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Sunday, March 1, 2015

HearthStone Keywords and Simple Strategies

There are a number of passive abilities a card may carry in the form of keywords.
These are important to remember, and can often be combined with each other to make some effective and simple strategies that carry over to higher levels of play.


Taunt

A player facing a creature with taunt cannot attack anything else until that minion has been removed. This only applies to attacks, however, not spells.

A simple strategy to deal with taunted minions is to remove them with spells first, assuming you want to attack something else this turn. Minions with taunt can attack just like any other creature.

Battlecry

A minion with a battlecry will resolve its card text as soon as it's played on the field.
This keyword is specific to minions.

Brewmaster minions are useful to have in almost any deck because of their battlecry, which returns an allied minion to your hand. This can be used to return and summon damaged minions for full health, or to get a double-shot of another minion's battlecry. Vanish, a rogue-specific spell, has the same effect as a Brewmaster, but does so for every minion on the field.

Silence

Silence is a negative keyword usually imparted as part of another creature's battlecry. A minion that has been silenced loses all of its special abilities, including those imparted by spells and not part of the minion's normal text.

One simple use of silence is to use it on minions with taunt. This will remove the taunt ability, and allow you to attack any target you want (assuming the opponent doesn't have more than one taunt creature).

Divine Shield

When a minion has divine shield, it will ignore the first instance of damage done to it. This counts both against attacks from heroes and other minions, as well as spells that do damage.

A couple of easy ways to get around divine shield are to burn a weak spell that does little damage (e.g. Moonfire), or to attack with minions that only do one damage (though the former is preferable). A great combo to use with divine shield is giving it to one minion with taunt. This will either force the opponent to attack the shielded creature two or more times to kill it -- damaging or killing its own units in the process -- or wasting powerful removal spells on relatively weak creatures.

However, divine shield does not protect from removal spells that don't deal damage directly, like Execute and Assassinate.

Windfury

Windfury allows a minion to attack twice in a single turn. Windfury can almost be used as a substitute for taunt, as it makes a unit a prime target. Your opponent won't want to let a minion with such a powerful attack survive for long.

If you want to make sure your windfury unit survives long enough to attack, it's best to play them when there is an actual minion with taunt on the field to curb enemy aggression. If you have a choice, it's also best to play temporary attack buffs on minions with windfury. This effectively doubles the temporary boost.

Combo

Combo works just like a battlecry, except that you must play any other card first for the combo to activate.
Unlike battlecry, this keyword is also specific to the Rogue class.

Just like battlecry cards, combos work well with Brewmaster minions by allowing you to resolve the effect multiple times -- sometimes even in a single turn.

Overload

The overload keyword is always followed by a number. That number represents how many mana crystals you will be unable to use next turn.
This keyword is specific to Shamans.

Usually this type of cards are better in stats or abilities than the regular ones, because you'll get the downside of getting overloaded.

Cards with this keyword usually have very low initial mana costs for their power.

The one useful synergy for this keyword is playing such cards on the same turn as an Unbound Elemental.

These minions actually get stronger for every overload card you play, so it's best to use as many as possible on the same turn.
Units that get stronger over time are juicy targets for enemy players, so buffing it as much as possible before your next turn will increase the resources the other player needs to remove it in a single turn (if they can at all).

Choose One

This keyword (or phrase, in this case) is specific to Druids.
Cards with this ability can resolve one of two abilities chosen by the player.

Unique Text

Some cards have unique abilities not tied to a keyword. Usually, these are straightforward spells, but some can be used at special times for maximum efficiency.

Much of Hearthstone is math. It's about getting the maximum gain for the lowest cost in the shortest time.

Stealth

The minions with this keyword will only lose stealth when they attack otherwise it will remain hidden.

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