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Finding the Balance with Spell Power Minions

by - 11 years ago

Hearthstone, while amazing, can present a player with a plethora of difficult conundrums. Given the intended similarities between the CCG and its point of origin, World of Warcraft, the issue of separating ourselves from traditional conventions can be difficult. This is very much apparent when it comes to a mechanic like spell power. We’ve been taught since the release of the MMORPG that  the hallmark of the caster is boosted spell power. Sure, Fireball’s good, but what if it could be made better? It can be, young Mage, it can be. Find yourself some spell power and watch as that torrent of flame deals 8902 damage as opposed to 7103.

What’s more, spell power has traditionally been a non-factor for Warriors, Rogues and Hunters. Yet, here we are in the Hearthstone closed beta, where it’s all too common to watch as a Rogue, riding Gadgetzan Auctioneer, deals 18 points of damage on a single turn through boosted direct damage spells. I’ve even had the misfortune of running into a turn four Kobold Geomancer + Cleave, essentially turning the Warrior creature hate spell into the Hunter ability Multi-shot, all while providing a 2/2 minion on the board.

Given the incredible edge spellpower can give just about every deck, what are the rules when it comes to running minions that give buffed spell power? Should you just slather the board in them? The answer might actually surprise you. I’ve been a proponent of ‘going hard’ on any strategy you come up with. If you’re being aggressive, be aggressive all day. If you’re going for control, pick up stall spells and tanky, enduring minions, don’t try and run low cost, high damage creatures. When it comes to spell power though, less might be more, and here’s why.

There are a lot of minions in the game that feature inherent benefits upon being summoned. Elven Archer, despite its cheap price tag and low cost, is always going to deal one damage upon joining the fray, even if she’s sniped by a Hunter trap. Ironbeak Owl, one of the best cards in the game, will silence a minion, in so long as there’s a minion on the board. If you’ve got minions to buff, Defender of Argus will buff them. They might not have the mightiest of stats, but these minions are reliable, and you know what you’re getting from them. Spell power minions work somewhat differently.

Archmage

Archmage, a 4/7 minion for six mana features a +1 spell power mechanic, effectively buffing most spells that feature some kind of number on them. Beyond that, he’s a decently tanky minion that, for six mana, but he doesn’t hit very hard. What’s more, his expensive price tag (60% of your total mana pool from turn 10 on) means that, after bringing him out, you’ll have all of four mana to play with on that turn. Yes, that could be one spell, but if Archmage is taken down on the next turn by a kill spell, Sap, silence et cetera, what have you really bought yourself? Essentially, one bonus damage for six mana. He doesn’t taunt, he doesn’t have charge, and if your hand doesn’t have a four mana spell, he’s a dicey gamble.

Conversely, Kobold Geomancer costs two mana, features +1 spell power and is a rugged 2/2 for two in the early game. If he survives, he’ll be able to effectively tangle with early game aggressors, such as Faerie Dragon, Leper Gnome, Wolf Rider, et cetera. If he doesn’t survive, it’s only two mana out the window. If you draw him late, he can easily be comboed with a couple of spells, or used to boost a devastating area of effect spell such as Hellfire or Blizzard to even more absurd heights.

azure

There general rule to remember when it comes to spell power minions is, the lower the mana cost, the less risk is involved. Kobold Geomancer, Dalaran Mage and even Ogre Magi are all solid cards, despite only featuring a +1 spell power. Azure Drake is amazing because, for one more mana than Ogre Magi, you get essentially the same minion, but with the added bonus of extra card draw, and that’s huge. It makes the Drake the awesome hybrid of Gnomish Inventor and Ogre Magi. Legendary Bloodmage Thalnos is the best, though. His two mana price tag awards a player a card upon death (unless silenced) and some extra spell power. Again, go for the low cost options, cast your spells on the same turn and enjoy some guaranteed returns on these minions. Playing one and banking on it surviving until the next turn is just never smart, considering all the creature hate floating around the game.

Beyond mana issues, there’s also the question of, ‘what do I actually get out of the minion?’. I made mention of it with Archmage, but none of standard spell power minions feature much in the way of an actual punch, or noteworthy combat mechanics. Ogre Magi’s a good midgame brawler, but that’s about it. If your caster deck is crammed full of spells, giving up four to ten spots for spell power minions ensures that you’ll have little in the way of protective creatures, and unless you’re planning to run your opponent over, you’ll be incredibly vulnerable while you try and get card advantage and control of the board.

This is not to say that spell power minions are not good. They are incredible, and can help any deck attain victory on the battlefield. Their caveat is that they require a little more thought than other minions. Sen’jin Shieldmasta is just plain good. Hogger, just plain good. Even Questing Adventurer features a very linear path to being successful. Spell power minions require some more thought though, similar to minions that give other creatures charge. They’ll be amazing if played on the correct turn, or after after securing board control. However, if they’re just being tossed down to hold the line, they’ll easily flounder because of their somewhat pitiable statlines. Larger bruisers will make short work of them, and probably live to tell the tale, giving your opponent a card advantage, on top of board control.

Headcrack

In short, when it comes to spell power minions, look over your deck. What spells are you trying to maximize? Fireball? Drain Life? Mortal Strike? Lightning Bolt? Swipe? Headcrack? Figure that out and run appropriate spell power minions, along with a combination of other, more muscled, or threatening minions. Finding the balance will result in a deck that hits hard with spells when it needs to, but isn’t totally vulnerable to more combat oriented strategies.

 

 


JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


0 responses to “Finding the Balance with Spell Power Minions”

  1. Chris says:

    Interesting read. I think the big takeaway, which you state, but can be put more simply is that Spell Power buffs are generally for strengthening clearing potential. SO the lower the cost of the minion the better because it allows you to cast more spells in the same turn. Also I’d note that having Tuants to protect the minion for future turns and spell power cards with added draws are synergistic because control decks are all about maintaining card advantage and board control.
    –Kobayshi Maru

  2. Interesting read. I think the big takeaway, which you state, but put more simply is that Spell Power buffs are generally for
    strengthening clearing potential. SO the lower the cost of the minion the better because it allows you to cast more spells in the same turn.
    Also I’d note that having Tuants to protect the minion for future turns and spell power cards with added draws are synergistic because control decks are all about maintaining card advantage and board control.
    –Kobayshi Maru

  3. Danny Frahm says:

    Insightful Zenstyle. I’d love to play you sometime. You seem to really understand the theorycraft behind the game a lot, which is important if you want to play well.

    You’re dead on about spell power. It can be devastating if you have spell power stay alive for the right amount of time, but completely useless if its killed before you get a chance to use it. This is why Druid do so well with a lot of their cards, there is instant pay off for their abilities. On going effects are a risk. But correctly played these risks can REALLY pay off.

    I’m starting to really look at the “money” level of damage. X number of monsters in neutral have X amount of health. If you can flame strike you’ll take out most minions below X level. Spell power could make or break certian spells. I think some spells will really benefit from spell power and others it won’t make a significant difference. At the moment I’m incline to look at the low cost spells as being the most advantageous for spell power – Arcane explosion, holy nova, frost bold, lighting storm etc. I’ll definitely be making spreadsheets once I get the game. Haha, I’m such a statistics nerd. But I love these things.

    Spell power (or spell damage) is a really cool aspect of this game. Honestly spell power was godly with rogue prior to the rogue nerf. Now it seems to shine equally among the different classes.