Episodes

Tuesday Jul 29, 2014
The Survival Paladin Deck - Episode 35
Tuesday Jul 29, 2014
Tuesday Jul 29, 2014
Hello!
- Scott and Redbeard are on the show this week
- Topic: The Survival Paladin deck
- Reasons to be happy this week
What is a Deck Battle?
Once a month, a guest host brings their favorite deck onto the show to battle the current reigning champion deck for control of the Happy Hearthstone Deck Battle Throne!
If the challenger wins the best-of-3 series, their deck becomes the new Reigning Champion Deck and will fight off future challengers until it loses, or until it’s earned its place in the Happy Hearthstone Hall of Fame!
View the Deck Battle Archive + The Happy Hearthstone Hall of Fame
The Defending Champion Deck
Redbeard’s Barbarian Warrior Deck uses weapons and fast-acting minions to put the pressure on early and keep momentum up into the mid-game.
The Barbarian Warrior Deck has reigned supreme for 3 months, and has beaten 2 decks before this episode.
The Challenger
Scott has crafted his own deck that he thinks can usurp this Barbarian King. To help you build his deck, he’s put together a full deck list, along with some great commentary and substitute cards in case you’re missing a few of the cards he uses.
The Deck
Creatures
- 2x Abusive Sergeant (1 mana)
- 2x Argent Squire (1 mana)
- 2x Argent Protector (2 mana)
- 2x Sunfury Protector (2 mana)
- 1x Aldor Peacekeeper (3 mana)
- 1x Blood Knight (3 mana)
- 2x Harvest Golem (3 mana)
- 1x Jungle Panther (3 mana)
- 2x Scarlet Crusader (3 mana)
- 1x Sen’jin Shieldmasta (4 mana)
- 1x Silvermoon Guardian (4 mana)
- 1x Cairne Bloodhoof (6 mana)
- 1x Tirion Fordring (8 mana)
Spells
- 2x Blessing of Wisdom (1 mana)
- 2x Redemption (1 mana)
- 2x Blessing of Kings (4 mana)
- 2x Consecration (4 mana)
- 2x Truesilver Champion (4 mana)
- 1x Lay on Hands (8 mana)
Sideboard
In case you don’t have some of the ideal cards, here are some quality back ups and alterations you can make that keep with the same theme and strengths of the deck.
- 2x Loot Hoarder (2 mana)
- 2x Earthen Ring Farseer (3 mana)
- 2x Ironfur Grizzly (3 mana)
- 1x Frostwolf Warlord (5 mana)
- 1x Sunwalker (6 mana)
The Duel!
Redbeard’s perspective
Post-Duel Commentary
- Who won
- Obligatory bragging session
- Challenger Deck: How well did it perform?
- Defending Deck: How well did it perform?
- Best moments in the matches
- The Happy Hearthstone Champion Ceremony(tm)
Community
- Rachel: Android or iOS apps worth getting?
- iTunes Reviews
Card of the Week
Farewell
- Follow Scott on Twitter and watch his videos on YouTube
- Follow Redbeard on Twitter and watch him livestream
- What you want to see in future episodes
- What hosts you want to visit the show
DECK GUIDE:
WoW taught us that Paladins are exceptionally good at one thing: surviving to see another day. Whether it’s by bubble-hearthing back to mama or healing themselves 10 times in a single fight, Paladins will frustrate anyone trying to kill them. And that’s the goal of the Survival Paladin deck in Hearthstone that uses Divine Shield, Taunt, and repeating minions to keep your board full at all times, no matter what.
Find out more about this deck and watch it in action in the latest episode of Happy Hearthstone!
Update 12/1/14: Here is the updated card list for Scott’s Survival Paladin deck!
Note from Josh: The rest of this article was written by Scott Lantz. Thanks, Scott!
Survival Paladin
Here are the notes for each card I used in my challenge against Redbeard’s Barbarian Warrior deck. You can find a completely plain deck list on the podcast episode. Here, I’ll provide additional commentary where I feel it’s helpful or necessary.
Great for a quick damage burst, especially to trade up on an attacking minion w/ divine shield. I’ve started using this guy in a lot of decks. You generally don’t want to drop him on turn 1, but there are cases where that can make sense.
He may be small, but is a good trump to aggro decks and a good target for Blessing of Wisdom — especially early in the game. He also wears Blessing of Kings well if he’s still got his shield. He’s a great turn 1 drop, but also surprisingly relevant later in the game, whether it’s feeding a Blood Knight, getting taunt from Sunfury Protector, or getting a late-game blessing, or just acting as a persistent source of small damage.
More divine shield! Good for protecting minions with Blessings, shoring up your taunt minions, or protecting your attackers so they can survive a suicide attack. Generally you don’t want to cast him without a target, but if you need board presence, it’s not the end of the world.
Having good divine shield and deathrattle effects on your creatures only helps so much if your opponent is walking right past them. Aggro decks are especially worrisome, since they’ll be spending their turns killing you, and you’ll be spending your turns killing their minions. And in the later game when you’re low on HP, they can just kill you with charge minions. This card is the answer! It’s more likely in this deck than most to have good targets — you’re more likely to have at least 2 minions, and creatures with divine shield must be hit at least twice each! One of my favorite plays is putting this between two Argent Squires or Scarlet Crusaders
Good insurance against bigger control creatures. But don’t be afraid to play early in the game if you can target something with at least 3 attack. Like Argent Protector, it’s ideal to hold off on casting this until you have a good target. But if your mana would go unused otherwise and he’d likely live to attack next turn, you should probably just go ahead and play him.
1x Blood Knight
Totally worth pulling divine shield off your own guys for. It’s awesome to get a 6/6 or 9/9 for 3 mana. Generally worth holding until it can hit something. While he’s a lot of fun and can swing the game in your favor, I’m only running 1 because the second will often have less impact, but running 2 is probably fine. Like Aldor Peacekeeper, you can cast him as a 3/3 for 3 in a pinch, but he’s at his best when eating at least one shield. Also remember, he eats opposing shields, and the ideal time to drop him is if your opponent has a shield in play.
A strongly efficient card in most decks, but suits this deck particularly well. It works well with Redemption, and is a good target for Sunfury Protector. It’s especially good against aggro decks where many creatures have only 2 power. His deathrattle functions as it’s own kind of divine shield.
Jungle Panther is a little out of step for this deck, but helps apply some great burst damage where needed. He wears shields exceptionally well from Argent Protector, he comes back stealthed from Redemption, he trades up cost-efficiently, he survives most AoE while stealthed, and he can stay alive longer than usual in this deck thanks to all the taunt. Lastly, another often-overlooked quality about this guy is that he is a straight trump to an entire class of utility creatures that he can take out in one hit while staying alive: Demolisher, Imp Master, Shieldbearer, Armorsmith, Silverback Patriarch, Voidwalker, Summoning Portal, Mana Wyrm, Master Swordsmith, Acolyte of Pain, and tons more. You’ll be surprised how often he makes efficient trades.
Takes 2 hits to die, and does decent damage. Also, comes back good as new from Redemption. A great target for Sunfury Protector, or for a refresher on his shield from Argent Protector.
Great against aggro, as he can usually trade 2-1, and sometimes 3-1. Also keeps taunt if he comes back from Redemption. This guy really helps shore up the deck against aggro.
Like Scarlet Crusader, but with a couple extra health for 1 more mana. Overall, I like this less than Scarlet Crusader in this deck, but it’s still fine. I recently switched one of these out for a Jungle Panther.
What’s better than a Chillwind Yeti? 2 Chillwind Yetis! This guy is ideal for triggering your Redemption if you can arrange it, as you get an extra 4/5 out of the deal, on top of all the other perks.
Speaks for himself. He’s amazing… if you get to turn 8. He is capable of saving games that you would have otherwise lost. Tirion is also a fantastic target for Redemption, and that combo works pretty often thanks to Tirion’s built-in taunt.
A decent card under any circumstances, it’s especially good here given all the divine shield. Remember — don’t play this card until you’re about to attack with that minion! While it depends on circumstance a bit, I often throw this on my weakest creature to force them to decide if they want to kill my stronger creature threats, or if they want to keep me from drawing more cards. My favorite target for this is on an Argent Squire that still has his shield, particularly on Turn 2. Lastly, remember that in a pinch, you can put this on your opponent’s meanest creature to keep it from attacking, or reward you a bit if it does.
2x Redemption
The thematic core of the deck — most minions in the deck benefit from Redemption more than usual. Keep in mind this isn’t a very good card normally, but this deck was built to have cards that work well with it. Unfortunately, one huge drawback is that the 1/1 minions created by your hero ability are never something you want to trigger this card. So be careful with that.
This thing makes anyone huge. It can help you win combat against the unexpected hunk of beef your opponent dropped, or can add to a huge amount of damage to your opponent’s life total. It’s especially effective when added to a minion that has divine shield. In those cases, I like to go straight for the opponent’s face if I can, and make them kill off their team dealing with the guy.
2x Consecration
A useful card against anyone, but especially deadly against aggro decks. The 2 damage it does to your opponent directly is a nice bonus folks often overlook. Even against control decks, this card is good as it can often weaken a group of creatures enough that you can hit them with one attack of your own.
A strong and versatile card that can be used to either hurt your opponent badly, or help maintain board control. Plus, it gives you some ambient healing that can often make a big difference.
1x Lay on Hands
Useful when game goes long. It gives a huge burst of healing, plus 3 more cards to play. The key is to stay alive until at least turn 8, and then this will swing the game strongly in your favor.
Possible Additions
Given that this is a pretty heavily-themed deck that relies on certain synergies to really stand out (Divine Shield + Redemption, Blood Knight, Blessings, etc.), you want to keep that in mind when considering what cards to substitute in.
The deathrattle effect helps draw into the more important cards in your deck, and for that reason is a good substitution if you don’t have all the cards in the core deck. Also, 2/1 for 2 is pretty good considering you get the extra card out of the deal. And it also works well with Redemption. All things considered, this is one of the better substitutions.
He helps survive aggro assaults, or can heal some of your bigger minions in an attrition war. Not a great substitution, but you could certainly do worse.
Another option to help survive aggro assaults. I find him preferable to the Earthen Ring Farseer thanks to his taunt. In a similar vein, you may also want to consider a second Sen’jin Shieldmasta as well — I think that’s slightly more efficient than the Ironfur Grizzly even.
Since you’re usually going to have a ton of guys sitting around, you might as well use them to make a big Warlord! I used this card for a while, and it was a good fit. I pulled it from the my own version because it doesn’t work very well with Redemption and is fairly expensive, but it could be a great substitution for the legendaries in the deck if you don’t have them.
A decent substitution for the legendaries if you don’t have one or both. It protects your smaller guys in the late game so they can get some extra hits, and it works really well with Redemption (comes back as a 4/1 w/ taunt and divine shield!). It’s a bit expensive, but fine to add if you don’t have one of the other expensive cards the deck prefers.
Final Thoughts
This is a fun deck that holds up really well and lower middle ranks. Plus, as Josh mentioned in a previous episode, it can make your opponent ragequit in frustration! While Josh was (somewhat) joking, I’ve absolutely had enemies concede early when they see that Scarlet Crusader come back from redemption, for example.

Monday Jun 30, 2014
Host Your Own Tournament! - Episode 34
Monday Jun 30, 2014
Monday Jun 30, 2014
Hello!
- Nathan “Slight” Wuertz is on the show this week
- Topic: Hosting community events and tournaments
- Reasons to be happy this week
Community Events
- Tournaments: ESL America, Zotac, GosuCup, Soulfire Sundays
- Viewing Parties
- Player gatherings
- School clubs
- Online gatherings
How To Pick Your Event
- Online vs. Offline
- Competitive vs. Casual
- Tournaments vs. Other
How To Run The Event
- Tournament types
- Player count
- Sideboards
- Other rules
The Happy Hearthstone-approved First Tournament Format!
- Online
- Group stage: Best-of-3 round robin
- Semi-finals and Finals: Best-of-7, single-elimination
- Winner must use the same deck next game, loser can change
- No sideboards or editing of decks during a single head-to-head
- Stream it, and share links to all players’ (delayed) streams
Tools For Tournaments
- Documents/Registration: Google Drive
- Tournament Structures: XFire, Challonge, BinaryBeast
- Communication: Skype, Raidcall, IRC (for large tournaments)
- Contact Nathan with any questions! (Email said in the show)
Community
- Ian Zacharias: How to handle misplays in tournaments?
- iTunes Reviews: Thank you!
Card of the Week
Farewell
- Follow Nathan on Twitter
- Follow Hearthwars, Nathan’s Hearthstone tournament series on Twitter
- Subscribe to Hearthwars’ Twitch page
- Watch this week’s HearthWar’s tournament!
- What you want to see in future episodes
- What hosts you want to visit the show

Saturday Jun 21, 2014
The Arcane Druid Deck - Episode 32
Saturday Jun 21, 2014
Saturday Jun 21, 2014
Hello!
- Mick is on the show this week
- Topic: The Arcane Druid deck
- Reasons to be happy this week
What is a Deck Battle?
Once a month, a guest host brings their favorite deck onto the show to battle the current reigning champion deck for control of the Happy Hearthstone Deck Battle Throne!
If the challenger wins the best-of-3 series, their deck becomes the new Reigning Champion Deck and will fight off future challengers until it loses, or until it’s earned its place in the Happy Hearthstone Hall of Fame!
View the Deck Battle Archive + The Happy Hearthstone Hall of Fame
The Deck
- The Arcane Druid: Stay alive. Kill them with massively empowered spells late.
- How it wins: This is a Druid control deck that ramps up nicely into a Spell Power massacre. It takes advantage of an under-utilized Legendary, Malygos, and a number of versatile Druid Spells to really frustrate and confuse your opponent.
Five Key Cards
- Malygos: You can’t really play the deck without him. Sorry.
- Swipe: Once buffed, it destroys everything. Great for board clears and can be used to go to your opponents face.
- Ancient of War: So very versatile, but he’s really there to set up the Malygos Drop. Ironbarks can be used as a substitute.
- Starfire: Once Malygos is out, this becomes a super cheap, straight-to-the-face Pyroblast. Paired with Swipe, you can do 19 damage in one turn and clear the board.
- Wrath: Early game, this is great for helping you keep the board clear.
Full Deck List
You can get more insight into the deck by reading Redbeard’s guide, which goes through every single card with full explanation and advice, but here’s the simple deck list with no commentary (ordered by mana cost), if you’d rather just try it out yourself.
Creatures
- 1x Kobold Geomancer (2)
- 1x Pint Sized Summoner (2)
- 1x Big Game Hunter (3)
- 2x Keeper of the Grove (4)
- 1x Spellbreaker (4)
- 1x Azure Drake (5)
- 1x Faceless Manipulator (5)
- 2x Ancient of War (7)
- 2x Ironbark Protector (8)
- 1x Cenarius (9)
- 1x Malygos (9)
Spells
- 2x Moonfire (0)
- 2x Claw (1)
- 2x Wrath (2)
- 2x Healing Touch (3)
- 1x Mark of Nature (3)
- 1x Bite (4)
- 2x Swipe (4)
- 2x Starfall (5)
- 2x Starfire (6)
Sideboard
If you don’t have all of the ideal cards, here are some quality backups and alterations you can make that keep with the same theme and strengths of the deck.
- Dalaran Mage (replace Kobold Geomancer)
- Ogre Magi (replace Azure Drake, Keeper of the Grove, or Spellbreaker)
- Archmage (replace Faceless Manipulator or Azure Drake)
- Ironbark Protector (replace Cenarius)
- Druid of the Claw (replace Ironbark Protectors or Ancients of War)
- Lord of the Arena (replace Ironbark Protectors or Ancients of War)
- Sunwalker (replace Ironbark Protectors or Ancients of War)
- Naturalize (replace Starfall)
The Defending Champion Deck
Redbeard’s Barbarian Warrior Deck uses weapons and fast-acting minions to put the pressure on early and keep momentum up into the mid-game.
The Barbarian Warrior Deck has reigned supreme for 1 month, and has beaten 1 deck before this episode.
The Duel!
Josh’s perspective
Post-Duel Commentary
- Who won
- Obligatory bragging session
- Challenger Deck: How well did it perform?
- Defending Deck: How well did it perform?
- Best moments in the matches
- The Happy Hearthstone Champion Ceremony(tm)
Community
- Scott Valentine: “Do you hold onto silence effect cards for late-game or play them early? Have you had any creative uses of Silence.”
- iTunes Review: Callum Orr
Card of the Week
Farewell
- Listen to Mick and Josh on Mick’s podcasts: The Starting Zone and Stormcast
- What you want to see in future episodes
- What hosts you want to visit the show
DECK GUIDE:
The moon is a powerful ball of dust, especially when wielded by the right hands/claws. This week, we look at a spell power Druid deck in Hearthstone, designed to use big spells like Swipe and Moonfire to clear the board and secure a safe kill in the late game.
Find out more about this deck and watch it in action in the latest episode of Happy Hearthstone!
Note from Josh: The rest of this article was written by Mick Montgomery. Thanks, Mick!
The Arcane Druid
This is a Spell Power control deck that relies on boosting up the power of your late-game spells to secure the win. A quick example, in case you’re not sold on the concept: Moonfire is a 0-cost card that does 1 damage. With the Spell Power that this deck provides, it usually deals 6 damage for 0 mana! That’s value.
Our primarily plan is simple: control the board as long as we can, then use our beefy taunt cards on turns 7 and 8 to protect your Malygos drop. Then you tee off and nuke the enemy’s face with spells. But this deck is versatile. You have a lot of direct damage spells, and beefy minions. If you don’t draw into Malygos, you still do a lot of damage with the other cards that buff your spell power. The real key is to remove all of your opponent’s cards on the board by turn 7. If you can accomplish that, you’ll be in good shape.
Let’s get into the cards I used in my deck for the mighty showdown with Josh. You can find a completely plain deck list on the podcast episode. Here, I’ll provide additional commentary where I feel it’s helpful or necessary.
Cheap, efficient access to spell power. This is one of three cards that directly buff spell power in this deck, and it’s the easiest one to get on the board early. While getting to the Malygos draw is key to buff the spells massively, minor buffs come in real handy during the early and mid game.
This card can be great to help you get to your beefy cards a bit early. There is a lot of 4 drop cards that could benefit from one less mana cost in the early game. Also, I find the Pint Sized Summoner is a nice victim card. Folks hate that card, and will do everything they can to try to kill it quickly, even if it means playing inefficiently. We’re playing for the late game, so inefficient plays by our enemies are exactly what’ll help us get there.
This helps stabilize the deck against other late-gamers. This comes in handy against other decks that roll out high damage minions. He’s a fine body if played at the earliest moment, and still works great if drawn late.
A staple card for control decks. He can do two damage or silence a minion. Instant value with a decent defensive body behind, that’s available for buffs.
1x Spellbreaker
One of my favorite silence cards. On turn four, he can silence to get some immediate value. If he lasts through the next turn, he’ll also do some nice damage.
1x Azure Drake
This guy is an obvious fit for this deck. He’s one of the best-value cards in the set in general. And with this deck, his buff to Spell Power is even more relevant. I love this card.
This is not necessary to have, but it has such great synergy with the late game cards we’re running in this deck. For example, if the Ancient of War your drop on turn 7 survives, you can use this to get a second for very cheap. Your opponent will not be happy. Oh, and it’s fun to Faceless Manipulator Malygos to get +10 spell power. Yep, I’ve done that.
This is such a strong card on turn 7. You can buff it to 10 damage, if the board is clear, or set up for Malygos by rooting him for the health and taunt effect. I tend to root the Ancient of War more often. Also, he can draw out the CC cards quickly from our opponent’s deck. I’d rather have a polymorph burned on him than Malygos.
Back, when I started this deck, I had no Ancient of Wars, so I used Ironbarks. They rock. Drop one behind your Ancient of War on turn 8 and you’re pretty set for a turn-9 Malygos drop or for Cenarius to buff it to a 10/10. Wahoo!
1x Cenarius
He isn’t necessary to make this deck work, unlike a lot of other Legendaries. In fact he has only been in this deck for a month or so, but he does make a huge difference because he is so versatile. He’s saved my bacon many times.
1x Malygos
The lynchpin of this deck. His Spell Power buff is so massive that once he is on the board, you can wreck your opponent in one turn depending on the spells you have in your hand at the time.
I’ll discuss the spells as a group. The spells are all very versatile. In turns 1 – 8, you can definitely use them to clear the board (first priority) or if you have a clear board, go to the face. Bite and Claw can be used for Control, but if you can go to the face with them, all the better. The only spell not in here for control is Healing Touch. That is for when you find yourself falling behind. Or in a tight one, heal your Hero, and force your opponent to change tactics.
2x Moonfire (0)
2x Claw (1)
2x Wrath (2)
2x Healing Touch (3)
1x Mark of Nature (3)
1x Bite (4)
2x Swipe (4)
2x Starfall (5)
2x Starfire (6)
Possible Additions
There is a lot of room for customization in an aggressive warrior deck, so there are many cards one can use to suit this deck to the current run of opponents or one’s particular collection. Your minion choices offer a lot of flexibility, and there are too many options to list all of them, so I include here only a small selection.
Dalaran Mage (replace Kobold Geomancer)
Ogre Magi (replace Azure Drake, Keeper of the Grove, or Spellbreaker)
Archmage (replace Faceless Manipulator or Azure Drake)
Ironbark Protector (replace Cenarius)
Druid of the Claw (replace Ironbark Protectors or Ancients of War)
Lord of the Arena (replace Ironbark Protectors or Ancients of War)
Sunwalker (replace Ironbark Protectors or Ancients of War)
Naturalize (replace Starfall)
Final Thoughts
I think that most folks ignore Spell Power as a mechanic. This deck is great because folks are not prepared for it, and it is incredibly adaptable. And while you do need the one Legendary (Malygos) to make it work, it’s only one — and that’s a lot less than most of the popular decks!

Monday Jun 16, 2014
How To Build A Good Deck - Episode 33
Monday Jun 16, 2014
Monday Jun 16, 2014
Hello!
- Scott is on the show this week
- Topic: The Arcane Druid deck
- Reasons to be happy this week
Basic Rules of Building a Deck
- Rarity does not equate directly to Power
- Skill is more important than deck
- It’s valuable to play current popular decks
- Decent skills and a slightly decent deck can take you to 15 or higher
- There is a difference between lower-level and higher-level decks
- “The Meta” applies less to lower levels and more to higher levels
Major Deck Types
- Aggro (fast)
- Mid-Range (medium)
- Control (slow)
Aggro Decks
- Attack the enemy player, make them spend their attacks killing your creature
- Wants: Charge, direct damage, creatures
- Ignores: Board control
- What does “reach” mean and how does it affect health totals?
- How valuable is card draw?
- Silence = removal
- Examples: Murloc Warlock, Shockadin
Mid-Range
- Use efficiency and flexibility to win in many different scenarios
- Wants: Card advantage, some early pressure, some late-game pressure
- Ignores: Extremes on either end
- Your creatures can 2-for-1 Aggro creatures
- You must be faster than Control decks
- Removal comes in all forms
- Example: Valuedin, Paladin Survival
Control
- Kill everything your opponent plays to control the board and have more choices when attacking
- Likes: Efficiency, removal, big creatures
- Ignores: Tempo, early aggression
- Card draw is moderately useful. Your cards tend to be expensive, so you often can’t cast them all.
- Removal can take any form. It can be more expensive cards to get more bang from one card, or cheaper removal to help you get to late game.
- Examples: Druid decks, Handlock
The Value Spectrum
- Good Stuff deck: Efficient cards that are strong on their own
- Combo deck: Okay/weak cards that become powerful when used together
Deckbuilding Considerations
- Strategy: How do you want to win, and what types of cards work towards that win condition?
- Synergy: Turn a card’s negative effect into a positive boost for a different card whenever you can
- Mana curve: What’s right for each deck, and how to interpret the mana bars in-game
Deckbuilding Pitfalls to Avoid
- Be realistic: avoid best-case-scenarios and remember the bad times as well
- Quiz: Power Word: Shield or Lightwell or Lightspawn
- When to take multiple copies of a card
- When to only take one copy of a card, even if it’s a good card
- Rule of thumb: If having two of the card in your hand is bad, you should be careful about having two in your deck
Community
- Macross: [A heap of deckbuilding questions]
- iTunes Reviews: Thank you!
Card of the Week
Farewell
- Follow Scott on Twitter, watch him play on Twitch, and look at his decks on Hearthpwn
- What you want to see in future episodes
- What hosts you want to visit the show

Friday May 16, 2014
How To Pick The Best Cards - Episode 31
Friday May 16, 2014
Friday May 16, 2014
Hello!
- Scott Lantz is on the show this week
- Topic: Card Evaluation 101
- Reasons to be happy this week
What Is Card Evaluation?
- Goal: Teach players how to determine the value of any card
- There are good and bad cards in the game on purpose
- This is the fastest way to get better at Hearthstone!
- All card evaluations are subjective to player personality and deck types, so think critically
The Vanilla Test
- Compare the bare-bone stats of a card to see if it’s good
- Rule of thumb: Attack + Health = (ManaCost * 2) + 1
- You can lump the stats of summoned “pets” with the card that summons them
- Chillwind Yeti
- Razorfen Hunter
Direct Comparison
- Find the closest similar card in cost/stats/effect and compare them.
- Bloodfen Raptor vs. Knife Juggler
- Razorfen Hunter vs. Harvest Golem vs. Imp Master
The Cost of Standard Effects
- Most standard effects (healing, direct damage, card draw) have a typical mana cost associated that Blizzard adds to the minion.
- There’s no magic answer with this. This is hard to define and uses fuzzy math.
- Spells vary too often to make an accurate list for them. These numbers apply to effects attached to minions
- 1/1 on a creature = 1 mana
- Stealth = 0.5 mana
- Taunt = 0.5 mana
- Divine Shield = 1.5 mana
- Spell Damage +1 = 0.5 mana
- 1 Card Draw = 2 or 2.5 mana (variable)
- 1 point of Direct Damage = 1-2 mana (variable)
- Charge = variable; expense increases with power of the minion
- Shattered Sun Cleric vs. Flesheating Ghoul vs. Thrallmar Farseer
Special Abilities
- Some of the special abilities cannot be directly evaluated since they’re so variable
- But many give simple benefits, like +1/+1 or 1 damage under certain situations. It’s generally possible to figure out how many activations they need to break even with their cost.
- Frostwolf Warlord
- Priestess of Elune vs. Frost Elemental vs. Hogger
The Class Benefit
- Class cards tend to be better than neutral cards
- Goldshire Footman vs. Voidwalker
- Boulderfist Ogre vs. Temple Enforcer
The Randomness Factor
- Randomness is inherently risky, so be careful overvaluing it.
- There are different types of randomness, though. Randomness that can be “shaped” to control the outcome are generally better
- Mad Bomber vs. Deadly Shot
Card Advantage
- Drawing cards is good, but cards that draw other cards are all over the value spectrum, good and bad. Evaluate each just like any other card!
- Azure Drake vs. Arcane Intellect vs. Novice Engineer
Versatility
- Versatility sometimes comes in the form of explicit choice, like Druid cards
- Sometimes it comes from different and potentially unexpected ways to use an ability
- Blessing of Wisdom
- Inner Rage
High Maintenance
- Low maintenance cards don’t need special circumstance to be played and get their full value.
- Chillwind Yeti and Arcane Intellect
- High maintenance cards need things to be in place in order to get its full value OR they somehow make your situation worse.
- High cost is high maintenance!
- Ancient Watcher and Defender of Argus and Venture Co. Mercenary
- Darkscale Healer vs. Spiteful Smith vs. Faceless Manipulator
- Mountain Giant vs. Sea Giant vs. Pyroblast
The Board State
- There are four states you can be in, in a Hearthstone game: Developing, Ahead, Parity, or Behind
- Cards are often better in some of those states and worse in others
- Some states are more important to be better in. Ahead is the least valuable, because you’re already winning.
Community
- Question from Nerdvana247: Are Rogue underpowered?
- iTunes Review: MrBthoven
Card of the Week
Farewell
- Follow Scott on Twitter
- Watch Scott livestream
- What you want to see in future episodes
- What hosts you want to visit the show