What cards are given for adventures in hearthstone. Effective start

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The vast majority of players have completed or participated in at least once Dungeon mode. Quests to obtain map sets forced absolutely everyone to kill the required number of bosses with the release of each new expansion. Someone longed for more and passed Adventures for each class to receive a shirt, as in the Witchwood add-on, or a hero, as in the Knights add-on ice throne" And very few Hearthstone players actually enjoy dungeons rather than just grind through them.

In many ways the regime Dungeons in Hearthstone similar to the dungeons of World of Warcraft, from where it was pumped into the card game. However, if the mode PVE(player versus computer) is quite popular in World of Warcraft, in Hearthstone many considered it and still consider it a utopia. But the developers continue to come up with bosses and consistently offer a new dungeon in each expansion. So, in the next addition, players can expect another new format - puzzles.

History of the regime

Initially, the Adventure was added to the game - “The Curse of Naxxramas”. It was a full addition, consisting of several blocks. It matched almost perfectly World stories of Warcraft. For its passage, however, it was necessary to pay in gold. But for defeated bosses you received cards, including legendary ones, which completely covered the costs. And right up to "Party in Karazhan" such adventures and regular extras came out one by one. But with the advent of the Year of the Mammoth, the company decided to take a different approach. And starting with Knights of the Frozen Throne, each new expansion began to consist of 135 maps, and Adventures or Dungeons became a free mode for fun.

The first such Adventure absolutely repeated the previous ones, but already in “Kobolds and Catacombs”, one might say, the company released a completely new mode. Bosses were selected randomly, and you collected a deck for the mode as you progressed through the Dungeon. In the Witch Forest expansion, the developers went even further by releasing unusual heroes with unique abilities. But in the Boomsday Project add-on, players will find another new format. You have to solve a hundred different puzzles, where your tasks will be either killing the boss in one turn, or capturing the table or killing all the creatures.

All PVE mode formats in Hearthstone:

Adventures. The latter was released in the Knights of the Frozen Throne expansion. You had to build your own deck and face various bosses. You can play for any class.

Dungeons. A format introduced in the Kobolds and Catacombs expansion. You play as a deck compiled by the developers and replenish it as you progress through the mode. Bosses are selected randomly depending on the stage. You can play for any class.

Monster hunting. Completely copies dungeons, but you play as unique heroes with unique combat abilities.

Features of the mode

As already mentioned, the gaming community considers this mode not entirely serious and practically does not devote time to it. There are a number of reasons for this attitude towards Dungeons. Some have to do with the players themselves, or more specifically the reason why they play Hearthstone. And part of the reasons, quite possibly, is related to the not entirely successful implementation of such a format.


Competition part
– Most people in all types of games, including physical and board games, get pleasure from defeating an opponent. “The main thing is participation, not victory” is one of the most implausible slogans of our time. Therefore, even those who are not serious about Hearthstone and reach the fifth rank at most want to win. Remember physical education classes or football in the yard. It was fun to play, but without the opportunity to prove yourself in front of real people and achieve results - score a goal or win, it all lost most of its meaning. Therefore, the PVE mode against the computer does not allow the majority to get the emotions from the game that they get in competitive mode. Of course, there are those who play just for fun, and such people may well enjoy Dungeons as well. However, there are still several “buts” - other reasons that influence the attitude towards this regime.

As already mentioned, the Dungeons and Adventures format came fromWorldofWarcraft, where it was a little different, though. There, the PVE mode was divided into Dungeons and Raids. The passage of the first lasts about 30 minutes, but varies depending on the specific Dungeon and the level of the players. This mode was created to ensure that players receive experience and equipment for their level. But Raids are the pinnacle of PVE in the entire game. Early Adventures inHearthstone tried to port this particular mode. Groups of players of 10 or more get together and fight bosses for new equipment. And this happened every week. Even when they managed to defeat all the bosses at all difficulty levels, players continued to kill them again and again. And, if inHearthstone boss behavior may vary slightly, butWOW they are like a Swiss watch, they fight only with certain abilities depending on the phase of the battle. So what attracts players in this case?WorldofWarcraft constantly go through the same thing every time?

First, due to the fact that the Raid format is group, many players unite in guilds and try to beat bosses with one team. This format builds friendships and brings more emotions to the players.

Secondly, the PVE format in World of Warcraft is not without a competitive element, as is the case with Hearthstone. Players compete with each other on the amount of damage they will deal or heal based on their group role. In the early stages of raiding, some have to sacrifice competition in order to achieve a common goal, but the more times a guild kills one boss, the more players begin to compete with each other for higher damage numbers.


Lack of history
If in the World of Warcraft universe Raids were the most important element of the expansion's history, then in Hearthstone they are best case scenario copy the original bosses. The problem is that not all Hearthstone players are familiar with game world World of Warcraft, so the bosses in the adventures are alien and uninteresting characters for them. In the latest expansion, The Witchwood, the company partly tried to solve this problem by introducing new heroes with sworn enemies. However, the history of both the characters themselves and their confrontation with their sworn enemies remains a question for most players.

Similar to normal mode– PVE mode in Hearthstone is very reminiscent of confrontations against players: yes, bosses have unique abilities and some cards, but still most are taken from ordinary classes, you also fight for the table, and your task is to kill. The slight differences that appear are that in Adventure, bosses almost always use cards on a given turn, thus mirroring World of Warcraft, which is different from Normal mode, where your opponent's starting cards are unclear. In the Dungeons, unlike regular games is the compilation of a campaign mode deck and the presence of unique artifacts. But still, these are only minor differences in the gameplay.

Boss Difficulty – While the original Adventure mode was divided into normal and heroic, where players had to defeat serious opponents, the last two dungeon modes took place in the same format. The problem with the first Adventures was that some players were physically unable to face the heroic bosses due to a lack of the necessary cards, since they had to build the deck themselves. The problem with Dungeons is that the first five bosses are generally unfightable. If you have at least one good artifact, then bosses 6 and 7 almost never cause problems either. This mode does not pose any challenge to players, since it is not interesting to spend time completing almost 100% of most bosses for the sake of one serious confrontation.


Artifacts, as already mentioned, play a big role in the result. They are also important for gameplay, but some of them are strong and interesting in terms of deck building, while others, on the contrary, represent typical cards. The same can be said about deck building. Some of the proposed card combinations are not only strong, but also interesting to play. And part of it doesn’t fit into the concept of a deck that you could collect throughout the Dungeon.

However, despite all the shortcomings, the mode also has advantages that are important for some players. The last two PVE modes in Hearthstone were available to absolutely everyone. And this applies not only to free access. The format itself allowed players to fully experience the mode, regardless of their skill and collection, since there was no need to build decks.

Thus, the company could and, in general, attracted new players, since it was possible to play a full-fledged mode without investments and initial problems. This element should not be underestimated. Also, many enjoyed the first passage of the new Dungeons. But are the developers happy with the fact that most players spend at most a couple of hours on their many hours of work on developing the PVE mode?

This is where the main question arises - why are the developers making new Adventures and Dungeons at all? When the Adventures were expansions, it was clear why they were needed, although all the stated criticism remained. But now there is no answer to this question, since the format of Dungeons is about to change again. Such inconsistency suggests that the PVE mode does not fulfill a specific purpose in the eyes of the company. Perhaps the developers have extra time, and they spend it on this mode, which some people will like. Or maybe each new regime has a new goal. The last two are to attract new players. Early Adventures supplemented gameplay. The Boomsday Project expansion's puzzles will both attract players and complement the gameplay.

Can Adventure be improved and how?

Story

This is the simplest thing you can introduce into adventure mode. It's not necessary to show introductory videos or load entire books into the game, but a few pages of history or a comic about the events of the expansion certainly won't hurt. Those who don't want to delve into the plot will simply skip reading and go kill the bosses, but there will also be those who will happily spend several dozen minutes studying the heroes and villains.

“Witch Forest” and Monster Hunt: those who played World of Warcraft as the Worgen race (werewolves who can change their appearance at will, and not during the full moon), know that at first players found themselves in the initial location - Gilneas, where people became infected and began to turn into Worgen. Instead of Monster Hunting, you could introduce story walkthrough events from World of Warcraft, where bosses were part of the story. Completing each boss would lead to a battle with an archenemy or Hagatha. And between confrontations, players would get acquainted with the story and advance through the plot.

Similar to normal mode

The company even used a solution to this problem during a Brawl, when two players fought against one boss. Why do bosses in dungeons even need maps? Have them play specific creatures or spells each turn. Why do you always have to fight only against bosses and kill them? You can give players another goal, for example, kill several waves of creatures. Survive 15 turns against the boss and win this way. Certain elements of such mechanics were even introduced to some bosses in the old Adventures, but still the vast majority of confrontations remain similar to the usual ranked mode.

Between each such battle, you can introduce already agreed upon plot inserts of comics or simple stories. This way you won’t just go through a dungeon, but go through an entire story where you’ll not only have to kill bosses.

The proposed mode will most likely involve players to a greater extent, since good stories loved by many. It can also attract newcomers if pre-made decks are made for such a mode. But there is one big problem. It will still remain disposable. If you've completed the story and are fully familiar with it, the most you're willing to do is play through it as another character whose story will be slightly different. If you completed the Monster Hunt with all four heroes, there is almost no desire to replay the mode. For many, it doesn’t occur even after the first playthrough, so the agreed upon innovations, although they won’t hurt anyone, still won’t solve one of the main problems.


Boss difficulty

As already mentioned, the last two modes turned out to be too much of a compromise - because of this, almost all the bosses were too easy. Previously, the company used two modes - normal and heroic. In the second, the bosses were more difficult and it could have been introduced even in latest modes Dungeons, thereby increasing the interest of some players.

Competition part and streaming involvement

Next, you will learn about a controversial way to change the current PVE mode. But it is he who can help solve the problem of its disposability and make the PVE mode a serious element of the game. It consists of even greater integration of the PVE system from World of Warcraft.

First, you play with friends, not alone. There have already been similar brawls when two players killed the same boss. It is advisable to make it possible with the participation of more players, but this method will also work. Bosses do not play cards, but use certain spells or summon creatures, such as bombs, each turn. All this has already been proposed in Brawl, so there will be no problems with the technical introduction of the mode into the game. But there are several other extremely important elements.

The format is a dungeon with 7-10 bosses in normal and heroic modes. At the same time, even normal mode should be heavy by now. At the beginning, you have ordinary budget decks, assembled in advance by the developers. For defeating bosses you receive cards and artifacts that you can use later in this mode. For example, for defeating a boss you can choose one of three cards, each of which focuses on a specific deck concept. At the same time, you receive a reward from the boss only once a week. To get all six cards from a boss you must kill him for six weeks.

If in the first week you killed five bosses, then in the next week your progress is reset (to fight the sixth boss you must kill the first five again), but the cards received remain. You also get access to heroic bosses that you were able to defeat in normal mode. For winning Heroic mode you are offered more strong cards to choose from. When you completely complete the normal mode, you receive a reward, for example, an artifact to add to your deck. But at the same time, you also receive another reward, for example, 10 packs or 1000 gold, which you use outside of the mode. For passing heroic mode you can get a portrait of a new hero and a gold legendary card to the regular collection. You can introduce additional rewards for those players who were able to complete this mode the fastest.

You can play this mode with multiple friends across multiple classes, so it's important that progress is saved for each class. For completing heroic mode again with another class (which will be just as difficult as the first) you should still receive a reward, albeit a smaller one. For example, instead of a golden legendary card, you will be given 1000 dust or the opportunity to exchange any legendary card from the collection for the same one, but gold.

Important! Such a mode must, firstly, be difficult (Very difficult!), so that completion takes at least 6 weeks (You can complete it in parallel with all classes at once). This should be quite different from the current format, where you kill a few bosses in half an hour and get a couple of card packs. And, secondly, it is necessary to introduce detailed statistics so that players can compete with each other, who dealt the most damage to the boss, who died the most times, and other elements. You can also collect global statistics of the best PVE players.

An example of how to build a deck if only one boss is killed:



This mode, as already mentioned, is a little controversial, since Hearthstone card game, not an MMORPG. However, in World of Warcraft, the PVE mode exists on a par with PVP (player versus player), so it is quite possible to try to introduce a similar Adventure in at least one add-on and see how the players react.

Conclusion

The article outlined some of the problems of the current PVE modes. Blizzard developers continue to experiment with it, as evidenced by the announcement of the new addition. Due to the fact that Adventures always remain available, you can and should experiment. However, despite a very creative new idea from the company ( puzzles), a number of problems will still remain after its release, since once you have solved a problem, there is no point in solving it again.

What proposed changes did you like? What do you personally miss in PVE mode? Leave your answers in the comments.

EditedIlove2pizza , issuedcheryman

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To begin with, let’s remember how a few years ago all the players played without adventure and could only dream of buying new cards for the deck. But with the release of new units and spells, the game ceased to be the same as before. And now there is a need to acquire more and more new goodies for the game. And so wonder Is it worth buying adventures in Hearthstone?? no need. According to many players who have already purchased them, it can be argued that yes, it’s worth it. And since they are not cheap, the following problem arises. Which Harstone adventure should you buy first?

Let's remember what adventures are in the game? We told you about them in this material. Many focus their attention on the best neighborhoods. There's something to it.

How to buy adventures in Hearthstone

If you convert the cost of the adventure to Harstone. Each of them costs on average somewhere at least 3000-5000 gold.

How to buy adventures in Hearthstone is not difficult, the main thing is to collect enough funds. For example, players choose the Naxxramas adventure solely because of Loathib.

Thanks to her and her high pace, you can easily win. Plus, it's the best trump card against any combo deck. All gamers know that Lothib can prevent the Druid from finishing us off with a combination of stumps and a roar or stop the last move of a freeze mage, which is also not bad.

You should buy the Black Mountain adventure primarily to get Emperor Taurisan, because not a single combo or control deck can do without him.

There are a lot more adventures in Hearthstone at this time. Most players don't choose just a few. And they buy several. Using for this purpose not only inside game gold, but also personal funds. What you will do is up to you to know.

If you don’t know which is the best adventure to buy in Hearthstone first of all, then our article was simply created for you. Adventure cards are of high importance in Hearthstone, and the best option will certainly purchase every adventure. What to do when it is not possible to buy all the adventures at once? Select the best neighborhoods.

First of all, it should be noted that Adventure in Hearthstone is a unique game mode in which you can fight a variety of bosses. As a reward for completing this or that adventure, there are cards that you cannot craft using dust or find in a pack.

Nowadays there are three adventures, namely:, and. Each of these adventures acts as a separate story, for the passage of which you will be forced to come up with new tactics and compose a special deck. Each of the adventures is divided into unique quarters, the cost of each of which is 700 gold. At the same time, you can purchase them not only for in-game currency, but also directly for money.

It should also be noted that you can only open quarters in order, which means that to get to the third quarter, you will need to first overcome the second and first. Each of the quarters is guaranteed to provide 1 of the legendary and several simple cards. After you are able to complete the quarter, a special test for the hero will open in front of you, in which you will have to overcome the boss of this quarter with a ready-made deck. After passing this test, you will receive a special class card.

After you walk a block in simple mode, you can test your strength in heroic quarter. It should be noted that the bosses in this mode are much stronger, but if you beat them, you can get the original cover of this adventure.

Which adventure quarters to buy first?

You should consider the mode in which you will play. With the recent innovation, two modes have been introduced into the game: . Standard mode– official tournament mode, it is recommended for beginners, since it can use cards created in the last two years (at the moment there is only one adventure - The Curse of Naxxramas).

Which quarter should you buy first, and which cards will provide the most value?

Other quarters should be chosen for a specific deck. It often happens that in order to build a top deck, you need a card from the last quarter. But the passage of adventures can sometimes be captivating, and you may want to purchase the next quarters for no apparent reason.

As for the question of what to buy blocks for, everything is simple. It will be much more effective to invest money in adventures than to spend it on boosters. So, if your budget is small, spend it on buying an adventure, and preferably in bulk.

Hearthstone is multifaceted, frightening in its depth strategy game. The player must learn a lot, without having access to all the diversity available cards. This is one of those games that, even after months of playing, there are still things the player didn't even know existed.

But there are, nevertheless, some basic tips that significantly speed up the learning process, namely. It is mainly aimed at beginners, as well as those who have been playing for some time, but without significant progress.

Let me clarify right away: this article is not intended for those who have not played Hearthstone at all. It is assumed that the player has already completed the tutorial, unlocked all the heroes and is familiar with at least the basics of the game. The tutorial and practice modes are just as good for introducing the mechanics as the Hearthstone website itself - How to Play, Hero Overview, Lessons and Tips for New Players.

Each player has their own knowledge, experience and skills, but we hope that there will be players along your path who will inspire you and help you become better!

1 - Knowing maps will speed up your learning

Obviously, in Hearthstone it is worth familiarizing yourself not only with the basic mechanics, but also with the cards. Recognizing cards at a glance, knowing their characteristics and actions opens countless doors for further improvement. It is not necessary to have an encyclopedic knowledge of every game map, on the contrary, our goal is to become familiar with the basic cards that appear in commonly used deck types, as well as some of the idiosyncratic choices that come up regularly.

The easiest way to learn all this is directly through the game itself: play, play and play again. When your opponent does something that you don't understand, look at the history of the game, read the descriptions of the cards, connect all the actions in your head. We'll talk about which modes are worth playing a little later, but the main idea is that long-term practice of playing against real players will allow you to quickly gain an understanding of the key maps, which will pay dividends - you can begin to enjoy the strategy as an observer.

View how best players world play Hearthstone can teach you a lot. This advice follows on from the one above, as you will need a basic knowledge of cards to learn anything while watching tournaments. And although commentators eat their bread for good reason and help new players by discussing the game and options for its development, they often leave out what the player is supposed to know. Watching tournaments will also give you an idea of ​​what the most popular decks look like (albeit tournament-ready ones) and how they interact with each other.

You can join live tournaments on Twitch (Blizzard channel, ESL, etc.) or use guides on YouTube (Blizzard channel, ESL, etc.). The Competitive Hearthstone subreddit is good for following tournaments.

3 - Find streamers you like and can learn from

Now that your knowledge of the game and cards has reached good level, it's time to dive into a different kind of learning - through Twitch and YouTube. Hearthstone - simple perfect game For streaming platforms like Twitch, thanks to the rhythmic gameplay, there is always time to discuss in detail what is happening now, not to mention participating in the chat and the opportunity to feel like part of the community.

There are tons of great Hearthstone streams out there and everyone has something different to offer. Some are dedicated primarily to having fun - running games with joke decks and experimenting, while others focus primarily on achieving maximum efficiency. There are a couple of them that will help you become better. Streamers review each game in detail and answer questions from the chat about specific game situations, maps and so on.

...try to develop your own strategy before the player did and compare them. What I took into account professional player, what did you forget?

When you watch the stream - or Hearthstone game In general, you should learn to do the following: try to develop your own strategy before the player did, and compare them. What did a professional player take into account that you forgot?

No time for live broadcasts? No problem, large number streamers post highlight videos on YouTube. There are, of course, those who create content specifically for YouTube, so you should keep an eye on both sites.
Recommended channels on Twitch: StrifeCro (excellent player and deck builder, talks in detail about the tactics he uses), Brian Kibler (widely known pro Mage player, talks briefly about his games), Kripparrian (one of the largest channels, plays like an Arena , as well as other types of games with fun homemade but solid decks, as well as completely custom decks), Amaz (one of the representative players - owns the Archon team) and Day9 (old school streamer and just an infectious personality).

Almost any famous player has its own channel, for example, do you like Savjz's style? Well, go ahead! And more players: Trump, Firebat, Thijs, Reynad, Noxious and Kolento. Most of them also have YouTube channels, but I would like to highlight the Kripparrian channel, as it produces daily videos at the request of viewers, which contain a point-by-point analysis of various aspects of Hearthstone with video examples.

If you would like to improve in the Arena, then you can find community support here too. Check out the channels ADWCTA, Merps, Hafu, Ratsmah and Shadybunny. These guys - and gal - actually ONLY play in the Arena.

4 - The Hearthstone community is huge - take advantage of it!

By the way, there are still many podcasts dedicated to Hearthstone. Here are a few to get you started: The Angry Chicken, Value Town, Top Deck Kings, Coin Concede and Well Met. Again, if you're interested in the Arena, The Lightforge (hosted by ADWCTA and Merps) is focused on none other than Arena and is incredibly useful.

5 - Find a deck you like and learn it from cover to cover

It's one thing to have a general understanding of how a deck plays, but another to know it from cover to cover. Instead of jumping from deck to deck, choose the one you like and master it. It takes time, but being able to gain an advantage is extremely satisfying when you know what to expect and play the game in a way that ensures you win. It can also have a significant impact on your overall win rate.

How to choose such a deck? Ideally, you would like to choose a deck that suits your playstyle, but if you are a beginner, for example, and want to play Control Warrior, then luck is not on your side, such a deck is extremely expensive. I'd suggest taking a look at a couple of meta reports (try Tempo Storm and Vicious Syndicate) and find a strong deck that you can build, or at least build one that retains key cards.

A good affordable deck is something like Zoolock. This is a type of "Warlock" that fills the board with minions, buffs them to make them more suitable for trading (for example, using a 1-life card to kill a 3-life card, or using a minion to save a hero's life), and plays quick attacks based on field control and the ability to quickly remove its minions from the battle. Aggro Shaman is also a good choice due to its availability (and by that I mean that it consists of mostly common and rare cards, with a small number of epic and legendary cards). Both of these decks perform well.

If you don't have enough cards, then take a look at the budget deck options. Player Sheng, for example, put together budget decks for all nine classes following the release of the Ancient Gods expansion pack released earlier this year. This could become good start, unless you plan to purchase the One Night in Karazhan adventure.

Knowing your deck like the back of your hand will help you with the next point.

6 - Analyze who you are playing against

Much of managing your own deck depends on good understanding what your opponent wants to do. There are a lot of typical decks out there now, and it will take a long time before you learn them, but the more you get a feel for what's going on, the better. Some decks can be recognized in a turn or two, others take a little more turns, but even then you can't be one hundred percent sure what cards your opponent has up his sleeve. Regardless, play based on assumptions about who you are playing against.

Here are the five main terms you'll see: aggro, tempo, midrange, control, and combo.

It's worth familiarizing yourself with some of the terms used to name deck types in Hearthstone. Here are the five main terms you'll see: aggro, tempo, midrange, control, and combo.

Aggro decks aim to hit as many as possible quick kill your hero. Minion exchange is kept to a minimum, damage to the hero is maximized. Players with these decks will try to kill you before you can do anything. These decks are very cheap in terms of mana (cost of cards played) to ensure a fast start to each game and eventually back you into a corner. If you can withstand their onslaught and even heal your hero or tease your opponent, then you can be sure that the power of such a deck will quickly fade if the game continues long enough. Face Hunter is one such deck that will be encountered but is no longer viable. The current king of these decks is Aggro Shaman, which relies on trading minions early in the game to gain an advantage and then blow your opponent to pieces.

"Tempo" decks. The idea is to use mana as efficiently as possible to gain an advantage on the field, to get profitable trades or to get rid of your opponent's minions and put your opponent in an unenviable position. Tempo Mage, for example, uses minions like Mana Wyrm, Sorcerer's Apprentice, Cultist Sorceress, and Firestarter to gain an advantage by using relatively cheap spells that help with control early in the game. Zoolock, a very aggressive and fast deck, is also a Tempo deck. It uses minions to take control of the field early so that you can later move on to hero damage in the mid-game.

"Midrange" decks typically use more mana than "tempo" decks, prefer to play strong minions (for example, playing a card with 2 or 3 life for similar ones) and try to significantly outplay opponents in the early and mid game, which can be used to complete the game in a timely manner. "Midrange Hunter", for example, is used for an aggressive start to the game, has a couple of cards in its arsenal for clearing, and is extremely difficult to defeat in the middle and later stages, say thank you to cards like Savannah Highmane and Call of the Woods.

Control decks are relatively weak on minions early on, so instead rely on stalling tactics for strong late game play. Control Warrior, for example, has a variety of ways to clear the board of enemy minions, leaving the board empty at the start to gain advantage with dangerous cards as the game progresses.

Control Paladin (which is currently based around N'Zoth), uses minion cards like Doomsayer to deflect direct damage to the hero or keep the field empty, as well as minions like Aldor Peacekeeper and Guardian of Uldaman. to reduce damage or counter significant threats. There are also cards in stock for clearing. playing field, like Vicious Pyromancer + Equality and Equality + Consecration, not to mention healing to get you to the later stages of the game, where such dangerous cards, like “Cairn Bloodhoof”, “Sylvanas Windrunner”, “Ragnaros” (sometimes both versions) and “Tirion Fordring”, which can later be resurrected by the skills of “N” Zot.

Combo decks need multiple cards to be played successfully to ensure they have all the conditions to win. An example would be the Patron Warrior deck, where you need to create as many Patron minions as possible for a single staggering turn, or the OTK Worgen Warrior deck, which can practically destroy a hero at full health if the right cards are drawn. “Combo” decks also have cards that will allow you to reduce the game advantage to a draw, so that the player has time to find opportunities for a combo attack before their hero is destroyed.

Naturally, none of these decks stands apart from the rest, so “midrange” decks can be either faster and more aggressive, or more suitable for detailed control. By analogy, some decks may have “combo” elements that are conducive to creating winning conditions, but this is not their only opportunity to win the game. Malygos Druid, for example, can be used to pin you to the wall with Malygos, but field control and strong minions can also be used to achieve victory. “Hunter” was also divided into “Face Hunter” and “Midrange Hunter”, but in 2015 the “Hybrid Hunter” was released, which combines both decks.

Knowing the type of deck your opponent has, even if you don't know all of their cards, helps inform the decisions you make. If you're playing a midrange deck against a more aggressive deck, for example, you are on the defensive, trying to hold out as long as possible so that later you can turn the game in your favor. If you're playing midrange against a control deck, you need to be the aggressor, trying to close the game before the inevitable threats appear.

These are the main game types. The next step is to understand how the key cards in each deck work. This will allow you to know what your opponent is planning to do, so you will have the opportunity to trick him in the best plays, or prepare for an important future move. You can also actively lure the enemy into spending resources on your sacrificial minions - for the opportunity to play later big map, which you can’t get rid of so easily.

One example of knowing your opponent’s deck and his strategy is using “Control Priest” against “Control Paladin” with “N”Zoth. The game will take an extremely long time, because this combination is played that way, so you have to use every card to the maximum. It will be important Having two Entombs in your deck can be used to hit "Sylvanas Windrunner" and "Tirion Fordring" not only to get rid of these prohibitively powerful minions of your opponent and get them into your own deck when shuffling, but also to make the opponent did not revive them using "N" Zot. Thus, in like a game you probably won't want to use these two cards on other minions.
These are the things you should become aware of as your knowledge expands, so as not to allow other players to beat you at the first opportunity. This will also help with the next point.

7 - Plan your moves

A significant benefit to learning in Hearthstone will be the ability to anticipate actions. Think not only about how best to play in the moment, but also how this will affect the later stages of the game. It's best to plan your actions two or three moves ahead with the cards you have in your hand, and the more efficiently you use mana, for example, spending all available mana every turn, the better.

If there are several equivalent options, then practice shows that it is better to use the option that is most effective in terms of using mana. Let me give you a simplified example: it’s the third turn, you have two cards with 2 lives and one card with 3 lives in your hands, then if the cards are otherwise equal, you should play the one with 3 lives. This will not only effectively use up all the mana on the current turn, but will also allow you to play the remaining two cards on the next turn. Naturally, there are cases when this decision may turn out to be bad, but most often this rule finds its application.

Think not only about how best to play in the moment, but also how this will affect the later stages of the game.

Therefore, you should plan your actions with an eye on the cards that you have up your sleeve. But what about those cards you might get your hands on later? Of course, this should be taken into account, but it is better to simply not hope to pull out anything suitable. But once you get new map hands, then you should re-evaluate your past plan and ask questions: is it possible that the plan is better? The trick is to develop an optimal strategy for the current game and compare it with the opponent's strategy.

Zoolok, for example, strives to increase the pace of the game as quickly as possible. He acts proactively. "Tempo Mag" generally works the same way. At the beginning of the game as a Tempo Mage, you would like to field minions and strengthen them with your spells, but this requires making a lot of small decisions. Should I play Manazeus, Coin, and Manazeus only on the first turn, or should I just play Manazeus? This way I can play Sorcerer's Apprentice on turn 2 and save up mana with Coin on Frostbolt to get rid of any minion my opponent puts out. Or maybe just play Sorcerer's Apprentice and hope I can use Coin along with Pyro's burst mid-game? All of these decisions depend heavily on who you're playing against - knowing your opponent will allow you to weigh all the risks you have on each turn against the potential reward.

8 - Understanding what it takes to win

Any good deck has at least one game ending plan that will lead to victory. Some are more obvious than others. Some of the terms we haven't covered are "Grinder" and "Mill". "Grinder" decks aim to provide card advantage (owning more cards than your opponent and using them) through card generation (look at Echo of Medivh and Tome of the Conspirator) to outmaneuver your opponent and ultimately eventually raze it to the ground. Mill decks, in turn, force the opponent to throw away a huge number of cards until he finally dies from fatigue (every time he tries to play a card, he takes more and more damage).

That's the release. For most decks, the winning conditions are traditional. Aggro Shaman, for example, starts with a focus around minions (playing Tunnel Trogg with Totem Golem, the added benefit of cheap cards like Flametongue Totem, etc.), allowing maintain an advantage on the playing field and get enough attacks on the hero so that you can later finish him off with melee cards like Doom Hammer (plus its version Rockbreaker), Lightning Bolt, or Lava Burst.

Knowing exactly how you can win motivates you to develop in this direction - it is the best players who strive for this, as opposed to those who simply react to what is happening on the playing field. This will also help you determine one of the hardest things in Hearthstone (especially Tempo and Midrange decks) - when to attack a hero. In other words, at what point should you move from exchanging a minion to directly destroying your opponent?

This is a difficult question, and everything we have already discussed will help answer it. My advice here is to try to analyze everything (if anything) you did wrong after each game you lose. Sometimes you will only have a short period between turns when you can deal fatal damage to the enemy. And if the enemy has something to answer, which is rarely seen, then you calculated everything correctly. If your opponent launches a counterattack that you could have predicted, or forces you to play by his own rules, well, then you should have done differently.

First of all, you should think: would I have lost anyway? If you're playing a Tempo Mage against, say, a Control Priest, you'll likely have only one opportunity to unleash a powerful attack and reduce your opponent's health to critical levels until they can successfully recover from their injuries. It's better to try something like this than to watch yourself gradually lose.

9 - Your health is a resource

Generally speaking, field advantage is significantly more valuable than all your hero's health. You will not die until your health reaches zero, so as long as your life is not in danger, it is almost always preferable to gain an advantage on the field or cards in exchange for an advantage in lives.

They always get theirs. For example, if you play as a “Warrior” or “Rogue”, you almost always receive direct damage to the hero in the early stages of the game in order to get rid of enemy minions and save your own. This is why they are given the name Victorious Axe, as being able to take out two minions with one inexpensive weapon early in the game gives them a significant advantage. These two classes set the pace of the game using own weapon, while Warlocks use their hero's skills to shape both the pace of the game and gain map advantage in the mid and late stages. This gives them such a great advantage that, as I said, your health should only be taken into account if you are on the verge of death.

Trying to predict how much damage your opponent is capable of doing is a big part of the strategy you follow, so it's worth trying to calculate the damage they are potentially capable of doing. Sometimes, of course, you just have to hope that they can't kill you. Successfully playing against Leeroy Jenkins + Cold Blood + Cold Blood, for example, can be nearly impossible.
There is already a lot of damage here, and also a combination of three cards.

10 - Don't miss the opportunity for a lethal blow! Calculate your damage

In Hearthstone, it's very easy to get caught up in trying to trade minions correctly and keep the enemy side of the board empty. And this can cause you to miss the fact that you have enough damage to land a lethal blow on your opponent. An omission like this can tip the scales in your opponent's favor.

It's very easy to get caught up in trying to trade minions correctly and keep the enemy side of the board empty. And this can cause you to miss the fact that you have enough damage to land a lethal blow on your opponent.

Let's say they play Reno Jackson and get their health back to full. Let's say they cleared your half of the field. Some lethal attack options are more difficult - you might need a lucky random attack (from Dagger Juggler or Arcane Missiles), you might need to do a very specific minion trade, you might have a caster minion up your sleeve, you might want to get rid of from some unexpected cards you got from Stolen Thoughts or Undercity Merchant.

What I'm saying is that it's not always possible to simply calculate your potential damage, which is why you should get into the habit of looking for potential lethal opportunities so you don't miss ones that don't seem obvious. You should think about what cards you can play to get this opportunity. It might be worth casting Sorcerer's Intelligence if you're just short on damage and the likelihood of getting something like this is high.

11 - Sequence and placement are important

Playing cards in the right order and knowing how to properly place minions on the board are all extremely important in Hearthstone. Whenever possible, plan your moves in advance. Don't act impulsively - the result can be disastrous. Even in terms of damage here or there, it can determine whether it's a win or a loss.

Learn to test secrets. An obvious example would be playing against a Hunter with a secret up your sleeve. Imagine you already have minions, but before attacking you play a couple more minions, then attack and activate a secret, Explosive Trap, which destroys the minions you just played. Huge mistake! A development of such a scenario could be the presence of minions on both sides of the field. If you suspect that the enemy's secret might be Explosive Trap, you can trade before activating it, or decide not to activate it at all.

Simple moves must be planned in advance and then put into action, but more often than not a new assessment of the situation must be made. This is what you should do when you're checking for secrets, but it works for other scenarios too. Want to trade your Firebat or Huge Toad as a Hunter, for example? Where do you hope to allocate the extra damage points? How should everything be arranged to maximize the chances that these points will reach the minion that makes sense to attack? How will this change the results of your move? Do you have a contingency plan?

This or that decision must be made after the throw dice. If you're a Shaman, let's say, aim to use Tuskarr Shaman as early as possible to see what you get from Summon Totem and what difference it can make. I would also like to place the Tuskarr Shaman to the left of all existing totems in case you get the Flametongue Totem. Another example would be the presence of a “Treasure Collector” on the field. If you are going to make a trade, you would want to do it first so you know what card you will get.

Oh, if you're playing as a Warlock, you should almost never use a hero skill at the end of your turn. Plan your turn, and if you have 2 mana left, use the hero skill and see if it makes a difference this map? An example of an exception to the rule - and in Hearthstone there are exceptions for absolutely everything - is playing Doomguard and then using the ability to replenish your card supply.

If you're playing a Warlock, you should almost never use a hero skill at the end of your turn... use a hero skill and see if the card makes a difference?

Naturally, the assessment of whether you made the right decision remains up to you. If it's turn 4, you have Mana Wyrm and Sorcerer's Intelligence while your opponent has a 3/2 stack of enemies, you'll likely use Mana Wyrm and then S.I. , so that Mana Wyrm holds 3/2, rather than, say, playing ICH first in hopes of getting Mirror Copy or similar. Later, of course, if the situation is more frightening, it might be worth holding back on Manazwyrm and just playing ICH. Maybe it's turn 10 and you want to cast Portal: Firelands, which requires 7 mana, for example.

Sequence is critical in decks like Zoolock. Seemingly insignificant things like playing Dagger Juggler before trading for Possessed Peasant or Imp Gang Leader really mean a lot. Minion placement is also critical in these decks. If you're playing Defender of Argus, which two minions do you want to place it between? How to create a chain with the highest possible damage using Dire Wolf Leader?

12 - Build your card collection strategically

Card collection management is important in Hearthstone, so unless you're willing to spend hundreds of your dollars, you'll be dealing with unfinished collections that are missing a couple of cards that would be nice to have. Disenchanting cards you find useless may seem like an attractive idea in order to obtain enough Arcane Dust to create cards you find useful. But the amount of dust that results is in most cases not justified, with the exception, of course, of some specific situations. Naturally, dispersing those cards that you already have in triplicate is justified. I'm talking about those cases where players disenchant the only copies of those cards that they consider bad.

Why shouldn't you do this? If you are just at the beginning of your journey in the world of Hearthstone or are still an average player, then it is very difficult to carefully talk about the possible uses of cards. And if you play a certain class incorrectly, this does not mean that you should spray everything class cards- you might want to play in the future.

Creating your own card collections is a labor-intensive process. Only spray cards when you are sure there will be a benefit and are aware of the potential risks.

Creating your own card collections is a labor-intensive process. Only spray cards when you are sure there will be a benefit and are aware of the potential risks. Opened a pack of cards and received a gold “Keeper of History Cho”? Just spray it on. The benefits of this are much greater than the possibility of using this card.

Likewise, you need to soberly evaluate the cards you can play with. Spraying a couple cards to immediately create a couple others to create this month's trending deck is a terrible idea. Build decks from the cards you have, and try to move towards the available decks that you only need a couple of key cards for.
Making maps is a luxury that should not be taken lightly. In general, you should prefer creating maps of general application to maps that are highly specialized. Want a legendary card? If you have a small collection, it would be better to create a neutral legendary card than a class legendary card. By analogy, you should give high priority to cards that are strong on their own, as opposed to those that perform well only in certain situations. For example, you should prefer the creation of "Ragnaros" or "Sylvanas Windrunner" rather than "Harrison Jones".

Maps should be created that will be in Standard Format for as long as possible. What does it mean? Currently, the “Standard Format” includes “Basic” and “Classic” cards, cards from “Black Mountain”, “ Big tournament", "League of Explorers", "Waking the Old Gods" and "Parties in Karazhan". Changes to the Standard format will occur with the release of the first set of cards of 2017, cards from Blackrock Mountain, Grand Tournament, and League of Explorers will leave Standard.

All things considered, if you plan to play for a long time, it makes more sense to buy A Party in Karazhan rather than League of Explorers, and it makes a lot more sense to spend money and gold on Awakening of the Ancient Gods than on the Big tournament." And what makes the most sense is trying to create your own collection classic cards, since these cards - at least in the near future - will always be part of the "Standard".
Perhaps the most important factor in creating your own collection without significant expenses is the next point.

13 - Get involved and play regularly

Play every day or every few days - best way steadily replenish your collection. Rewards for daily tasks, which give you new goals, are an excellent source of gold, and you can get free packs for the weekly Brawl.

New players also receive certain rewards for their achievements in the game, such as receiving a hundred gold for unlocking a new Hero and three hundred gold for winning a hundred games in any mode.

14 - Follow the meta

Even if you don't have a card collection that allows you to build one of the popular decks, knowing what decks are out there, how they're built, and how the game changes as decks evolve, come in and out of fashion is extremely useful.

Knowing how the game changes as decks evolve, come in and out of favor is extremely useful.

All of this can be gained by simply playing (although the limited number of decks can skew your experience as much as your rank can - the meta changes significantly as your rank changes) and, of course, watching tournaments. I would also advise keeping an eye on the meta-reports that the community creates on a regular basis.
One of the older meta reporting sites is Tempo Storm, which can be found here, but I also like the statistical approach of Vicious Syndicate. You can find their reports here.

15 - Consider using a deck tracker

Speaking of the statistical approach to Hearthstone, if you want to get objective data on how you play specific deck, then use trackers that will keep track of who you're playing against, as well as your wins and losses, to provide food for thought. There are quite a few programs that allow you to do this, and they also offer such cool things as showing all the cards in the deck right during the game, giving you the opportunity to see what is left in the deck, as well as keep track of what cards your opponent has already played.

None of these programs are banned by Blizzard, that's something to keep in mind, and if you're playing on a smartphone or tablet, well, it all needs to be monitored manually.

16 - Consider a coach

One of the fastest ways to learn to play better is to hire your own coach. A sufficient number of sites and streamers provide services of this kind. One-on-one advice from those who are much better players than you is very valuable and can help you improve much faster than other methods. There's just so much to take into account in Hearthstone that it's better to have someone who can help you learn, which will allow you to learn much faster than through your own trial and error.

Naturally, you don't have to pay. Perhaps you have a friend who has reached legendary rank? You can arrange it so that you play together and discuss what is happening. There may be experts around you!

17 - If you get tired, take a break!

This is generally an obvious tip, but playing when you're tired or irritated can lead to a lot of failure, so it's better to go relax somewhere rather than bang your head against the wall. You could even take a break from Hearthstone, play Brawl, or find a deck for fun that you can play with in a relaxed manner without worrying too much about whether you'll win or not.

And if your opponent distracts you with different phrases, mute them. You have 75 seconds for each move and you have every right to use them to think if you want. If they're upset about how long you're taking a turn, just cuss them out to help them concentrate.

Don't know which adventure to take in Hearthstone first? This domestic article will help you with this difficult choice. Adventure cards in Hearthstone are extremely important and you can acquire all the adventures perfectly, but what if you simply cannot acquire everything right away? Adventure in Hearthstone is a fun game mode where you have to fight different bosses. The prize for completing the adventure will be cards that are prohibited from being crafted for dust or obtained from a pack.

There are currently only three adventures released: The Curse of Naxxramas, Dark Mountain, and League of Explorers. Each of them is a separate story, to complete which you will need to create special decks and come up with tactics. All adventures are divided into quarters, the price of one quarter is 700 gold.

But they can be purchased not only for game currency, but also for real money.

The blocks are revealed in order, in other words, to get to the third, you need to go through the first and second. Guaranteed to give 1 legendary and a pair of common cards every quarter. At the end of the quarter, special tests of brave men are revealed, in which you need to defeat one or another boss of this quarter with a certain class with a ready-made deck.

For passing the brave man test, you will receive a special class card.

At the end of the quarter, as always, you have the opportunity to try your own strength in the bold. Bosses in this mode will be much more difficult, but for completing all the blocks you will receive an exclusive cover of the adventure you completed. Briefly about the adventures:

Curse of Naxxramas in Hearthstone.

The old city of the dead, Naxxramas, home to the powerful chief lich Kel'Thuzad and his army of undead. You have to go through five blocks of the famous dungeon and defeat the bosses who protect them. After completing Naxxramas, you will receive 30 cards, five of which will be legendary.

Dark Mountain in Hearthstone.

The fire lord Ragnaros lives in the depths of the Dark Mountain, and his rival, the dragon Nefarian, soars above the peak. In this adventure you will have to defeat both of them, with one helping you to crush the other. For completing all the quarters you will receive 31 unique cards, 5 of which will be of legendary quality.

League of Explorers in Hearthstone.

Hidden in the most mysterious places of Azeroth are fragments of a powerful titan artifact: the Staff of Creation. Join the League of Explorers to get this treasure for the museum's collection, and receive 45 unique cards as a prize!

Which Hearthstone adventure is better?

Which specific neighborhoods should you take first, and which specific cards will be most needed in simple matches?
First you should take the first two blocks of Naxxramas. Here we will take:

  1. “Possessed Crawler”, which is always used in Hunter, Zoo (Midrange) Warlock, Midrange Shaman decks;
  2. “Nerubian Egg” - for Zoo (Midrange) Warlock, Midrange Shaman;
  3. “Slime Belcher” is one of the top taunts, suitable for many decks;
  4. “Lothiba” is included in many control decks.

By the way, if you like to play aggro decks, then we have for you a couple of fresh Aggro Shaman decks from Colento on tunnel trogs, and an entertaining Paladin on murlocs.

It is also worth buying the first quarter of the Dark Mountain. From it we need:

  1. “Gloomy Regular” - for Patron Soldier (not so relevant anymore);
  2. “Rate of Fire” – included, if not in all, then in most hunter decks;
  3. “Emperor Thaurissan” will become an integral element of Control and Midrange decks.

Well, the most popular map adventures of the "League of Explorers", this is Reno Jackson.

Other adventures and quarters in Hearthstone are purchased at will and opportunity. They won't give you the same necessary cards, which, however, may be needed for fun or completely unique decks. Well, besides the unique adventure maps, it’s very interesting and joyful.

Based on this, if possible, it’s worth going through them at least in order to notice all their abilities and bosses!

How to take an adventure in Hearthstone for free.

When asked how to take Hearthstone adventure free of charge, there is only one answer - play a lot and collect gold. As experience shows, if you play at least 2-3 hours a day, and at the same time there are more wins than losses, then you should have enough gold even without real investments. There is no other option to take adventures and decks for free.

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Which adventure is better to buy in Hearthstone?


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