Also this one: Be very careful when you go to change options, like the in-game volume, mid-game. Concede is the top option, and without thinking, easily mis-clicked!
"Don't worry about players who complain about slow players. Take your time to plan out your turn before you begin to play cards."
It will help you avoid mistakes. Miscalculations could cost you the game. If you're in a tough situation, taking a minute to think over your turn is well worth it even if you end up losing the game.
Here's a very specific one, but I've done it a couple of times without thinking. real derp moment - If there's a faeirie dragon on board, and you pull a keeper of the grove, don't choose to silence it! You can kill it using the 2 damage, d'oh! :)
To broaden that one, just make sure you pause for a moment before clicking a choice on dual-option cards like that, and wrath etc ... think of which you will benefit most from before just clicking without thinking
Trigger effects happen in the order Minion have been casted/summonned unless otherwise specified on the card. although there are special exceptions like wild pyromancer where its effect triggers after the spell resolves.
When playing Shaman, always check what totem you get before playing spells (especially ones that do spell damage). You never know when you are going to get a lucky Wrath of Air Totem.
Permanently buffing a minion above 4 attack (e.g. with Defender of Argus) versus a Priest is not a clever play because they can then Shadow Word: Death it.
And the corollary is, buffing a minion to precisely 4 attack is an awesome play vs. a Priest, because then they can't Shadow Word: Pain it.
As a Warrior unless you need extra armor to kill off an important minion that is affecting the board (taunt or continuous effect like Dire Wolf Alpha) with Shield Slam, ALWAYS use Armor Up! last as if you're attacking with a weapon it is better to have lower health and higher armor than it is to have higher health and lower armor (makes you less vulnerable to Alexstrasza and gives you more fuel for future usage of Shield Slam.
General: -Silence removes ALL effects, not just positive ones. For example if a paladin cast Humility on your creature, you can silence the effect away. Likewise if one of your minions is frozen from something like Frostbolt you can silence that away as well. -Enrage effects on cards like Amani Berserker go away if the minion is fully healed. -Read cards carefully to see if the benefits come from something happening to both you and your opponent; or if both you and the opponent gain something. Such as Coldlight Seer. A good hint to this happening is if the word "All" is in all capital letters.
Druid: -Wild growth is NOT useless at 10 mana. Using it while you have 10 mana crystals gives you a card called "Excess Mana" which costs 0 and allows you to draw a card. Essentially Wild Growth turns into "2 mana, draw a card." once at 10 mana. It also has the benefit of being 2 spells played. Which can potentially combo with cards like Violet Teacher for a few extra guys. -You can only have 10 mana at a time. Using Innervate while at 10 mana essentially wastes the card.
Priest: -If a minion has deathrattle of any kind and you shadow madness the card and while in control of it; kill it. You gain the benefit from the deathrattle permanently. Such as Harvest Golem spitting out the 2/1, as mentioned before. -When you buff a minion's hp and they end up silenced, the added hp will work as a 'heal'. So if you have a minion like Chillwind Yeti for example at 4dmg/3hp and it has been power word shielded by you; having it silenced does not remove 2 hp from it. It will stay a 4/3. -I think if you mind vision an opponent with an empty hand you take a card from their deck instead. Need to test that, I don't play priest w/ mind visions.
Warlock: -A few of the class' cards has the side effect of "Discard a Card". If you play one of these cards like Soulfire while your hand is empty; you discard nothing and effectively avoid the penalty. -The life cost of taking 3 damage for Flame Imp is totally worth it. -Playing Lord Jaraxxus with Molten Giants still in your deck or hand almost guarantees you will not be playing them as your base HP is now moved to 15 instead of 30.
Shaman: -Earth Shock ruins Twilight Drake and other cards that have some effect to hide behind a base 1 hp instantly. -The potential behind Windfury is hilarious.
Warrior: -Armor is always more valuable than hp. If given the choice, always gain the armor you plan on gaining AFTER you lose hp. There is not a single card in the game currently that benefits you having more hp instead of having armor instead. So if you plan on using "Armor up" during your turn; do it at the very end. -I thought it was self-explanatory due to the druid cards, but Heroic Strike does not require you to have a weapon equipped to be used.
Not sure if anyone said this yet but always think is it worth it, lets say they have a yeti and you end up using hex on it, a few turns later they use Ragnaros. In this case it wasn't worth it because they had a stronger minion. Now lets say you had your own yeti on the board and a rock biter in hand too, you use that to get rid of the yeti and later in the game you kill the Ragnaros with hex. You may have ended up using 2 cards to get rid of 1 but in the end you still had a 4/1 yeti and later in the game you took out a big threat.
In a match that's very close in the end don't concede when the opponent says "well played" before they finish. Some people will do this to play mindgames and gain a win. Always let them finish even if you they have lethal in case they make a mistake.
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Gorespine#1591 - Feel free to challenge me with your gimmick!
But you must to play FoN first then Inervate and then rest of a combo.
Another important rule:
Crazed Alchemist - realy specific card. Rember if you buff a minion then use this card on it, his stats become permanent instead of like "at the end of turn" and can't be silenced !!.
- If you use it on like 4/1 Worgen, worgen become 1/4 and lose his enrage (he is not wounded again)
- if you use it on minon buffed by Flametongue Totem it give it stats permament. Eg. you have 6/5 Fire Elemental buffed to 8/5 by totem. if you use alchemist you will have 5/8 creature buffed to 7/8 by totem. If you use it again you will have 8/7 creature buffed to 10/7 etc. (that cannot be silenced)
- if you damage Cairne Bloodhoof from 4/5 to 4/2, you can use Alchemist to become 2/4 pemanent creature then use Cabal Shadow Priest for steal it for eg.
Isn't Crazed Alchemist's effect silenceable regardless of who you use it on? I mean, I know that removing the flametongue keeps it, but a silence will still take it away...I believe.
Never purchase less than 5 card packs a time. That increases your chance of getting a Legendary in one of them.
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You can't harass members who play Face Hunter, nor are they compelled to make preemptive apologies or justifications for playing it. They don't hack or crack their opponents' game, they simply play existing cards that form a specific deck. If you suck at countering Face Hunter, you should blame the designers, not the community.
They don't have to be specific to a class.
I will go first-
"If you Play a minion with target-able battle cry you can hold down the right mouse button and pull the minion back to your hand."
- This stops you from making misplays with silence etc.
Soulbound Deckbuilding Team Owner
Hearthstone Freelance Writer
If a minion has both stealth and taunt, the taunt effect is ignored.
Learned that one the hard way ^^ ;)
Also this one: Be very careful when you go to change options, like the in-game volume, mid-game. Concede is the top option, and without thinking, easily mis-clicked!
Great idea!
"Don't worry about players who complain about slow players. Take your time to plan out your turn before you begin to play cards."
It will help you avoid mistakes. Miscalculations could cost you the game. If you're in a tough situation, taking a minute to think over your turn is well worth it even if you end up losing the game.
Here's a very specific one, but I've done it a couple of times without thinking. real derp moment - If there's a faeirie dragon on board, and you pull a keeper of the grove, don't choose to silence it! You can kill it using the 2 damage, d'oh! :)
To broaden that one, just make sure you pause for a moment before clicking a choice on dual-option cards like that, and wrath etc ... think of which you will benefit most from before just clicking without thinking
Another one for newcomers:
If a minion has be buffed and damaged, silencing it won`t affect it`s health (don`t know if I made myself clear, so an example)
Your Enemy has a 2/2 on board and he buffs it to 4/4. If you deal 3 damage, then silence it, it`s not gonna dy, it will stay as a 2/1.
Trigger effects happen in the order Minion have been casted/summonned unless otherwise specified on the card. although there are special exceptions like wild pyromancer where its effect triggers after the spell resolves.
Another one just popped into my head if someone's buffs an anchient watcher avoid silencing it, otherwise it will be able to attack.
Soulbound Deckbuilding Team Owner
Hearthstone Freelance Writer
When playing Shaman, always check what totem you get before playing spells (especially ones that do spell damage). You never know when you are going to get a lucky Wrath of Air Totem.
Another one if you use Shadow Madness on a golem and kill it, you will keep the damaged golem.
Soulbound Deckbuilding Team Owner
Hearthstone Freelance Writer
Silencing Ragneros also allows him to attack whatever your opponent wishes on next turn. |He basically becomes an 8/8 Giant.
And the corollary is, buffing a minion to precisely 4 attack is an awesome play vs. a Priest, because then they can't Shadow Word: Pain it.
As a Warrior unless you need extra armor to kill off an important minion that is affecting the board (taunt or continuous effect like Dire Wolf Alpha) with Shield Slam, ALWAYS use Armor Up! last as if you're attacking with a weapon it is better to have lower health and higher armor than it is to have higher health and lower armor (makes you less vulnerable to Alexstrasza and gives you more fuel for future usage of Shield Slam.
Just a few off the top of my head:
General:
-Silence removes ALL effects, not just positive ones. For example if a paladin cast Humility on your creature, you can silence the effect away. Likewise if one of your minions is frozen from something like Frostbolt you can silence that away as well.
-Enrage effects on cards like Amani Berserker go away if the minion is fully healed.
-Read cards carefully to see if the benefits come from something happening to both you and your opponent; or if both you and the opponent gain something. Such as Coldlight Seer. A good hint to this happening is if the word "All" is in all capital letters.
Druid:
-Wild growth is NOT useless at 10 mana. Using it while you have 10 mana crystals gives you a card called "Excess Mana" which costs 0 and allows you to draw a card. Essentially Wild Growth turns into "2 mana, draw a card." once at 10 mana. It also has the benefit of being 2 spells played. Which can potentially combo with cards like Violet Teacher for a few extra guys.
-You can only have 10 mana at a time. Using Innervate while at 10 mana essentially wastes the card.
Priest:
-If a minion has deathrattle of any kind and you shadow madness the card and while in control of it; kill it. You gain the benefit from the deathrattle permanently. Such as Harvest Golem spitting out the 2/1, as mentioned before.
-When you buff a minion's hp and they end up silenced, the added hp will work as a 'heal'. So if you have a minion like Chillwind Yeti for example at 4dmg/3hp and it has been power word shielded by you; having it silenced does not remove 2 hp from it. It will stay a 4/3.
-I think if you mind vision an opponent with an empty hand you take a card from their deck instead. Need to test that, I don't play priest w/ mind visions.
Warlock:
-A few of the class' cards has the side effect of "Discard a Card". If you play one of these cards like Soulfire while your hand is empty; you discard nothing and effectively avoid the penalty.
-The life cost of taking 3 damage for Flame Imp is totally worth it.
-Playing Lord Jaraxxus with Molten Giants still in your deck or hand almost guarantees you will not be playing them as your base HP is now moved to 15 instead of 30.
Shaman:
-Earth Shock ruins Twilight Drake and other cards that have some effect to hide behind a base 1 hp instantly.
-The potential behind Windfury is hilarious.
Warrior:
-Armor is always more valuable than hp. If given the choice, always gain the armor you plan on gaining AFTER you lose hp. There is not a single card in the game currently that benefits you having more hp instead of having armor instead. So if you plan on using "Armor up" during your turn; do it at the very end.
-I thought it was self-explanatory due to the druid cards, but Heroic Strike does not require you to have a weapon equipped to be used.
Not sure if anyone said this yet but always think is it worth it, lets say they have a yeti and you end up using hex on it, a few turns later they use Ragnaros. In this case it wasn't worth it because they had a stronger minion. Now lets say you had your own yeti on the board and a rock biter in hand too, you use that to get rid of the yeti and later in the game you kill the Ragnaros with hex. You may have ended up using 2 cards to get rid of 1 but in the end you still had a 4/1 yeti and later in the game you took out a big threat.
In a match that's very close in the end don't concede when the opponent says "well played" before they finish. Some people will do this to play mindgames and gain a win. Always let them finish even if you they have lethal in case they make a mistake.
Gorespine#1591 - Feel free to challenge me with your gimmick!
That's not true actually. For example, on turn 10, you can Innervate, Force of Nature, 2xSavage Roar for a total of 12 mana.
Isn't Crazed Alchemist's effect silenceable regardless of who you use it on? I mean, I know that removing the flametongue keeps it, but a silence will still take it away...I believe.
Never purchase less than 5 card packs a time. That increases your chance of getting a Legendary in one of them.
You can't harass members who play Face Hunter, nor are they compelled to make preemptive apologies or justifications for playing it. They don't hack or crack their opponents' game, they simply play existing cards that form a specific deck. If you suck at countering Face Hunter, you should blame the designers, not the community.
Can you do it in that order? Or do you need to Force of Nature first to drop down to 4 mana, and then Innervate, 2xSavage Roar ?