Deck building in Hearthstone. Hearthstone: secrets of building decks in the arena How to build a good deck in hearthstone

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 arena combat.

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 card game, there is always a factor of randomness here. It also happens that you simply don’t have enough strong cards, and when 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 efficient use of mana, since you can't predict in advance what cards you'll get. 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 table 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 can't 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, the magic teacher is rare card and the other two were also rare, and perhaps some of them were worth considering?

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 necessary knowledge deckbuilding in the arena, 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. :)


No one will argue that Hearthstone has long turned into a template game in which the TOP decks rule the ratings. And this is obvious - everyone wants to win. But this is an incomparable pleasure - to rise to the top not according to someone else’s template, but by creating something new, your own!

What's most important if we're building a deck from scratch? No, this is not the number of legendaries with which we can operate, not knowledge of the ratings of bad and good cards, and not even a mana curve.

The main thing is to understand the type of your future deck. And the type of deck is primarily the way it will win. And when this method becomes obvious, all the advantages and disadvantages of the deck are revealed to us in the palm of our hand, which are worth working on.

Similar information is often found on the Internet, but, as a rule, it only causes confusion. It’s strange that people come up with their own types and classifications. All this has long been invented and, moreover, is included in the names of existing TOP decks. We can only look at them and draw our own conclusions.

There are three main types of decks in Hearthstone: aggro decks, midrange decks, and control decks. All other types are variations of these three.

Aggro decks
Way to win: Destroy the enemy with cheap creatures in the first 6-7 turns.

At the same time, we will analyze one of the most popular ladder decks - the Zoolock deck.
Here, for example, is the new Zoolock for playing in standard mode:


Deck composition:
1. Most of the deck should be taken up by these cheapest creatures.
Zoolock has more than enough of them. An important condition: they are all quite sticky (they are difficult to remove from the table) and interact well with each other.

2. The main problem for us will be provocation, so we need to put ways to eliminate it in the deck.
Zoolok deals with provocation by simply buffing his creatures by attack power. For this purpose, the deck contains scolding sergeants, wolves, and defenders of argus.

3. Cheap cards will quickly run out in our hand, so we need a good draw of cards.
For Zoolock, this problem is solved by his ability, with which he constantly collects cards.

4. And finally, you will often find yourself in a situation where the enemy missed a few moves in the face, and then, left with a small amount of health, captured the table. Accordingly, we need a way to finish it off. A card or combination of cards that can deal a lot of damage from an empty board is called a "finisher" in Hearthstone.
This is where the demons of horror come into play in combination with soul burns. Often, instead of “burns of the soul,” “overwhelming power” is taken.

Tactics:
We try to get as many cheap creatures as possible into the starting hand, which we send into the enemy’s face, sometimes making profitable exchanges, eliminating provocateurs and, if possible, drawing cards. If the opponent captures the table, he receives finishing damage and the game ends.

Zoo is far from the only aggro deck. There are also aggro shamans, secret paladins, face hunters. By understanding the principles described, you can make an aggressive deck for almost any class. Aggro decks will always be popular. It is believed that games with such decks go faster and the chance of winning is higher, so they are often used to increase the rating. Another obvious advantage is that cheap creatures and buffs are rarely epic and legendary, so any beginner can easily build such a deck and compete on par with the ladder.

Deck control
The complete opposite of aggro decks and the perfect way to combat them.

Way to win: go on the defensive, control the table, and in the end crush the enemy with heavy cards.

For example, we will use one of the popular Nzoth Paladin decks:


Deck Composition:

1. We need a table control tool. That is, the cards with which we will clear the opponent’s table.

The paladin has more than enough of them: “harbinger of doom”, “equality”, “sanctification”, “pyromancer” are contained in two copies. In the simplest combinations, these cards completely demolish any table.

2. In order to resist aggression, we need treatment and provocation.
“Tirion Fordring”, together with the tauren, plays the role of provocateurs, and “forbidden healing” can restore up to 20 units of health.

3. And, finally, what we will use to crush the enemy.
There are enough of these cards in the deck. And most importantly, they all have good death rattles and even in case of death, Nzot will return them to the field again. Once the game reaches Nzoth, it will be almost impossible to stop such a paladin.

Tactics:

We go on the defensive, clear the table, heal, and when there are enough mana crystals, we overwhelm the table with heavy cards and win.

The Paladin we used as an example used Nzoth as his main card. The rest of the cards were already selected for it. With the same success, he could have used “Kthuna” or “Reno”, or even built such a deck without synergy, simply by recruiting good legendaries. In any case, the type of deck will not change, since its method of winning and tactics of play will not change. Only the composition of the deck will change slightly. Kthun, for example, will require you to take his minions, and the Reno deck will consist of one copy of each card.

Of course, control decks are very strong and exist for every class, and the improvisational possibilities for creating them are almost endless. The only drawback of such decks is that you will need a lot of real expensive cards and collecting them (if you are a beginner) will take a long time. For example, creating the zookeeper deck we looked at above will cost 1660 dust, and a control paladin on Nzoth will cost 12300.

Combo decks can be distinguished as a separate type of control decks. In fact, we also go on the defensive, control the table and draw cards, but in the end we rely not on abstract heavy cards, but on a very specific combination to kill the enemy.

Here, for example, is a paladin combo deck based on murlocs:


This deck is so similar to the previous one that it is impossible to distinguish it into a separate type. The only difference is that instead of Nzoth and heavy creatures, we put murlocs on the field. Murlocs will die during the battle, and when there are enough of them, we play the “Murglegate of Fate” card, which resurrects all our murlocs, and kill the enemy in one turn.

Combo decks have their own special place in Hearthstone. Players really like them, but developers don't like them at all. For example, Blizzard completely changed the cards so that the once most popular combo druid and patron warrior were removed from the game. These decks also killed the opponent in one turn using combinations. Currently, the only combo decks that are played are the Freeze Mage and the Murloc Paladin, which we discussed above.

Another interesting type of control deck is mill deck. They are based on overloading the opponent's hand and causing him to lose cards. But here we will not have examples. Last update completely killed the effectiveness of mill decks in competitive play, and everyone has already forgotten about them.

Midrange decks
Sometimes tempo decks are also distinguished separately, but there is no visible difference between tempo decks and classic midrange.

These decks are golden mean between aggression and control.

Way to win:

From the first turn we build momentum and board presence with effective cards until we get the job done. The enemy must die mid-game.

Midrange deck tactics vary depending on the opponent. We will have to control the board against aggro decks, but the control deck will need to be killed as quickly as possible.

For example, let’s take the currently popular midrange hunter deck:


1. We need cheap creatures that interact with each other and create tempo early in the game.
The midrange hunter uses the synergy of the rather sticky animals that nature has endowed him with.

2. We need board control against aggro decks.
For a midrange hunter, this role is played by the “unleash the dogs” card. All other cards work to create tempo.

3. We need effective cards that will destroy the enemy in the mid game. Their effectiveness is determined by the ratio of price and quality.
For a midrange hunter, these are the cards that form the basis of the deck. Just look at the “high manes of the savannah” or “call of the forests”.

Tactics: We flood the board with effective creatures that buff each other, and with each turn our advantage grows until the opponent is defeated.

No less popular in Hearthstone decks midrange shaman and tempo mage, which work on a similar principle.

It is believed that midrange decks are effective against control, but more often lose to aggression, so all three types of decks are closed in a single circle and have the right to life.

Is it possible to come up with some new type? Theoretically, yes, but in reality it will relate to existing ones.

How can you use type knowledge? This is a very interesting question. Creating new deck, we must first decide how it will win, and then add all the necessary points and decide on tactics against existing decks and types.

Yes, it turns out that everything new in Hearthstone is well forgotten old.

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 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 slowly strip the table down 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 Shieldbearer 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 you should take it bad cards, just because a card is difficult to find a use for, it 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 various matches. 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 it is unlikely that there will 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 draft in which you correct mistakes and improve final result. You should play a few games with this deck and analyze those games. Perhaps you need some maps for 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.

Introduction

How often do you build Hearthstone decks YOURSELF? But building a deck is one of the very first aspects of the game. Surely many of you tried to create your own unique deck, but you encountered many obstacles and in the end your choice fell on standard decks famous players. But is it really that good? In my opinion, winning with your own deck is more interesting and brings much more joy! Therefore, today we will talk about several important points that should definitely be taken into account when creating a deck.

No. 1. Face or exchange?

Before you build your deck, you must decide what style it will be. Will she only attack in person from the start of the game, or will she try to take over the table first? Or are you going to defeat the enemy not with creatures at all, but with spells? Or do you want to surprise your opponent and elegantly finish him off in 1 turn while inflicting an exorbitant amount of damage? These are the questions you must decide first.

Once you choose your deck type, then it's time to choose certain cards. Hearthstone has a huge number various cards, some of them clearly stand out from others in their value, but this does not mean that they should all be put in your deck. A card may be good, but not suit the type of deck you have.

If your deck has a lot of cheap creatures, then you can use synergy with cards like Dagger Juggler, Sea Giant, Frostwolf Chieftain or Cult Leader for the draw that we talked about a little earlier. An excellent example of such interactions is Zoolock, of which there are also many in the current meta.

Or in a case where you're casting a lot of spells, you can put down some great mage class cards like Mana Wyrm, Sorcerer's Apprentice, and Firestarter. These cards work well with spells and, if used correctly, will help you win the game very quickly.

Also, do not forget that sometimes you will not get the entire combination in your hand. In this case, you should be more careful when choosing parts of the combo, because... sometimes you will have to use them separately. For example, Dagger Juggler will probably be more impressive and effective if used on turn 6 together with Merciless Blast, but if you have nothing to put on turn 2, and you need to respond with something, then Dagger Juggler will be played as a 3/ creature. 2, which is quite good for 2 mana.

It is also worth noting the synergy of cards with the hero’s ability. For example, for classes such as Paladin and Shaman, you can fill the field with small creatures, which can later become stronger along with the card Mukla Defender or Raid Leader. And cards related to weapons will easily interact with the Rogue.

No. 5. Plan for victory

When creating a deck, you need to understand exactly how you are going to finish the game. Are you planning to kill your opponent in one turn? Or at the beginning of the game? Or maybe you even want to defeat the enemy with a fatig, as mill decks do. Your deck needs to have a specific concept. You can have an infinite number of removal spells, but what's the point if you don't have a plan for your opponent.

Also, you should not take too complex combinations of more than two cards. As a rule, such decks are either completely based on only 1 combination, which they try to win, or they take many small synergies. After all, what fewer cards needed for a combo, the greater the chance and the easier it is to use.

No. 6. Each card has its own value

There is no card that must be in absolutely all decks. After all, each card has its own task. Think about why you take this or that card? Maybe she's helping you grab a table? Or finish off the enemy? Or maybe it protects your small creatures? If you can determine what role a given card should serve, then you can choose best option this card.

There are also cards that perform several tasks at once. For example, Polymorph is a great removal spell. However, the Fireball can also be used to destroy creatures, but it can also finish off the enemy. Therefore, most often the Fireball is a priority.

Every card in Hearthstone is unique, although there are some that have very minor differences.

No. 7. Don't rush to discard weak cards!

Even if a card is not used in most popular decks, this does not mean that you cannot use it. Perhaps it is your type of deck that will be able to fully unleash the potential of the card. After all, all cards are useful in a certain situation.

Also, don't forget that Hearthstone is constantly on the move. New cards and new mechanics are being added, so it is quite possible that for a long time forgotten cards can change, thereby making them playable. Or you can spray them at full price.

No. 8. Metagame

Your deck may be exceptionally good against a certain type of deck, but what if there aren't any on the ladder? Therefore, we should not forget about top decks. If you really want to make a relevant deck with a good win rate, then you should take care of cards that will help you counter the current meta. For example, if the ladder is suddenly filled with creatures with money, in this case it would be wise to put the Blood Knight card into the deck.

Understanding the meta and resisting it can be difficult. The easiest way is to play or watch games a lot so that you have a good idea of ​​the current situation on the ladder.

No. 9. Try to build a deck specifically against the most popular archetypes.

Obviously, a deck that can fight everyone is simply not possible. However, it is quite possible to build a deck that is strong against several types of decks.

Try to use universal cards that will help you in a variety of matchups. Many classes have cards like this. For example, a Druid has a Druid of the Claw, which helps against aggression, helps take over the board, and sometimes can go on the attack itself. The mage has a Water Elemental, which has good stats, to control the table and prevent your opponent from using weapons. Each class has its own “zest”.

No. 10. Try, try and try again!

No deck was ever created to be perfect. You have to supplement it each time, by trial and error. Over time, you will realize that you may be lacking in the early game. Or you realize that you can’t resist slow decks, in which case it’s worth adding more heavy creatures or card draw.

If you lose with your deck, then don’t be upset, because this is only a step forward and in no case back. Try to analyze the game and identify shortcomings. If required, you can also ask other people for their opinions. After all, something new can be discovered from a different angle.

Conclusion

I hope this article can help you in building your decks! Create, invent, try, because new decks will bring more variety to Hearthstone and it will be much more interesting to play! Don't forget to share your thoughts in the comments.



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