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炉石
Ramp Up and Burst Down: A Guide to the New Druid
The
Druid
class in Hearthstone has been popular in the constructed meta since beta and is still being refined to this day. The StrifeCro Ancient Watcher decks were huge for a while, followed by the Token Druid which was more aggressive and recently the Ramp Druid deck was all the rage after Gaara won Dreamhack with it. Now we are seeing a new sleeker version of the Druid with elements of all three decks. It is quite consistent against the current meta and has a lot of tools to control the board as well as finishers to get that last bit of damage in for the victory.
I’m not sure who created this exact version but I’ve seen
Kolento
play it a bunch on his stream and even get to Legend rank 1 with this exact deck. In this article we will discuss why the cards that make up this deck work well together, the deck's play style and how to mulligan your opening hand.
Continue Reading and learn to play the Burst Ramp Druid!
炉石
Mage is All the Rage
Constructed play has a quickly shifting meta game that favors a different class every week. Arena, on the other hand, has had one top dog class for an extended period of time.
Mage
is a powerhouse in arena even after getting nerfed to the ground in constructed. If you want to be successful in arena you have to learn to beat Mages. Of course, you can also just pick Mage yourself but that’s the easy way out. Let’s take a look at why Mages are so good in arena and what you have to do to beat them. The road to 12 wins will always go through Mages at some point so beating them is a key to success.
What makes Mages so good in arena? Mages have some of the most efficient removal in the game and almost all of the cards that make mage so good are common cards which means they have a high chance to be offered up in arena drafts.
Continue Reading for details on what makes Mages strong in arena, and how to counter them!
炉石
The Subtle Strategies of Drafting for Arena
Arena drafting is not a science. I would say it is closer to an art form. I've seen a lot of articles ranking cards in exact order based on value but during an arena draft these values fluctuate based on the class you are playing and the cards you have already selected. It's good to understand the base value of the cards as a starting point but in this article I will discuss how to adjust these values based on the less obvious factors at play during an arena draft.
If you learn nothing else from this article, learn this; nothing in arena drafting or play is necessarily right or wrong. I have drafted decks that seemed amazing on paper and have then gone 2-3 with them. I have also drafted decks that seemed like absolute garbage, considered retiring and then won 12. I can give you some guidelines and general rules but getting good at arena is also going to take experience and a willingness to adapt during your drafting and gameplay.
In this first article concerning arena strategy I will discuss how I approach drafting decks and some general concepts I have developed. I will get more in-depth and cover things like individual classes and cards in future articles but for now let’s keep it simple and start with the foundation of drafting good decks: A solid understanding of how to adjust your picks based on what your current deck and draft state looks like.
Continue Reading
for the rest of the article!
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