Hearthstone Strategien

Hearthstone Strategien Tipp 1: Der richtige Held

In Nummer sieben unserer Hearthstone-Guide-Reihe geht es um Strategien und Taktiken, welche Anfängerfehler Ihr vermeiden solltest und. Hearthstone: Tipps, Tricks, Guides, Decks, Karten, Klassen, Strategien und Taktiken. Leo Schmidt, Jan. , Uhr 4 min LesezeitKommentare3. Der Auswahl von Starthänden liegt eine komplexe Strategie zugrunde, „Wenn man sich an ein Deck gewöhnt, lernt man, welche Strategien. Wir von der ockrk.co Redaktion sind für euch an Hearthstone Battlegrounds drangeblieben und haben für euch die besten Strategien. Wir zeigen euch die besten Tipps und Strategien zu Hearthstone Schlachtfeld, mit denen ihr euren ersten Sieg problemlos einfahren könnt.

Hearthstone Strategien

Hearthstone - Beispieldecks: Strategien für eigene Decks, Teil 2, Strategien für eigene Decks, Teil 3. Wir zeigen euch die besten Tipps und Strategien zu Hearthstone Schlachtfeld, mit denen ihr euren ersten Sieg problemlos einfahren könnt. Hearthstone: Das beste Deck aus Basiskarten für den Priester und die cleverste Spielstrategie. Hearthstone: Basisdeck und Spielstrategie für den Priester.

Hearthstone Strategien Video

For example, in the Priest mirror, if neither player had explosive enough a start to beat the other down like Injured Blademaster Circle on turn 3 , the match up becomes a battle for card advantage, and if it comes down to fatigue the player who got more value not necessarily the player who drew more or drew faster will win.

So when you can identify that the game is going to fatigue or when the match up tends to go down that way you should probably play for value.

Just keep in mind that pure card advantage is more important than just value in basically any other situation.

Card draw is useful not only because it gains card advantage, but also because it gives more options and digs for specific cards.

Some decks have so strong a draw mechanic that they can easily gain card advantage. Being starved of card draw can really cripple decks.

Hero powers are a sort of resource too. If you can identify that getting more out of your hero power is going to be important, then you might want to prioritize fitting hero powers into your mana curve over low impact cards.

This mostly occurs when playing classes with powerful hero abilities, such as Hunter and Warlock. This mostly happens with weapons and life manipulation effects like life tap , flame imp and zombie chow.

But if doing so would put you in risk of dying or possibly pull your opponent out of lethal range with Zombie Chow , then it might be too great a risk for too little reward.

Again it is dangerous to play for value for when tempo is more important and vice versa. Life totals can also sometimes be an important resource in their own right.

The most prominent example of this is Hand-lock, a deck which can gain an advantage from lower life since it triggers molten giant.

Similarly a higher number of cards in hard can be an advantage given that it can trigger mountain giant and twilight drake , or a disadvantage when faced with possible overdraw.

We noted that this means that you should play according to whatever is important at a given point in the game. But how does this translate into the language of sequencing cards, which is what a hearthstone game essentially comes down to?

By better or worse I mean relative effectiveness in terms of resources or tempo. You could also call it card quality if you like, but it is important not to confuse it with value, a card advantage specific term.

Basically if a card is only going to get worse, you should be inclined to play it out sooner rather than later. If a card is likely to get better, then holding it back can be better.

Other times the game is so slow that you want to squeeze the most out of each card. So you want to maximize the effectiveness of your cards over however many turns you have available to you.

This of course also depends on the cards both you and your opponent are likely to play, so you should know the typical cards and decks for each class reasonably well.

Say you have the choice of playing a sludge belcher or a loatheb as Priest against a Miracle Rogue on an empty board.

If they Rogue is at a comfortable life total, you might consider leading with the Sludge, given that you will need an answer to the eventual Gadgetzan turn in the form a Loatheb.

The important idea here is that some situations require specific answers or specific cards, and knowing when to save cards for these often comes with experience of a match up.

The downside is that the sludge deals 2 less damage, and that we could lose out on this by not playing the Loatheb first.

If we were playing Druid or Hunter instead and the Rogue was low on life, then the Loatheb could represent a stronger play due to a possible lethal set up.

Cards can also become better or worse based on other cards they combo with. A circle of healing can be so good in combination with auchenai soulpriest that you often want to hold them both until you can pull of the combo.

Similarly Miracle Rouge player are often hesitant to use up their spells before they get a chance to combo them with Gadgetzan.

An example of a card that often gets worse is Lord Jaraxxus in Hand-lock. His biggest weakness is that you have to spend 9 mana on him, essentially not affecting the board state for a whole turn.

In the same deck, Molten Giant is card that often gets better. Another example is that playing out a Cabal Shadow Priest without its battle-cry is like playing a 6 mana yeti.

When comparisons like these are available they can help make you more objective about the relative strength of a certain play.

So if only one thing matters, then making your cards fit that goal better is a priority. If you suspect your opponent is holding a board clear, then you can play fewer or more resilient minions to deny that card value.

You might play around Gadgetzan Auctioneer by keeping a Loatheb in hand. And so on. To play around cards you need to know technical details like what cards are run in certain decks in the meta, and how to go about making them worse.

The strategy part revolves around determining whether you should be playing around a given card or combo at all, and if so how much time or resources you want to devote to playing around it.

Here are some general reasons to play or not to play around cards: You want to play around cards if: -You have the luxury to.

However, your opponent might be playing greedy or waiting for a better opportunity, so you watch out for suspiciously passive turns or moves that suggest setting up for a clear.

Also remember that if your board is already threatening enough, you might not need extra minions to close out the game if he does not clear, so you might not need to throw out more minions.

You can have a deck of each class, if you want, or multiple decks of one class. The only limitation on your collection is that you can only have nine decks at one time.

Druid : A guardian of the forest, the Druid specializes in getting mana quickly and summoning large creatures. Using creatures with high health and taunts, they can set up formidable defenses that their opponent must break through.

Many Druid cards allow the player to choose between different effects when they come into play, i.

Hero Power: Shapeshift — Gives the Druid 1 attack this turn only and 1 armor. Neither effect is huge, but getting both gives the Druid some versatility.

Many of their minions are Beasts, and they have a number of cards that synergize with Beasts. A mixture of low-cost minions and damage spells allows them to demolish their opponent before there is time to react.

Hero Power: Steady Shot — Deals 2 damage to the opponent. This reliable source of damage allows the Hunter to keep constant pressure on the opponent.

Mage : A master of magic, the Mage uses spells to destroy enemy minions or stall their opponent, controlling the flow of the game.

Mages have a wide variety of spell effects, allowing them to react to any situation that arises. Mages are also one of the few classes that have Secrets, and their diverse effects mean that opponents have to play cautiously.

Hero Power: Fireblast — Deals 1 damage. Paladin : A champion of justice, the Paladin specializes in summoning minions and using spells and abilities to make them stronger.

The Paladin also uses weapons with unique effects to control the board. Priest : A control-oriented class, the Priest uses cards that allow it to steal its opponents minions and copy the cards in their deck, turning their own tools against them.

Using their many heals and health boosts to keep themselves and their minions alive, Priests can maintain their defenses for a while.

They also have a number of options for removing or weakening enemy minions, such as Shadow Word: Death or Shrinkmeister.

Hero Power: Lesser Heal — Restore 2 health. Rogue : A sneaky class for those who want to set up big combos. The Rogue likes to play lots of cards in a turn, stacking their effects to destroy their opponent.

Rogue cards make use of the Combo mechanic, which gives them an additional effect if the Rogue has already played a card that turn.

Rogues use a variety of cheap spells as well as effects that make their cards cheaper in order to ensure they can always trigger their Combos.

With this power, the Rogue can always have a weapon on hand, giving them flexibility in dealing with enemy minions.

Shaman : Controlling the primal elements, the Shaman uses strong creatures and damage spells to control the board.

Their cards often have low mana costs relative to the effects they provide, but this power comes at a price; many of their cards have the Overload mechanic, which limits the mana they can spend next turn.

For example, Lightning Bolt deals 3 damage for a mere one mana. However, it has Overload 1 , meaning that on your next turn one of your mana crystals will be unavailable for use.

Hero Power: Totemic Call — Summon a random totem. There are four totems that can be summoned by this ability, with varying stats and effects.

While the totems are weak, their abilities can greatly impact the outcome of a turn. Warlock : For those who like to live dangerously, Warlocks damage themselves and their creatures to gain advantages, always looking for ways to trade up on their opponent.

The Warlock has many Demon minions, which are stronger than usual but have additional costs beyond mana. Hero Power: Life Tap — Draw a card and take 2 damage.

The only hero power with an additional cost besides the mana, Life Tap makes up for it by giving the Warlock immense flexibility.

Being able to draw a card on any turn means the Warlock will always have options, never having to deal with an empty hand.

Many Warrior cards provide Armor, which functions as health but has no limit. Thus the Warrior can easily go above the maximum health limit of High armor allows the Warrior to play fearlessly with regards to attacking.

To synergize with this, the Warrior also has a number of spells that can damage their own minions and make them stronger.

Hero Power: Armor Up! Before you begin playing against real people, make sure you have a solid grasp of how a game progresses.

At the beginning of the game, a virtual coin will be tossed to determine who goes first. The player who goes first starts with three cards in hand, while the other player draws four and also gets a card called The Coin, a spell which costs zero mana and gives them one extra mana crystal for a turn.

After the coin toss, both players have the option to mulligan, shuffling cards from their starting hand back into their deck and drawing new ones.

You may select any and all of the cards in your starting hand to mulligan, drawing a new card for every card returned.

You only get to mulligan once, so think carefully about what you have in hand and what you want. At the beginning of your turn, your empty mana crystals are refilled and you gain an additional mana crystal, up to a maximum of ten.

After this, you draw the top card of your deck. Any effects that trigger at the start of a turn will also happen. To play cards that are in your hand, simply select the card and place it on the board.

If the card has an effect that requires a target, you will have to select that target before the card will activate.

Each player starts with one mana crystal, and will gain an additional mana crystal at the beginning of each turn.

Your minions can attack your opponent or any of their minions. Select one of your minions, and then select the enemy you want them to attack.

If it attacks an enemy minion, they will deal damage to each other, reducing their current health. Note that turns have a time limit.

After 90 seconds, your turn will end automatically. You will be given a warning when you have 15 seconds left. You and your opponent will take turns back and forth until one of you loses all your health.

Dust off your lance and oil up your greaves, because The Grand Tournament has come to Hearthstone. With some of the most bizarre card effects yet, TGT will be nothing if not interesting.

As such, the expansion is fittingly designed around a crucial but little explored aspect of the game: hero powers.

Every class in Hearthstone has their own unique ability, and for the most part these abilities provide simple but potent effects.

Until now, that is. Many of the new cards in TGT either improve hero powers or produce some sort of extra effect when they are used. Maiden of the Lake, for example reduces the cost of hero powers from two mana to one.

Garrison Commander allows players to use their powers twice per turn as opposed to once per turn normally. The big keyword for TGT is Inspire.

This mechanic directly improves the value of hero powers by providing additional benefits when one uses them. Inspire abilities crucially provide extra value from the mana spent on using a hero power.

In the past, hero powers often resulted in a loss of tempo, as their effects were minor enough that any 2 mana card in hand would probably benefit you more.

However, now it is possible to stack up inspire effects and get massive tempo swings from hero powers. Unfortunately, despite how intriguing Inspire is from a design perspective, many of the cards that use it seem fairly weak.

One simple use of silence is to use it on minions with taunt. When a minion has divine shield, it will ignore the first instance of damage done to it.

This counts both against attacks from heroes and other minions, as well as spells that do damage. A couple of easy ways to get around divine shield are to burn a weak spell that does little damage e.

Moonfire , or to attack with minions that only do one damage though the former is preferable. A great combo to use with divine shield is giving it to one minion with taunt.

This will either force the opponent to attack the shielded creature two or more times to kill it — damaging or killing its own units in the process — or wasting powerful removal spells on relatively weak creatures.

Windfury allows a minion to attack twice in a single turn. Windfury can almost be used as a substitute for taunt, as it makes a unit a prime target.

This effectively doubles the temporary boost. Combo works just like a battlecry, except that you must play any other card first for the combo to activate.

Unlike battlecry, this keyword is also specific to the Rogue class. Just like battlecry cards, combos work well with Brewmaster minions by allowing you to resolve the effect multiple times — sometimes even in a single turn.

The overload keyword is always followed by a number. That number represents how many mana crystals you will be unable to use next turn.

This keyword is specific to Shamans. There are no direct benefits to playing a card with overload, except that cards with this keyword usually have very low initial mana costs for their power.

The one useful synergy for this keyword is playing such cards on the same turn as an Unbound Elemental. Units that get stronger over time are juicy targets for enemy players, so buffing it as much as possible before your next turn will increase the resources the other player needs to remove it in a single turn — if they can at all.

This keyword or phrase, in this case is specific to Druids. Cards with this ability can resolve one of two abilities chosen by the player.

Some cards have unique abilities not tied to a keyword. Usually, these are straightforward spells, but some can be used at special times for maximum efficiency.

Much of Hearthstone is math. As a card game, much of Hearthstone is about the literal luck of the draw. However, building an effective deck maximizes your chances of drawing the right card for the right situation.

Here are a couple of tips to help you get a simple constructed deck off the ground and ready for action. A lot of players will tell you that the best deck has an even spread of cards across most mana costs.

You want to have enough low-to-mid-tier cards to keep you from getting knocked out in the first five turns.

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The one useful synergy for this keyword is playing such cards on the same turn as an Unbound Elemental.

Units that get stronger over time are juicy targets for enemy players, so buffing it as much as possible before your next turn will increase the resources the other player needs to remove it in a single turn — if they can at all.

This keyword or phrase, in this case is specific to Druids. Cards with this ability can resolve one of two abilities chosen by the player.

Some cards have unique abilities not tied to a keyword. Usually, these are straightforward spells, but some can be used at special times for maximum efficiency.

Much of Hearthstone is math. As a card game, much of Hearthstone is about the literal luck of the draw. However, building an effective deck maximizes your chances of drawing the right card for the right situation.

Here are a couple of tips to help you get a simple constructed deck off the ground and ready for action. A lot of players will tell you that the best deck has an even spread of cards across most mana costs.

You want to have enough low-to-mid-tier cards to keep you from getting knocked out in the first five turns.

You also want to have at least a few high-cost heavy-hitters to seal the deal in the late game. That cheap little card still gives you albeit minimal board presence, along with a free card draw to increase the chances of pulling a big, beefy minion.

Most cards are only as good as the other cards around them. Mages might not have great class-specific minions, but Archmage and Ogre Magi will beef up their spell damage while being solid creatures in their own right.

By ensuring your cards work well together, you not only increase deck efficiency, you also keep your opponent guessing as to whether they should blow their best stuff now or save it for later.

Every class starts off with a set of basic cards. Every time you level up your hero by playing, you work closer toward earning pairs of new cards.

Every time you get a new card, either by leveling or through booster packs, you should check if it fits your current deck strategy better than one of your existing cards.

Swapping out a less interesting, less useful neutral minion for a class-specific one can be a huge boost to any deck. Hearthstone runs on two currencies: gold and dust.

Gold is what makes the world go round. The most common way to earn gold is by winning three online matches in any mode, but completing a daily quest and opening Arena prizes more on that in the next section can earn much, much more.

Dust is more specialized. Just like in World of Warcraft, you earn it chiefly by sacrificing your own items — in this case, cards.

For now, there is no trading or secondary market in Hearthstone. Where you spend your money is just as important as how you earn it.

The Arena pits you against like-minded players with specially drafted decks. For example, Lightning Bolt deals 3 damage for a mere one mana.

However, it has Overload 1 , meaning that on your next turn one of your mana crystals will be unavailable for use. Hero Power: Totemic Call — Summon a random totem.

There are four totems that can be summoned by this ability, with varying stats and effects. While the totems are weak, their abilities can greatly impact the outcome of a turn.

Warlock : For those who like to live dangerously, Warlocks damage themselves and their creatures to gain advantages, always looking for ways to trade up on their opponent.

The Warlock has many Demon minions, which are stronger than usual but have additional costs beyond mana. Hero Power: Life Tap — Draw a card and take 2 damage.

The only hero power with an additional cost besides the mana, Life Tap makes up for it by giving the Warlock immense flexibility.

Being able to draw a card on any turn means the Warlock will always have options, never having to deal with an empty hand.

Many Warrior cards provide Armor, which functions as health but has no limit. Thus the Warrior can easily go above the maximum health limit of High armor allows the Warrior to play fearlessly with regards to attacking.

To synergize with this, the Warrior also has a number of spells that can damage their own minions and make them stronger.

Hero Power: Armor Up! Before you begin playing against real people, make sure you have a solid grasp of how a game progresses. At the beginning of the game, a virtual coin will be tossed to determine who goes first.

The player who goes first starts with three cards in hand, while the other player draws four and also gets a card called The Coin, a spell which costs zero mana and gives them one extra mana crystal for a turn.

After the coin toss, both players have the option to mulligan, shuffling cards from their starting hand back into their deck and drawing new ones.

You may select any and all of the cards in your starting hand to mulligan, drawing a new card for every card returned.

You only get to mulligan once, so think carefully about what you have in hand and what you want. At the beginning of your turn, your empty mana crystals are refilled and you gain an additional mana crystal, up to a maximum of ten.

After this, you draw the top card of your deck. Any effects that trigger at the start of a turn will also happen. To play cards that are in your hand, simply select the card and place it on the board.

If the card has an effect that requires a target, you will have to select that target before the card will activate.

Each player starts with one mana crystal, and will gain an additional mana crystal at the beginning of each turn.

Your minions can attack your opponent or any of their minions. Select one of your minions, and then select the enemy you want them to attack.

If it attacks an enemy minion, they will deal damage to each other, reducing their current health. Note that turns have a time limit.

After 90 seconds, your turn will end automatically. You will be given a warning when you have 15 seconds left.

You and your opponent will take turns back and forth until one of you loses all your health. Dust off your lance and oil up your greaves, because The Grand Tournament has come to Hearthstone.

With some of the most bizarre card effects yet, TGT will be nothing if not interesting. As such, the expansion is fittingly designed around a crucial but little explored aspect of the game: hero powers.

Every class in Hearthstone has their own unique ability, and for the most part these abilities provide simple but potent effects.

Until now, that is. Many of the new cards in TGT either improve hero powers or produce some sort of extra effect when they are used.

Maiden of the Lake, for example reduces the cost of hero powers from two mana to one. Garrison Commander allows players to use their powers twice per turn as opposed to once per turn normally.

The big keyword for TGT is Inspire. This mechanic directly improves the value of hero powers by providing additional benefits when one uses them.

Inspire abilities crucially provide extra value from the mana spent on using a hero power. In the past, hero powers often resulted in a loss of tempo, as their effects were minor enough that any 2 mana card in hand would probably benefit you more.

However, now it is possible to stack up inspire effects and get massive tempo swings from hero powers. Unfortunately, despite how intriguing Inspire is from a design perspective, many of the cards that use it seem fairly weak.

Blizzard seems to have adjusted the stats and mana costs on Inspire cards to be worse in exchange for the Inspire effects.

The problem is that Inspire effects require an extra two mana investment to make the card work, so many cards with Inspire require a bit too much time to be worth the cost.

Only time and experimentation will tell. If the card revealed by the jousting player has a higher mana cost, his joust card gets a bonus of some sort.

Take for example Armored Warhorse. When played, both players reveal a minion from their decks. In a sense, jousting is like adding a mini game of war to Hearthstone.

The somewhat random nature of the ability means that games can become wildly unpredictable.

Joust seems best suited to control decks, which tend to play high cost minions and thus are more likely to successfully get joust bonuses.

By this point you should have a decent understanding of the gameplay. As mentioned, there are a number of unique creatures and spells in the game, and the best way to learn about those is to play.

For those new to Hearthstone, there are a few more things that might require explanation, all of which can be seen on the menu screen.

The main menu has a few different options. Play, naturally, is what you choose when you want to play a normal game against people. When you choose play, you have two modes to choose from: Casual and Ranked.

Gameplay is the same for both, the only difference is that in Ranked mode you have a ranking attached to your account; winning games will increase your rank, losing games will decrease it.

Until you assemble a good collection of cards, it is recommendable that you stick to Casual.

As you move up the ladder in ranked, you will encounter decks that are finely tuned for competitive play, and many decks will have Legendary cards, the highest rarity cards with devastating abilities.

Solo Adventures are story-based challenges in which you will face off against powerful boss characters.

These bosses have unique cards and hero powers not available to players. You can gain access to adventures by spending real money or gold.

As of now there are two adventures available: Curse of Naxxramas , in which players battle through undead horrors and unlock cards focused on death; and Blackrock Mountain , in which players must thwart the competing rulers of the mountain and acquire powerful dragon cards in the process.

The Arena offers a unique challenge for those who enjoy deck-building. You start with an empty deck and will be presented with 3 cards to choose from.

You choose one of these cards to go in your deck, the other two disappear, and you are presented with a new set of three cards. You repeat this process until you have a deck of 30 cards which you can then use to battle other people in the Arena.

There are two ways your arena run ends: with 12 wins, or 3 losses. After you finish your Arena run, you will get prizes based on your number of victories.

Split between voluntary and involuntary, players can also use the Squelch option to disable an opponents emotes in order to concentrate on the game at hand.

There are almost cards available in Hearthstone: Heroes of Warcraft with more than available to players from the very start. Others are awarded through winning them in Arena battles or levelling up a hero — or they can be bought from the store for real money or in-game currency.

Once players have gotten to grips with the basic decks, a significant focus should be placed on building a custom deck of cards to suit a player and his or her chosen class, within the enforced card limit.

Blizzard has said that it intends to to introduce up to more cards and is considering a two-versus-two player mode.

Hearthstone Strategien

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