Episodes

Tuesday Jul 16, 2013
Rogue and Hunter Cards - Episode 16
Tuesday Jul 16, 2013
Tuesday Jul 16, 2013
Hello!
- Dan is on the show this week
- Topic: Picking favorites and least favorites from Rogue and Hunter cards
- Reasons to be happy this week
Who is Dan?
- History with card games
- History with Blizzard games
- History with this show!
Rogue Cards Overview
- A full list of all Rogue cards
- Stealth units
- Minion removal
- Cheap spells
- Rogue Hero Ability: Equip a 2/1 dagger, or if dagger is already equipped, add 1 damage to it
Our favorite Rogue cards
Cards we are excited to play, even if they’re not necessarily the best by objective standards
Josh:
- Patient Assassin – Great flavor and style. Perfect trick to take care of any bombs that threaten to spoil your plans. The control in this Rogue deck is going to be so much fun.
- Cold Blood – Only play when comboed. Put it on a minion that can hit the hero. For 1 mana you deal 4 damage to hero and kill at least one minion when they have to swing at it next turn.
- Defias Ringleader – Passes vanilla test, extra good with combo. Cheap creature that can help proc combo for another card cast after it if needed.
Dan:
- Blade Flurry – A hard one to totally pinpoint but if the rogue will be focusing on weapons then this will likely sweep the board in your favor when used. So 2 mana to do so could be real solid.
- Backstab – 2 damage for 0! (see a pattern?) perfect for combos!
- Shadow Step – Friendly bounce for 0! Great combo with Defias Ringleader or Si:7 agent
The best Rogue card
The most powerful card that we think should be in every deck
Josh:
- Preparation – Awesome in its own right, and absolutely insane with the importance of playing multiple cards in this deck. Works perfectly with Rogue’s strategy.
Dan:
- Head Crack – I say this because I think with low cost things you will effectively be doing 2 damage to enemy every turn for 2 with combo which brings it back to your hand). Essentially mid to late game you now will have the hero abilities of TWO heroes which is why I like it over not liking it.
Rogue cards we hate
Cards we personally don’t want to play, or will hate to play against
Josh:
- Wicked Knife – UPDATE: This is the knife summoned by the Rogue hero ability, despite its mana cost being listed as one, instead of two. Sorry for the confusion!
- Assassinate – This is a great answer for a bomb, but the Rogue deck has so many damage tricks and combos so well off of a lot of smaller cards being played, this seems unnecessary most of the time.
- Headcrack – 2 damage to the enemy hero every turn is nice. Basically you now have the Hunter hero ability, but my gut just isn’t in this one. It feels off.
Dan:
- Fan Of Knives – I am going to hate to see this cast on me. 1-2 damage to all my minions will suck. Especially if I am Shamen or Hunter
- Sprint – 4 cards for 7 seems a bit too expensive and won’t be able to use any of those cards until next turn, if you are still alive. Why not just use Adrenaline Rush?
- Betrayal – I will hate it of course but it seems entirely too situational. Will it be used enough?
Hunter Cards Overview
- A full list of Hunter cards
- Beasts
- Direct Damage
- Traps
- Hunter Hero Ability: Deal 2 damage to enemy hero.
Our favorite Hunter cards
Cards we are excited to play, even if they’re not necessarily the best by objective standards
Josh:
- Hunter’s Mark – Cheap, reliable removal
- Misdirection – I love these sorts of cards because they just make your opponent so angry. It feels so good to hit them in the face with their own stuff.
- Explosive Trap – Did I mention that I love secret cards? Plan is to be defensive with Hunter and just ping at hero.
Dan:
- Animal Companion – My Research says on avg will be 2.8 cost avg and 2.9/3.0 type creature but the gambler in me says I love to take that chance. It’s only cast 3 so worth it! Animal companion will be a good discussion since many co-hosts have said they hate random and I say BRING ON THE DICE!
- Multi Shot – : Think deadly shot (cost 3) but in 90% of cases you will be killing 2 two things for 1 more mana. This still says effective to me.
- Flare – Is it too situational or does the Draw 1 card offset that?
The best Hunter card
The most powerful card that we think should be in every deck.
Josh:
- Eaglehorn Bow – I’m kind of in love with Secret cards, so this is going to be great in my deck. I hope I can keep it in my hands at all times. This + Hero ability every turn.
Dan:
- ALL THE TRAPS!
Hunter cards we hate
Cards we personally don’t want to play, or will hate to play against
Josh:
- Timber Wolf – 1/1s are almost never good, especially when the enemy can single-shot them any time they want to.
- Explosive Shot – You can remove minions for less mana, and the adjacent damage won’t always be effective
- Bestial Wrath – I want to be hitting the hero with Hunter deck, not creatures. Immunity doesn’t last to your opponent’s turn
Dan:
- Hyena – UPDATE: This is a token summoned by another pet. Sorry for the confusion!
- Tracking – Sure I like picking which card I can get but I don’t like discarding 2. I wish it said put the others to the bottom of your deck. In a game where you don’t reshuffle this could hurt you bad. If we play the game and see that it rarely happens that you run out of cards then I am fine with it though
- Tundra Rhino – It might be 2 / 5 but it just seems expensive at 5 for something that’s not crazy impactful IMO. At that cost how many others will you get out to use the charge effectively?
Card of the Week
Hide yo’ kids, hide yo’ wife.
Farewell
- Follow Dan on Twitter
- What you want to see in future episodes
- What hosts you want to visit the show

Saturday Jul 13, 2013
Windfury, Overload, Choose One - Episode 15
Saturday Jul 13, 2013
Saturday Jul 13, 2013
Hello!
- David is on the show this week
- Topic: Discussing three abilities – Choose One, Windfury, Overload
- Reasons to be happy this week
Who is David?
- History with card games
- History with Blizzard games
- History with The Happy Hearthstone
Windfury
A full list of all Windfury cards
What it does: This allows the minion the ability (option) to attack twice each turn. Can attack separate targets.
Magic Equivalent: Closest is Double Strike, but it takes damage on both attacks and can choose different targets for each. Double strike is just duplicated attack swings during combat.
What classes can use Windfury:
- Neutral: 4
- Druid: 0
- Hunter: 0
- Mage: 0
- Paladin: 0
- Priest: 0
- Rogue: 0
- Shaman: 5
- Warlock: 0
- Warrior: 0
Card Examples:
- Windspeaker – Aggression/Removal – This card has great combo potential. Combine it with a minion with high attack damage to end the game quickly. Or take advantage of unique creature abilities like Emperor Cobra to destroy two minions in a turn.
- Doomhammer – Removal/Card Draw – Being able to attack twice with your hero can be devastating. You can clear the enemy minions, but you will take extra damage in return. Here’s a great card to combo with: Captain Greenskin. More card draw!
Tips for using it effectively
- Always consider effects beyond attack damage. Any time you put an aggressive buff on a minion that has Windfury, you take advantage of that buff twice.
- Don’t forget that if you attack other minions, your creature/hero takes damage every time they attack. Try to clear the board with your spells, and focus your Windfury minions on the enemy hero.
Overload
A full list of all Overload cards
What it does: Adds a mana cost that is automatically paid next turn, no matter what.
Magic Equivalent: There is none. Yay!
What classes can use Overload:
- Neutral: 0
- Druid: 0
- Hunter: 0
- Mage: 0
- Paladin: 0
- Priest: 0
- Rogue: 0
- Shaman: 10
- Warlock: 0
- Warrior: 0
Card Examples:
- Dust Devil – Early aggression – Get this guy down early, and as long as your opponent doesn’t kill it, they are in for a world of hurt.
- Lightning Bolt – Spreading out mana costs to play other big cards – This card is a staple, and you should have 2 copies in every shaman deck.
- Unbound Elemental – Creature buffing – This creature is only average until you build an Overload deck around it. Then it’s terrifying.
Tips for using it effectively
- Overload is generally found on cards that would have been overpowered without it. It’s not a complex ability, but it’s easy to forget that you’ll have less options on the following turn.
- In David’s opinion, it’s one of the more overpowered abilities. It is the definition of card tempo. Deal with the threat now (or create your own threat), at a reduced cost, and pay the rest of the cost later. It’s like a credit card, with no interest!
Choose One
A full list of all Choose One cards
What it does: When the effect triggers (usually when spell or creature is cast), you can choose one of the possible effects and it happens.
Magic Equivalent: No keyword, but it’s common for cards to say “Choose one: X, Y, or Z”
What classes can use Taunt:
- Neutral: 0
- Druid: 10
- Hunter: 0
- Mage: 0
- Paladin: 0
- Priest: 0
- Rogue: 0
- Shaman: 0
- Warlock: 0
- Warrior: 0
Card Examples:
- Power of the Wild – Deck flexibility – It’s a spell or a minion, and it’s flexible so that it’s never a dead card. The spell is super good when you have a lot of minions. If you don’t, a 3/2 minion for 2 is a great draw.
- Druid of the Claw – Creature specialization – The minion can either be hyper-aggressive or hyper-defensive, whichever works best at the time. Decide during the game, not beforehand when building the deck.
- Nourish – Mana acceleration or card draw – Whichever resource you need more of, you get it.
Tips for using it effectively
- Play it smart and look at all of the possible ways that the different effects can change the board.
- Don’t rush it – wait for the right situation.
- Sometimes you’ll just have to play the creature without any of the choices being optimal.
Card of the Week
Don’t mourn them. They died doing what they loved.
Farewell
- Follow David on Twitter
- View his YouTube or Twitch videos
- What you want to see in future episodes
- What hosts you want to visit the show

Friday Jul 05, 2013
We Played It! Don't Hate Us. - Episode 14
Friday Jul 05, 2013
Friday Jul 05, 2013
Hello!
- James, J.R., and Liam are on the show this week
- Topic: Hands-on impressions and Developer Q&A
- Reasons to be happy this week
Who are these people?
- Their web sites
- History with card games
Roundtable questions
- There are a lot of questions. You should really just listen to the show.
Card of the Week
Well, that doesn’t look so dangerous.
Photos From the Trip
They’re over in the Google+ Community, which you should totally join!
Farewell
- Watch James’ videos on Twitter and use the awesome deck builders at Hearthpwn
- Read Liam’s in-depth articles at Hearthstone Players
- Talk everything Blizzard with J.R. at BlizzPro
- What you want to see in future episodes
- What hosts you want to visit the show

Friday Jun 28, 2013
Druid and Shaman Cards - Episode 13
Friday Jun 28, 2013
Friday Jun 28, 2013
Hello!
- Erik is on the show this week
- Topic: Picking favorites and least favorites from Druid and Priest cards
- Reasons to be happy this week
Who is Erik?
- History with card games
- History with Blizzard games
- History with being a cool roommate
Druid Cards Overview
- A full list of all Druid cards
- Choosing between two options
- Minor healing
- Mana acceleration
- Druid Hero Ability: Gain 1 armor and 1 attack until end of turn
Our favorite Druid cards
Cards we are excited to play, even if they’re not necessarily the best by objective standards
Josh:
- Savagery – Great damage, even if it’s not removing all. Druid has a lot of ways to boost it’s attack damage. “All minions” will always be worth sideboarding at the very least.
- Ancient of War – Great stats either way, and the flexibility is awesome.
- Savage Roar – I want to hate this card for using “characters” instead of “heroes and minions” (which I have to assume it means). Solid damage that can really surprise the enemy in a minion-heavy deck.
Erik:
- Ancient of Lore – Bring in a 5/5, need more cards? Take more cards. Need more health? Take more health.
- Force of Nature – A huge army at your command for 5 mana, with Charge. The druid’s surprise assault.
- Healing Touch – Boring maybe, but you can’t go wrong with gaining 8 heath. It’s just too useful.
The best Druid card
The most powerful card that we think should be in every deck
Josh:
- Cenarius – So flexible, and can help with whichever you need help with each time: defense or offense. Expensive, but always worth it.
Erik:
- Nourish – Mana acceleration is hugely important is decks with big bad minions, and Druid needs that. If Mana isn’t an issue at that point in the game, 3 cards!
Druid cards we hate
Cards we personally don’t want to play, or will hate to play against
Josh:
- Naturalize – Acceptable removal against bombs, but there’s going to be so many games where the creature on the board is less dangerous than your opponent having two more cards, especially late game.
- Bite – Expensive, and you still have to swing with your hero, potentially taking damage against minions.
- Moonfire – If you own more cards than is required to build a deck, do not play this card. We’ve all had those frustrating moments where “it’d just take 1 more damage!” — but don’t let that fool you. You remember those moments because they were frustrating. 90% of the time, 1 damage doesn’t make the difference.
Erik:
- Claw – I can see it’s use early game, given it’s one mana cost, but attacking with your hero is always too dangerous of a proposition for me.
- Wild Growth – 2 mana for an empty mana crystal is too big of a hit early game when you need to be getting cards out.
- Keeper of the Grove – 4 mana for a 2/4? Meh, even with silence.
Shaman Cards Overview
- A full list of Shaman cards
- Aggressive
- Attack multiple times on a turn
- Randomness!
- Shaman Hero Ability: Summon a random totem.
Our favorite Shaman cards
Cards we are excited to play, even if they’re not necessarily the best by objective standards
Josh:
- Ancestral Spirit – Great protection. Will deter against non-bombs, and for bombs, guarantees you get to use them at least once. How sleep works.
- Dust Devil – High risk/reward. Against most, should get at least 6 damage for him if you go first. Often 12.
- Earth Elemental – Overload is insane. Huge HP/Damage. Talked about this card before, but I love it.
Erik:
- Stoneclaw Totem – Totems that tank for you. What more could you ask for?
- Mana Tide Totem – How about an extra card? That’s always nice too. Especially when they cost one less to play
- Flametounge Totem – Easy fast damage
The best Shaman card
The most powerful card that we think should be in every deck.
Josh:
- Unbound Elemental – Decent minion by itself, and you will have a lot of Overload cards.
Erik:
- Totemic Might – Makes all your best cards even better. You’re a shaman! You need totems!
Shaman cards we hate
Cards we personally don’t want to play, or will hate to play against
Josh:
- Hex – Taunt? Come on. You’re spending a card and an attack to kill it. Lame
- Lava Burst – 5 mana for 5 damage. Way more efficient cards out there. Here, Overload doesn’t actually help you at all. Overload needs to affect momentum.
- Windfury – 2 Mana just to give Windfury isn’t terrible. Pay 2 more mana and get a big 3/3 minion tacked onto it that you can potentially bounce back in.
Erik:
- Doomhammer – 5 mana for windfury and 2 attack? Yes, it has 8 durability, but still a waste when for 5 mana you can spit out like 7 totems.
- Forked Lightning – Random is a bad word in TCGs. I don’t like having to rely on a virtual dice roll to accomplish my goals, even if this card is cheap.
- Al’Akir the Windlord – How could you not include this? He’s an Elemental lord for 8 cost with 4 fewer attack than an earth elemental! Taunt with only 5 HP is going to spell trouble, even with Divine Shield.
Card of the Week
More guns, more parrots, more treasure!
Sing along with the lyrics!
(To the tune of Carmen’s Toreador)
Happy Hearthstone presents the ca-ard of the week.
It could be strong or it could be meek.
Whether Minion, Weapon or Ability—
Mana cost of eight, or even free!
We really like this card!
So listen quick
To Josh and Er-rr-ik!
Farewell
- Follow Erik on Twitter
- What you want to see in future episodes
- What hosts you want to visit the show

Thursday Jun 20, 2013
Battlecry, Charge, Taunt, Enrage - Episode 12
Thursday Jun 20, 2013
Thursday Jun 20, 2013
Hello!
- Derrick is on the show this week
- Topic: Discussing four abilities – Battlecry, Charge, Taunt, and Enrage
- Reasons to be happy this week
Who is Derrick?
- History with card games
- History with Blizzard games
- History with The Happy Hearthstone
Battlecry
A full list of all Battlecry cards
What it does: The effect happens when the card is played from your hand (not if forced into play by another card, like Alarm-O-Bot)
Magic Equivalent: No fancy keyword, but a lot of cards say “When this card enters the battlefield under your control…”
What classes can use Battlecry:
- Neutral: 54
- Druid: 0
- Hunter: 1
- Mage: 1
- Paladin: 3
- Priest: 1
- Rogue: 2
- Shaman: 2
- Warlock: 8
- Warrior: 2
Card Examples:
- Novice Engineer – Cantrip – In addition to the creature, draw a card
- Sunfury Protector – Defensive – If you can play a follow-up bomb, it has tons of protection
- Stampeding Kodo – Removal – On turn 5, there’s likely to be a minion with 2 or less attack
Tips for using it effectively
- If you have a way to return cards you control to your hand, then you can replay cards w/ battlecry effects. So this turns a negative into a positive.
- Focus on the vanilla test. How good is this card if I the battlecry effect is not there?
- Watch out for “best case scenario” mentality. Some battecry effects are situational. Will you get stuck holding a card longer than you should’ve – would it have been better to have that 3 / 4 minion on the board 2 turns ago?
Charge
A full list of all Charge cards
What it does: This creature can attack immediately when it’s played (no sleeping turn).
Magic Equivalent: Haste
What classes can use Charge:
- Neutral: 9
- Druid: 4
- Hunter: 4
- Mage: 0
- Paladin: 0
- Priest: 0
- Rogue: 0
- Shaman: 1
- Warlock: 1
- Warrior: 4
Card Examples:
- Charge – Spell – Straightforward and only costs 2; most useful on creatures with high attack.
- King Krush – Creature Ability – When you play this card, something bad will happen to your opponent.
- Warsong Commander – Buff – Shares the effect with other friendly minions.
Tips for using it effectively
- Use this in aggressive decks that want to swing every turn
- Use it to catch enemy off-guard. Can be used to kill big threat they’re planning on you not being able to kill in one turn.
- Since your opponent can’t play cards on your turn, creatures with Charge are that much more useful.
Taunt
A full list of all Taunt cards
What it does: If an enemy is attacking (not spells), they must choose to attack creatures with Taunt on them until none remain. They may choose between creatures with Taunt if there are multiple.
Magic Equivalent: No keyword, since defenders usually get to choose blockers. Palisade Giant is probably closest
What classes can use Taunt:
- Neutral: 16
- Druid: 3
- Hunter: 1
- Mage: 1
- Paladin: 1
- Priest: 0
- Rogue: 0
- Shaman: 4
- Warlock: 2
- Warrior: 0
Card Examples:
- Frostwolf Grunt – Minion Protection – Good on the vanilla test, but saved for keeping an important minion on the board.
- Mark of the Wild – Synergy – On a huge bomb, like King Krush, you can now force your opponents minions into the jaws of the beast.
- Hex – Penalty – Hex is great as removal, but you’re blocked from attacking your opponent until he’s removed.
Tips for using it effectively
- Use this to protect important minions you want to keep alive.
- It can keep your hero alive in a pinch
- The effect of Taunt is often more valuable than the minion itself, meaning that it’s probably worth saving for the ideal moment.
Enrage
A full list of all Enrage cards
What it does: This effect is activated while a minion is injured. Permanent until the minion is healed to full health or dies. Doesn’t happen during first combat.
Magic Equivalent: Since “toughness” in Magic (hp) resets at the end of each turn, there isn’t a perfect equivalent for this.
What classes can use Battlecry:
- Neutral: 5
- Druid: 0
- Hunter: 0
- Mage: 0
- Paladin: 0
- Priest: 0
- Rogue: 0
- Shaman: 0
- Warlock: 0
- Warrior: 1
Card Examples:
- Amani Berserker – Aggressive – A solid creature on it’s own, and super effective if it Enrages. Forces enemy to address it
- Shieldbearer – Defensive – The enemy has to enrage it. The downside is that Taunt sometimes forces the enemy to kill if before you can even take advantage.
- Angry Chicken – Trick – You’ll need to use spells or special minions to boost his health so that he can afford to be enraged without dying. But if you can, you get a free +5 damage, which makes it a nasty monster.
Tips for using it effectively
- Unless you have a trick, you’ll need 2 turns to make a minion Enrage. Most minions won’t last that long if your opponent doesn’t want it to.
- Only play the minion if it’s effective without the Enrage mechanic. Just consider that gravy.
- If you have a spell that damages one of your own minions, use it to Enrage this.
- Remember that healing it back to full removes the effect.
Card of the Week
By his slashes, we are healed.
Farewell
- Follow Derrick on Twitter
- What you want to see in future episodes
- What hosts you want to visit the show