How to build a good deck. Hearthstone: the secrets of building decks in the arena What deck should a beginner build in xc

  • 14.07.2020

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

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

1. Why build your deck?

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

  • As you build your own deck, you will have a better memory of which cards you use, which makes for a more comfortable game. This will help you play better, as well as the most “painless” way to change the deck, adjusting to the current meta.
  • Winning games with a deck you've built yourself is self-satisfying. Compared to wins with shared decks, the realization that your mind is stronger than the majority is just an indescribable feeling.
  • Building your own deck gives you an edge, especially when trying to get to a high rank quickly. Because you don't have to search for missing cards to build a deck from the internet. You will be able to create your own, working, deck from the cards you have.
  • When building a deck, you pay attention not only to the strength of the cards, but also based on your playing style and general preferences. Each player has their own unique style of play. Someone plays aggro decks, someone prefers slower decks, and someone goes to control the table, etc. Some players prefer the exchange of creatures more, others hit in the "face" trying to suppress the enemy "mass". A deck based on these factors will bring you much more emotion than using ready-made decks.

Generally speaking, creating your own decks will broaden your understanding of the game, how cards work, their relevance to your playstyle, and the degree to which you interact with each other. In the long run, this will make you a better player, both in ranked play and in.

2. How will your deck win?

Before adding cards to a deck, you need to have an idea of \u200b\u200bhow it will defeat opponents, in other words, you need to have some kind of plan, the so-called "backbone" of the deck. Basically, winning is the result of following one of the general tactics:

  • Capturing and holding control of the table, protecting stronger minions, who will eventually kill the opponent;
  • Combo decks based on dealing massive damage to an opponent at the beginning of the game or controlling the table at a later stage;
  • Attack by small minions of the enemy from the very beginning of the game, in an attempt to kill him as soon as possible, without any effort to control the table.

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

After you have done this, you can proceed to the next steps and directly add cards to the deck.

3. What cards should or should not be taken?

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

So, you will need to evaluate the style and purpose of your deck very carefully. If a card has performed well in the past or has good stats / effects for its value, this does not make it the best choice for you.

3.1 Mana Curve of your deck

We'll explain step by step what and why to look for when building a deck. However, there is another important element to be considered when building a deck - this is the deck's Mana Curve. The mana curve shows the distribution of cards in a deck by their mana cost. This is a very important concept because it dictates the likelihood of playing cards profitably every turn.

Let's give a rough example of this influence: if you only used cards from the sixth and seventh turns, this guarantees a lost early stage of the game, loss of initiative and ultimately loss (no matter how strong your cards are). Even if you draw a few early drop cards, it won't be enough. You need to draw enough cards for each stage of the game to ensure that you can use the best card for each turn.

It is impossible to say for sure which mana curve will be the best choice for you, as this is influenced by several factors:

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

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

3.2 Step one: Build the backbone of the deck.

You should start by very carefully choosing the base cards for your deck (the cards you need to have in order for the deck to work). For example, if you want to create one that is based on inflicting huge damage through a combination: Leeroy Jenkins, Cold Blood, Shadowstep, then these three cards are absolutely essential for your deck, and you should start building your deck with them. Some decks require more "basic" cards than others, but if your deck is not very combo heavy, you will not exceed ten such cards.

3.3 Step two: Add the required class cards.

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

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

  • Some class cards are simply not good enough to be drawn into a deck. For example, the Rogue Reaver and Sinister Strike cards are not worth taking up space in the deck.
  • Not all class cards are suitable for every deck style. Some cards are great for control, others are much better for combos, and so on. Some of them will simply dilute the basic style of your deck.

In fact, most high-end decks use less than ten class cards (in some cases, only five). The idea is that you should ruthlessly filter out any class cards that don't fit your deck perfectly. Don't take them just because you have them. Most of the class cards that are worth taking (in most cases) are removal or buff cards that allow you to most effectively deal with enemy threats and improve your position on the table. For a robber, this is Backstab, Eviscerate, Betrayal, or Assassination. At this point in deck building, you can add some outstanding class cards if you are confident that there will be room for them in the deck. The Rogue has cards like SI: 7 Agent or Deadly Poison.

You still need to go through a couple of steps to create a deck so make sure that it does not reach its limit already at this stage. If you already have 20 or more cards in your deck, there is a high chance that you have added some worthless cards.

3.4 Step three: Adding neutral cards.

To complete your deck, you will need to add the best (for your deck) neutral cards available to you. This will depend on your deck style and your card collection, but we'll provide you with a few examples.

  • If you have a very aggressive deck, you will add a few cards like the Scolding Sergeant or Squire Vanguard (unless they are the core of your deck).
  • If you need to increase the ability to draw cards, you will add the Treasure Collector, Nat Pagle, or

    In addition, it is mono to take a few neutral removal cards to defend against powerful enemy minions. Examples of such removals are the Experienced Hunter and Mehmaster Zamykalets.

    4. "Customize" your deck.

    You have built a deck, but the work is far from complete. Building a strong, relevant deck is an iterative process.

    After playing with a new deck, you will always look for ways to improve it, adjusting to the current meta and your growing collection of cards. At times, it may turn out that your idea of \u200b\u200bdestroying the enemy does not work in practice (the combo you came up with has several problems that prevent it from working correctly, etc.). Most often this happens due to the choice of not the best cards in the previous stages of deck building.

    As you play, you will notice a few dead cards in your hand that cannot be played without some condition. These will need to be replaced as well as any other cards that cannot do enough in the current meta.

    Of course you will be making changes to your deck, but don't be too hasty in your decisions. Make the decision to replace the card only if it does not manifest itself during a large number of games (in other words, "at a distance"). This is necessary in order not to make a mistake and replace a good card with a bad one, just because you are out of luck ().

    5. Conclusion.

    Don't be discouraged if your deck fails. Some decks just do not work, although in theory they should blow the enemy to smithereens, just because they are not suitable for the current meta-game.

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

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

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

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

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

A great deck is half the battle. The recipes are available online, so even at the very beginning of the journey there are builds invented by professional Hearthstone players that are used in the guides. And while it is terribly exciting to pick each card yourself to create the perfect balance, the process is very long. In addition to preliminary calculations, you have to check everything in battle, each change requires a dozen battles with different heroes to confirm the choice.

With ready-made decks, it's easier: everything is selected and balanced by an expert, you just have to master.

For each class, there are three templates to choose from: a classic one and a couple of more topical ones. They are updated rather slowly. For example, the templates today still do not account for the advent of the Party in Karazhan adventure. And initially not the best options were offered. In the right direction, but not perfect. Studying the logic of composition is useful to get an idea of \u200b\u200bthe strengths of a class, but players come up with combinations that are more powerful. Databases like hearthhead.com or hearthpwn.com contain hundreds of options for every taste with all the details. But how do you choose the best one?

First of all, the relevance of the assembly is important, it is worth checking the date of creation: new maps appear several times a year, and the assortment of potential opponents is generally updated every month. It is risky to blindly trust the advice that came before the last add-on or adventure: literally one new creature can put a hero on a pedestal. Or throw you into the abyss.

The second important factor is price. It is measured in fairy dust, which must be spent on creating everything from scratch. A regular card will cost 40 dust, a rare one - 100, an epic one - 400, and a legendary one costs 1600. Processing is much less profitable, in fact, only 40 dust can be obtained from one booster. Of course, there is always a chance to pull out a suitable one from a set, but you should not seriously count on luck. Moreover, the greatest values \u200b\u200bfall the least often. Accordingly, depending on the composition, the assembly cost differs significantly.

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

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

At the opposite pole are control decks, which are more responsive than setting the tone. Does the enemy expose a creature? Kill him! Is the enemy using a spell? Cancel it! Often you have to balance between life and death, take blows, lose health and collect an insidious combination to effectively destroy your opponent. Here you have to count and keep in mind: there are still secrets? How much direct damage can I do with spells? What is the likelihood of having time to exhibit "Alexstrasza"? It is advisable to be well oriented in the current fashion and anticipate further actions of the enemy. In a word, "control" is somewhat more difficult to manage, but not necessarily more effective - even in championships, professionals leave a couple of aggressive hunters up their sleeve.

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

Most promising candidates

Hunter

If there is a hunter in the game, then there is also an aggressive hunter deck, which does not require special expenses. The hero's skill disposes to trample the enemy, ignoring any defense.

Fiery bat

Royal elekk

Frost trap

Rate of fire

Pull the dogs

Pet

Take command

Deadly shot

Hound

Eagle Horn Bow

Savannah highmane

Shepherd

Infected wolf

Call of the woods

The empty spaces are filled with suitable neutral animals like "Kodo", preferably with an additional effect. The most expensive and only epic card is Call of the Woods. There is no full replacement, "Call" completely turns the situation on the table in your favor, but to begin with, you can add a scavenger hyena or powerful creatures that you got from boosters instead.

Party in Karazhan comes complete with the fabulous Granny (a 2-mana 1/1 creature that summons a 3/2 wolf) and the Stealthy Huntress that makes your secrets free.

Shaman

According to the original idea, shamans should specialize in totems and "overload", allowing them to get ahead of the enemy by a couple of moves. And if totems are too random and sometimes clumsy, “overload” sets the pace perfectly.

Rockbreaker

Lightning

Tunnel Trogg

Flametongue Totem

Totem Golem

Lava ejection

Thunderstorm

Wild Wolf Spirit

Tuskarr Shaman

Fiery faceless

Doom hammer

Something from the depths

The epic "Hammer of Doom" cannot be replaced by anything, in total two hammers will allow you to inflict 32 points of damage, and only in combination with the "Rockbreaker" ... Small, but aggressive neutral creatures such as "Scolding Sergeant" or "Squire of the Vanguard" will occupy empty spaces.

Warlock

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

Fire imp

Malchezaar's Imp

Obsessed peasant

Soul burn

Demon of the Abyss

Black alchemist

Darkshire Librarian

Darkshire Councilor

Leader of the demon gang

Dish golem

Dreadguard

It is rare that neutral cards are as important as class cards. The assembly will be completed by "Dagger Juggler", "Argus Champion" and "Chief of Dire Wolves." It is difficult to change something here, each in its place, but the adventure is worth it!

Any of our heroes are ready to storm the highest ranks. It turns out that only a thousand or two fairy dust and reading our manuals can separate from the legend.


Hearthstone - a unique computer collectible card game based on the universe Warcraft, developed by Blizzard, and the distribution format is f2p. There are 9 unique classes in the game, with their own class ability, a huge number of different cards from which different decks are made. When playing in freestyle or rating mode, you use your set of cards that you have, while playing in the Arena, which is another game mode, you collect cards from randomly given to you, which brings some kind of balance when playing this mode. Experienced players do not experience problems when collecting cards in their deck in the arena, but beginners collect various cards that are very weak and irrelevant in the arena, so today I will teach you how to compose your deck in the arena.

So, how to collect cards in the arena:
1) We choose the hero we need, it is best to choose exactly the class that does not need the absolute synergy of its units, for example, the hunter will be a bad class in the arena, and the paladin or mage is not bad enough.
2) After choosing a hero, we have to collect 30 cards in our deck. The main principle is to choose a card that is stronger than the other two in terms of its characteristics and features. The rating of playing cards in the arena will help us with this. There are many sites with a rating, but we will consider the most convenient one.
So how does it work. For example, we play as a druid and we get cards: Mark of the Wild, Wild Roar and Elven Archer.


3) We go to the site and select our class, that is, the druid.


4) Next, alphabetically, we drive in the 3 cards that fell to us, it turns out like this:


5) Now, using LMB, select the card that has the most points, in our case it is the Sign of the Wild.


6) It gets into our deck, now we can repeat the process further. The peculiarity of the service is that it will evaluate the second and subsequent cards not only by characteristics but also by synergy, which it will inform you about and highlight the card in green.


7) After you have assembled your deck, you can evaluate it by looking at its characteristics below. Basically, with the help of this service we have put together a good deck with a good rating, decent synergy and independence from the race of creatures, which is pretty good for the arena.


8) That's basically all, using this method, you can easily collect a good deck for the arena and make 12 victories to get the coveted prizes and legendaries. I wish you all the best in conquering this card game!

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

For you, the arena is probably 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 it. Every time I make 7 wins, I breathe a sigh of relief, because my arena has paid off, which means that I can go there again.

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

As I said, 7 wins are worth the gold you spent on the arena. And this means that next time you have the opportunity to build a stronger deck with which you can make the cherished 12 victories. The search for players in the arena takes place 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 into the same opponent with the same number of victories. And this is where you need to be really sure that your deck is good.

Here are four of the most important lessons for building a mighty 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. The decks you built in advance ( constructed) determine your style of play. You can play a certain combo, distribute the mana curve yourself as you need and bring the changes you need to the deck. A consistent mana curve will help you get the most out of your deck. For example, on the first turn you have something to go, on the second turn you spent 2 mana, on the third 3 and so on. By doing this, you will unleash the maximum potential of your creatures and spells.

Aren's decks especially rely on efficient use of mana, since you can't predict which cards you will come across. For example, out of all the removals, you only have a "Wave of Fire" in the amount of 5 pieces, but you don't have ice arrows and fireballs. Obviously, you will have problems with controlling the table for the magician. This is a very unstable mana curve.

Strong players know that it is sometimes worth ditching a strong card in favor of stabilizing the mana curve. But do not forget that there are cards that you should definitely take (swing, fireball, wolf spirits, etc.). It is worth avoiding those cards that are marginally better than weaker ones, but hit hard on the mana curve.

Let's look at a simple example. You chose a druid to the arena, try to correctly observe the mana curve and the choice drops out "Sinister blacksmith" for 5 mana units. Not the best card for a druid, but you don't have any cards for 5 mana at all, and you have already chosen 27 cards out of 30. In this case, you must take it.

If you can't take control of the table for a long time, then you probably 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 doesn't always focus on choosing strong cards. Choosing a deck style.

When building a deck in the arena, you need to estimate the game plan after about 15 spades. This will help you choose the next 15 more efficiently.

For example, the first 10 cards you chose creatures with low mana cost and this has already influenced the nature of your deck. Let's say that on the next pick you come across "Squire of the Vanguard" and "Servant of Pain". It is worth thinking carefully about which game plan you have chosen. Will you continue to build an aggressive deck with cheap mana creatures and take the squire or try to do the midrange deck and take the servant of pain.

In these cases, indecision diminishes the effectiveness of the deck, while deliberate decision strengthens it. Your choice, of course, completely depends on your preferences, but still it is worth thinking once again. Once you've made your choice, stick with it to the end! If you chose the squire, then keep building an aggressive deck, if the servant of pain, then try to make a deck that will be effective in the middle of the game.

Fortunately, there is no time limit for card selection in Hearthstone. So take your time and choose your cards wisely, constantly re-evaluate your deck style and stick to it. Arena deck building doesn't always focus on choosing strong cards, it all depends on the style of play you choose.

Lesson three: the best arena decks don't rely on synergy

It may seem strange, but the right choice of cards that do not need another card for effective implementation is an important factor when building a strong deck in the arena.

Let's take an example of such a card as "Teacher of Magic". Obviously, the card encourages playing through spells and can be tempting in the first ten picks in the hope of getting spells later.

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

A sloppy arena drafter can create several of these situations. For example, he can recruit "Ancient Watcher", "Nerubian Egg", "Gurabashi Berserker", creatures that become stronger from secrets or spells. Try to avoid this. But on the other hand, not always a card that does not need synergy to be good is better. This is the case when the other two cards are absolutely useless when choosing.

Let's go back to the magic teacher. It should be taken only if the peak is coming to an end and you have already taken, for example, 8-9 spells. In this case, we can say that you are lucky and you received a strong synergy.

Lesson four: don't take multiple identical cards

Even the best cards of any hero can become detrimental to your deck if they are too high. This does not apply to ice arrow or SI: 7 agent. These cards are so good that I would put them in a deck in the amount of eight or nine pieces.

However, a wave of fire is a very different case. Yes, this card is very good. Possibly the strongest AoE damage in certain situations. 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, but when choosing the third, 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 death rattles, thick taunts, etc.), and the third? Not effective. Instead, it's better to play a creature or a cheaper spell. It will be much wiser on your part.

Conclusion:

These lessons are just the tip of the iceberg of the required arena deckbuilding knowledge, but if you take them into account, it will increase your chances of winning. All comes with experience. If you quickly lost 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 cold rings. :)

Introduction

How often do you build your own decks in Hearthstone? 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 met many obstacles and in the end your choice fell on the standard decks of famous players. But is it that good? For me, winning with your own deck is more fun and much more fun! Therefore, today we will talk about several important points that must be taken into account when creating a deck.

# 1. Face or exchange?

Before building your deck, you must decide what style it will have. Will she only attack in the face from the start of the game, or will she try to grab the table first? Or are you going to defeat your opponent not with creatures, but with spells? Or do you want to surprise your opponent and elegantly end him in 1 turn while inflicting an outrageous amount of damage? These are the questions you should tackle first.

When you choose the type of your deck, then it is already the turn of choosing certain cards. There are a huge number of different cards in Hearthstone, some of them clearly stand out from others in their value, but this does not mean that all of them should be put in your deck. The card may be good, but it doesn't suit your deck type.

If you have a lot of cheap creatures in your deck, then you can use the synergy with cards such as Dagger Juggler, Sea Giant, Frostwolf Chieftain, or the Head of the Cult for Completion, which we talked about a little earlier. An excellent standard for such interactions is Zoolock, which is also a lot in the current meta.

Or in the case where you are using a lot of spells, you can put in excellent mage class cards such as Manasmay, Sorcerer's Apprentice, and Pyro. 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 whole combination in your hand. In this case, you should be more careful when choosing parts of the combo, because sometimes you have to use them separately. For example, the Dagger Juggler will probably be more effective and efficient if you use it on turn 6 together with Merciless Explosion, but if you have nothing to bet on the 2nd turn, and you need to answer with something, then the Dagger Juggler will be played as a creature 3 / 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 such classes as Paladin and Shaman, you can fill the field with small creatures, which can later become stronger with the Mukla Defender card or the Raid Leader. And the cards associated with weapons will easily interact with the Rogue.

No. 5. Victory plan

When creating your deck, you need to understand exactly how you are going to end the game. Are you planning to kill your opponent in one turn? Or at the beginning of the game? Or maybe you really want to defeat the enemy with a fatigue, as the mill decks do. There must be a certain concept in your deck. You can have an infinite number of removals, but what's the point if you don't have a plan for your opponent.

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

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? Is she helping you grab the table? Or finish off the enemy? Maybe it protects your little creatures? If you can determine what role a given card should play, then you can choose the best version of this card.

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

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

No. 7. Do not rush to spray 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 reveal 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, new mechanics are being added, so it is quite possible that long-forgotten cards can change, thereby making them playable. Alternatively, you can spray them at full cost.

No. 8. Metagame

Your deck may be exceptionally good against a certain type of deck, but what if there are none in the ladder? Therefore, do not forget about the top decks. If you really want to make a top-notch deck with a good win rate, then you should look into the cards that will help you counter the current meta. For example, if the ladder is suddenly filled with creatures with bubbles, then it would be wise to put the Blood Knight card in the deck.

Understanding and resisting the meta can be difficult. The easiest way is to play or watch games a lot in order to have a good idea of \u200b\u200bthe current situation in the ladder.

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

Obviously, a deck that can fight everyone is simply impossible. However, it is quite possible to build a deck that will be strong against several types of decks.

Try to use universal cards that will help you in a variety of matchups. Many classes have such cards. For example, a druid has a Claw Druid who helps against aggression, helps to capture the table, and sometimes he can go on the attack himself. The mage has a Water Elemental, which has good stats to control the table and prevent the opponent from using weapons. Each class has its own flavor.

No. 10. Try it, try it and try it again!

No deck was immediately created perfect. You have to supplement it every time, by trial and error. Over time, you will realize that you may be missing the early game. Or you realize that you cannot resist slow decks, in which case it is worth adding more heavy creatures or more cards.

If you lost 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, identify flaws. If required, you can also ask other people for opinions. After all, something new can be discovered from a different angle.

Conclusion

I hope this article can help you build 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.