds created by professional Hearthstone players that are used in guides. And although it's incredibly exciting to select each card yourself, creating the perfect balance, this process is very long. In addition to preliminary calculations, you have to check everything in battle; each change requires a dozen battles with different heroes to confirm the choice.

It’s easier with ready-made decks: everything is chosen and balanced by an expert, all that remains is to master it.

For each class, there are three templates to choose from: a classic one and a couple of more topical ones. They update quite slowly. For example, today's templates still do not take into account the appearance of the One Night in Karazhan adventure. And not the best options were initially proposed. In the right direction, but not perfect. Studying the logic of composition is useful to get an idea of ​​​​the strengths of the class, but players come up with more powerful combinations. Database type hearthhead.com or hearthpwn.com contain hundreds of options for every taste with all the details. But how to choose the best one?

First of all, the relevance of the assembly is important; it is worth checking the date of creation: new cards appear several times a year, and the range of potential opponents is generally updated every month. It is risky to blindly trust advice that appeared before the latest expansion or adventure: literally one new creature can put the hero on a pedestal. Or he will be thrown into the abyss.

The second important factor is price. It is measured in magic dust, which must be spent on creating everything from scratch. A regular card will cost 40 dust, a rare card will cost 100, an epic card will cost 400, and a legendary card will cost 1600. Recycling is much less profitable; in fact, you can most often get only 40 dust from one booster. Of course, there is always a chance to pull out the right one from the set, but you shouldn’t seriously count on luck. Moreover, the greatest values ​​fall the least often. Accordingly, depending on the composition, the cost of assembly differs significantly.

As a first deck, you should choose something cheap that does not need legendary and epic cards. Sometimes there is an adequate replacement that is simpler. It is important to consider that some ideas require an adventure addition, which will add value in gold or rubles.

And the third thing to consider is the difficulty of mastering. Tactics can be simplified into aggression and control. Aggressive heroes are focused on themselves, the answer to all questions is the “hit in the face” formula, almost everything makes sense to use as it comes in, as long as there is enough mana. Of course, each build has its own tricks, but the enemy will have to figure out what to do with pure hatred.

At the opposite extreme are control decks that react to what's happening on the field rather than set the tone. Is the enemy fielding a creature? Kill him! Is the enemy using a spell? Cancel it! Often you have to balance between life and death, take hits, lose health and put together an insidious combination to effectively destroy your opponent. Here you have to count and keep in mind: are there any more secrets left? How much direct damage can I deal with spells? What is the probability of having time to display “Alexstrasza”? It is advisable to have a good understanding of the current fashion and predict the enemy’s further actions. In short, “control” is somewhat more difficult to manage, but not necessarily more effective - even in championships, professionals leave a couple of aggressive hunters up their sleeves.

It is important to choose a new, simple and cheap option, and then mercilessly waste everything unnecessary. Of course, it’s better to save useful “legends” for a rainy day, but all other cards of unloved classes or simply irrelevant to your current goals will have to be dismantled. If you are afraid that you will quickly get bored playing the same thing, then it is worth planning several possible development paths. At first you will still have to focus on one thing, but the list of important things will expand.

Most Promising Candidates

Hunter

If there is a hunter in play, there is also an aggressive hunter deck that doesn't require much investment. The hero's skill allows him to trample the enemy, ignoring any defense.

Fire bat

Royal Elekk

Frost Trap

Rate of fire

Pull the dogs

Pet

Command "Take!"

Kill shot

Houndmaster

Eagle Horn Bow

Savannah Tall Mane

Shepherd

Infected Wolf

Call of the Forests

Free spaces are filled with suitable neutral animals like “Kodo”, preferably with an additional effect. The most expensive and only epic card is “Call of the Woods”. There is no full-fledged replacement, “Call” completely turns the situation on the table in your favor, but for starters, you can instead add a Carrion Hyena or powerful creatures that you got from boosters.

One Night in Karazhan comes with the awesome Granny (a 2-mana 1/1 minion that summons a 3/2 wolf) and Stealth Hunter, which makes your secrets free.

Shaman

According to the original idea, shamans should specialize in totems and “overload”, which allows them to get ahead of the enemy by a couple of turns. And if the totems are too random and at times clumsy, “overload” sets the pace perfectly.

Rock crusher

Lightning

Tunnel Trogg

Flame Totem

Totem Golem

Lava Burst

Storm

Wild Wolf Spirit

Tuskarr Shaman

Fiery Faceless

Hammer of Doom

Something from the depths

The epic “Hammer of Doom” cannot be replaced by anything; in total, two hammers will allow you to inflict 32 units of damage, and in combination with the “Rock Crusher”... The free spaces will be occupied by small but aggressive neutral creatures such as the “Abusive Sergeant” or “Vanguard Squire”.

Warlock

In September, an interesting aggressive Warlock deck with a crowd of minions appeared. The only drawback is that you must have the One Night in Karazhan adventure, but you don't need any epic or legendary cards. Only two spells are used; the creatures do the rest.

Fire Imp

Imp of Malchezaar

Possessed Peasant

Soul Burn

Demon of the Abyss

Black Alchemist

Darkwood Librarian

Darkwood Council Member

The leader of a gang of demons

Dish golem

Doomguard

It's rare that neutral cards are as important as class cards. The collection will be completed by “Dagger Juggler”, “Defender of Argus” and “Leader of Dire Wolves”. It’s difficult to change anything here, everyone is in their place, but the fuss with adventure is worth it!

Any of our heroes is ready to storm the highest ranks. It turns out that legend may be just a thousand or two miles away from magic dust and reading our guides.

Did you like our site? Your reposts and ratings are the best praise for us!

x146

In this guide we will look at building a strong and competitive deck in . Everything we describe here relates exclusively to deck building. The quality and strength of your deck will depend on the size of your card collection: the more complete your collection, the better decks you can create.

But don't let this fact discourage you if your collection is limited. You can still build good, viable, and fun decks with few cards. Naturally, as we'll see, deck building is a complex process that most people can't handle on their own. In this article, we will help you understand the basics of deckbuilding and increase your overall understanding of the principles of the game.

1. Why build your own deck?

With the wide variety of decks that are published on various sites (as well as ours), you may ask me why you should create your own deck when you can just copy some of them (after all, they are already tested anyway). There are several advantages to building your own decks as opposed to simply copying website decks.

  • When you build your own deck, you'll be better able to remember which cards you use, allowing for a more comfortable playing experience. This will help you play better, as well as the most painless way to change your deck, adapting to the current meta.
  • Winning games with a deck you built yourself is ego-satisfying. Compared to winning with common decks, the realization that your mind was stronger than the majority is simply an indescribable feeling.
  • Building your own deck gives you an advantage, especially when trying to quickly reach a high rank in the rankings. Because you don't have to look for missing cards to build a deck from the Internet. You can create your own working deck from the cards you have.
  • When building a deck, you pay attention not only to the strength of the cards, but also based on your playstyle and general preferences. Each player has their own unique playing style. Some play with aggro decks, some prefer slower decks, while others play table control, etc. Some players prefer to exchange creatures, others hit the “face” trying to suppress the enemy with “mass”. A deck built based on these factors will bring you much more emotions than using ready-made decks.

More generally, creating your own decks will expand your understanding of the game, how cards work, their relevance to your playstyle, and how they interact with each other. In the long run, this will make you a better player, both in ranked games and on .

2. How will your deck win?

Before adding cards to a deck, you need to have an idea of ​​how it will defeat opponents, in other words, you need to have some kind of plan, the so-called “backbone” of the deck. Basically, victory is the result of following one of the general tactics:

  • Capturing and maintaining control of the table, protecting stronger minions, which will ultimately kill the opponent;
  • Combo decks based on dealing massive damage to the opponent early in the game or controlling the board in the later stages;
  • Attacking the enemy with small minions from the very beginning of the game, in an attempt to kill him as quickly as possible, without any effort to control the board.

The first case points you toward a control style of play, which allows you to build a deck based on a large number of control cards. In other options, most likely, your idea is tied to a game around some more specific cards. Once you have an idea, you need to try to imagine how it would work in practice. Good decks have several options for defeating the enemy and are rarely built around a single card.

Once you have done this, you can move on to the next steps and directly adding cards to the deck.

3. Which cards should or should not be taken?

Obviously, this stage takes the most time in the deck building process. It is here that you will need to make the most interesting and important decisions for the deck. This is not an easy process, most new players will rush to add only "great" cards until they fill up the deck. Even with a limited collection of cards, you probably have significantly more "great" cards than can fit in the deck. I put "excellent" in quotes because often inexperienced players make incorrect assessments of cards, thinking that some mediocre cards are strong, and some strong cards are mediocre.

So, you will need to evaluate the style and purpose of your deck very carefully. Just because a card has performed well in the past or has good stats/effects for its cost doesn't make it the best choice for you.

3.1 Your Deck's Mana Curve

We'll explain step-by-step what and why you need to pay attention to when building your deck. However, there is another important element that must be taken into account when constructing a deck - the Mana Curve of the deck. The mana curve shows the distribution of cards in the deck according to their mana cost. This is a very important concept because it dictates the probability of profitable card plays each turn.

Let's take a rough example of this effect: if you only used turn 6 and 7 cards, that guarantees a lost early game, loss of initiative, and eventual loss (no matter how strong your cards are). Even if you take some early drop cards, it won't be enough. You need to draw enough cards for each stage of the game to ensure that you have the opportunity to use the best card for each turn.

It is impossible to say exactly which mana curve will be the best choice for you, as there are several factors that influence this:

  • Your class;
  • Deck style;
  • Cards available in your collection;

The basic idea is to have the necessary cards for each of the three stages of the game (early game, mid game, and late game). You should always consider the mana curve when building your deck. If you're choosing between two identical minions, one costing three mana and the other costing four, you should base your choice on the current mana curve, not the cheapness of the cards.

3.2 Step one: Building the core of the deck.

You should start by very carefully choosing the core cards for your deck (the cards you need to have in order for the deck to work). For example, if you want to build a card that relies on dealing massive damage through the combination of Leeroy Jenkins, Cold Blood, Shadowstep, then these three cards are absolutely essential to your deck and you should start building your deck with them. Some decks require more "main" cards than others, but unless your deck is very combo-heavy, the number of such cards will not exceed ten.

3.3 Step two: Adding the necessary class cards.

The next step is to include the most appropriate situational class cards. It is important to pay special attention to this point because new players tend to make mistakes at this stage.

Each class has 25 class cards, but there are no decks that play better with most or all class cards. There are two main reasons for this:

  • Some class cards are simply not good enough to play in your deck. For example, the Rogue cards Reaver and Cunning Strike are not worth taking up space in the deck.
  • Not all class cards are suitable for every style of deck. Some cards are great if you're a control player, while others are much better for combos, etc. Some of them will simply "dilute" the main style of your deck.

In fact, most high-end decks use fewer than ten class cards (in some cases, only five). The idea is that you should be ruthless in filtering out any class cards that don't fit your deck's style perfectly. You don't have to take them just because you have them. Most of the class cards that are worth taking (in most cases) are removal or buff cards that allow you to most effectively deal with enemy threats and improve your position on the board. For a robber, this is Backstab, Eviscerate, Betrayal or Elimination. At this stage of deck building, you can add a few standout class cards if you are sure they have a place in the deck. For Rogue, these are cards such as SI:7 Agent or Deadly Poison.

You still need to go through a couple of deck building steps so be careful that it doesn't reach its limit at this point. If you already have 20 or more cards in your deck, there is a high chance that you have added some useless cards.

3.4 Step three: Adding neutral cards.

To complete your deck, you will need to add the best (for your deck) neutral cards that are available to you. This will depend on the style of your deck and your card collection, but we'll give you some examples.

  • If you have a very aggressive deck, you'll add a few cards like Abusive Sergeant or Squire Vanguard (unless they're the core of your deck).
  • If you need to increase your card draw, you'll add Treasure Collector, Nat Pagle, or

    In addition, you can take several neutral removal cards to protect yourself from powerful enemy minions. Examples of such removal spells are Experienced Hunter and Mechmaster Closer.

    4. “Customizing” your deck.

    You've built your deck, but the work is far from finished. Building a strong, relevant deck is an iterative process.

    After playing with a new deck, you'll always be looking for ways to improve it, adjusting to the current meta and your growing card collection. Sometimes, it may turn out that your idea of ​​​​destroying the enemy does not work in practice (the combo that you came up with has several problems that do not allow it to work correctly, etc.). Most often this happens due to the choice of not the best cards at the previous stages of deck creation.

    As you play, you will notice several "dead" cards in your hand that cannot be played without some condition. They will need to be replaced, as well as any other cards that can't do enough in the current meta.

    Of course you will make changes to your deck, but don't be too hasty in your decisions. Make a decision to replace a card only if it does not manifest itself over a large number of games (in other words, “over the long haul”). This is necessary in order not to make a mistake and replace a good card with a bad one, just because you were unlucky ().

    5. Conclusion.

    Don't be disappointed in your abilities if your deck fails. Some decks simply don’t work, although in theory they should smash the enemy to smithereens, only because they are not suitable for the current metagame.

    How long you can come up with your own decks that you can comfortably play with, how much time you can devote to playing Hearthstone and developing new tactics and combinations, the same way you will grow as a player and grow in ranked play. Time does not stand still, as you become more experienced in the game, you will find that your decks will become better and better, and you will remember the beginning of your journey with a smile.

    As mentioned at the beginning, learning deckbuilding is a long process filled with many mistakes, but don't let them hold you back, learn from them, get better and win.

    If you liked our article, you can repost it on social networks and rate it. Good luck in the game!

Related articles: