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Legend in the Making - An Advanced Guide to Competitive Hearthstone: Part 4

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The decisions we make outside of games are often just as impactful as the ones me make inside them. In the final installment of "Legend in the Making", we cover the meta-skills you'll need to conquer the most difficult stretch of the ladder.

Legend in the Making: Part 4

Ranks 5 to Legend - Tools for the Climb and the Art of the Read

I’d like to start off the fourth and final installment of “Legend in the Making” by letting you know that I most certainly have not saved the best for last. In fact, I’ve done quite the opposite. The concepts I’ll discuss in part four aren’t necessary for reaching Legend at all, I know this to be true from of all the comments and messages I've received from readers who were able to reach Legend for the first time after reading just the first three parts of this series. Part four doesn’t set out to reinvent anyone’s approach to the game of Hearthstone, if you’re capable of reaching rank five then I believe you already have the knowledge you need to reach Legend.

The first section of this article aims to help players who are struggling with the final push to Legend get the most out of their laddering sessions. Sometimes the biggest challenge isn’t knowing the right thing to do, but having the ability to keep your composure and put together the things you already know while maintaining a winning mindset.

We’ll wrap up this series by covering “reads”, or the art of analyzing the human element of Hearthstone. Once we have a thorough grasp on the fundamentals we can look beyond the X’s and O’s and begin analyze the subtle things our opponent’s do which reveal their true intentions.

Let's get started.

Section 1 - Tools for Optimizing Your Climb

It’s obvious that the decisions we make throughout the course each game are important, but have you ever thought about the impact of the decisions you make outside of them? In-game decisions affect the outcome of the game they’re made in, while the decisions we make outside of games have the ability to affect the outcome of an entire ladder session. Let’s take a look at the things we can do between games to avoid losing streaks and to prepare ourselves for tough decisions.

Avoiding Tilt

Quote

Tilt

A term usually applied to video games, tilt is an emotional state which can occur after a repeated process produces repeated negative results. Tilt is an emotional breakdown caused by hard work not resulting in success which is deeply craved. When you or someone you know is tilted, the best thing to do is take a break from that activity.

- Edited from Urban Dictionary

I’ll be honest you, I struggle with tilt.

I nearly always get a bit angry after losing a game which was completely out of my control. I can happily accept a loss which came as the result of a mistake I made, but I absolutely hate it when I lose a match where there was nothing I could do and there were no lessons to learned. Card games can be uniquely frustrating as they are one of the few competitive outlets where it is possible to do everything right and still lose.

The worst thing about tilt is that it is self-perpetuating. Tilting causes mistakes, mistakes cause losses, and losses cause more tilt. Playing on tilt can dramatically drop your win percentage and lead to a string of losses which put you even further away from your goal of reaching Legend. It could very well be that your win percentage while you maintain composure is more than enough to carry you to Legend, but that the losses you accumulate while on tilt are dragging your overall win percentage down low enough to keep you from the promised land.

So what can you do to prevent tilt? The solution is incredibly simple, and I’m almost embarrassed that it took me so long to do it myself:

Stop playing!

That’s really all there is to it. Whenever you find yourself on tilt, the best thing you can do is take a break, even if it’s just for a short time. What works best for me is to fully close the program and take a break until I’ve fully calmed down. If that’s simply not an option, the absolute minimum you should do is stand up to stretch your legs, get some water or going to the bathroom, take a few deep breaths, and consider changing decks before jumping back on the ladder. Slamming the “play” button as fast as you possibly can is a recipe for disaster.

For some, the trickiest part will be convincing yourself that it’s the right idea to stop playing. How could not playing Hearthstone be the best way to rank up? If you ever feel this way while on tilt, try to remind yourself that every loss puts you one step further away from your goal, and that stopping yourself before an impending stretch of losses is functionally identical to going on a win streak.

For others (and I include myself in this category), the tricky part isn’t stopping but recognizing when tilt is starting to become a problem. How can you know when to stop if you don’t even recognize that you’re angry? Self-awareness is the best tool you can have for avoiding to tilt, but it's also one of the most difficult meta-skills to cultivate in life, let alone in Hearthstone.

The trick I’ve taught myself for catching tilt before it becomes a problem is “three loss” rule. Every time I lose three consecutive games I ask myself if I am starting to go on tilt before hitting the play button again. I found it to be a bit excessive and self-patronizing to check myself after every single loss, and that I was almost always starting to go on tilt after losing three consecutive games. If you find a better trigger for yourself to check if you're going on tilt then I encourage you to use it, the three loss rule is just something which worked for me.

I’m far from an expert at dealing with tilt, so I would highly recommend that you seek alternative resources for dealing with tilt if it’s a problem you deeply struggle with. Tilt isn’t unique to Hearthstone, it’s a problem which is shared by nearly all competitive online games. There are thousands of articles and videos on the internet which are written by people far more qualified than myself to give advice on the topic, so if you need help (and you know who you are!) I encourage you to go out and find these resources before proceeding any further in your quest for Legend. Your biggest obstacle for reaching Legend may not be your ability, but your mindset.

Local Metagames

One of the very first things I discussed in part one of this series was the importance of deck selection, where I encouraged readers to ditch their homebrews and play popular decks for a variety of reasons. One of biggest reasons to play a popular deck is the vast amount of data which you’ll gain access to about your matchups. Thousands of matches between top tier decks are logged by deck trackers and uploaded to various Hearthstone sites for statistical analysis on a daily basis, providing us with a powerful tool we can use to avoid unfavored matchups. Now that we’ve reached the stretch of our climb to Legend where the tiniest margins make the biggest differences, we should be very interested in any tool which could potentially increase our win percentage by multiple points over the span of multiple matches.

One peculiar phenomena of the Hearthstone ladder is the “local metagame”. If we use the term “metagame” to refer to all of the decks which are popular at a given time, the term “local metagame” refers to a group of decks which are likely to be encountered at a specific rank. Especially between ranks 5 and Legend, I’ve found that it is quite common to play a stretch of games against the same two or three decks for the span of an entire rank. I won’t pretend to understand why this phenomenon occurs, but I’ve encountered it more than enough to be confident that it exists.

Let’s take a look at a recent screenshot from my deck tracker:

screen1.jpg

This nice run of wins began in the middle of rank 3, where almost every deck I encountered on ladder was either Jade Druid or Kazakus Priest. Playing as Pirate Warrior, a deck which is favored against both, I was able to go 7-1 and climb all the way up to the the top of rank two! Not bad, eh?

Let’s see what happens next:

screen2.jpg

Same deck, new local meta, and I’m right back where I started. Four of the five Druid games you see above were against Aggro Druid, a deck which is massively favored against Pirate Warrior but was nowhere to be found in rank 3. After losing to two Aggro Druids in three games, what I should have done was switch to a deck which wasn’t so unfavored against it. Switching decks at this point could have prevented two future losses, which is absolutely massive!

The best tool I’ve found for battling local metagames is the Data Reaper Live Report. To use the report, scroll down to the bottom of the screen and select “Top Archetype Matchups”. This will reveal a chart with matchup winrates for all of the most popular decks in the format, which should allow you to select the best deck from your collection for conquering whichever local metagame you are up against. I understand that most of you won’t have the cards you need to play every deck on that list (I certainly don’t), but you probably have the cards to play at least two or three of them. Even if you don’t have access to the best deck for your local meta, you can still use the report to select the best from the ones you have access to.

Are you facing 90% Jade Druids? Play one of the three aggressive decks which have favorable matchups against it. Are you seeing only Murloc Paladin and Aggro Druids? Token Shaman would be a solid choice for this local meta.

The same tool I use for preventing tilt, the “three loss” rule, is the very same tool I use for detecting local metas. Any time I lose three games in a row I check to see if my deck choice may be a part of that reason (in addition to checking if I’m starting to tilt). If I ever find that I lost the same unfavorable matchup more than once during a stretch of three games I’ll probably change decks to something more favored against the local meta.

I’m sure there are some experts out there who will vehemently disagree with my suggestion to regularly switch decks. The counterargument for why you should stick with one deck through thick and thin is that by frequently changing decks you will never master a deck well to the point where you can play it at a high level. This is a fair point, but I wholeheartedly disagree with it.

From a competitive perspective, I believe that you stand to improve more as a player by playing multiple decks. Having a thorough understanding of a deck certainly provides you with an advantage when you play with or against it, but this advantage is predicated entirely on the effectiveness of that specific deck being effective in the meta. If you only ever play Pirate Warrior, will your advanced deck knowledge be able to make up for the massive disadvantage you’ll have in each game against a local meta of Aggro Druids and Golakka Crawlers? I find it highly unlikely that you’ll be able to string together wins from your advanced deck knowledge alone if the metagame becomes toxic towards the deck you've planted your flag in.

The other reason I advocate for switching decks is that it’s more fun! After an hour or so with the same deck I frequently find myself wanting to play something else, local meta be damned. I enjoy winning as much as the next guy, but even I will get bored of winning if it means that I have to play the same matchup over and over. I enjoy Hearthstone the most when I’m able to play a wide variety of decks and strategies, something I’ll never be able to do if I only play one deck on my climb to Legend.

The Winning Formula

The number of variables which can factor into a single decision in Hearthstone is staggering. Even if you only take into account the tools I’ve discussed in series, you’ll still need to evaluate up to five highly nuanced and loosely related concepts to reach a single conclusion:

  1. “Who’s the beatdown?” and knowing your role.
  2. Data from the past, present, and future of the current game.
  3. Having a plan.
  4. Playing to outs.
  5. Line-up theory.

Collectively mastering each of these concepts should be more than enough to carry you to Legend, but it’s no easy feat to keep track of them in the middle of a game. Even if you understand each concept individually, finding the thinking time to thoroughly evaluate and weigh them against each other before each decision is no easy feat.

I discussed the topic of “making smaller circles” from The Art of Learning in part three, which is the process of internalizing complex topics on an instinctual level. Through this process it is possible to greatly reduce the amount of mental throughput it takes to evaluate each of the concepts I’ve discussed, but even this doesn’t account for the varying importance of each concept in different matchups.

Knowing your role might be the most important concept by far in one matchup but the least important another. Certain decisions might require you to weigh all five against each other at once, while other matchups might demand to be approached from another angle entirely. Attempting to factor each concept into our decision making process at all times is a fool’s errand, as it is neither the most effective use our limited thinking time nor the most efficient way to arrive at smart conclusions.

Instead of trying to balance the importance of everything we’ve learned at all times, we can frontload this entire process into something I like to call “the winning formula”. Within the context of a specific matchup but outside the context of a specific game, we have all the time in the world to weigh the factors and data against each other to determine what the keys to victory are. Let’s explore an example from my own past where I was able to overcome my instincts to determine the winning formula for a specific matchup.

When I first played Midrange Murloc Paladin my approach to the deck was the same as most other midrange decks. Against Control decks I played aggressively and flooded the board with early murlocs, and against Aggro decks I attempted to control the board early so I could stall out the game until my heavy hitters could take over. Unfortunately, the mirror matchup completely baffled me.

“Knowing your role” told me that Midrange mirrors tended to be won by outvaluing the opponent and trading two-for-one as often as possible, so I originally approached the matchup by keeping cards like Finja, the Flying Star and Stonehill Defender in my mulligans. These cards have “value” written all over them, and they fit perfectly into my initial plan of accruing card advantage over the course of a long game.

This sounded like a nice idea in theory, but in practice it got completely destroyed. It took me four or five losses in the mirror match before I realized that the matchup wasn’t about value at all, but tempo. I noticed that the player who got control of the board first was frequently able to snowball their early lead into a massive tempo advantage. The vast majority of Midrange Murloc Paladin decks simply lacked the tools to catch up from behind once they were already behind on board. Even Sunkeeper Tarim, an all-star against other aggressively slanted decks, was often too little too late.

When it comes to formulating a gameplan in the Midrange Murloc Paladin mirror, locking on to concepts like “who’s the beatdown?” was actually doing me more harm than good. Understanding “who’s the beatdown?” still helped me out on a decision by decision basis, but the big picture formula for victory was dictated by something else entirely. Regardless of the past, present, and future, mulliganing aggressively for one and two drops and playing to establish early control over the board is the plan. In this matchup, the “winning formula” is to grab control over the board early and never let go of it.

The goal with a winning formula is to be able to be able to enter each matchup with a solid understanding of the specific factors which contribute most towards victory and defeat. By front-loading this thinking before we ever enter into a game we free our minds to ignore unimportant concepts and allow ourselves to hone in on the most critical pieces of information. Here are some examples of what a winning formula might look  like for a variety of matchups:

  • As an aggressive deck, kill the opponent before they are able to play their board wipe. If this is not possible, don’t over-commit to the board and attempt play around the board wipe as much as possible while applying pressure.
    • Example: As Evolve Shaman against Kazakus Priest, Dragonfire Potion is the single card which is capable of causing you the most problems. Plan A (obviously) is to kill the Priest before they get the chance to play the card on turn 6, but this isn't always possible. Barring an early kill off Bloodlust, apply pressure while not over-commiting to the board until they use their Dragonfire Potion.
  • Avoid getting beat by a specific card. Conversely, set up a scenario where a specific card dominates the game.
    • Example: As Evolve Shaman against Aggro Druid, Devolve is the most important card in your entire deck. Devolving a board of Mana Treants is often game winning, while Devolving a board of cheap minions which are buffed up by Mark of the Lotus or Power of the Wild can buy you enough time to take over the late game with your superior cards. Understanding that you are the control deck in this matchup is important, but perhaps not quite as important as understanding the value of Devolve.
  • A singular concept from this article series, such as “who’s the beatdown?” or line up theory.
    • Example: In the Pirate Warrior vs Jade Druid matchup there are really no mysteries about the correct plan for either player is. Kill ‘em dead, and don’t get killed.
    • Example: As discussed in part 3, Shaman decks with double Hex and double Devolve can attempt approach threat-light decks such as Miracle Rogue from the perspective of line up theory.

Finding a winning formula takes equal parts out-of-game preparation and in-game experimentation. The winning formula might be immediately obvious from the first time you play a matchup, or it might some thought or trial and error to put together. Regardless, if we spend some time outside of the game thinking about the factors, concepts, and circumstances which contribute most to winning or losing a specific matchup, we are able to spend far less time in the middle each game worrying about concepts which might not even matter. The goal isn’t to be able to remember every single concept I’ve discussed in this series at all times, it’s to understand which factors supersede these concepts and which concepts don’t deserve to be considered at all.

Section 2 - The Read

By paying close attention to the behavioral quirks of our opponents we can occasionally catch a glimpse of their working mind. We have already trained ourselves to consider what our opponent is doing, but there is much to be learned from how our opponent goes about doing those things. By carefully watching the cards our opponents almost play and the moments they choose to pause, we can often use the information we already know about their deck to determine the exact cards in their hand.

In this section I will briefly cover a variety of situations where we can take advantage of the mistakes our opponent’s make in sequencing to gain information about the contents of their hand. This list of reads is not intended to be exhaustive. Reads are much more of an art than a skill, and this section is meant to make you aware of the kind of minutia you are free to shift your attention towards once you have hard coded the fundamentals into your play.

It bears repeating that being able to read your opponent is a completely unnecessary skill for reaching Legend. It provides you with a small advantage at best, and can even get you into trouble if it takes away focus from more important matters. With that said, once you’ve reached a point in the ladder where both players are able to maintain their focus and have a total understanding of the fundamentals, the information which can be gained from reads is a way to create separation between you and an otherwise evenly matched opponent.

Read #1 - The Awkward Pause

You should always try to formulate a complete plan before making attacks or playing cards, yet in practice this doesn’t always happen. The reason it’s important to make all of your decisions before taking any actions is because of the information you accidentally reveal when pausing in the middle of a turn.

If you start the turn with ten mana, spend six of it to play a minion, then spend the next thirty seconds paused at four mana before making your next play, this unintentionally reveals to your opponent that you had choices to make about how you will spend your final four mana. Pausing with four mana for this long implies that you had at least one cards in your hand which costs four or less. By paying close attention to the amount of mana your opponent pauses at, the cards which your opponent has already played, and what your opponent accomplished with the play they eventually ended up going with, it should often be possible to determine the exact card that your opponent was considering playing.

A particularly obvious giveaway is a long pause at 0 mana while the player has The Coin in hand. Especially if you can see your opponent hovering over the coin several times, this should be a pretty clear signal that they have a 1 drop in their hand which they are thinking about playing. The same can be said for Druids who take a long pause at 0 mana with a potential Innervate in their hand.

Players at the highest ranks aren’t stupid. If your opponent paused for a long time to eventually make what seems like a totally obvious play it probably isn’t because it took them a long time figure out something obvious. They were most likely considering multiple choices, implying there may have been another play in their hand which costs the same amount of mana and at least deserved some consideration.

Read #2 - The Unplayed Card

A card is only capable of being dragged out over the battlefield if it is able to be played. Any time a player drags a card out onto the battlefield but doesn’t play it, this guarantees that the card costs equal to or less than the amount of mana they have access to, and implies that the card was being considered as a potential play.

On turn 10 it might not reveal a lot of information to you if your opponent accidentally drags a card out onto the battlefield without playing it, but in the earlier turns and at lower amounts of mana it is often just as good as if they revealed the card to you. By taking a look at the situation and using process of elimination, it is frequently possible to deduce the exact card which your opponent elected not to play.

Even more damning than a minion or spell which goes unplayed is a targeted minion or spell which goes unplayed. An arrow appears on screen for any spell or minion which requires a target to play, and there are many circumstances where it’s trivially easy to narrow down which card the opponent was considering playing based on their deck.

Read #3 - The Hovered Card

I try not to read heavily into cards which are merely hovered over but not actually dragged out over the battlefield. It is often just as likely that they are considering playing this card on future turns as they are considering playing it now. They could have simply left their cursor over the card for no particular reason, or could be merely checking out the art. You can sometimes notice behavior which suggests that they are heavily considering a card which is being hovered over (such as when an opponent hovers back and forth between two cards), but I found that I got into trouble a little too often by reading into hovered cards and choose to ignore this read more often than I choose to consider it.

Read #4 - Cards in Hand

There is a lot information to be gained from paying close attention to how long your opponent holds onto cards in their hand, starting at the beginning of the game with the mulligan. It’s safe to assume that cards which were kept in your opponent’s opening hand but are not played in the first few turns are key cards in their deck or in the matchup. If your opponent kept a card but it still hasn’t been played by the end of the midgame, you should adjust your plans accordingly to expect a heavy hitter. You can also expect that cards which were not kept during the mulligan and remain in the opening hand for a long period of time are likely to have expensive mana costs.

The longer a card sits in a player’s hand the more information you can glean as to what it may be. There are a limited number of cards in each player’s deck which are worth holding onto for a long period of time, and as more and more situations arise where these cards could be potentially played you should be able to systematically eliminate cards from contention until you are positive as to which card they are holding.

Read #5 - The Card Off the Top

Players at rank 5 and above are likely to consider cards which they would be happy to draw the following turn, but sometimes they are a little too eager to play those cards when they are actually drawn. Cards which are drawn and immediately played are likely to be cards which your opponent was quite happy to see. By slamming down a board wipe off the top deck, your opponent signals that they likely don’t have another board wipe in hand, and that coast is clear to dump your hand into play the following turn.

Reversing the Reads

Using this knowledge to your advantage, it is sometimes possible to construct a scenario where you can send a false signal to your opponent about the content of your own hand. Though this might sound tempting, the advantages you gain by attempting to trick your opponent with intentionally misleading behavior are so small that they are rarely worth pursuing. The majority of opponent’s might not notice your misleading actions as at all, and the thinking power which is required to construct these false reads is likely better spent elsewhere.

I suggest that you use your knowledge of reads not to mislead your opponent's but to avoid giving away information. Try to always formulate your plans completely before taking any game actions so that you can avoid pauses mid-turn. This will hopefully also prevent you from dragging cards out onto the battlefield which you won’t actually play. Lastly, be aware that slamming cards down immediately after they are drawn is a signal to your opponent that you were happy to draw the card, so try to exercise some patience before playing lucky topdecks.

Conclusion

For those of you who have stuck with me through all four parts of “Legend in the Making”, it is my sincerest hope that I have imparted you everything you’ll need to reach Legend. The fundamental card gaming concepts which I discuss in this series are hardly rocket science - the true challenge of the climb to Legend is overcoming the frustrations and setbacks of the competitive Hearthstone ladder.

This too is far from an impossible obstacle to overcome, and the formula for battling adversity in a competitive environment is to embrace your mistakes and adopting the mindset of a constant learner, but you don't have to take my word for it. These are ideas from Josh Waitzkin's wonderful book The Art of Learning, which I've recommended throughout this series to anyone who is interested in the learning methodologies of a world champion competitor.

If you were able to reach Legend after reading this series, you have my sincerest congratulations. Reaching Legend is a tremendous accomplishment which you deserve to be proud of. Not many people can claim they’re in the top .25% in the world at something which millions of people of do on a daily basis, but you can!

Enjoy the climb,

Aleco

 

Part 1 - Ranks 25 to 15 - Knowing your Role and Embracing Mistakes

Part 2 - Ranks 15 to 10 - Having a Plan and Playing to Outs

Part 3 - Ranks 10 to 5 - Line Up Theory and Mulligans

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I read your guides but didn't reach Legend, so your guides must clearly be wrong!

 

Just kidding of course, thank you for the effort you put into thinking up and writing these guides, I am sure that at least some parts of it will be helpful to me (and others, ARGH!) in future games.

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Thank you for these great articles. Combined with The Art of Learning it has helped me reach new heights on the ladder. I have taken a slower approach to reach legend, setting goals for each season. 2 seasons ago it was rank 15, last season was 10. I finished last season as rank 9 and this season I'm already at 14 with a goal of 5. I am sure I will hit legend within a few months!

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Thanks for the great series of articles.

I initially went down the road of playing one deck only. I started playing a bit over a year ago; a few months before Karazhan. After watching Trump's FTP quest to legend with pirate-dragon warrior I picked that as my first attempt at Legend as it was cheap to craft. Eventually I ditched the dragons and played a more 'standard' pirate warrior (they were very rare in those pre-patches days, something like 1% of matchups - which meant your opponent never mulliganed for aggro). After a ridiculously long grind over the final weekend I scraped it to Legend on the last day. I played it pretty much exclusively until MSG, partly because I wanted to master the deck and partly because I felt I was playing it much better than anything else I played. I did start to tech the deck based on the meta I was in though. I remember playing the black knight quite a lot in a season that I was losing a lot to big Druid taunts (he wasn't bad against the popular midrange Shaman decks too). One season I almost gave up due to struggling against both secret hunter and tempo Mage that were popular; I found I was often narrowly losing out in race situations. I eventually made it after I tried sticking in two violet illusionists which helped conserve a bit of health and acted as soft taunts too (I didn't consider bash which might have been a good choice too).

I feel learning how to play one deck very well was beneficial, but I also think you benefit more in the long run from playing a variety of decks. It's much easier to find the right plays against a deck if you have previously played that deck. I think realistically for a low or moderate spending new player, you're likely stuck to one optimised high tier deck for a few seasons and I don't think that's a bad thing, but I do think you should be aiming to branch out as soon as you can after you feel like you're playing that deck very well.

Been playing midrange Murloc Paladin a bit recently btw. I absolutely hate the mirror matchup, agree with your comments about it but seems to me it's the most coin dominated matchup in the game (in that you really really don't want the coin).

Edited by Bozonik

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Thank you for the conclusion of a very fine serie of Guides. While the advice in the first three where easier to implement directly I find this last one just as full good of ideas as the others.

I normaly reach around rank 5 - 4. Basically doing what you described in your first 3 Guides. And I am battling finding time for 300 games a month.  To less time in the last part of the month frequently translates into loss streaks due to Tilt. I totally agree that the only thing that helps is a pause. But with limited time pausing awey good game time is frustrating.

And thanks for the advice of not wasting time on misleading. I do believe I once or twice have convinced a player to commit the wrong card by doing 30s hovering back and forth between 2 completely unplayable cards. But the energy used for something like that could be used better.   

.......

Now I am taking a Tilt pause after a 5 loss streak. I just checked Data Reaper. And guess what - My pirate warrior win stats have dropped considerable against more than 50% of the played decks. Murloc Paladin still looks good. I try that before anyone reads this.

best rgds

PanPan 

           

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On 9/4/2017 at 4:16 PM, PanPan said:

I normaly reach around rank 5 - 4. Basically doing what you described in your first 3 Guides. And I am battling finding time for 300 games a month.  To less time in the last part of the month frequently translates into loss streaks due to Tilt. I totally agree that the only thing that helps is a pause. But with limited time pausing awey good game time is frustrating.

I always find that, in the months where I don't have as much time to push, those loss streaks just feel so much worse. They lead to more losses, more misplays and it's just such a horrible, slippery slope. It's also so tempting to jump between decks and finding yourself losing because of the constant swapping and yeah. It's not good :p

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Such an awesome guide! I just started playing hearthstone about a month ago and I just hit legend tonight for the first time! I owe a lot to the tips in this guide, it really helped me learn a heck of a lot faster and allowed me to keep focus and keep a good mentality while playing!

Thanks a lot @Aleco

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Just found your guide and it’s opened my eyes. I’ve been playing Hearthstone for 12 months and finally hit rank 5 in March 2018 with Secret Mage. Over the past 4 months in Witchwood I’ve tried many decks, reaching rank 4 in April, rank 3 in March and rank 2 in June.

I’d put my losses down to rock, paper, scissors, just being unlucky to queue into bad matchups and blaming the Hearthstone gods.

Since reading the guide I’ve committed to playing Odd Rogue as I like the game style and understand that deck the best. It’s also in a good place in this meta. I’ve gone 21-6 with the deck and won matches I normally wouldn’t.

I think more in games now, plan ahead, think about what my opponent will do, and play the role I need to play.

The game is so much more enjoyable now. Thank you very much. Will let you know when I reach legend.

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      Featuring iconic factions like Zerg, Protoss, and Terran, complete with legendary leaders Sarah Kerrigan, Artanis, Jim Raynor, this set blends StarCraft nostalgia with Hearthstone's gameplay.
      Additionally, Arena Mode is getting a massive overhaul, introducing shorter Normal Arena runs and a high-stakes Underground Arena with a game matching "re-draft on loss" mechanic, giving you the option to re-draft cards, edit your deck, and keep your run alive, after you lose.
      The year ahead promises 3 expansions, including the Emerald Dream's battle between Old Gods and Druids, a return to Un'Goro Crater, and a Chromie-led journey through alternate realities.
      (Source)
      Hearthstone: Heroes of StarCraft – The Great Dark Beyond Mini-Set  
      Early next year, Hearthstone is going beyond Warcraft and into... Heroes of StarCraft! This special Mini-Set will have a whopping 49 new cards across three themed factions, which show what the StarCraft universe would look like in the Hearthstone Tavern. Each faction is made up of cards that can be used across multiple classes, including an iconic Hero card. 
       Zerg 
      Death Knight, Demon Hunter, Hunter, and Warlock have joined the Zerg! Led by the formidable  Sarah Kerrigan, they will have aggressive cards that win the game by swarming the board. 
       Protoss 
      Druid, Mage, Priest, and Rogue fight for the Protoss Empire. Led by the High Templar Artanis, they will have powerful, high-cost cards that are made cheaper throughout the game. 
       Terran 
      Paladin, Shaman, and Warrior make up the Terran forces, led by the one and only Jim Raynor. They will command Battlecruisers—a special take on the Starship mechanic from The Great Dark Beyond. 
      The Mini-Set will feature a slew of StarCraft units which are sure to invoke nostalgia, as well as the Terran-armored Murloc, Grunty, and new, thematic music. You can chart a course for the Heroes of StarCraft Mini-Set, launching in January 2025! More announcements, details, and card reveals are coming closer to launch. 
       Major Arena Updates 
      Then, for the first time in 10 years, Arena Mode is getting a major overhaul. With that update, there will be two kinds of Arena to choose from. Normal Arena will be shorter form, allowing you to complete your runs more quickly. Competitive Arena players will be able to play in the higher-stakes Underground Arena, with longer runs and a new feature: Re-Draft on Loss. Re-Draft on Loss means that, after you lose, you’ll have the option to re-draft cards, edit your deck, and keep your run alive. 
      Ratings will also be added to both Normal and Underground Arena. Normal, skill-based matchmaking will be used for Normal Arena. Underground Arena throws caution to the wind and lets you face off against opponents of all skill levels. 
      This major Arena revamp is coming in the first half of next year. Look out for more details about this update closer to when it goes live. 
      A Preview of the Year Ahead: The Year of the Raptor!
      On top of those updates, Hearthstone has an exciting year of expansions ahead, with much-requested themes, locations, and familiar faces across Azeroth. 
      In the first expansion of the year, enter the Emerald Dream and join the battle between the Old Gods and the Druids of the Emerald Dream for the fate of the World Tree. Things will heat up even more when the Druids of the Flame light up the Mini-Set (releasing earlier than normal this year, during the 32.2 Patch). 
      The second expansion of the year will be Hearthstone’s first-ever sequel: the return to Un’Goro Crater! Join Elise on a hunt for a mythical, lost Tortollan city. When you find it, join the Tortollans in a festival to celebrate the mighty dinosaurs of the crater in the 33.4 Mini-Set. 
      In the third expansion of the year, travel with Chromie through alternate realities to recruit Legendary Warcraft heroes like you’ve never seen them before. Leading to the 34.4 Mini-Set: an epic showdown against Murozond at the end of time! 
    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

       
      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      AAECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      AAECAaoIFKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBNWyBODtBIqSBdWyBPuRBfSgBbzwBODtBArG+QPTgASVkgTblATgtQSWtwSywQTFzgS12QS22QQA
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      AECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
      AAECAaoIKKjuA6bvA6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBMb5A9OABJWSBNuUBNWyBOC1BJa3BLLBBMXOBMbOBLXZBLbZBODtBLzwBIb6A6/ZBPrsA/SgBcSsBNnsA4fUBIXUBLGwBJrUBLzOBIahBfigBYqSBfuRBQAA
       
    • By HSEnthusiast
      March of the Lich King, set to release on December 6th, is Hearthstone's third expansion in the Year of the Hydra. Blizzard gave us an early sneak peek at some of the Warrior cards revealed today that we discuss in our latest post.
      Today, we'd like to dive into the Warrior cards revealed by Inven Global.

      Pretty straightforward card. The effect gives us much more value the larger the minion is. It gets really scary with the potential follow-up with Bulk Up giving you this massively overstated minion in hand twice. Or If you can get this on Mor’shan Elite, that’s another nice double dip of value.

      Honestly, this feels like it was tailor-made to be the ideal target of Last Stand, as your opponent can’t easily get rid of it with cheap removal. It lets you use your stats immediately by letting you trade in and stabilize with a big taunt. It might not be too shabby on its own, as the 3 effects make it an annoying wall most opponents will be forced to trade into.

      Wow, they’re really not holding back with hand disruption this set. One (nearly) guaranteed discard is pretty impactful and becomes a must-remove card in any control matchup. This card will absolutely crush the hearts of some Big Spell Mages in the coming months, that’s for sure.
      It should be noted that this discard, the devs have confirmed to us that it will trigger your opponent’s “Whenever you discard a card” effects. So try and clear a Discard Warlock's Tiny Knight of Evil and perhaps try to play around having Suffocating Shadows or Soul Barrage trigger in that matchup. 

      To round off the control toolbox from this expansion, we’ve got a pretty unique effect here. Hopefully, this doesn’t end up being too easy to play around for savvy opponents. You could pre-empt this by running out a Blademaster Okani first and baiting out your opponent into playing a small spell first. But still, while the effect will only be as game-changing as your opponent’s last spell, getting any meaningful spell off seems pretty nice.
      Putting it all together, we have put together an interesting Taunt Control Warrior decklist to try out:  AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5+fBImgBIagBJDUBMSSBcuSBQA= . Slotting in Varian seems like a natural addition to any deck with Silverfury Stalwart and Tealan hops along to be the one divine shield minion you might want to have in your control deck. Rokara and Remornia are just good cards and they’ll go a long way to having your Mor’shan Elite’s active. The rest of the deck is the classic Control Warrior shell that will hopefully give you the armor and removal needed to live long enough to throw down your double-stated taunted win conditions.
      https://hearthstone.blizzard.com/deckbuilder?deckcode=AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5%2BfBImgBIagBJDUBMSSBcuSBQA%3D
    • By Staff
      Murder at Castle Nathria is Hearthstone's latest expansion. It adds a new Infuse keyword that absorbs anima from your friendly minions, a new card type named Locations, and more.  
      (Source)
      .blog-detail .gallery figure { width: 100%; max-width: calc((100% / 3) - 6px); } @media screen and (max-width: 600px){ .blog-detail .gallery { justify-content: center; } .blog-detail .gallery figure { width: 100%; max-width: 250px; } .blog-detail h4 { text-align: center; } } Announcing
      Murder at Castle Nathria
      Hearthstone’s Newest Expansion

      The Shadowlands is normally where souls go after they die, so when someone dies in the Shadowlands, that’s a special kind of mystery. Sire Denathrius invited 10 of his counterparts and enemies to Castle Nathria for a dinner party so that he could address the malicious rumors that he is hoarding anima, the life-energy that is drained from tortured souls and used to power the Shadowlands. But just after the festivities started, Sire Denathrius was found dead! It seems a gaggle of enemies does not a good dinner party make. Now the illustrious Murloc Holmes, and his trusty sidekick Watfin, have been called to solve the case. Scour new Location cards, follow the trail of Infused minions, question the 10 Legendary suspects, and help determine who committed Murder at Castle Nathria!   

      Murder at Castle Nathria will launch worldwide on August 2 with 135 new collectible cards! You can find the full Murder at Castle Nathria reveal schedule, and all cards that have already been revealed, by visiting the card library here. Check back frequently—the list will be updated with new cards as they’re revealed!
      Ten Suspicious Suspects
      Sire Denathrius had a lot of enemies. And it just so happens that 10 of them were under his roof at the time of his demise! Each class will have a Legendary minion that is a prime suspect in Sire Denathrius’s murder. They all have the means and the motive, but it is up to you and Murloc Holmes to determine who is guilty.



      New Keyword: Infuse
      Anima, drawn from wayward souls, powers all the Shadowlands—and those who consume it! Cards with the Infuse keyword sit in your hand and absorb anima from your friendly minions as they die. After the specified number of friendly minions die while the Infuse card is in your hand, the Infuse card transforms into a more powerful version. Infuse your cards to unlock their full power!

      New Card Type: Locations
      Castle Nathria is like no place Hearthstone has ever been before. Explore the castle grounds through the all-new Location card type! Locations are played onto the battlefield for an initial cost, and then have an ability that can be activated for free on your turns, each time for a powerful effect. Each activation costs 1 Durability and has a 1-turn Cooldown. Every class gets their own Location card in Castle Nathria which represents where they claim their suspect was at the time of the murder, and synergizes with the themes of the class.

       
      Locations Gameplay Preview with Brian Kibler and Designer Leo Robles Gonzalez
      Want to get a longer look at the new Location card type? Join Brian Kibler and Game Designer Leo Robles Gonzalez as they explore the new Location card type, try them out in a couple games, and reveal some more new cards! Join them on Friday, July 1, at 11 a.m. (Pacific) on Twitch and Youtube!

      Prince Renathal Login Reward Available Now!
      Log in to Hearthstone to get your first hint at what Castle Nathria holds with the complimentary Prince Renathal Legendary minion!* Grow more powerful as you draw more souls to your cause with 40 life and a 40-card starting deck! Add him to your collection and see what you can do when you have more space to work with.

      * Limited one per account. After Patch 24.6, Prince Renathal will be granted upon opening your first Murder at Castle Nathria card pack instead of upon logging in.
      Pre-Purchase Murder at Castle Nathria
      The Murder at Castle Nathria Mega Bundle includes 80 Murder at Castle Nathria card packs, 5 Golden Murder at Castle Nathria card packs, two random Murder at Castle Nathria Legendary cards, the Sire Denathrius Warrior hero skin, the Denathrius card back, the Sandy Shores Battlegrounds Board, and 10 Mercenaries Packs!*

      The Murder at Castle Nathria Bundle includes 60 Murder at Castle Nathria card packs, 2 random Murder at Castle Nathria Legendary cards, and the Denathrius card back!

      Pre-purchase
      * Battleground Perks are not included in the Mega Bundle pre-purchase this time. We’re reworking how Battlegrounds Perks and rewards work for next Battlegrounds season. Until then, some of the current Perks are being extended. Check out the Patch Notes and stay tuned for more details.

    • By Damien
      This thread is for comments about our Handbuff Paladin Deck.
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