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Let's go play more Hearthstone forums Different classes have different priorities.
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High quality, can buff or solve the field, good figure, and a few group solutions.
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1. Pay attention to the mana curve.
The mana curve has a very important role, which is to remind people how many cards they have drawn on the curve in a more intuitive way, without having to remember how many cards they have been paying before.
2. Be cautious when checking cards.
Check is to choose a better hand or to unfold a hand. Generally, after defining a theme, the next step in drawing cards is to focus on that theme, and each theme has a different style depending on the card drawing.
3. Think more about card selection.
It's important to think a lot about choosing cards - the environment, class, theme, and attack pattern are all factors to consider.
Arena Earnings Analysis.
In competitive mode, you can earn great rewards, including card packs, gold, Arcane dust, remembrance, and even gold cards. The system will randomly match opponents of equal strength, and with each win, the Chest Key will be upgraded, and after 12 wins, the Key will become the final Master's Key.
Once you have the Master's Key, you will automatically end the battle and open the chest. If you are unfortunate enough to lose three games in the Arena, the chest will be automatically opened according to the previous key level, ending the Arena journey.
Depending on the number of victories, the rewards will vary, and the higher the number of victories, the more gold and Arcane Dust will be obtained, and it is even possible to get a golden card directly.
Generally speaking, a 0-2 win will only reward you with 1 pack and a small amount of gold or Arcane Dust, and a chance to receive a single card award. For a 3-6 win, the reward is basically the same as the cost of entering the arena; A 7-9 win will reward you with enough gold to pay for your next Arena ticket, while a 10-12 win will bring even more surprises.
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Because the arena is a random selection of cards, it is difficult to choose the matching cards, so the arena pays attention to the quality of a single card, and the way of playing is also based on the field, and all kinds of followers are exchanged, and whoever can stand on the scene wins.
The most important thing in the arena is the scene and the card difference, so when choosing cards, you have to follow a line of thought, that is, in the same cost, you can exchange one for one without losing, you can exchange one for one plus a hero skill on the opposite side to make a small profit, one for two big earnings, such as two fees, generally 23 or 32 body, if you choose a 22, you have to spend 23 crystals to make up for the knife, the rhythm may be broken, so what frost wolf infantry opens the portal or something, although the special effects are very beautiful, or try not to choose.
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The Hearthstone Beginner's Guide teaches you to play without recharging money.
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First of all, I will classify the 9 professions (corresponding to this version):
1.You can only play the early stage, and the later stage is very weak classes: hunter, thief, druid (beast de, wall de, basically can't choose).
2.It can be played in the early and late stages, and it is generally decided according to the specific situation: knight, shaman, mage, warlock, warrior.
3.Most of the time, the card picks are late and aggro is basically impossible: Priest.
Early deck: 1 fee plus 2 mana should be more than 6 cards, 12 or less is better, 7 and more cards are not recommended to exceed 3 cards. 4 mana battlefield creatures are more important, when the 1 and 2 mana are very high, the 3 and 4 mana is acceptable even if it is relatively low, and spend it at 3 and 4 with 1+2, 2+2, 1+2+1, etc.
Ranking of importance cards by cost: 10<9<8<0<7<6<3<5<1<4<2
Late card deck: 2 fees are recommended for more than 3 cards, less than 6 cards, 4 fees are extremely important for creatures that can stand on the field, and the number is recommended to be more than 4 cards (full body, that is, 4,5 blood creatures or harvesters with 9 health + attack power, 433 holy shields). 7 fees and above and below is preferred.
Ranking of card importance by cost: 0=10<9<1<8<3<7<5<6<2<4
Pending card deck: The professions that can be played in the early and late stages need to determine the overall idea according to the first 10 catches, whether to play the early or late stage, and then choose the cards according to the above. For example, if you choose two sea monsters, 768, the fire gate can be played according to the later ideas.
If you pick a lot of rhythm cards or cheap creatures, or 414 Kevis or Grace, you can choose cards like early play.
Points to note:1The different cost cards here are cards that have the ability to exchange 1 for 1 creatures with the same mana crystals as their opponents. For example, 212 curators, 222 kobolds, 211 suppliers, etc. are not considered 2-fee curves.
2. .Whether it is a pre- or late-stage deck, try to avoid convex mana curves, i.e., 3, 4, and 5 costs are very high, and 1, 2, 6, and 7 costs are very low.
3.Some check creatures, sorceries or overloads, motivation cards will make a deck's actual mana curve higher than seen, this needs to be analyzed on a case-by-case basis, such as 433 Crypt Spider, 544 Kvardir is a later card.
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Whether you can draw good cards in Hearthstone's Arena is a very crucial place, so let's share the tips and strategies for drawing good cards in Hearthstone Arena.
The strength of a single card is the most important].
Arena's card drawing is often based on the strength of a single card. Many people think that the most important thing is the strong play and check that comes from the deck, but neither of these can be achieved in the arena. Because there will be a total of 90 random cards in the arena, and it is relatively difficult to get the combination cards you want in these 90 cards, so if you want to win, it is better to grab a good single card first, if you can draw 30 strong single cards, victory is definitely not a problem.
The idea of the deck should be determined].
A single card is important, but it is not advisable to blindly pursue the strength of a single card, and the cards still have to serve the deck, after all, the game is the game of the entire deck. Therefore, you should have a clear deck idea when drawing cards, especially when you draw 10 cards, the first 10 cards can provide a clear deck tendency for your deck building, so the last 20 cards can follow the card idea when drawn, so that when the 30 cards are drawn, you can have a good Arena deck.
Check is actually small].
Check is not as important in the arena as everyone thinks. In many cases, we often see players who have a good deck before drawing cards to the 20th, but when they draw the last 10 cards, they start to check cards, such as Black Iron, Apprentice, Sticker Bar and Limb Bear, choose one of the three, choose Apprentice to give up Black Iron, because they have not checked. But in fact, in many cases, the strength of a single card will make the effect of checking very small.
Because high-quality cards allow you to earn card differences. The existence of the card difference is to win chips for your own victory.
It's best to keep your mindset].
Keeping a mindset has been raised many times by players, but the reason why it never goes out of style in games is that no matter what game you play, a cool head will always need it. This is especially true when you are in the arena, many times the key card is not something you want to catch and you can catch, once you don't catch the key card, don't be impatient, otherwise the mind will be confused, and the victory will be goodbye to you. Therefore, in addition to luck, the reason for victory mainly comes from maintaining a good attitude and thinking calmly.
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1. Take the profession you are good at: When you enter the arena, there will be 3 professions to choose from, choose one that you are more familiar with.
2. Pay attention to the force curve of the law: the bottom card is like the force curve table, try to be as stable as possible.
3. Pay attention to the figure of the card: For some later professions (such as paladins and druids), you should pay attention to the figure of the card when choosing the card, which is conducive to playing the battlefield for a longer time when you play in the later stage.
4. Priority selection of professional cards: Career cards are generally better than general cards, such as the Holy Shield of the Paladin, when there are career cards, balance the quality of the three cards, if they are all about the same, it is better to give priority to the profession.
5. Priority is given to AOE spells.
6. Pay attention to the mutual cooperation between cards.
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Hearthstone has a new card back! However, this time it is mainly competitive cards, with a total of 27 cards. Many people don't know much about the new competitive cards, so what are the new competitive cards in the game?
Below I will bring you the new economic card of Hearthstone, I hope you like it.
Hearthstone has added 27 new competitive cardsHunter 1: Discard your hand and draw three cards
2. Add 3 random shooting spells to your hand.
3. In the rest of the game, your hero skills can target the follower Mage 1, release a random mage spell (randomly select the target), draw a card 2, choose an entourage, find a new retinue and replace him 3, find a legendary retinue.
Warrior 1, Dead Words: Add a random ** to your hand 2, Warcry: Destroy all wounded minions.
3. Deal damage to the followers adjacent to your attack target at the same time.
Paladin 1, Mystery: When a follower attacks your hero, dealing 4 damage to it 2, when you draw this card, turn it into a random Paladin spell 3, Mystery: When you die to a second follower this turn, resurrect him Priest 1, give a follower +1+1 and lifesteal.
2. Dead words for all your followers: Resurrect this follower.
3. Give a friendly retinue to your opponent and draw three cards.
Thief 1: Make an entourage get the Drama Poison.
2. Until your next turn, make an entourage get stealth, draw a card 3, whenever you bend to use this ** to kill the retinue, draw a card shaman 1, deal four damage to an enemy; Or restore an allied target to 82, silence a follower, and deal 4 damage to them.
3. Deal 12 damage to all followers and overload by 10
Druid 1. Choice: Deal 2 damage to a follower; Or deal 1 damage to all enemy followers.
2. Add 4 Moonfire cards to your hand.
3. Make a follower return and gain +5+5
Warlock 1: Turn your hand into a random demon.
2. Draw three cards. At the end of your turn, discard them.
3. Eliminate an entourage. Deal 3 damage to all other characters.
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