Errrrr...care to explain what that means...? (It sounds like a sexual innuendo; I'm hoping I'm wrong)
"Face is the place" refers to the general philosophy that attacking the face (the enemy hero) is a superior strategy to trading (attacking minions with minions).
In a card game there are 4 basic deck archetypes: Aggro, Combo, Midrange, and Control. Aggro aims to end the game as quickly as possible by spamming cheap threats and draining the opponent's health before they have the chance to react. Control decks aim to slow the game down, grind the opponent out of resources, and then win with stronger, more valuable cards in the lategame. Midrange decks are in between. They aim to impersonate control decks in some matches and impersonate aggro decks in others. Combo decks, lastly, aim to win with some flashy wombo combo that kills the opponent in one turn.
Historically, aggro has been the most powerful archetype in Hearthstone due to a lack of effective counter-strategies, thus spawning numerous memes about the overpoweredness of aggro decks, including the phrase "face is the place," which originates from the following classic: https://www.youtube.com/watch?v=-jenlSf2E8o
"Face is the place" refers to the general philosophy that attacking the face (the enemy hero) is a superior strategy to trading (attacking minions with minions).
In a card game there are 4 basic deck archetypes: Aggro, Combo, Midrange, and Control. Aggro aims to end the game as quickly as possible by spamming cheap threats and draining the opponent's health before they have the chance to react. Control decks aim to slow the game down, grind the opponent out of resources, and then win with stronger, more valuable cards in the lategame. Midrange decks are in between. They aim to impersonate control decks in some matches and impersonate aggro decks in others. Combo decks, lastly, aim to win with some flashy wombo combo that kills the opponent in one turn.
Historically, aggro has been the most powerful archetype in Hearthstone due to a lack of effective counter-strategies, thus spawning numerous memes about the overpoweredness of aggro decks, including the phrase "face is the place," which originates from the following classic: https://www.youtube.com/watch?v=-jenlSf2E8o
Hello, I've just started playing Hearthstone a couple of days ago as a F2P player, and I've recently stumbled across this site. I have began playing with a paladin deck contains some elementals, C'thun-related cards, some "adapt" cards, and some cards that increase the attack and health of minions in my hand. Recently, I have been successful against certain decks such as Druid ones, Warlock ones, and Hunter ones (When it comes to Warriors, I just try to stabilize by stalling with my Hero Power so that I get enough guys in my hand to strengthen and overwhelm my opponents' minions with until they run out of cards. Against Rogues, I just pray and kill literally anything they put out. It works...surprisingly).
However, I have struggled to surpass ranks 10-15 (Cue humilitation). I'm not sure if it is due to my lack of skill, lack of luck, or lack of cards. (So far, I have tried looking for "pros" in the hearthstone community with no success, increased my faith in Fortuna, and slowly grind out a positive gain from the arena (I average 3-7 wins, and it seems like 3 wins give a fair trade). I also have no knowledge of card games beyond my what my friend taught me when she introduced me to Hearthstone. (For example, I have no idea what the heck a " Midrange" deck is). Do you guys have any tips and/or pieces of wisdom?
P.S. Do you also have any advice for using Hearthpwn and how to do other "things" (e.g. I've seen people use something called "innkeeper", post pictures of cards that aren't in the game, and personalize the bar under their posts with little GIFs). Also are there any "cultural trends" I should be aware of? (I keep seeing people use "kappa" and I have no idea what that means).
TL; DR: Enlighten a noob please.
Thanks in advance.
BTW, here's my current deck. I would love to have some critique as to what cards I should be aiming to gain and how to play this deck. (Keep in mind I'm a F2P player with limited dust and gold so there are probably some poor card decisions here...).
Welcome to Hearthpwn. First of all, there is no need to feel humiliated because you have had issues passing rank 10-15. The competition is tough and most people at these ranks are netdecking (Using optimized decks that are most popular at the moment at high rank play). As for the reason why you have problems, let's look at the three apsects you mentioned; Luck, skill and cards. Let's replace the idea of "cards" for "deck", as accessible cards is the direct requirement of using a good deck.
Luck is something people sometimes blame for not progressing a ladder and have all sorts of conspiracy theories around. To make it short, luck is not a variable that is (or can be) manipulated in the game. While luck of the draw can be decisive in some games, in the grand scheme of things luck will mostly always even out. Nobody has more luck then anyone else even though some perceive this to be true. There are 2 factors to keep in mind when it comes to luck. One, it's more about playing a LOT of games then look at those individual games you win or lose because of a good or bad draw. In the end, if you can keep a higher winrate then 50% you will definitely get to legend if you play enough games. Two, if you understand odds and make reasonable decisions based on what chance you have for that Arcane Missiles to make an important kill, or for you to topdeck one win-card out of your 3 remaining cards in the deck, you can make moves that seem to be pure luck but instead is more about making decisions based on your odds.
That kind of decision making is part of the next part, skill. Skill comes with experience and since you're new, I bet there's a lot you still can learn on the core of the game. Once you do, you'll be able to do great in Arena. Another part of skill is piloting specific decks, which comes by playing a lot of the same deck and understanding how you survive long enough to enable your win condition. Finally, cards are of course required to make a good deck, but you do not always need advanced cards to make a great deck. Since you're going the F2P route, it's always a bit tougher but definitely achievable. One option is to disenchant all cards you do not need to make a great deck, but those disenchanted cards could be viable in the future which hinders your progress. Personally I have a F2P account that I do well on, but never disenchant any cards (Unless I have 3+ copies, of course) considering they can be valuable in the future. I don't know what collection you have, but I'd say you can probably reach rank 10 with mostly any deck if you're good enough. But the best idea if you're not sure on how to make a great deck is to do what you did here and post what you're playing to look for suggestions.
As for Hearthpwn, it's a great place to learn about the game and stay updated on news. Innkeeper is a tool that allows you to keep track of your decks and have an overlay when you play that shows your decks and what cards you have drawn and not drawn. It's a neat tool but not necessary for making progress. "Kappa" is the most famous emote from the Twitch streaming service where people go to watch Hearthstone games and spam in the chat. It's basically an emote used when being ironic or trolling. When you see people posting cards that are not in the game, they most likely make them on www.hearthcards.net and insert them as images in their posts. As for other Hearthstone related terms, check this out; http://www.liquidhearth.com/forum/hearthstone/456785-a-beginners-guide-to-hs-terms
Hello, I've just started playing Hearthstone a couple of days ago as a F2P player, and I've recently stumbled across this site. I have began playing with a paladin deck contains some elementals, C'thun-related cards, some "adapt" cards, and some cards that increase the attack and health of minions in my hand. Recently, I have been successful against certain decks such as Druid ones, Warlock ones, and Hunter ones (When it comes to Warriors, I just try to stabilize by stalling with my Hero Power so that I get enough guys in my hand to strengthen and overwhelm my opponents' minions with until they run out of cards. Against Rogues, I just pray and kill literally anything they put out. It works...surprisingly).
However, I have struggled to surpass ranks 10-15 (Cue humilitation). I'm not sure if it is due to my lack of skill, lack of luck, or lack of cards. (So far, I have tried looking for "pros" in the hearthstone community with no success, increased my faith in Fortuna, and slowly grind out a positive gain from the arena (I average 3-7 wins, and it seems like 3 wins give a fair trade). I also have no knowledge of card games beyond my what my friend taught me when she introduced me to Hearthstone. (For example, I have no idea what the heck a " Midrange" deck is). Do you guys have any tips and/or pieces of wisdom?
P.S. Do you also have any advice for using Hearthpwn and how to do other "things" (e.g. I've seen people use something called "innkeeper", post pictures of cards that aren't in the game, and personalize the bar under their posts with little GIFs). Also are there any "cultural trends" I should be aware of? (I keep seeing people use "kappa" and I have no idea what that means).
TL; DR: Enlighten a noob please.
Thanks in advance.
BTW, here's my current deck. I would love to have some critique as to what cards I should be aiming to gain and how to play this deck. (Keep in mind I'm a F2P player with limited dust and gold so there are probably some poor card decisions here...).
Welcome to Hearthpwn. First of all, there is no need to feel humiliated because you have had issues passing rank 10-15. The competition is tough and most people at these ranks are netdecking (Using optimized decks that are most popular at the moment at high rank play). As for the reason why you have problems, let's look at the three apsects you mentioned; Luck, skill and cards. Let's replace the idea of "cards" for "deck", as accessible cards is the direct requirement of using a good deck.
Luck is something people sometimes blame for not progressing a ladder and have all sorts of conspiracy theories around. To make it short, luck is not a variable that is (or can be) manipulated in the game. While luck of the draw can be decisive in some games, in the grand scheme of things luck will mostly always even out. Nobody has more luck then anyone else even though some perceive this to be true. There are 2 factors to keep in mind when it comes to luck. One, it's more about playing a LOT of games then look at those individual games you win or lose because of a good or bad draw. In the end, if you can keep a higher winrate then 50% you will definitely get to legend if you play enough games. Two, if you understand odds and make reasonable decisions based on what chance you have for that Arcane Missiles to make an important kill, or for you to topdeck one win-card out of your 3 remaining cards in the deck, you can make moves that seem to be pure luck but instead is more about making decisions based on your odds.
That kind of decision making is part of the next part, skill. Skill comes with experience and since you're new, I bet there's a lot you still can learn on the core of the game. Once you do, you'll be able to do great in Arena. Another part of skill is piloting specific decks, which comes by playing a lot of the same deck and understanding how you survive long enough to enable your win condition. Finally, cards are of course required to make a good deck, but you do not always need advanced cards to make a great deck. Since you're going the F2P route, it's always a bit tougher but definitely achievable. One option is to disenchant all cards you do not need to make a great deck, but those disenchanted cards could be viable in the future which hinders your progress. Personally I have a F2P account that I do well on, but never disenchant any cards (Unless I have 3+ copies, of course) considering they can be valuable in the future. I don't know what collection you have, but I'd say you can probably reach rank 10 with mostly any deck if you're good enough. But the best idea if you're not sure on how to make a great deck is to do what you did here and post what you're playing to look for suggestions.
As for Hearthpwn, it's a great place to learn about the game and stay updated on news. Innkeeper is a tool that allows you to keep track of your decks and have an overlay when you play that shows your decks and what cards you have drawn and not drawn. It's a neat tool but not necessary for making progress. "Kappa" is the most famous emote from the Twitch streaming service where people go to watch Hearthstone games and spam in the chat. It's basically an emote used when being ironic or trolling. When you see people posting cards that are not in the game, they most likely make them on www.hearthcards.net and insert them as images in their posts. As for other Hearthstone related terms, check this out; http://www.liquidhearth.com/forum/hearthstone/456785-a-beginners-guide-to-hs-terms
Wow, that's a lot of information to take in! Thanks ZammE!
Serious props to Pikachu for keeping it together in this thread.
To the OP, in terms of deckbuilding goals, your main quest right now is probably going to be to find replacements for the C'thun cards in your deck. Right now C'thun is a very weak win condition since you primarily rely on elemental power, but since there's few alternatives in your card pool you will need to find some more consistent power.
My recommendation at the moment would be to focus on crafting (or ideally opening) 2x Stonehill Defender. This is a very powerful card in paladin because the chance of discovering a Tirion Fordring or Wickerflame Burnbristle is very high. This will give you access to win conditions without actually having to craft those particular legendaries, instead only two rares at 200 dust. For these I am imagining you replacing your c'thun 4-drop and c'thun himself.
To replace your c'thun two-drops, I recommend crafting 2x Hydrologist. Although no elemental synergy, this will give you access to secrets on the fly to react to what your opponent is doing and the board state. Discovering a secret is definitely worth 1 hp on each of the bodies.
Honestly I think you will find it difficult to advance to rank 5 in the current meta with your card pool, although it is not impossible, and bear in mind rank 5 is the next big improvement after rank 15 so if you do not want to commit there's not a big reason to float around on rank 15-10 if you ever start to get frustrated. I would focus on arena, where there will be more balance in card pool and where you can get a sense of fun card interactions. You seem to already have a very good sense of curve and tempo.
Serious props to Pikachu for keeping it together in this thread.
To the OP, in terms of deckbuilding goals, your main quest right now is probably going to be to find replacements for the C'thun cards in your deck. Right now C'thun is a very weak win condition since you primarily rely on elemental power, but since there's few alternatives in your card pool you will need to find some more consistent power.
My recommendation at the moment would be to focus on crafting (or ideally opening) 2x Stonehill Defender. This is a very powerful card in paladin because the chance of discovering a Tirion Fordring or Wickerflame Burnbristle is very high. This will give you access to win conditions without actually having to craft those particular legendaries, instead only two rares at 200 dust. For these I am imagining you replacing your c'thun 4-drop and c'thun himself.
To replace your c'thun two-drops, I recommend crafting 2x Hydrologist. Although no elemental synergy, this will give you access to secrets on the fly to react to what your opponent is doing and the board state. Discovering a secret is definitely worth 1 hp on each of the bodies.
Honestly I think you will find it difficult to advance to rank 5 in the current meta with your card pool, although it is not impossible, and bear in mind rank 5 is the next big improvement after rank 15 so if you do not want to commit there's not a big reason to float around on rank 15-10 if you ever start to get frustrated. I would focus on arena, where there will be more balance in card pool and where you can get a sense of fun card interactions. You seem to already have a very good sense of curve and tempo.
Ah yes...I...heh...totally know what "curve" and "tempo" is...but, hypothetically speaking, if I didn't know what those terms meant...and I asked you for their definition, what would you say? (Thanks for the deck building tips btw!)
I've been playing (and enjoying) hearthstone without spending a penny for several years, since open beta. As an F2P player, don't expect to get all the cards and you'll be much happier. It's just not going to happen. On the other hand, you'll be able to eventually get a lot of the cool cards in an expansion (although not all) and afford to run some competitive decks.
Some practical tips:
any time you get a 40G quest, click the X to re-roll it, most quests give you way better rewards.
Don't disenchant any powerful cards. When the nerfs come around, you will get refunded the full crafting dust value (far more than you get for disenchanting) for any copies of needed cards. These are like your big paydays if you have those cards. Examples have been Sylvanas, Ragnaros, Ice Lance, Power Overwhelming, Flare, Master of Disguise, Leeroy Jenkins etc. In general, it's wise not to do too much disenchanting, and certainly not any unless you're about to use the dust right away (it's safer to store the dust in card form for reasons already mentioned). I was really foolish with my cards at the beginning, thought "I'll never play Warrior" because the only viable deck at that time was a pay-to-win control deck stuffed with legendaries, and disenchanted some powerful warrior epics. Now the meta has moved on and there are cool Warrior decks again, and I regret the disenchants.
Keep doing arena, it's waay better value than buying packs.
finally, just have fun with what cards you get. In F2P, each legendary is way more precious and exciting because you had to work hard for it in game, and you should play it in a deck a few times just for fun even if it's not the best card. For example, I packed what was considered the worst legendary in the GvG expansion, called Gazlowe, and proceeded to have a blast in the following 2 weeks playing Gazlowe Shaman. It wasn't the best deck in the world but it was sweet.
Gotcha! That Gazlowe legendary sounds sweet!...but I can't find it in my collection when I press the "enchant" button. Thanks anyways!
To craft Gazlowe you would have to make sure you select "all cards" rather than standard cards since GvG is in wild. (I also don't recommend crafting Gazlowe as a f2p player)
Your curve is the rate of different mana costs of your cards. You want a good curve, so that you can play high value minions on each turn. i.e., you want to be able to play a solid 2 drop followed by a solid 3 drop followed by a solid 4 drop, etc. Elementals are good for this since they create more cheap minions for your hand which allows you to autocorrect your curve on the fly.
Tempo is the advantage on the board your minions generate for you. Consecration helps you regain tempo when you begin to lose it, and Fire Plume Phoenix helps you establish tempo on the board in combination with your buffed minions. Your deck has options for two damage, three damage, and four damage removals, which gives you a range of options for holding board control.
To craft Gazlowe you would have to make sure you select "all cards" rather than standard cards since GvG is in wild. (I also don't recommend crafting Gazlowe as a f2p player)
Your curve is the rate of different mana costs of your cards. You want a good curve, so that you can play high value minions on each turn. i.e., you want to be able to play a solid 2 drop followed by a solid 3 drop followed by a solid 4 drop, etc. Elementals are good for this since they create more cheap minions for your hand which allows you to autocorrect your curve on the fly.
Tempo is the advantage on the board your minions generate for you. Consecration helps you regain tempo when you begin to lose it, and Fire Plume Phoenix helps you establish tempo on the board in combination with your buffed minions. Your deck has options for two damage, three damage, and four damage removals, which gives you a range of options for holding board control.
After that, I guess that what was said is a good resumee, go modest, go easy, take some time to learn the game, and as soon as you want to commit, buy the welcome bundle, awesome bang for the bucks! Adapt is a good mechanic, but quite unreliable, Volcanosaur is quite fun with it!
The hand buff elementals and Cthun are a nice combo, can really make your cards have more "umpf"!
check out the reddit competitivehs and wildhearthstone...
another thing, its better to play wild, the really important cards are quite few and you need a net 1000 dusts to start with decent cards. And another advantage is that you wont have to change all your cards every 2 standart rotations...
Tempo is one of two primary methods through which you can win the game, the other being value. Value refers to how much a card accomplishes over the course of a game. For example, if your opponent has two 2/2's, and you have a 4/4, your single 4/4 will be able to kill both of their 2/2's. In other words, one of your cards is exchanging for two of theirs. If you repeat this 2-for-1 process enough times, you will inevitably win the game, since you will have cards left over in the end and the opponent will not.
Value alone can't win the game, however. If it could, every deck would consist of nothing but 8-10 cost minions since those cards tend to produce the most worth. The reason decks aren't built like that is because of tempo, or the speed at which you play your cards. Pretend you start a game and your hand consists of ten copies of The Ancient One. Your opponent's hand consists of a mere two Bloodfen Raptors. Your hand is obviously worth significantly more than the opponent's. However, because of mana restrictions, you will not be able to play any of your cards until turn 9. By then, the two Raptors will have already dealt 30 damage to your hero. Despite having significantly less value at their disposal, the player with two Raptors wins every time, and the reason why is tempo.
Playing cards faster than the opponent can react to them increases their worth. A 3/2 might be unassuming at first, but if it connects to face ten times, that 3/2 will have achieved the same worth as three Pyroblasts. The earlier a card enters play, the more value it can potentially generate. That's where curve comes in. You might be wondering: if a single Bloodfen Raptor can get that much value, why not just run 30 copies of Bloodfen Raptor? Because although you have unlimited turn 2 plays, you only have one turn 2. Playing it any later means it will likely get out-classed by another more powerful minion from the opponent, which will be able to kill the Raptor without dying and proceed to generate its own incremental worth. So how do you prevent the opponent's minions from outclassing your own? By playing them "on curve," or as soon as mana makes them available. In theory, since you can only have one turn 1, your deck only needs one turn 1 play. The same is true for turn 2, turn 3, and so on. If you are somehow fortunate enough to draw each card on curve, the rest of your deck can be 10-cost minions, and you'd still be able to keep tempo. Of course that pretty much never happens. The odds of drawing each card on curve is too low for that type of deck to be reliable, so what people usually do instead is run a large number of small-medium cards to increase the chances of drawing them on curve, then they supplement that with a handful of big cards. The ideal curve structure resembles a hill\staircase, where the 1-3 cost cards represent the top few steps, and the 8-10 cost cards represent the bottom few steps. See below:
I started playing hearthstone about december last year. Go to icyveins.com/hearthstone for their in-depth game mechanics explanation. I did crafted some cards to make a budget deck from icy-veins but now thinking back I kinda regretted that.
For better decks, now I visit hearthstonetopdecks.com as they keep up with the pros using the meta decks in competition and they also take notes of the decks entering legend rank.
Hearthpwn is also great for decks, but please refer to the decks shown on the main page with highest upvotes in the latest month. Sometimes you might be able to see somebody created great f2p decks that might hit legend rank for them but nowadays I only see many troll decks upvoted. such a shame.
Thank you Doom!
Finally, cards are of course required to make a good deck, but you do not always need advanced cards to make a great deck. Since you're going the F2P route, it's always a bit tougher but definitely achievable. One option is to disenchant all cards you do not need to make a great deck, but those disenchanted cards could be viable in the future which hinders your progress. Personally I have a F2P account that I do well on, but never disenchant any cards (Unless I have 3+ copies, of course) considering they can be valuable in the future.
I don't know what collection you have, but I'd say you can probably reach rank 10 with mostly any deck if you're good enough. But the best idea if you're not sure on how to make a great deck is to do what you did here and post what you're playing to look for suggestions.
"Kappa" is the most famous emote from the Twitch streaming service where people go to watch Hearthstone games and spam in the chat. It's basically an emote used when being ironic or trolling.
When you see people posting cards that are not in the game, they most likely make them on www.hearthcards.net and insert them as images in their posts. As for other Hearthstone related terms, check this out; http://www.liquidhearth.com/forum/hearthstone/456785-a-beginners-guide-to-hs-terms
Serious props to Pikachu for keeping it together in this thread.
To the OP, in terms of deckbuilding goals, your main quest right now is probably going to be to find replacements for the C'thun cards in your deck. Right now C'thun is a very weak win condition since you primarily rely on elemental power, but since there's few alternatives in your card pool you will need to find some more consistent power.
My recommendation at the moment would be to focus on crafting (or ideally opening) 2x Stonehill Defender. This is a very powerful card in paladin because the chance of discovering a Tirion Fordring or Wickerflame Burnbristle is very high. This will give you access to win conditions without actually having to craft those particular legendaries, instead only two rares at 200 dust. For these I am imagining you replacing your c'thun 4-drop and c'thun himself.
To replace your c'thun two-drops, I recommend crafting 2x Hydrologist. Although no elemental synergy, this will give you access to secrets on the fly to react to what your opponent is doing and the board state. Discovering a secret is definitely worth 1 hp on each of the bodies.
Honestly I think you will find it difficult to advance to rank 5 in the current meta with your card pool, although it is not impossible, and bear in mind rank 5 is the next big improvement after rank 15 so if you do not want to commit there's not a big reason to float around on rank 15-10 if you ever start to get frustrated. I would focus on arena, where there will be more balance in card pool and where you can get a sense of fun card interactions. You seem to already have a very good sense of curve and tempo.
To craft Gazlowe you would have to make sure you select "all cards" rather than standard cards since GvG is in wild. (I also don't recommend crafting Gazlowe as a f2p player)
Your curve is the rate of different mana costs of your cards. You want a good curve, so that you can play high value minions on each turn. i.e., you want to be able to play a solid 2 drop followed by a solid 3 drop followed by a solid 4 drop, etc. Elementals are good for this since they create more cheap minions for your hand which allows you to autocorrect your curve on the fly.
Tempo is the advantage on the board your minions generate for you. Consecration helps you regain tempo when you begin to lose it, and Fire Plume Phoenix helps you establish tempo on the board in combination with your buffed minions. Your deck has options for two damage, three damage, and four damage removals, which gives you a range of options for holding board control.
Firstly, I like your hypercube!
After that, I guess that what was said is a good resumee, go modest, go easy, take some time to learn the game, and as soon as you want to commit, buy the welcome bundle, awesome bang for the bucks! Adapt is a good mechanic, but quite unreliable, Volcanosaur is quite fun with it!
The hand buff elementals and Cthun are a nice combo, can really make your cards have more "umpf"!
check out the reddit competitivehs and wildhearthstone...
another thing, its better to play wild, the really important cards are quite few and you need a net 1000 dusts to start with decent cards. And another advantage is that you wont have to change all your cards every 2 standart rotations...
Tempo is one of two primary methods through which you can win the game, the other being value. Value refers to how much a card accomplishes over the course of a game. For example, if your opponent has two 2/2's, and you have a 4/4, your single 4/4 will be able to kill both of their 2/2's. In other words, one of your cards is exchanging for two of theirs. If you repeat this 2-for-1 process enough times, you will inevitably win the game, since you will have cards left over in the end and the opponent will not.
Value alone can't win the game, however. If it could, every deck would consist of nothing but 8-10 cost minions since those cards tend to produce the most worth. The reason decks aren't built like that is because of tempo, or the speed at which you play your cards. Pretend you start a game and your hand consists of ten copies of The Ancient One. Your opponent's hand consists of a mere two Bloodfen Raptors. Your hand is obviously worth significantly more than the opponent's. However, because of mana restrictions, you will not be able to play any of your cards until turn 9. By then, the two Raptors will have already dealt 30 damage to your hero. Despite having significantly less value at their disposal, the player with two Raptors wins every time, and the reason why is tempo.
Playing cards faster than the opponent can react to them increases their worth. A 3/2 might be unassuming at first, but if it connects to face ten times, that 3/2 will have achieved the same worth as three Pyroblasts. The earlier a card enters play, the more value it can potentially generate. That's where curve comes in. You might be wondering: if a single Bloodfen Raptor can get that much value, why not just run 30 copies of Bloodfen Raptor? Because although you have unlimited turn 2 plays, you only have one turn 2. Playing it any later means it will likely get out-classed by another more powerful minion from the opponent, which will be able to kill the Raptor without dying and proceed to generate its own incremental worth. So how do you prevent the opponent's minions from outclassing your own? By playing them "on curve," or as soon as mana makes them available. In theory, since you can only have one turn 1, your deck only needs one turn 1 play. The same is true for turn 2, turn 3, and so on. If you are somehow fortunate enough to draw each card on curve, the rest of your deck can be 10-cost minions, and you'd still be able to keep tempo. Of course that pretty much never happens. The odds of drawing each card on curve is too low for that type of deck to be reliable, so what people usually do instead is run a large number of small-medium cards to increase the chances of drawing them on curve, then they supplement that with a handful of big cards. The ideal curve structure resembles a hill\staircase, where the 1-3 cost cards represent the top few steps, and the 8-10 cost cards represent the bottom few steps. See below:
Man, there are so many of you I want to thank! The Hearthpwn community has got to be one of the best video game fan bases EVER!
I started playing hearthstone about december last year. Go to icyveins.com/hearthstone for their in-depth game mechanics explanation. I did crafted some cards to make a budget deck from icy-veins but now thinking back I kinda regretted that.
For better decks, now I visit hearthstonetopdecks.com as they keep up with the pros using the meta decks in competition and they also take notes of the decks entering legend rank.
Hearthpwn is also great for decks, but please refer to the decks shown on the main page with highest upvotes in the latest month. Sometimes you might be able to see somebody created great f2p decks that might hit legend rank for them but nowadays I only see many troll decks upvoted. such a shame.