Types of Hearthstone cards and where to get them. Hearthstone Accounts XC Cards

Each hero has his own “Hero Power”:

For Shaman - “Summon Totem” Summons a random totem (There are 3 types: 1-Totem 1/1, 2-Totem provocateur 0/2, 3-Totem healer heals 1 HP to each of your creatures at the end of your turn 0/2, 4- Spell Totem costs +1 spell damage 0/2)

For the Priest - “Minor Healing” restores 2 HP to the hero or creature

For Mage - "Flash of Fire" deals 1 point of damage to an enemy hero or creature

Paladin - "Reinforcements" summons a paladin recruit with characteristics 1-1

The Hunter's "Sure Shot" deals 2 damage to the enemy hero

The Warrior has “Raise your shield!” gives the hero 2 defense units

For Druid, “Shape Change” gives +1 to attack until the end of the turn and +1 armor

The Warlock's "Life Tap" gives 2 units to your hero and you draw a card

Rogue's "Blademaster" equips you with a 1/2 weapon

P.S When you hit an enemy creature with your hero, the HP that the creature deals is removed from you, the enemy hero cannot deal damage to you when you attack him with your hero #grimace#

P.S Every time you use “Hero Power” you are removed 2 mana and current once per turn perhaps

There are 4 types of card rarity:

1. Type of river - Ordinary it costs 40 dust and gives 5 dust for analysis. There is also a White Sapphire under the creature. Examples:

2. Type of rarity - Rare it costs 100 dust and disenchant costs 20 dust. There is also a Blue Sapphire under the creature. Examples:

3. Type of rarity - Epic it costs 400 dust and disenchant costs 100 dust. Also available under the creature Purple Sapphire Examples:

4. Type of rarity - Legendary it costs 1600 dust and disenchant costs 400 dust. There is also under the creature Orange Sapphire Examples:

Choose the cards to create wisely, learn self-control, and then the game will not be so unbearably expensive.

Good day, dear readers of the site!

There's a lot of talk about the cost of Hearthstone, but most of it is about dissatisfaction rather than insight into what can be done to minimize costs for meaningful competitive play. The cost of the game and all the negativity surrounding this issue is driving players away from Hearthstone, and this article will give you some thoughts on how to get the best gaming experience possible for the least amount of money.

Firstly, it’s worth being honest about the cost of the game. If your goal is to collect the entire collection of cards (two copies of each common, rare, epic, and one copy of each legendary card), you will need to invest a huge amount of money or a similar amount of time. The cost of a complete collection of cards in Standard mode alone will cost you approximately $1700-2000 if you just started playing and will only use the game store.

With proper understanding Hearthstone any player can play at a high level without such huge costs. Typically, you will be able to have most of the best ladder decks in both Standard and Wild, and the main reason for this is that you don't need most of the cards in the game.

For example, you can take the latest expansion, Knights of the Frozen Throne. The most expensive cards in the game are epic and legendary, let's look at how many of them appear in the game in current meta decks among all classes.

Epic cards

Among the 9 neutral and 18 class “epics” in the ladder you can find such as Prowl Ghoul, Corpse Snatcher, Total Infestation and Obsidian Statue. Two of these cards can only be found in rare decks, Total Infestation is found in Ramp and Jade Druid, and Obsidian Statue is only found in the Big Priest deck.

You might end up thinking that you need 7 copies of Epic cards (since Prowling Ghoul is used in one copy), but you really shouldn't make every single one of them unless you plan on playing all similar Druid and Priest decks. Then you'll need 47-54 fewer copies of Epic cards if you only want to play competitive decks (or 21,000 less Arcane Dust).

Legendary cards

Among the 5 neutral and 18 class legendary cards, about 6-8 are used on the ladder (Prince Keleseth, Lich King, Shadowreaper Anduin, Deathseer Thrall, Malfurion the Malefic are the most popular), but again, most of them are heavily tied to certain classes and are not even vital for a good result. If you consider that you plan to build all the decks in the meta, you will need 15 less legendary cards than are present in the expansion (which is 25,000 Arcane Dust).

Simply put, most of the cards in each set end up being virtually never seen in the game. In practice, about a third of the cards in any given set are useful in building all meta decks.

How much effort do you need to expend if you want to avoid spending real money to achieve this goal?

Let's count in packs, how much can the average player earn:

  • Near 1 classic pack every week in Brawl
  • Near 0.5 pack for completing a daily task
  • Near 10 packs during the release of each new expansion (this number can vary greatly)
  • Near 4 additional packs with the release of each expansion (due to the receipt of a free legendary card that can be disenchanted)
  • Near 4 packs in the form of arcane dust per month for reaching rank 5 or higher
  • A number of additional packs thanks to the “Choose a Champion” promotion at Blizzard tournaments

With three expansions released per year, that's equivalent to 330 packam per year, if you can get to the fifth rank. And these calculations do not include the gold that you can earn every day, which at its maximum value will bring you more 365 packs per year, just as it can bring you and Arena, if you are good enough at it. If you ignore this point, the main achievement will be 330 packs per year, which is the acceptable minimum value of free game values ​​that you can get by playing about once every 3 days to complete daily tasks. If you play more often and earn daily gold from victories or perform well in the Arena, then this number can increase to 400-500.

While this won't get you to the goal of having every important card of every class, it will get you pretty close. If you're willing to fork out the cash to pre-order each of the expansions, you'll likely never feel the need for any cards, and may even have enough Arcane Dust left over to create a few gold ones.

However, some players don't want to spend a penny. Others don't want to spend much. With all this in mind, here are some tips on how to keep the cost of the game as low as possible for yourself:

Tip 1: Don't try to cover all classes

You can probably clearly name a few classes that you play more often than others. While being able to play all meta decks is certainly nice, it can also be said to be a great luxury. Decide which classes you enjoy playing the most and focus on those.

Of course, it will seem a little strange if you don't make that same Razakus Priest, but if you only play a couple of games on it, then it is not at all worth spending your gaming budget on it.

This doesn't mean you have to exhaust all the class cards you don't play - over time, you can afford to expand the pool of classes to play by saving those cards now, or at least build a class deck that becomes very strong on the ladder. However, you will greatly reduce the list of cards to create with each new expansion if you focus only on your favorite classes.

Tip 2: It is worth realizing that there are not many cards in the game that are required to create

There are several cards in the game that are better than their possible replacements. For example, almost no Rogue deck is complete without Edwin van Cleef. However, there is almost always a budget option that can replace a more expensive card while still providing nearly the same value to the deck.

While you can't play Razakus the Priest without unique cards like Razakus the Captive, Kazakus, and Shadowreaper Anduin, cards that are vital to the deck (and quite expensive) are quite rare. You don't need cards like Shaku the Collector, Leeroy Jenkins, or even Prince Keleseth if you want to build a successful Tempo Rogue deck. You'll likely want cards like Dr. Boom or Pirate Eye, but they can usually also be used in a lot of other decks (like Token Shaman, Aggro Druid, Tempo Rogue, Zoolock, and others).

Not being able to create every card that would normally be in a deck doesn't mean you can't play the deck at all. If you want to save your money, replace your deck with expensive cards and play your own version. As a rule, you will practically not lose in the number of victories if you make competent substitutions. This can be a good exercise in comparing different versions of decks of a particular archetype, with the goal of identifying the core cards of the archetype and the cards that can be easily replaced by others. Ray "Blisterguy" Waukinshaw has put together a great infographic that perfectly illustrates this tip using Tempo Rogue as an example.


The infographic analyzes 47 decks Rogue Tempo, only six decks lack Prince Keleseth and use Eviscerate like the classic Tempo Rogue.

Tip 3: Don't spend too much on a single set of cards

The first pack of the new expansion that you open will contain five new cards that are 100% not in your collection. Each opened pack after that will reduce this percentage. If you've watched players open a lot of packs (or have done so yourself), you may have noticed that after about 50 packs, the chances of getting a new card drop significantly.

Given these diminishing returns, the expected benefit from opening packs decreases each time you open another one, until you are getting nothing but duplicates. At a certain point in time, it makes sense to stop buying packs from one expansion and start saving for another. The newer the set of cards, the more profitable it is in a practical sense.

If you want the game to be as cheap as possible for you - to maximize the return on your investment - you should show some willpower and start saving gold for a new expansion after you reach a certain limit when opening packs of the current expansion. You may not get all the cards in this expansion, but it's better to invest an extra 100 gold in the next one than to storm the game store every time you get your hands on the coveted amount.

Tip 4: Take your time creating

Patience and only patience. There are many cards in every expansion that are highly debated and then end up being completely useless and no longer seen in decks. If you create such cards on the first day of a new expansion, you will most likely lose some of your resources.

Likewise, there are cards that were overlooked and later became extremely popular. If you spray them on the first day because they seemed useless in theory, you may have to recreate them at great expense. For example, disenchanting Prince Keleseth because everyone thought he was a bad card and then creating him again will cost you 1200 Arcane Dust, which is the equivalent of about 12 packs, or a week of savings.

Try to give the meta time to settle before you make major mapmaking decisions. The longer you wait, the less uncertainty there will be in this matter.

Tip 5:

But what about experiments? Isn't that a big part of getting interest from Hearthstone?

With apologies to all the experimenters out there, you've probably seen streamers playing with fun decks that aren't really that good. But! Have you looked at the meta reports for meta decks and have you seen these fun decks present in large numbers? Obviously not.

Decks that look interesting and unique but don't add anything serious to the ladder are a bad investment because winning is an important part of the enjoyment of the game for most players. Those who experiment with unusual decks are unlikely to play them for many days on end, as sooner or later they begin to get boring, and these decks begin to very obviously perform poorly.

The lesson that can be learned from this is that each card created can only appear in your collection at the expense of other cards. And if today you create two Meat Wagons for 800 dust to play in the evening, then this will take away 8 potential packs in the next expansion. If you feel like you're having a hard time holding yourself back, remember that untested or weak decks are definitely not going to be a reliable investment for enjoying the game.

And this is where the advice ends, good luck with your savings and a large collection of cards!

Thank you for your attention!

translated wildstorm, edited Titanalex, designed lobzzz

Good day, dear readers of the portal website!

We present to your attention selection of fan cards, created by players with their own hands. Some of them are very logical and self-sufficient, while others need edits and balance changes. The cards chosen for this article were not the best in terms of balance, but the most interesting in terms of design. The maps were partly taken from the Tempo Storm resource, partly from the Kripparian video, in which the famous streamer shared the best examples of created fan card, and also gave some comments on how such mechanics would help Hearthstone evolve.

You can watch the video itself from Kripparian by clicking on the spoiler below.

Video by Kripparian

But enough of the introductions, it’s time to look at the fan cards themselves created by the players.

Thunder Bluff Berserker

Creator: Thee_Viper

Class: Shaman

Ah, here it is, a classic card that enhances totems. However, the Shaman had never had a frenzy before!

The stats of a 2/4 creature for 3 mana are standard, but increasing the attack of totems by 2 units makes this fan card almost equivalent to Wild Roar. All this plays to the advantage of Thunder Bluff Berserker; players would definitely pay attention to him. But such a card could only be used in the deck in one copy, because if the table is empty it is useless.

Since this creature causes virtually no damage, it is not particularly dangerous in itself. It would be nice to see what kind of map changes Thrall fans come up with.

Dornozmu

Creator: Shakarax

Class: General Map

Dornozmu is the future evil incarnation of the well-known dragon Nozdormu, desecrated by the ancient gods. Of course, no one wants to get such a handsome man in his hand ahead of time. Unless there is a desire to keep it as a dead weight.

The creature is a dragon, and this is a huge plus! In a Dragon deck, it provides additional synergy if (unfortunately) it ends up in your hand before turn 12. However, it brings much more benefits when it appears on the table at the appointed time. A free 8/8 minion is an amazing gift that can easily change the game. This card should not be underestimated also because it can be shuffled into the deck even if it comes into hand earlier, with the help of Madame Goya or Soul Charmer.

Antiques connoisseur

Creator: SIipB

Class: General Map

At first glance this card seems pretty good. On the one hand, the player himself chooses the cost of the card. On the other hand, there is no guarantee that you will have the required number of cards in your hand.

Is this Topdeck? It may come too late, when the player's hand is empty or there are very few cards in it. In general, sometimes you can get a creature for 5 mana or more, but skipping turns in Hearthstone for this is not a good idea.

Archaeologist-bungler

Creator: Shakarax

Class: General Map

All the secrets will work... Of course, this is a great way to deal with Ice Block Mage!

You may ask: why not use Eater of Secrets as an alternative? It not only destroys the enemy's secrets, but also improves based on their quantity!

Possible advantage of this fan cards— triggering the player’s own secrets, the targets for which will be chosen randomly. While it may be hard to find a use for it, all sorts of crazy combinations are still probably possible. And the Bungler Archaeologist is just a thousand times more fun Eater of Secrets!

Iron Knight

Creator: Dreadkiwi

Class: General Map

Curse of Naxxramas presented the world with a map Phantom Knight with 4/6 stats and the "cannot be targeted by spells or hero powers" feature. This was not something new or surprising. Alas, the card appeared in decks for a very short time.

So could a "new version" of the Phantom Knight appear in the game? Perhaps a Druid would use it. But in the Arena this one custom map could be useful. Among other fifth drops, the choice might have fallen on her.

Goblin Hideout

Kneads 3 Crazy Demoman into your opponent's deck

Class: Rogue

Crazy Demoman is not a fictional fan card, but a real one, it is already in the collection. If you can't remember one, there is a picture of it below.

Crazy Demoman (click to open)

Shuffling cards into the opponent's deck is the Rogue's calling card. On the one hand, this is not very good for him, the opponent gets unnecessary benefit, on the other hand, Crazy Demolitionists are far from the best top decks, and ruining the opponent’s hand is priceless. Goblin Hideout may even be too good for its cost. Imagine if Rogue shuffled six or nine Crazy Demolitionists into your deck using Mimicry and for free, how would you play? These guys are unlikely to help you win, although it's worth trying your luck.

chastener

Class: Warrior

Warrior may need more cards with the partial health synergy, developing class specificity is a great idea, especially in such an original way. Another notable weapon comes to mind when looking at the Punisher, the Death Bite is a great four mana weapon. The Punisher, of course, is anything but, and his original design raises a lot of questions: how good is it? what decks will use it?

One thing is for sure: the Punisher will definitely not take root in Pirate Warrior decks - and this is already an excellent weapon design.

Shield Spikes

Class: Warrior

Why do only creatures fight back when attacked? Would the formidable and warlike Garrosh really allow himself to be beaten by all sorts of murlocs, animals, or, worse, these little people? Finally, Garrosh can strike back, all that remains is to stock up on enough armor.

Wandering permafrost

Class: Mage

Elementals have already received their addition, however, perhaps, we should not forget about them in the future; after all, the mechanics are quite interesting and original. The wandering permafrost is also an interesting continuation of the freezing theme of the Mage; perhaps the Shattering and something else from the same series would play with this elemental.

Cowardly brute

Class: General Map

The name of the card and its effect are excellent, this is exactly how cowardly creatures would behave on the battlefield! This card may not be that good on its own (+1 attack is definitely not worth the debuff), but the idea behind it is great. Probably, if we make it a little better, Silent Priest or some token decks could take Cowardly Brute into service.

Chakra Guide

Class: Priest

The priest, of course, should be good at healing, but so far his abilities to heal himself are rather modest and monotonous. A chakra conduit would change this, and would also add difficult situations with difficult choices to the Priests' gameplay. “Should I attack or not?” - this question is asked very rarely in Hearthstone, maybe it’s time to change this?

Clumsy Servant

Class: Warlock

An example of what an excellent second drop should look like: here is a great excavation, that is, a controlled random effect, here is a focus on slow decks, despite the low cost and acceptable characteristics (Zoolok is unlikely to want to use such a second drop), and also Clumsy Servant fits perfectly into the Warlock philosophy. Such a card would force Warlocks to think carefully about when to play it, what spell to choose, and so on.

Let's play a game

Class: Warrior

The craziest idea for a card, and even a reference to a famous franchise. Let's play a game- a good way to return to the meta Jumping Shuriken, which, despite its original design, was never able to make it onto the ladder. Just imagine the crazy things this card could do!

Voodoo Puppeteer

Class: Warlock

A peculiar interpretation of Barnes, but personally for Gul’dan. Crazy decks with Y'Shaarj and other cards with powerful effects immediately come to mind. Warlock might also want to use Ironbeak again along with Voodoo Puppeteer. Summoning 1/1 copies of creatures is always an interesting option and opens up a lot of possibilities.

Lead the attack

Class: Warrior

By the Expedition to Un'Goro, for some reason, Druid became the class capable of receiving the most armor. Garrosh urgently needs to correct this injustice, and Lead the attack is a good option for restoring justice and the right direction for class development. The problem with this card is that it gives the hero a taunt: aggressive decks can use this for their own insidious purposes, I doubt many would want that.

False prophet

Class: General Map

A great example of a mechanic that can only be used in computer card games. Deceiving the enemy, making him see something that is not there, is a brilliant idea that many would like even though the False Prophet himself does nothing but deceive. But what kind of mind games could be played, how to bluff...

Addiction to filth

Class: Warlock

Fel is a dangerous force, so dangerous that sooner or later your entire deck will turn into a useless set of cards. But how good it is at first (perhaps not good enough in this case?): it gives very cheap Arcane Intelligence.

Power off

Class: Warlock

What was the Warlock's legendary task actually supposed to be? Effect power outages, apparently, works on all creatures on the board, in the hand, and in the deck, so Zoolok will be very happy to strengthen his creatures. And what a great gambit: gain an advantage, but be in danger of death in ten moves. Or not ten? Warlock has a forgotten mechanic for destroying his mana crystals, cards like Power Outage would help bring this interesting class effect into play.

Natural selection

Class: Hunter

The Hunter has never had such an AoE effect that it affected everyone immediately. This one is incredibly interesting, it is not really an AoE effect at all, but also a buff to allied creatures if they are good enough for it. Of course, it's not a good idea to make a Hunter into another Token Druid with its eternal creature buffs, which is why Natural Selection works in such an interesting way. The class gets new original mechanics without copying the mechanics of others.

Sentis, Queen of Thorns

Class: Robber

One of the Rogue's features in the Un'Goro Expedition is Razorbacks. Why not go ahead and do something similar? Sentis, Queen of Thorns is probably too good, or rather the extra Eviscerates are too good, although the battlecry of this legendary card is quite difficult to implement. Original mechanics that fit well into the class concept.

Conclusion

Thank you for your attention, good cards in the new addition!

Translation Panterarex, editor Leckermaul, designed Garona

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