Episodes

Wednesday Feb 05, 2014
The Muhammad Ali Shaman - Episode 25
Wednesday Feb 05, 2014
Wednesday Feb 05, 2014
Hello!
- Adam is on the show this week
- Topic: The Muhammad Ali Shaman 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 Mohammad Ali Shaman: Keep the board clear early and mid-game and punch hard later.
- How it wins: Uses early low casting cost spells to remove early threats while setting up totems and creatures for late game. It’s a slow painful death.
Five Key Cards
- Wild Pyromancer: Great mid-game removal
- Rockbiter Weapon: Remove those threats early game.
- Stormforged Axe: Great value for the cost.
- Lightning Storm: Even better with totems and Pyromancer boosting the damage.
- Fire Elemental: Close out the game with removal and beefy minions lumped together.
Full Deck List
You can get more insight into the deck by reading Adam’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
- 2x Flametongue Totem (2 Mana)
- 2x Novice Engineer (2 Mana)
- 2x Wild Pyromancer (2 Mana)
- 1x Defender of Argus (4 Mana)
- 2x Azure Drake (5 Mana)
- 1x Earth Elemental (5 Mana)
- 2x Argent Commander (6 Mana)
- 2x Fire Elemental (6 Mana)
Spells
- 2x Earth Shock (1 Mana)
- 2x Forked Lightning (1 Mana)
- 2x Lightning Bolt (1 Mana)
- 2x Rockbiter Weapon (1 Mana)
- 2x Stormforged Axe (2 Mana)
- 2x Feral Spirit (3 Mana)
- 2x Hex (3 Mana)
- 2x Lightning Storm (3 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.
- 1x Argent Commander (6 Mana)
- 2x Loot Hoarder (2 Mana)
- 2x Mana Tide Totem (2 Mana)
- 1x Lava Burst (3 Mana)
- 1x Faceless Manipulator (5 Mana)
- 2x Bloodlust (5 Mana)
The Defending Champion Deck
Dan’s Hunter Beastmaster Deck, which relies on lots of Beast minions and solid removal spells to rush the opponent down.
The Beastmaster Deck has reigned supreme for 3 months, and has beaten 2 other decks before this episode.
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
- Question: The best 2-mana cost minions by Craig Bowser
- iTunes Review: Lightbox22, Scott Lantz
Card of the Week
Song by Jonas
Farewell
- Follow Adam on Twitter
- What you want to see in future episodes
- What hosts you want to visit the show
DECK GUIDE:
Lightning bolts, frogs, and plenty of axes. This Shaman deck uses strong spells and weapons to delete threats early on, and then keep the board clear in the mid-game with AoE. Even better, it uses ZERO Legendaries, so new players can build it pretty quickly. Then, learn to control your enemy long enough to play your own big threats late-game and strangle them slowly.
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 Adam Clegg. Thanks, Adam!
The Muhammad Ali Shaman
This deck will outplay any heroes early game (yes, even murloc Warlock decks) and utilize its mid-game totem/Pyromancer control to last until the late game, where you crush your opponent by slowly leaning on them and watch as they slowly run out of cards and concede.
Let’s get straight 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.
This card is very sneaky. You can have two 0/2 totems out and look like you have a non threatening board. After dropping this bad boy in between your two totems you know have 2 2/2s to clear their board.
Even after the nerf, this card creates a ton of tempo for your deck and helps you get totems out by giving your opponent another target.
A very key card for the deck, it combos nicely with your heal totem giving you many 1 damage to all creature pings over many turns.
All-around solid creature, better when you use them with totems.
2x Azure Drake
This card is very good in this deck for spell damage, and for the tempo of drawing another card.
This card usually comes out of nowhere late game and is a nice surprise for your opponent. If they can’t deal with it the turn it comes out, the game usually ends shortly after.
This is the bread-and-butter of dealing damage out of nowhere, very solid card in any deck in my opinion.
This is your late game finisher, usually taking out a creature when it comes into play and leaves a large threat late game when your opponent has very few cards left in hand.
2x Earth Shock
I ABSOLUTELY LOVE THIS CARD. It one-shots so many things and silences their massive legendary cards.
I call this card the “Makes your opponent sad” card. You 2-for-1 their board, gain board control and make your opponent sad all in one turn for 1 mana.
Solid removal card, very good early game. This is a key card for early game board control.
Another solid removal card that helps maintain early board control.
This card has won me so many games that I’ve fallen in love with it. It usually removes 3 creatures early game and gains you a ton of tempo for casting totems.
2x Feral Spirit
This card is not used for attacking, but mainly used for mid-game defense. It sucks up your opponents cards while you gain some card advantage on them by not having to waste your spells on their creatures.
2x Hex
This card is basically for damage control, or what I like to call Legendary control. Every deck needs cards like this to kill super powerful minions.
Insert the usual “AOE damage cards are amazing” comment. Enough said.
Possible Additions
The above decklist is the ideal setup that I enjoy running. But you might not have all of those cards right now, and that’s okay—you can still make a great deck by using some substitutions. Here are a few cards you can swap in until you get all of the pieces together.
2x Loot Hoarder
Some players prefer the Loot Hoarder’s damage over the instant-draw from Novice Engineer. Feel free to use whichever you prefer.
Good card draw, and a decent filler if you have some empty spots. It’ll help you reach the cards you do have even faster.
1x Lava Burst
Earth Elemental might be tough to get early on. If you get a Lava Burst first, use that instead.
You will face countless Legendaries on enemy teams in constructed. This is a great, and cheap, way to get those Legendaries in your deck too!
2x Bloodlust
A great game finisher if you’re ahead, and a great equalizer if you’re surrounded by bigger minions and need a way to balance the field.
Final Thoughts
I think you should try this deck because it’s cheap to make (no Legendaries in it), Shaman is a fun class to play, and this deck has a good chance to win any game you play.

Friday Jan 24, 2014
Picking Your First Class - Episode 24
Friday Jan 24, 2014
Friday Jan 24, 2014
Hello!
- Jenna is on the show this week
- Topic: Finding the right class for you!
- Reasons to be happy this week
First Impressions
- The tutorial
- Mana, creatures, combat
- Sound effects
- Excitement level
Overpowered, Underpowered, or Okay?
- Read all of the old patch notes
- Unleash the Hounds
- Pyroblast
- Mind Control
- Angry Chicken
- Battle Rage
- Imp Master
- Sunfury Protector
- Captain Greenskin
Pick One Card
- Novice Engineer vs Loot Hoarder
- Ancient Watcher vs Mad Bomber
- Arcane Golem vs Stranglethorn Tiger
- Sunwalker vs Avenging Wrath
- Arcanite Reaper vs Explosive Shot
- Counterspell vs Snake Trap
- Deathwing vs Onyxia
Picking Your Class
- 10 questions
- Your perfect class is…
Community
- Question from Derrick: Do you talk about Hearthstone with other people?
- Question from Nate: Will you try PvP?
- Question from Jennifer: How to get a family member into the game?
- iTunes Review: Mcilvafr and Dubrx!
Card of the Week
Song by wojciech
Farewell
- Follow Jenna on Twitter
- What you want to see in future episodes
- What hosts you want to visit the show

Friday Dec 13, 2013
How to Win Arena with Hunter, Warrior, and Rogue - Episode 23
Friday Dec 13, 2013
Friday Dec 13, 2013
Hello!
- Derrick and Dan are on the show this week
- Topic: The best cards for Rogue, Hunter, and Warrior in Arena
- Reasons to be happy this week
This Week’s Patch
- The nerfed cards
- Dan cries out in agony
How Arena Works
- Quick recap: picking a hero and cards
- Goal for this week: help you make the best card choices while playing Arena
- Includes neutral minions as well
The Best Hunter Cards for Arena
Basic strategy: Aggressive. You can’t always rely on a pure beast deck, so you need to go for cards that work well with non-beasts too. Focus on strong removal and aggression, and grab beast synergy where you can.
Animal Companion
There are 3 different options of what animal could pop up here, and all of them are great! This is your best turn-3 move possible, in almost any situation.
Ironbeak Owl
Beast synergy and silence, which is just huge in this meta. You need at least one of these in just about any deck out there but you should be almost guaranteed to get one with Hunter.
Explosive Trap
Inevitable deaths. You will almost always get value out of this. One of the best feelings is seeing four or more of their minions die from the 2 damage to all of them. It also hits the opponent for 2. That may seem low, but every point counts!
Snipe
Most solid Arena Hunter decks will likely include a fair amount of Secrets, but I like to focus on the ones that deal damage, like Explosive Trap and Snipe.
Multi-Shot
It’s almost a toss up between this and Explosive Shot–both are very powerful. But I usually prefer Multi-Shot because of the low cost. Use it when you can avoid the randomness, such as when they only have two minions on the board.
Honorable Mention: Kill Command
The Best Rogue Cards for Arena
Basic strategy: Control, with card draw. Cripple your opponent and get the most value per card with the Combo mechanic. You’ll need card draw to refill your hand, though, so watch out for Sprint when drafting your deck. It can replenish your hand when you run out of steam.
Assassin’s Blade
Weapons are extremely valuable for the Rogue, letting you punch face or remove minion threats. And the extra durability lets this one pair extremely well with Deadly Poison. That’s 20 damage for 2 cards and 6 mana!
Betrayal
This card makes people wish they were more careful when they placed their minions! It’s not hard to make this a 2-for-1 and it can swing the board state. All for 2 mana.
Assassinate
One of the best removal spells in the game. You have to use this carefully, and towards the end of the game (unless they build a big early threat). This card fixes problems.
Vanish
This is a great trick when you’re behind, and if you’re already ahead, you don’t mind holding onto it. It plays really well with Troops that have Combo or Battlecry effects.
Honorable Mention: Cold Blood and Shiv
The artwork previously featured here was created by Dreamspirit. You should check out their awesome artwork.
The Best Warrior Cards for Arena
Basic strategy: Remove threats with your weapon attacks, and rely on Charge minions to break through the enemy hero and tear them down before they can react. Punch their face on your turn, and force them to trade minions on their turn.
Fiery War Axe
This is your early game insurance. With it, you can shut down any early-game aggression they try to get going. Warriors also don’t have a lot of great things to throw down on the first couple turns, so this is a great fit.
Gorehowl
This is the holy grail of the Warrior arsenal. You can dish out a total of 28 damage to enemy minions, with the option to shift modes and smash the enemy’s face when you’re ready to end the game. You’ll almost always get 3-4 minions killed with this.
Korkron Elite
Fast, strong, and a decent health pool. These sorts of Charge minions should make up the bulk of your army. When you use him, punch straight for the hero’s face if you can. Your goal is to punch face on your turn, and force them to spend their combat turn trading with you.
Warsong Commander
In an ideal Arena world for this deck, all of your minions would have Charge. But in a real Arena session, that’s just not going to happen. You’re going to have big threats that are slow. You want to either grab this Commander or the Charge spell itself to ensure that they’re able to keep with the strategy. You can’t go halfway on a blitzkrieg strategy. You need to be all-in, and this card helps ensure every minion in your deck is on board with the program.
Argent Commander
This might be the best minion you could ask for in this deck. He comes out, swinging for 4 damage. His Divine Shield helps him break down Taunt-minion walls — which give this deck a lot of problems, since it disrupts its big plan. And if there’s no Taunt minions up on the other side, Divine Shield means that the opponent will likely have to trade 2 troops to it, or at least a hero power and a spell to take care of it. That’s exactly what you want them spending their turn doing.
Community
- Question from Derrick: Which Legendary and Epic should I draft first?
- iTunes Review: Boston Nate x2!
Card of the Week
Song by Anna
Farewell
- Follow Dan on Twitter
- Follow Derrick on Twitter
- What you want to see in future episodes
- What hosts you want to visit the show

Tuesday Nov 19, 2013
The Secret Mage Deck - Episode 22
Tuesday Nov 19, 2013
Tuesday Nov 19, 2013
Hello!
- David is on the show this week
- Topic: The Secret Mage deck
- Reasons to be happy this week
What is a Deck Challenge?
This is a new episode type we started cycling in last month. Basically, guest hosts bring on their favorite deck onto the show, and break it down for you, telling you what cards they put in it, how it works, and why they like playing it.
Then, they put their decks to the test and do battle against me in a best-of-3-series, live on the show. Each time, I’m going to be using the current Reigning Champion Deck of the show — the last deck a guest host brought onto this show and won with.
Right now, Dan’s Hunter Beastmaster deck is the reigning deck. So I’ll be using it!
And, of course, David has put together a full deck list for his deck, along with some great commentary for the deck that he’s going to be playing today — so you can recreate that one too.
The Deck
- The Secret Mage: Load your deck up with Secrets and creatures that play off of Secrets well to disrupt your opponents plans.
- How it wins: A lot of the Secrets excel at keeping your big threats safe from removal, letting you invest into big creatures late-game that are almost guaranteed to live long enough to punch face. Disrupt the opponent’s plans and keep them constantly second-guessing with Secrets to delay until then.
Five Key Cards
- Counterspell: Always useful, great at protecting your minions.
- Spellbender: Solid as a defense, like Counterspell, and will occasionally steal a huge buff for you.
- Ethereal Arcanist: Perfect in this deck, where it can potentially scale out of control very quickly.
- Kirin Tor Mage: Perfect turn 3 drop. Get a big creature and a secret for free!
- Any legendary minion: The secrets excel at keeping your big threats safe. Any big threat will do.
Full Deck List
You can get more insight into the deck by reading David’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
- 2x Sorcerer’s Apprentice (2 mana)
- 2x Acolyte of Pain (3)
- 2x Kirin Tor Mage (3)
- 2x Ethereal Arcanist (4)
- 2x Water Elemental (4)
- 2x Azure Drake (5)
- 1x Ragnaros (8)
Spells
- 2x Frostbolt (2 mana)
- 2x Counterspell (3)
- 2x Mirror Entity (3)
- 2x Spellbender (3)
- 2x Fireball (4)
- 2x Polymorph (4)
- 2x Blizzard (5)
- 2x Flamestrike (7)
- 1x Pyroblast (8)
Sideboard
The deck list is pretty tight for The Secret Mage deck, but there are some alterations you can make if you are missing some cards.
- 1x Archmage Antonidas (7 mana)
- 2x Vaporize (3)
- 2x Ice Barrier (3)
- 2x Arcane Intellect (3)
- 2x Secretkeeper (1)
- 1x Bloodmage Thalnos (2)
- 2x Novice Engineer (2)
- 2x Gnomish Inventor (4)
The Defending Champion Deck
Dan’s Hunter Beastmaster Deck, which relies on lots of Beast minions and solid removal spells to rush the opponent down.
The Beastmaster Deck has reigned supreme for 1 month, beating 1 other deck before this episode.
The Duel!
David’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
- Question: Must-pick Arena neutral minions Nathan Montgomery
- iTunes Review: Mjb222, Dan Streelman
Card of the Week
Song by Chris Briggs
Farewell
- Follow David on Twitter
- Watch his videos!
- What you want to see in future episodes
- What hosts you want to visit the show
- Extended version of my interview with the Hearthstone devs at BlizzCon
DECK GUIDE:
The Secret Mage
To put it simply: this deck is a very fun to play. If you miss that “sneakiness” from Magic the Gathering, this might be the deck for you. There are secrets galore, and they protect you and your minions until you can unleash the Mage’s fury! This deck was inspired from one of the top decks from a tournament I watched a few weeks ago. It is almost the same as that deck, with a few modifications of my own. I always wanted to get The Secret Mage deck to work, and now that I’ve finally collected the proper cards, I was able to make this a reality.
Let’s get straight 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.
This is a simple card that accomplishes two things: reducing the cost of your secrets, and being a solid early drop. It’s a nice 3/2 body so don’t be afraid to drop this early.
This guy is pretty standard in most Mage decks – he gives you nice card draw. Especially if you can play him on turn 5 and he draws you two cards (ping him with your Mage Power and the opponent attacks him on the following turn).
Another obvious pick if you’re running with lots of secrets. This minion will allow you to play a Counterspell or Spellbender immediately after to protect it (assuming the opponent’s board is clear).
Another essential minion for the deck. His role is to get some nice mid-game damage on your opponent. The ideal situation: you play a Kirin Tor Mage on Turn 3, followed by a free Spellbender or Counterspell. If your opponent does not trigger the Spellbender on their turn, you now have a nice 5/5 for 4 to cast on your turn that is now protected by the Spellbender/Counterspell.
This minion is nice because he gives you some control with his freeze ability, as well as being a 4 drop with great stats to back it up. He will get you to the late game if he isn’t immediately removed. He is also really nice against weapon decks (mainly Warrior decks).
2x Azure Drake
The Azure Drake is a neutral minion that finds it’s way into almost any deck that wants +Spell Damage. Usually a 2 for 1 in your favor, he makes your spells stronger and is a nice 4/4 body to boot. Not much else to say here!
1x Ragnaros
Ragnaros is your token “I end the game with this card” legendary. A Ragnaros on the board with a Spellbender lurking in the background to protect him is how you win games. It should be noted that Antonidas is a better replacement if you have it, but really, any strong end-game legendary will do.
2x Frostbolt
Basic removal at a nice cost. Also has the added benefit of control, as well as the ability to chuck it at your opponents face.
2x Counterspell
One of the essential secrets for the deck. You need this card to protect your minions as well as take advantage of its secrecy (triggering Ethereal Arcanist).
Another secret to fit the deck strategy. Hopefully you get a nice minion out of it as well if your opponent thinks its a Counterspell or something.
2x Spellbender
Same idea as Counterspell. More of the same thing here, and a really nice card to protect your minions.
2x Fireball
An auto-include in any Mage deck. Removal or to the face, whichever the situation calls for.
2x Polymorph
Removal is essential to have in almost any deck. Polymorph will help you answer any threat with ease.
2x Blizzard
Every deck needs AoE (Area of Effect) spells to help clear the board. Luckily the Mage has access to quite a few choices. Blizzard doesn’t do as much damage as, say, Flamestrike, but it will slow the opponent’s minions down for an entire turn. The fact that it is 5 mana makes it pretty strong for what you are getting out of it.
2x Flamestrike
Like I mentioned above with Blizzard, AoE is important. It can help you catch up if you fall behind, or can allow you to keep board control if your opponents drops a lot of minions on his turn. Flamestrike is one of the strongest AoEs in the game, and it will take care of many many minions.
1x Pyroblast
Last, but absolutely not least, PYROBLAST! The most infamous of Mage finishers, Pyroblast comes out of left field and is absolutely devastating to your opponent. A third of your opponent’s life total for 8 mana in one card is nothing to slouch at. If you have dust and you intend on playing the Mage as a class, this should be one of your first goals to craft. Only 1 is needed here because you don’t want to draw it too early, and you certainly don’t want both in your early starting cards. Honestly 1 Pyroblast is usually enough.
Possible Additions
Like I mentioned earlier, the deck list is pretty specific because the deck revolves around playing secrets and the cards that are affected by them. That being said, there are a few cards you can swap in until you get the stuff you need.
If you have him, he should take the place of Ragnaros. He is the main Legendary you want for this deck. One of the biggest weakness of Antonidas is the fact that he immediately gets removed. This becomes less of an issue when you back him up with a secret which you cannot do with Ragnaros (on the same turn).
2x Vaporize
Vaporize isn’t as strong as the other secrets, but if you have Vaporize it can take the place of the secrets you are missing.
2x Ice Barrier
Same as the above-mentioned Vaporize. This is considered the weakest of the Mage secrets, mostly because it does not give you board control or tempo.
Arcane Intellect is a nice filler if you’re missing cards. If you don’t have everything you need, this will let you draw what you DO have faster. Also combos nicely with Sorcerer’s Apprenctice.
2x Secretkeeper
I’m not a fan of this card in this particular deck for one reason: you don’t want to be playing her early because she gets targeted down immediately, and she isn’t terribly amazing late-game either. You need to drop her and at least 2 secrets on the same turn to get her out of the dangerous “3 health” range. Still, there is obvious synergy with this card, so if you are in need of fillers and you have her in your collection, toss her into your deck.
Thalnos is one of my favorite Legendaries. He is like Azure Drake, being useful in any Spell Damage deck. He isn’t quite as needed here, but can make a great addition if you happen to own him.
The “play this and draw a card” minions are great fillers. The Novice Engineers and Gnomish Inventors are great when you are only missing a few cards to make your deck complete.
See ‘Novice Engineer’ above.
Final Thoughts
The Secret Mage deck is not the most guaranteed-competitive deck out there, but it really is enjoyable to play. And it can totally hold its own if you have the right cards!

Wednesday Nov 06, 2013
How to Win Arena with Warlock, Mage, Priest, and Druid - Episode 21
Wednesday Nov 06, 2013
Wednesday Nov 06, 2013
Hello!
- Adam is on the show this week
- Topic: The best cards for each class in Arena
- Reasons to be happy this week
How Arena Works
- Quick recap: picking a hero and cards
- Goal for this week: help you make the best card choices while playing Arena
- Includes neutral minions as well
The Best Druid Cards for Arena
Basic strategy: Take out early threats and survive to the late game, where you rule the board with massive creatures and big spells.
Swipe
Will almost always kill one big threat and take a few small threats with it as a bonus. You can target the hero too, for some finishing damage. Get some +Spell Damage and it’s the best damage spell in the game.
Ironbark Protector
Nice and simple. This big guy is always a great play, and a strong stalemate-breaker.
Starfire
It’s expensive, but it replaces itself while usually removing their biggest threat on the board. Even better in late-game when both sides are top-decking.
Raging Worgen / Emperor Cobra
This is a tie. I know that’s not fair, but these two neutral minions epitomize the two types of minions you want to get. Because of the Druid’s strong buffs that add damage, health, charge, and/or taunt — pets that are potent but fragile are key. Minions with strong windfury effects like Raging Worgen get insane offense potential after you buff their health. And minions with powerful combat procs like Emperor Cobra get insane defensive potential once you buff them with health and Taunt. In short: Druid has plenty of plain minions. Look for minions with high upside in the neutral pool.
The Best Mage Cards for Arena
Basic strategy: Use your hero power to gain board control and card advantage. Last until the late game, and use your spells to take you home.
Pyroblast
I’ve never won a game when my opponent has played this card. Period. I have yet to feel the glory of using it. As a side note, this is a card worth crafting and needs to be in every Mage deck. It just wins games.
Blizzard
With all of the +1 to spell damage mage has, this card rarely does only 2 damage. Even on it’s own, doing 2 damage and freezing all minions then you get to use your hero power to finish a creature off and use your attack to clear anything else up.
Lolymorph
I call this card lolymorph because that’s what you’re doing when your opponent goes all in on their 20/20 or 8/8+. You’ll snap play lolymorph so fast the only thing you have to worry about is missclicking.
Flamestrike
Play this card at the right time (especially if you have some +1 to spell damage going) and you take complete control of the game. Play this card at the wrong time and you still will probably take control of the board at the very least.
The Best Warlock Cards for Arena
Basic strategy: I like Warlocks because they have some of the most efficient removal spells and beater minions in the entire game. I also love that they don’t need fancy tricks or combos. Just get removal, get big dudes, and rely on your hero power to ensure that you always have both in your hand.
Hellfire
This is not for the weak of heart, but for those brave enough to toss their own minions into the flames, this is top-tier premium removal. It’s a great trick to crawl out of a losing board state. You have a big advantage because you know it’s coming. Smash your minions into their biggest ones to weaken them, and then nuke everything with Hellfire.
Shadow Bolt
This may be the best single-target removal spell in the game. It’s so cheap for 4 damage to a minion. It stops any dangerous mid-game aggression instantly. Even against their biggest threats late-game, you can usually combo it with a small minion to take it out.
Blood Imp
This one’s a new addition for me, but it’s opened up an entirely new strategy. If you get a few of these, you can spam high-attack, low health minions like the Murloc Tidehunter or the Reckless Rocketeer. Those cards are risky because they’re fragile, but with Blood Imps, suddenly you have the best of both worlds. It doesn’t play well with Hellfire, though — you need to choose one strator the other, not both.
Mortal Coil
This card is my early-game insurance. There are several classes that just need to get a 1/1 on the board that they can buff to dish out some real hurt. This ensures that you can slow down their aggression, without losing card advantage. Card advantage is basically the ability to keep more cards in your hand than your opponent has — certain types of spells or minions really help this, such as the Acolyte of Pain that draws card every time he’s damaged. Mortal Coil is so good because it can remove a card from your enemy’s and replace itself in your hand — which means you just earned 1 card-advantage.
The Best Priest Cards for Arena
Basic strategy: Keep your creatures alive with your hero power while maintaining board control with your spells. Basically lean on them slowly, eventually they will tumble.
Mindgames
Not only do you get one of their creatures, you gain information. Arena is all about information and since you only get to play that opponent 1 time, learning about what they have in their deck is always a good thing. Plus if you hit a fatty this card could just help you win the game.
Holy Fire
Priest games are usually longer drawn out games and you’ll find yourself coming down to the wire in a lot of cases. This card has a lot of utility because you can use it to take out a big threat while giving yourself that extra hp, or you can use it on the hero and create a 10hp swing.
Northshire Cleric
This card (when properly protected) just wins games. One of the biggest things in any card game is card advantage. Even if you only draw 2 cards from this and they had to use 2 cards to get rid of it you’ve created a 3 card swing into your favor which is huge. Keep it alive for longer and get 4+ cards off of it, you pretty much sealed yourself a victory.
Mind Control
If your opponent plays mind control on you and you still win the game, give yourself a round of victory beers because you played exceptionally well to do that. If YOU play this card and still somehow lose, you should feel bad and stop playing for the rest of the day.
Honorable Mention: Holy Nova
It ain’t no flamestrike but its aoe board clear and it can swing the tides of battle.
Community
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Card of the Week
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