I would like to get some general tipps for deck building.
My Story
I play hearthstone since the open beta and got there even up to rank 2. After that I stopped playing in January 2018 and lost the passion for it.
Now I’ve started with the new year again and feel to play a lot more. I start the game in my free time and on my way to the work in the tram.
I mostly enjoy the new „heist” cards of rouge and would like to build a deck to kick in the meta to get on to ranks below 10. Beside that I like Priests,Hunter,Mage.The most important thing for me to feel “the deck”. This means to me to build it myself. Currently I got lucky with a win-streak and got down to rank 15 but now I could not get onwards.
This is where I start to think over and over but I don’t know why my deck is “that bad”.
The main Idea behind my deck is to have a good mana curve and use a special card-set Like Heist cards or only mech based cards or only silence-based cards. I’ve start to build up the curve that I want to have and then I start to fit cards into this.
For example, I have this curve for a “Midrange” Deck:
0 Mana cards: 2
1 Mana cards: 4
2 Mana cards: 6
3 Mana cards: 6
4 Mana cards: 4
5 Mana cards: 4
6 Mana cards: 2
7+ Mana cards: 2
Now I’m looking for some general tipps at deck build, I don’t want to share an unfinished deck here to get some tipps or build “the perfect deck” since I can just go into the deck section and copy paste and tryhard the best out of it. I search for advices like it is good or stupid to set up a mana curve or to focus only on one card-set or is it better to watch out for many synergys.
uhmmm what i've gathered throughout years of playing yugioh and hs is
Critical Mass that sinergy and critical mass is usually ok at 20% of deck slots, any more and you are overkilling the sinergy without leaving room for other support like defense, draw , or utility, some powerful effects may want a little more than 20% of the deck dedicated to it, but 20% is the rule of thumb
Win condition: decks that just try to kind of hope for the opponent to deck out dont work, filling your deck with removal and 0 ways to close the game is a death sentence for the competitive viability of your deck, usually you want to run a card or combination of cards that puts your opponent into a very dire situation and is rather hard to answer, that is your win condition.
Single/double/triple Threat: This doesnt apply to hearthstone that much because deck slots are limited but it correlates with the win condition topic, this is how many win conditions you want your deck to run, although running more than 3 usually spreads your deck too thin, usually combo decks are single threat decks because the win-condition is almost always the same combo, exodia mage and presaronite nerf shudderwock shamman exemplify it, if you privied them of any of the pieces of the combo, or shudderwock in case of shamman they would concede on the spot, opposedly an example of a double threat deck is the RoS malygos druid before ramp was nerfed, that deck was a double threat deck because even if you managed to kill the malygos, it still was a decent mid-range deck with more threats that could go for a minion based victory in that case.
Tech and pocket metas: you should tech for what you are facing, that cw list on sites may be running double hecklebots but if you are facing ton of aggressive decks and 0 combo decks one of those heclebots could easily become another anti-aggro tool because they may really help aggro decks, metas are different at certain points of the ladder, today's rank 10 ladder meta is technically last week's rank 1 meta because the information from the sites doesnt get published on a 24/7 basis (and shouldnt),that said, tech is far more efficient in solved metas than in newer ones because in the former you can recognize how broad the situation is and decide wether is worth it or not, also tech cards will always make you "trade winrates" it may make your deck stronger against certain matchups but weaker against others that's where efficiently identifying your own pocket meta comes into play.
Edit:i forgot the most important part
Playtesting: this is the most important part, playtesting, you should play tons of games with the deck to see what works where and what doesn't, to make changes accordingly, theory can only get you so far, also the sample for playtesting should be high, preferably on the 3 digits of games, played or at least a sample of 50 games with the deck, it sounds boring but that's what helps you refine, also matchup simulations count as playtesting, so playing against friends who pilot specific decks while you adjust your own is a great way to do that.
I've moved over to create a "Midrange / Control" Rafaam Warlock. It works quite well and not so well . At Rank 15 I go to 13 and than back to 15 . every time :D
If you like mage, check out this new deck which is cheap to craft and a lot of fun to play. You can swap a couple cards around if you like and experiment with it.
If you want to go full burgling with Pilfer then you're probably gimping your deck a bit. With hunter you can also go many different routes. There are different variations of both mech and beast hunter. You can tweak these decks to make them feel a bit more unique. Hope this helps.
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Hello Volks,
I would like to get some general tipps for deck building.
My Story
I play hearthstone since the open beta and got there even up to rank 2. After that I stopped playing in January 2018 and lost the passion for it.
Now I’ve started with the new year again and feel to play a lot more. I start the game in my free time and on my way to the work in the tram.
I mostly enjoy the new „heist” cards of rouge and would like to build a deck to kick in the meta to get on to ranks below 10. Beside that I like Priests,Hunter,Mage.The most important thing for me to feel “the deck”. This means to me to build it myself. Currently I got lucky with a win-streak and got down to rank 15 but now I could not get onwards.
This is where I start to think over and over but I don’t know why my deck is “that bad”.
The main Idea behind my deck is to have a good mana curve and use a special card-set Like Heist cards or only mech based cards or only silence-based cards. I’ve start to build up the curve that I want to have and then I start to fit cards into this.
For example, I have this curve for a “Midrange” Deck:
Now I’m looking for some general tipps at deck build, I don’t want to share an unfinished deck here to get some tipps or build “the perfect deck” since I can just go into the deck section and copy paste and tryhard the best out of it. I search for advices like it is good or stupid to set up a mana curve or to focus only on one card-set or is it better to watch out for many synergys.
Thanks for reading
TianBao 😊
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
uhmmm what i've gathered throughout years of playing yugioh and hs is
Critical Mass that sinergy and critical mass is usually ok at 20% of deck slots, any more and you are overkilling the sinergy without leaving room for other support like defense, draw , or utility, some powerful effects may want a little more than 20% of the deck dedicated to it, but 20% is the rule of thumb
Win condition: decks that just try to kind of hope for the opponent to deck out dont work, filling your deck with removal and 0 ways to close the game is a death sentence for the competitive viability of your deck, usually you want to run a card or combination of cards that puts your opponent into a very dire situation and is rather hard to answer, that is your win condition.
Single/double/triple Threat: This doesnt apply to hearthstone that much because deck slots are limited but it correlates with the win condition topic, this is how many win conditions you want your deck to run, although running more than 3 usually spreads your deck too thin, usually combo decks are single threat decks because the win-condition is almost always the same combo, exodia mage and presaronite nerf shudderwock shamman exemplify it, if you privied them of any of the pieces of the combo, or shudderwock in case of shamman they would concede on the spot, opposedly an example of a double threat deck is the RoS malygos druid before ramp was nerfed, that deck was a double threat deck because even if you managed to kill the malygos, it still was a decent mid-range deck with more threats that could go for a minion based victory in that case.
Tech and pocket metas: you should tech for what you are facing, that cw list on sites may be running double hecklebots but if you are facing ton of aggressive decks and 0 combo decks one of those heclebots could easily become another anti-aggro tool because they may really help aggro decks, metas are different at certain points of the ladder, today's rank 10 ladder meta is technically last week's rank 1 meta because the information from the sites doesnt get published on a 24/7 basis (and shouldnt),that said, tech is far more efficient in solved metas than in newer ones because in the former you can recognize how broad the situation is and decide wether is worth it or not, also tech cards will always make you "trade winrates" it may make your deck stronger against certain matchups but weaker against others that's where efficiently identifying your own pocket meta comes into play.
Edit:i forgot the most important part
Playtesting: this is the most important part, playtesting, you should play tons of games with the deck to see what works where and what doesn't, to make changes accordingly, theory can only get you so far, also the sample for playtesting should be high, preferably on the 3 digits of games, played or at least a sample of 50 games with the deck, it sounds boring but that's what helps you refine, also matchup simulations count as playtesting, so playing against friends who pilot specific decks while you adjust your own is a great way to do that.
Thanks for the input :)
I've moved over to create a "Midrange / Control" Rafaam Warlock. It works quite well and not so well . At Rank 15 I go to 13 and than back to 15 . every time :D
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
If you like mage, check out this new deck which is cheap to craft and a lot of fun to play. You can swap a couple cards around if you like and experiment with it.
As for your question about Rogue: Rogue is very powerful at the moment, so I would recommend playing it. You can play the vendetta version with Blink Fox and Hench-Clan Burglar. Also, you can decide whether you want the pirate & Waggle Pick package with Raiding Party or go for a slower deck with Heistbaron Togwaggle, Mountain Giant, or Violet Teacher.
If you want to go full burgling with Pilfer then you're probably gimping your deck a bit. With hunter you can also go many different routes. There are different variations of both mech and beast hunter. You can tweak these decks to make them feel a bit more unique. Hope this helps.