Hearthstone Strategien

Hearthstone Strategien So baut ihr Eure Strategien in Hearthstone auf

Hearthstone: Tipps, Tricks, Guides, Decks, Karten, Klassen, Strategien und Taktiken. Leo Schmidt, Jan. , Uhr 5 min LesezeitKommentare3. In Nummer sieben unserer Hearthstone-Guide-Reihe geht es um Strategien und Taktiken, welche Anfängerfehler Ihr vermeiden solltest und. Der Auswahl von Starthänden liegt eine komplexe Strategie zugrunde, „Wenn man sich an ein Deck gewöhnt, lernt man, welche Strategien. Diese Strategie kann vorallem gegen unvorbereitete Gegner sehr wirkungsvoll sein. Solltet ihr einmal ein Spiel in nur wenigen Zügen verlieren, seid ihr vermutlich. Hearthstone - Beispieldecks: Strategien für eigene Decks, Teil 2, Strategien für eigene Decks, Teil 3.

Hearthstone Strategien

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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.

Playing around possible lethals from your opponent is certainly important, and counting possible damage to your face next turn is a good habit.

However, sometimes the lethal attack is so unlikely that you should not play around it unless you have very special reason to.

Generally mana efficiency as in having a good curve is normally the greatest concern, but sometimes you want to keep more expensive cards that match up well against the opposing deck, or throw back cheap cards that are especially bad in the match up.

Sometimes a card is so important that you should throw back most cards to get it, such as Wild Growth and Innervate in Druid. An example of a good expensive keep is Loatheb in any midrange or control deck against Miracle Rogue, since the card is extremely swingy in the match up.

Lastly, keeping cards can depend on whether they fit well with the rest of your hand, or if the number of cards your opponent mulliganed gives you relevant information.

Having a backstab or coin in hand makes the si7 agent a stronger keep, for example. Randomness in card draw is part of any Trading Card Game.

We discussed earlier how to sequence our own cards better and account for what our opponent could have. But Hearthstone has a bunch of in game dice rolls associated with cards like Ragnaros, animal companion and knife juggler , which can potentially swing the game with their random effects.

Generally you want to work around RNG by either planning out the potential risks vs the rewards or by maintaining flexibility. If the good results are more likely than the bad ones, or are more rewarding than the bad outcomes are punishing, then it could easily be better to go for it.

So in the Ragnaros example, if Rag going face is suboptimal but not terrible, but it hitting the single minion is really good, then the reward seems to outweigh the risk.

You maintain flexibility by letting the uncertain elements play out before you commit yourself to an action. In this way you reveal some of the uncertainty and gain information with which to plan out the rest of your turn.

If you were going to totem up anyway during your turn as shaman, then you might as well roll the totem first to see what you get.

This can apply to other types of uncertainty too. For example, if you draw cards before playing out the rest of your turn baring discard effects , then you have some extra options for the rest of your turn.

Similarly you often want to gain as much information about a trap as you can before you commit to triggering it.

If you can feed your opponent information that makes him play worse, then this can be to your advantage. Mind games often involve playing as if you had something else in the hope that your opponent play into the cards you actually have, or trying to bait your opponent into making a particular play you can exploit.

Eventually JAB had a small but concealed Shade of Naxxramas staring down his opponent on an otherwise empty board. I hope that the ideas discussed in this article help you improve your play.

Please let me know if you like this kind of wordy strategy article via-up votes or comments, and let me know if you have questions or requests for further guides.

I should mention that this guide was written from the perspective of a mainly constructed player, although many of these concepts should apply to arena too except there resources tend to matter more.

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Already have an account? Back to Login. SEND Cancel. Share the lesson Copy. Technical Play Technical play involves being aware of all available plays.

Mana Efficiency Mana is a resource that lets you get cards into play, so logically using more of your mana should give you more resources to fight for control of the game.

Mind Games If you can feed your opponent information that makes him play worse, then this can be to your advantage.

Conclusion I hope that the ideas discussed in this article help you improve your play. Advanced Gameplay 10 Lessons. Key to improving. Planning to Win 2.

Hearthstone Mastery: Goals and Game Plan 3. Deep Dive: The Art of Planning 4. How to Build Synergistic Decks Beasts sind wohl eine der unbeständigsten Klassen, weil sie stark vom Glück bei der Angriffsreihenfolge abhängen.

Im Late-Game gibt es mehrere Strategien, jedoch sind diese im Vergleich zu denen andere Klassen weniger verlässlich. Alternativ kann eine Kombination aus Goldrinn, the Great Wolf, Baron Rivendare und Ghastcoiler im besten Fall sehr stark, im schlimmsten Fall sehr unterhaltsam sein, weil neue Minions spawnen und Chaos ausbricht.

Der Vollständigkeit halber müssen wir natürlich auch Demons erwähnen. Managed to get the demon dream team. Would have preferred a gold soul juggler but this won fine.

I also had a gold annihilan by the end of the game. Ab Tavernenlevel 3 kann man sich bereits auf eine Strategie festlegen, theoretisch kann man aber auch mit einem radikalen Wechsel auf Tavernenlevel 5 erfolgreich sein.

Battlegrounds lebt von Synergien und man sollte immer ein Auge auf Schlüsselkombinationen haben. Wir von der esports.

Wir von der Esports. Battlegrounds ist ein Spiel, das relativ einfach für Einsteiger zu lernen ist, aber umso schwerer zu meistern. Wir haben für euch die besten Strategien zusammengestellt, damit ihr euch auch unter den Top-Spielern behaupten könnt.

Strategien Menagerie. Juni Battlegrounds Brawl kommt mit März Die neuen Heroes in der Battlegrounds Tier-List. 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. The game has also been picked up by the eSport community, and after initial tournaments looks set to become a regular on the competitive gaming circuit.

Clearly, Blizzard is just getting start on Hearthstone: Heroes of Warcraft. The basics Each player chooses a character class which defines special cards and the unique hero power available to them.

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Next I want to touch on what it means for cards to increase or decrease in effectiveness or quality as the game goes on, and what playing around cards means, using the idea of trying to maximize the effectiveness of your cards.

The tempo or the initiative belongs to the player who is dictating the play and putting pressure on his opponent.

A good way to think of having the tempo is being ahead in time. Gaining the tempo mostly comes down to mana efficiency, so managing your mana properly is an important skill.

Obviously the player who holds tempo at the end of the game ends up winning, so every strategy has to aim to take over the initiative at some point.

Different strategies tend to do so in different ways: Aggro decks like Zoo tend to play for tempo from the start of the game, while control decks like Control Warrior tend to play defensively until their late-game kicks in.

Mana is a resource that lets you get cards into play, so logically using more of your mana should give you more resources to fight for control of the game.

So plan your mana curve! Planning out mana usage is important for the mulligan phase and can require more thought when playing with mana manipulation cards like innervate , wild growth or the coin.

A simple example is the decision to coin Wild Growth. But with a Shade of Naxxramas and a Yeti in hand, it is correct to coin wild growth because you have the 3 mana minion for turn 2.

Fitting in extra hero powers into several turns can sometimes be important. Minions which are more powerful than other minions for the same cost, such as undertaker and flame imp , tend to have the same effect by trading off multiple cheap minions or for a single higher mana cost minion.

So while you should mostly try to be mana efficient, make sure the mana efficient play is actually better than the less mana efficient alternatives.

Another example where there is no such distinction is in slow control mirrors, where neither player may be inclined to push before an opening presents itself.

Having inevitability means that, if the game goes long, you will most likely win. It can still be correct to put pressure on with inevitability or when neither player holds inevitability , but the concept is just supposed to tell you when you are forced to be aggressive.

In Priest vs Hand-lock the Warlock Giants decks is likely to win the slow games due to its many powerful minions and lord jaraxxus. In the Shaman vs Hunter match up, Shaman mostly wins by first gaining board control, and then pressuring the Hunter out of the game while maintaining tempo.

Also, Hunter needs to do enough damage to the Shaman to allow for a burn kill with steady shots and kill command. However, once the Hunter does significant life damage to the Shaman, a weird role reversal happens.

In the Warrior vs Priest control match up, it often happens that a turn 9 alexstrasza allows Warrior to flip the switch into aggression mode, hoping to burn the Priest out with a combination of weapon swings, minion and ragnaros the firelord hits, and of course an activated grommash hellscream.

A good example of the first is when Firebat held a second flame imp in the final turns of his zoo game against Dtwo's warrior in the Blizzcon semifinals.

Since his board represented lethal anyway, he figured that all the Imp would do for him was to sinister strike his own face, and make him slightly more vulnerable to brawl.

You also want to be careful about how you use your initiative, and check that what looks like a powerful initiative to you is actually as strong as you think.

A classic example of the first is the decision to go for a burn plan, in which you go for face damage, or a board control plan. Sometimes only one of these objectives gives you a chance to win the game, so you need to learn to judge which is going to help you win the game.

If your opponent has or is likely to have the means to pull out of lethal range, then going for burn can be another form of overextension that can cost you the game.

In Hearthstone, having more cards in hand and in play is the most common resource advantage. We call this card advantage.

Card advantage is important when neither player has a powerful enough tempo lead to close out the game, in which case the game normally comes down to who runs out of resources first.

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.

Auf dem folgenden Bild seht ihr einen Lightfang Enforcer, wie er seine Dominanz auf dem Spielfeld zeigt:.

Der Junkbot-Nerf vor einigen Wochen hat tatsächlich bewirkt, dass man die Karte mittlerweile seltener in Mech-Builds sieht. Iron Sensei aka.

Der obligatorische Foe Reaper sollte auch hier nicht fehlen. Junkbot ist nach wie vor keine schlechte Addition, sollte man nicht bereits stärkere Minions auf dem Board haben.

Murlocs sind seit dem letzten Update eine ernstzunehmende Klasse in Battlegrounds. Im Midgame könnte es schwieriger werden, da Murlocs in der Regel nicht so schnell stark gebuffed werden können und gegen Karten wie Cobalt Guardian und Cave Hydra oft Probleme haben.

Im Lategame können Murlocs jedoch schnell wieder aufholen. So sieht das dann bestenfalls aus:. Obwohl Brann Bronzebeard sowieso eine der besten Karten im Spiel ist, ist er bei Murlocs wahrscheinlich am effektivsten.

Doppelte Battlecries bei Gentle Omegasaur und Primalfin Lookout sind extrem stark und können spielentscheidend sein. My 7th place comp into winning murlocs comp in one turn video from hearthstone.

Beasts sind wohl eine der unbeständigsten Klassen, weil sie stark vom Glück bei der Angriffsreihenfolge abhängen.

Im Late-Game gibt es mehrere Strategien, jedoch sind diese im Vergleich zu denen andere Klassen weniger verlässlich. Alternativ kann eine Kombination aus Goldrinn, the Great Wolf, Baron Rivendare und Ghastcoiler im besten Fall sehr stark, im schlimmsten Fall sehr unterhaltsam sein, weil neue Minions spawnen und Chaos ausbricht.

Der Vollständigkeit halber müssen wir natürlich auch Demons erwähnen. Managed to get the demon dream team.

Would have preferred a gold soul juggler but this won fine. 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. The game has also been picked up by the eSport community, and after initial tournaments looks set to become a regular on the competitive gaming circuit.

Hearthstone Strategien - 2. Das Board ignorieren

Empfohlene Artikel. Man unterschätzt die Lebenspunkte des Gegners und macht somit vorrangig auf diese Schaden. Ziel des Tauschdecks ist es, möglichst günstige Eurer Diener auch gebufft gegen teure Diener des Gegners zu tauschen und somit indirekt auch die Feldkontrolle zu erlangen. Final Fantasy XIV. Während wir diese Zeilen schreiben, befindet sich Hearthstone nicht mehr in der Beta und ist bereits offiziell veröffentlicht.

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