THIS IS FOR: PC, Mac, iPad, Android and iPhone!
Add yourself to our ever growing friends list here!Hearthstone New Player Guide:
1. Install Game
2. Play through intro stuff (Mage training)
3. Unlock every class by defeating them
4. Choose a class and level it up to 10 in Play Mode (Preferably against the AI, but you can go in Casual/Constructed)
5. Do this with all the other classes (100 free gold!)
6. Go back and defeat all 9 Expert AI classes (100 free gold!)
7. Play an Arena run (it's free so don't worry about going 0-3)
8. Disenchant a card (typically a common 5 dust card) (95 free dust!)
9. Spend accumulated Gold (or purchase for $25) to buy the wings of Naxxramus (700 per wing)**
10. Complete Naxxramus completely for 30 new cards
11. Spend accumulated Gold (or purchase for $25) to buy the wings of Blackrock Mountain (700 per wing)**
12. Complete Blackrock Mountain completely for 31 new cards
13. Complete daily quests, and win any 3 games, to earn gold (in Casual or Constructed)
14. Either spend Gold on packs of cards (100/pack) or Arena (150/run)
15. Repeat steps 13 and 14
** = You can save a lot of time by buying the Adventure modes for $25 each. Grinding 3500 gold will take a long time to acquire, but it is free.
Arena can earn more cards and Gold once you get good at playing it. You always get a pack of cards in Arena regardless of your record. Rewards increase as you get more wins. Therefore, earning 50 Gold will have you break even since you get a 100 Gold pack of cards automatically. 50 Gold is about 3-4 wins depending on your rewards luck. Anything more than that is pure profit.
Remember though, Arena rewards GvG packs and not Classic packs.
A special word from me:
Hearthstone is a fantastic and addicting game to play. The learning curve isn't overly steep, but remembering all the cards is tough to do.
BE PREPARED TO LOSE A LOT AT FIRST! If you're new to the game, there are people that have been playing for over a year and have most, if not every, card in the game. It sucks getting smashed by what seems like a legion of Legendary minions, but keep going. Eventually you'll have your own Epic and Legendary cards and can hang with anyone. Besides, Legendary cards don't always mean instant wins. In many cases, you can sub out other common/basic cards in their place.
One last note, never EVER feel bad about asking for help or netdecking popular decks. Everyone does it (I know I certainly do!) and there's no shame in it. Creating decks by yourself can be fun and inventive, but there are people out there that play professionally and spend months creating optimal decks. Not only will netdecking help you create optimal decks, but you'll start to understand why certain cards are good and find interactions you may not have previously thought of. Finally, netdecking will help you know what your opponent is playing too. When everyone is netdecking, you can much more easily predict what they have have left in their deck/hand.
KNOWLEDGE IS POWER!
So yeah, ask for help here often and netdeck popular decks.
Daily Quests and Gold earning:
You can earn gold by completing a daily quest or by winning 3 games against a human opponent in either Casual or Ranked modes. Ironically, Casual mode is more difficult than Ranked because you aren't as readily matched up to someone of your rank. Other notes about earning gold:
1. When you win 3 games, you earn 10 gold. You can earn up to 100 gold/day this way.
2. If you get a quest you don't like, you can "reroll" it by hitting the red "X" button in the corner of the quest.
3. You can only reroll one quest per day.
4. You can reroll a previously rerolled quest.
5. Try to not have more than 3 active quests or you'll lose out on a new daily quest.
6. The "Win 7 games in any mode" quest is worth 100 gold.
In addition, wins against the AI count.
7. The "Spectate" quest allows you to earn a free pack of Classic cards just by watching another person win.
FREE CARDS WOOO!
8. You can complete multiple quests at the same time (ie. Win 2 games with Paladin/Rogue and Win 2 games with Paladin/Warrior both get credit if you win with Paladin)
Card rarity, identification, and dust values:
1. Look at the center of the card for a gem.
2. If the card has no gem, it is a "soulbound" card and cannot be crafted or dusted. Basically, it's a starting card.
3. If the gem is white, the card is common. These cards can be crafted for 40 dust or dusted for 5.
4. If the gem is blue, the card is rare. These cards can be crafted for 100 dust or dusted for 20.
5. If the gem is purple, the card is epic. These cards can be crafted for 400 dust or dusted for 100.
6. If the gem is orange, the card is legendary. These cards can be crafted for 1600 dust or dusted for 400.
7. Dusting a golden version of a card earns you the creation value. Example: A golden rare dusts for 100 instead of 20.
8. It's highly recommended you dust golden cards unless you don't have two copies of it already.
Supplemental Card Creation Guide:
1. Do not dust cards until you have more than 2 copies of a card
2. Unless you're committed to a class, it's better to craft neutral minions first (Sylvannas, Dr. Boom, Ragnaros, etc)
3. Dusting Gold cards earn lots more dust (unless you care about that bling look)
4.
Try to only create Epic or Legendary (commons and rares will come via packs)
5. Ask us here before dusting something like a Legendary (see Legendary crafting link below)
Important Turns to Learn:
As you play, you'll encounter a turn where your entire board of minions gets wiped out. At first you'll think this is unfair, until you realize that it isn't all that bad. Every class has Area of Effect (AoE) attacks to deal with lots of minions. Sometimes they are single cards, other times combos of cards. Either way, you need to learn when to expect these clears from happening.
The most common and widely known version of an AoE is Flamestrike from Mage. That spell does 4 damage to all minions for 7 mana. While that is a lot, and can easily swing the game in her favor, remember that it isn't unstoppable. On Turn 6, try not to play any additional minions that have less than 4 health. Or, put out minions that have deathrattles that spawn new minions (Piloted Shredder, Nurubian Egg, etc). That way, even if your board is mostly cleared, you still have minions to control and attack with.
Below is a list of very common board clear counts by class and mana. These are pretty important to remember and should be in the back of your mind every time you play.
REMEMBER THAT THESE MANA COUNTS GO DOWN BY ONE IF YOUR OPPONENT IS GOING SECOND AND HASN'T USED THE COIN YET!- Warrior: Whirlwind [1 mana] and Death's Bite [4 mana, weapon] deathrattle (1 damage to all minions), Brawl [5 mana] (destroy all minions but one chosen randomly), Revenge [2 mana] (deal 1 damage to all minions or 3 damage if health is 12 or less)
- Paladin: Consecration [4 mana] (2 damage to all enemies), Equality [2 mana] (change the health of all minions to 1, often combined with Wild Pyromancer [2 mana] to clear the board), Avenging Wrath [6 mana] (deal 8 damage randomly to enemy characters)
- Hunter: Explosive Trap [2 mana] (Secret, 2 damage to all enemies when your hero is attacked), Unleash the Hounds sort of (summon a 1/1 with Charge for each enemy minion)
- Shaman: Lightning Storm [3 mana, then 2 mana next turn] (2-3 damage to all enemy minions)
- Druid: Swipe [4 mana] (4 damage to one enemy, 1 damage to all other enemies), Starfall [5 mana] (5 damage to one enemy minion, or 2 damage to all enemy minions), Poison Seeds sort of [4 mana] (destroy all minions and replace them with 2/2 treants)
- Rogue: Blade Flurry [2 mana] (destroy your weapon and deal its attack value to all enemies, often comboed with rogue hero power + deadly poison for a 3 damage sweep), Fan of Knives [3 mana] (deal 1 damage to all enemy minions, draw a card), Dark Iron Skulker [5 mana] (deals 2 damage to all undamaged enemy minions)
- Priest: Holy Nova [5 mana] (2 damage to all enemies, 2 healing to all friendly characters), Auchenai Soulpriest [4 mana] + Circle of Healing [0 mana] (4 damage to all minions)
- Mage: Arcane Explosion [2 mana] (1 damage to all enemy minions), Blizzard [6 mana] (2 damage and freeze to all enemy minions), Flamestrike [7 mana] (4 damage to all enemy minions)
- Warlock: Hellfire [4 mana] (3 damage to all characters), Shadowflame [4 mana] (destroy a friendly minion and deal its attack value to all enemy minions), Demonwrath [3 mana] (2 damage to all non-Demon minions)
Most agreed upon order for crafting Legendary cards:http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/5258-legendary-tier-crafting-guideHere's a cheat-sheet for all the Secrets in the game:
http://i.imgur.com/gBpK4Yz.jpgAdventure Modes and New Cards:
Hearthstone has been out for over a year now and has seen a lot of new content. These come in the form of Adventure Modes (single player stuff) and Expansion packs (new cards!). All of this new content can be found below.
PLEASE NOTE! There is no reason to bang your head against the wall to complete Heroic boss fights. Completing them is very hard and the only reward is a special card back. Come back to them later after getting more cards in your inventory.
Blackrock Mountain pricing/cards/basic info:http://hearthstone.gamepedia.com/Blackrock_MountainNaxxarams pricing/cards/basic info:http://hearthstone.gamepedia.com/Curse_of_NaxxramasGoblins vs Gnomes Gameplayhttps://www.youtube.com/watch?v=qkdaUxWn3tEGeneral Game Information:
The game has FOUR play modes:
- Play - Build a 30-card deck and fight people in ranked or unranked matches.
- Solo Adventures - Practice against the AI or enter the Single Player themed adventures like The Curse of Naxxramas and Blackrock Mountain.
- Arena - Pay 150g, then pick a hero from a random selection of 3 heroes and draft a deck from a random pool of cards presented to you three at a time. Then battle other people who went through the same process to receive treasures!
Hearthstone revolves around two heroes summoning minions in a goal to bring the enemy hero to zero life. Think of it as a simpler version of Magic that favors quicker matches, and you're on the right track.
Here are class intros and pretty pictures:
Hero Power: Gain 1 Armor and +1 Attack this turn.
Style: Can accelerate with mana-boosting cards like Innervate. Many cards have two options, allowing for flexibility. Enjoys a good buff.
Weaknesses: Flexible cards tend to be overpriced. Weaker early game without acceleration. Lacks direct removal.
Hero Power: Deal 2 damage to opposing hero.
Style: Utilizes minions to rush down opponent. Great synergy with beast minions. Cheap removal.
Weaknesses: Removal tends to be random targets or secrets that can be played around. Beasts are typically mediocre without hunter synergies. Hero power has no effect on the board.
Hero Power: Deal 1 damage to any character.
Style: Lots of direct damage spells, and spells in general. Very control-oriented, using freeze and removal to keep enemies at bay. Polymorph is one of the best removal spells. Strong AoE damage. Strong finisher via Pyroblast.
Weaknesses: Only has a handful of solid minions. Incredibly vulnerable without any spells. Can be hamstrung if opponent heals enough.
Hero Power: Summon a 1/1 Silver Hand Recruit minion.
Style: Enjoys buffing minions and debuffing enemies. Great for weenie decks, but enjoys a slower, somewhat control-oriented game. Solid weapons, and lots of card draw.
Weaknesses: Has poor direct removal. Card draw is good, but either situational (Divine Favor) or expensive (Lay on Hands).
Hero Power: Restores 2 HP to a character.
Style: Control-oriented. Loves to buff minions, particularly HP. Steals opponents' crap, potentially resulting in massive card advantage. Lots of direct removal.
Weaknesses: Weak in the early game. Direct removal is conditional or expensive. People will think you're a jerk.
Hero Power: Summon a 1/2 weapon.
Unique Mechanic: Combo. Cards have an additional effect if you've already played a card earlier in the turn.
Style: Tends to go for rush-down. Lots of direct damage and weapons. Combo allows for cheap, powerful effects.
Weaknesses: Vulnerable late-game. Combo can lead to unfavorable opening hands. AoE spells tend to be poor.
Hero Power: Summons one of the following totems at random: Stoneclaw (0/2 Taunt), Healing (0/2, restores 1 HP to all friendly minions at end of turn), Searing Totem (1/1), Wrath of Air (0/2, +1 Spell Damage)
Unique Mechanic: Overload. You will be unable to spend X mana on your next turn. Think Echo from Magic and you're on the right track.
Style: Has a lot of play styles, being able to sling spells, use weapons, and solid minions. Overload allows for very efficient turns. Hex is among the best direct removal.
Weaknesses: Vulnerable on turns AFTER overload. Hero power is random, which will burn you.
Hero Power: Gain 2 Armor.
Style: Either very aggressive or very control oriented. Uses weapons to clear minions to set up powerful combos to win the game. Dominate control play but very expensive in dust
Weaknesses: Hero Power has little direct impact in the game. Removal is very cheap but is random or conditional (Execute, Brawl). Damage spells, particularly AoE, are poor. Takes a ton of damage from weapon use.
Hero Power: Deal 2 damage to your hero. Draw a card.
Style: Can go for an aggressive early game with very cheap demons. Hero Power is among the best in the game. Good synergy with demons.
Weaknesses: Powerful cards tend to have bad drawbacks. Removal tends to be weak (Mortal Coil) or carry big drawbacks (Soulfire). Hero Power can hurt your late game.
Grobian's list of less intuitive facts:
- Max handsize is 10 cards. Any card over that is drawn then immediately destroyed.
- You can't have more than 7 minions on the board.
- If you draw from an empty deck, each "card" you draw instead damages you, beginning at 1 damage and increasing by 1 damage each draw.
- If multiple things happen at the same time (e.g. trigger at the end of the turn) they happen in the order their respective cards have been played.
- There are hidden quests/achievements that award gold, notably: 100g for beating all Expert AIs, 100g for playing every class to level 10 and 300g for 100 wins total.
- The Shaman hero power always calls one of the 4 totems that isn't out yet. If you get a totem bounced to your hand, you can play a second one, though.
- The hunter spell Animal Companion just calls a random of the 3 possible minions.
- The Warlock spell Sense Demons gives you 1/1 imps for 1 mana if you don't have (any more) demons in your deck.
- Stealth overrides Taunt, not the other way around.
- Stealth is only for the enemy, you can buff your stealthed minions.
- Priest: Shadowform refreshes your hero power, so you can use it twice in a turn.
- Druid: Wild Growth at 10 mana crystals awards you a spell "Excess Mana" which draws a card for 0.
- More comprehensive list of oddities here
Hearthstone strategy and resource links
Easy intro to Hearthstone in an
image.
Full daily quest list
here.
TeamLiquid's new Hearthstone site
LiquidHearth
TeamLiquid's
Hearthstone Article Portal, a collection of all articles they've done. A good place to start.
HearthHead - Best Arena draft practice, decklists, deck builder, card db
Hearthpwn - Practice Arena drafts, decklists, deck builder, card db. Same stuff different layout.
Chrome Hearthstone Card mouseover extension - Easily find out what all those cards people are talking about do without leaving the thread!
Trump's
Neutral Common guide for Arena
A
basic/starter guide site for our newer players.
Here's a deck-tracking google spreadsheet made by our own Muffintron:
https://docs.google.com/spreadsheets/d/1a7ucOq8Jv3Ooes694eXxIOdX-zsCuFA_PeSyuVZsUvA/edit?usp=sharing
From Muffintron:
I've got it set-up so that I have a folder for each of the classes, and a spreadsheet for each deck, then I use individual sheets within that spreadsheet to keep track of the deck changes over time.
Just go File -> Make a copy to get a copy on to your google drive.
To use: put in the cards for the deck: Quantity, Mana cost, Name, Type (Spell, Weapon or Minion) and Rarity (Soulbound, Common, Rare, Epic, Legendary and Naxxramas).
The sheet should take care of the rest.Decent streamers/youtube clips to watch, to learn!Here's a list of PA people who don't mind if you spectate while they play.
*PM me, MNC Dover, to get added to the list*
**This is not a friends list. That is located at the top of this post!**
mnc dover/mncdover#1994
hippofant/hippofant#1651
crucialityfactor/cruciality#1743
Webber/Webber #1330
Ing/Inq#1974
MMMig/MMMig#1238
Grobian/grobian#1937
Creamstout/Pub#1592
vari/vari#1998
jurg/Jurg#1365
chaosHat/ChaosHat#1637
Eclipse/Eclipse#1200
Snowglobe/Eman#1234
ShadowofVT/Shadow#1525
Konphujun/Konphujun#1458
Lux782/CanisUrsa#1339
The Escape Goat/EscapeGoat#1913
Teriferin/Teriferin#1625Orestus
Orestus/Orestus#1202
belligerent/holyground#1665
zhen_rogue/Cygnus#1972
marty81/Dex#1696
Ketbra/Ketbra#1692
Drows/Drowsy#1698
Grunt's Ghosts/GruntsGhosts#1652
spacecaptaindickjustice/1928dickjustice#1928
cloudeagle/Wordherder#1808
Lehman/LehmanCM#1350
colorlessgreen/Ceegee#1473
azith28/Shodan#1202
GoodKingJayIII/Threeve#1501
Spaffy/adamjnet#2801
TheBlackWind/TheBlackWind#1335
And finally, here's my dog Daisy doing Hearthstone tricks:
https://www.youtube.com/watch?v=zMi7Gr9jikA
Posts
10 minute match, complete waste because I can't draw the one goddamn card I need. there was no version of that game where I win but it took 10 minutes to find that out.
Damn, it's about time.
Also, this was an interesting brawl game.
Witty signature comment goes here...
wra
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
This was a really mean sequence of events.
T1 Coin+Wild Growth
T2 (3 mana) Shade. Stealthed, he can't do anything.
T3 (4 mana) Shredder. 4 attack, magic number.
T4 (5 mana) Loatheb. Now he REALLY can't do anything. Attack with everything including Shade.
T5 (6 mana) Savage Roar, 23 points of damage.
Why is Midrange Druid so goddamn hilarious? 23 points of damage, reducing him to 1 health and no way to win the game.
Lightbomb? Shredder Deathrattle still lives, plus I have Swipe or Hero Power.
Let's say somehow he manages to clear the whole board AND heal up? Still have Swipe and Hero Power.
Edit: WE DID IT AGAIN
My Shredder popped out a Doomsayer, so his previous turn was null. So on my turn I just drop Boom, uncontested. He counters with his own Boom. I charge out my Druid of the Claw, Savage Roar, he's at 1 health. I'm feeling pretty confident about this play since he just used a Healbot. He drops a Twilight Drake, then a Molten Giant. He Shadowflames the Molten Giant, clearing the board. 1st bomb hits his Drake. Three guesses where the 2nd bomb hit, and the first two don't count.
M A L F U R I O N B O Y Z
Battle.net Tag: Dibby#1582
Now that I have cleared Naxxramus & Blackrock(on normal), and levelled all the classes to 10, I'm trying to figure out where to go next for building my collection. Also having trouble building decks, I put in my collection on HearthHead, but when I use the filter on searches its still pulling up decks that have cards I don't.
MWO: Adamski
For decks, this should give you a place to start: http://hearthstoneplayers.com/basic-starter-decks-guides/
Some of the decks are a lot stronger than others. Rogue without classic or GvG cards is going to be pretty terrible in most cases.
Your goal for now is likely to get enough cards to make decks that will get you through the majority of the class dailies. You don't have to cover each class, but ideally you get to the point where you only have a few combinations you have to mulligan away.
Exact advice beyond that is going to vary. We're close to what's almost certainly a new expansion announcement so it's hard to definitively say you need card x from set y. And it's also going to depend on if you find you can do decently in Arena (many players don't) and what play styles you enjoy more.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Turns out yeah, it kinda is hot shit. Just needed to play it more to get a good grasp on it. I also needed to make some deck alterations to better fit my playstyle and suddenly everything clicked.
So I'm using this deck, which is very similar to the standard MalyLock list. Key differences:
- Power Overwhelming over Abusive Sergeant. I felt like Abusive wasn't accomplishing much. For the same mana cost you get a better effect, minus the 2/1 body. Just makes everything much more cohesive. Better trades, better Shadowflames.
- Two Shadowflames. One was not enough. Two works better.
- No Zombie Chow. I couldn't fit it in, but also cause I don't think it's that great as a one-of. You either draw it turn 1 (great) or draw it late game and it becomes a liability.
- Only one BGH. Mainly because I don't have two, but also cause I feel like two isn't necessary.
Otherwise it's the same deck, more or less. Pretty good, but not sure how it fares against aggro decks. Didn't run into much, strangely.
Battle.net Tag: Dibby#1582
No, they're extraordinarily funny.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I think I'm 10-1 with this draggon mage.
Granted, just getting through the high teens still, currently at 13.
Witty signature comment goes here...
wra
20 damage for 0 mana
Thanks, 0mana...
Witty signature comment goes here...
wra
THANK YOU, RNG.
I LOVE YOU.
Witty signature comment goes here...
wra
Next Large Expansion
More Card Slots
Warsong Commander Nerf
I highly recommend double BGH, but only if you run an abusive sergeant. It helps take out all the popular 5/5's (and Tirion, highmane, etc) the deck otherwise has trouble dealing with and puts mans on the board.
More Dragons? PLEASE???
More good Dragons, too. Usable Dragons. Cheaper Dragons.
Just.
Dragons.
Battle.net Tag: Dibby#1582
I was thinking something similar, except where cards had different values for their utility/value other than their dust value, and that could help with some of the non-ranked matchmaking.
It kinda sucks when you are just starting out and you are facing people with 500+ wins in both ranked & unranked.
MWO: Adamski
I don't see that happening, but if they ever get around to fully constructed tournaments (which seems like an obvious thing to do, especially if the expansion is themed around the Argent Tournament) I think having different tiers which set those kinds of limits could be really cool.
So you just want Face Hunter? Because this is how you get Face Hunter.
What's your beef with Control Warrior?
Also, I'll just quit the game if they put in a dust cap. I've spent a shit ton of time and money building a collection so that I can make decks I want to play like Control Warrior. Artificially limiting what I can make? No thanks.
Then Dragon decks will never truly be viable. You need Dragons of all costs for those kind of decks to really work.
Battle.net Tag: Dibby#1582
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
95,000 or riot.
You're closest without going over.
Like, even if they end up doing some kind of rarity-limited Tavern Brawl there's no way they would use a dust limit, because it would be terrible.
Not that Cantido is ever gonna respond to this because all he does in this thread is show up, make one dramatic statement, and then ignore all responses. :P