I used the Forge to look around and see what it would be like to try and create my own deck, and I wasn't sure what things to look for in particular. I guess I'm just looking for tips and hints.
I was trying to maintain a balance of low, medium, and high cost cards, and then go for a more defensive Paladin type build.
Any advice on what I did that I should be looking out for and change or do again in the future? Do I have too many low weak cards? Too few powerful cards?
I would consider replacing the Magma Rager with something else. Given that it is a 5/1 it might not last very long, or long enough to accomplish anything at all, depending on the Hero you're facing off against, like a Mage for example. Might want to look at the Imp Master? It's a 1/3 for three that gives you a free 1/1 Imp at the end of every turn, and does 1 damage to itself. Another small piece of advice, it seems like you're spreading yourself a bit thin. Have a couple cards that give draw power, another that increases your spell power. Try to focus on at most, two mechanics and build around them. One of the worst things you can do is spread a deck's mechanics too thin.
When it comes to deck building there's a few things you need to keep in mind. Mana curve, card advantage, draw power, and control, and board position. These are the things you want to have in your deck. A lot of the cards in that deck don't really make sense with each other, and don't really work towards a common goal, and end game. This is understandable considering you went into the Forge to craft the deck. I would suggest looking at the card database, and specifically at the class cards. The class cards give you an idea of what kinda cards you want to put in the deck. For paladins, you will notice some variance in the cards, but most paladin decks focus on some Divine Shield with low cost cards. In my opinion healing cards in Paladin decks aren't that amazing, because you aren't going for any early game stall, so you want to focus on Taunt minions, and low cost minions for early game, and then some bigger minions such as Argent Commander for the late game.
I still find it tricky to stay openminded when it comes to card draw. As an MTG player, drawing lands vs. creatures/spells/instants etc. Somethimes is great, but other times horrible. Keep in mind that there's a big change of drawing what you need. With only 30 cards you can really 'draw' trough your library.
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Hi all, I'm new to CCG's, so please bear with me.
I used the Forge to look around and see what it would be like to try and create my own deck, and I wasn't sure what things to look for in particular. I guess I'm just looking for tips and hints.
This is what I created.
I was trying to maintain a balance of low, medium, and high cost cards, and then go for a more defensive Paladin type build.
Any advice on what I did that I should be looking out for and change or do again in the future? Do I have too many low weak cards? Too few powerful cards?
Thanks for any advice you guys can give!
I would consider replacing the Magma Rager with something else. Given that it is a 5/1 it might not last very long, or long enough to accomplish anything at all, depending on the Hero you're facing off against, like a Mage for example. Might want to look at the Imp Master? It's a 1/3 for three that gives you a free 1/1 Imp at the end of every turn, and does 1 damage to itself. Another small piece of advice, it seems like you're spreading yourself a bit thin. Have a couple cards that give draw power, another that increases your spell power. Try to focus on at most, two mechanics and build around them. One of the worst things you can do is spread a deck's mechanics too thin.
When it comes to deck building there's a few things you need to keep in mind. Mana curve, card advantage, draw power, and control, and board position. These are the things you want to have in your deck. A lot of the cards in that deck don't really make sense with each other, and don't really work towards a common goal, and end game. This is understandable considering you went into the Forge to craft the deck. I would suggest looking at the card database, and specifically at the class cards. The class cards give you an idea of what kinda cards you want to put in the deck. For paladins, you will notice some variance in the cards, but most paladin decks focus on some Divine Shield with low cost cards. In my opinion healing cards in Paladin decks aren't that amazing, because you aren't going for any early game stall, so you want to focus on Taunt minions, and low cost minions for early game, and then some bigger minions such as Argent Commander for the late game.
I still find it tricky to stay openminded when it comes to card draw. As an MTG player, drawing lands vs. creatures/spells/instants etc. Somethimes is great, but other times horrible. Keep in mind that there's a big change of drawing what you need. With only 30 cards you can really 'draw' trough your library.