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
Last week, I wrote about the “many minions – handle it!” style of play, when you’re wearing your opponent down by a thousand little paper cuts. This week, we’ll be talking about the exact opposite of that: the soul-crushing, board-shattering, game ending mega-blow. Meet the “Wombo Combo”, as termed by streamer Crota. His minion, already buffed to 9, receives a doubling in health from Divine Spirit – not once, but twice. The minion’s health points now stand at a whopping 36. No worries with just one attack point, right? Wrong. He then plays Inner Fire, which converts health points to attack points. Boom! goes the dynamite, down goes Garrosh with a single blow of 36 attack points. Note that both of these cards are basic deck cards for the Priest. If you think this is unique to the priest, there are other ways and cards that can deal board-shattering amounts
There is no guaranteed road to success in the Hearthstone Arena. It might be that you construct the perfect deck, one with the noblest of intent, the most solid of foundations, and then ultimately somehow, some jerk will beat you because he or she has eight Sea Giants. Where those Sea Giants came from, we may never know. However, don’t lose heart. The random number generator (RNG) won’t always crush your dreams of a perfect treasure key. Quick wit and good fundamentals will often times win you the day. In my own experiences though, it doesn’t hurt to grab whatever advantage is within your reach. For me, that advantage is the original Warchief himself, Thrall. The Shaman deck features a number of strong mechanics that translate well to the more erratic Arena setting, and I always grab him up where possible. Most of the decks in Hearthstone feature a unique
The Horde Rebellion against Garrosh Hellscream continues to heat up in Kalimdor, and since we discussed the Warrior Deck and Garrosh Hellscream last week, what better way is there to continue our Hearthstone previews than by looking at the class represented by the orc that put him in charge? That’s right, the mystically empowered Thrall will take to the battlefield in Hearthstone to represent the Shaman class, bringing with him all the fury of the elements, alongside a plethora of totems and some other powerful tricks. Totemic Call Totemic Call is an interesting ability, as hero powers go. For two energy, Thrall can summon a totem from his deck at random. We’ll touch on just what those totems do in the next article, but based on whichever one is summoned, this could be a great boon. None of the totems feature negative effects, so those playing the Shaman deck will
Blizzard has unveiled a couple of new Shaman oriented Hearthstone cards for us today in the form of the incredibly buff Earth Elemental and the super useful utility ability Ancestral Spirit. The Earth Elemental is a behemoth at five mana. He boasts an attack power of seven, a health score of eight and the ability to taunt enemies off of your hero. Of course, as is generally the case where the mana cost is less than the other two scores in trading card games, Earth Elemental features a drawback. The Overload mechanic stipulates that, the turn after utilizing the card, the player will be short that much mana, in this case, three. The example used in the blog post is that, assuming you bring out Earth Elemental on turn five, on turn six, you’ll only have three mana available. Essentially, Earth Elemental will make a great wall to protect your
The Hearthstone team has put out a new Fireside Duel – this time in the form of Jaina vs. Thrall (mage deck vs. shaman deck). Some interesting points in this game – this is the first time we see how the secret cards work. Basically you play them, they cost mana, your opponent sees you have played something but it’s unknown to them what you played. When your opponent does something to trigger the secret card then it activates and says what it does. In the case of this game the card was activated when the opponent attacked with their minion and the effect in place was the player who played the secret got a copy of the minion card that attacked. The shaman deck in this case looks seriously fun to play (if not a bit overpowered) as the random totem ability and his wolf cards are really good.