HailToTheDeacons
Fantasy Sheep Champion
- Joined
- Mar 15, 2011
- Messages
- 29,356
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A well played Loatheb is essentially an Ice Block. He gives you another turn to seal the deal.
Also, can someone explain to me why some cards actually do damage to yourself or hinder your playing?
Why would you play a card that makes everything cost more (unless it applies to you and the other person?)
This stuff is so complicated.
Also, I have like 175 Arcane Dust....should I be crafting cards? I don't get how that works other than you use that to create cards.
Can you give an example card? Usually there is some benefit to playing a card like that (ie they're slightly more powerful vs other equal cost cards, etc)..
Injured Blademaster (4/7, deals 4 damage to himself) and Venture Co. Mercenary (7/6, Minions cost 3 more) are the only 2 I have right now, but I've seen others that I can't remember.
Watch streamers.
When you start a game, you want to mulligan to have a good selection of cards to play on your 1,2,3,4 mana turns.
Board control is usually more important than damage to the opponents face.
Some of it is knowing the opponent's champ to know what cards they might be able to play next turn to avoid wasting a card (i.e. a mage at 7 mana is likely to flamestrike, so don't empty your hand of your <4 health minions)
Those are cards you use as combos with other cards that compliment. For example - the Injured Blademaster can be used (if you're a shaman) with Ancestral Healing to get you a 4/7 minion, with taunt ... for a total of 3 mana. That's awesome. Or if you have cards that benefit from another minion being damaged (say ... Frothing Bezerker) ... you can play the bezerker for 3 mana, and then the Blademaster for 3 more mana, he self damages and then the Bezerker get +2 attack. Now you've got 2 minions, a 4/4 and another 4/3 (who can be healed to 7) for just 6 mana.
It's the combination of abilities like that which gives Hearthstone it's strategic depth.