Saturday, February 15, 2014

Hearthstone - Best Basic Neutral Cards

These cards will help you win when you first start out to play.

Good 1 Mana Cards
Elven Archer - 1/1 Shooter.  If played correctly, it will help with card advantage.  You often can take out 2-3 mana drops by the opponent.

Voodoo Doctor - 2/1 Healer.  It will also take out some 2 and 3  mana drops.

Good 2 Mana Cards
Acidic Swamp Ooze - 3/2 that destroys hero weapons.  This is one of the best neutral cards for tempo and value.  6 of the 9 classes can play weapons - only WoW cloth classes can't.

Bluegill Warrior - 2/1 Charge.  This little guy doesn't look like much, but he is great.  I look at the Charge minions as board cleaners. They cost some mana and a card, but help your board position.  The are like Shock or Lightning Bolt from MTG.

Novice Engineer - 1/1 Cantrip.  This is the little sister of the Gnomish Inventor.  It helps thin out your deck and provide a minion.  At 1 health, it is only good at dealing 1 damage to another minion.

Good 3 Mana Cards
Ironfur Grizzly - 3/3 Taunt.  This guy eats up most of the previous drops thus far.

Raid Leader - 2/2 Buffer.  This is the little brother of Stormwind Champion and helps clear the board in your favor.  All your low drops can now trade up.  The 2/1 healer (Voodoo Doctor) can now kill the 3/3 Taunt (Ironfur Grizzly).

Shattered Sun Cleric - 3/2 Buffer.  Like the Raid Leader, it helps you trade up on card value.  Play this buff on a 3/2 minion and then you are killing the opponents utility minions.  Utility minions usually have lower damage and higher health; for example Nat Pagle.

Wolfrider - 3/1 Charge.  Like the Bluegill Warrior, it helps clear the board.

Good 4 Mana Cards
Chillwind Yeti - 4/5 Big Guy.  With 5 health this helps your board position, it'll sometimes eat up 3 cards of the opponent to get rid of it - that is value.

Gnomish Inventor - 2/4 Cantrip.  Helps thin your deck and get you answers.

Ogre Magi - 4/4 Spell Buffer.  Par for the course on damage and health, it helps your spells.

Sen'jin Shieldmasta - 3/5 Taunt.  Affectionately known as "Taz Dingo,"  this guy can clear an entire board of Mulocs.  The 5 health and forcing to be the target of attackers is really valuable at this stage in the game.

Good 5 Mana Cards
Darkscale Healer - 4/5 Healer.  Play this after attacking the board in your favor.  Now your minions get healed for 2 as well as your hero.

Frostwolf Warlord - 4/4, but usually much bigger.  For 5 mana, it doesn't seem like a good value.  But if you have only 1 other minion it is a 5 mana 5/5 and from there it only gets bigger.  He usually enters the battlefield at a 7/7.

Gurubashi Berserker - 2/7 Enrage.  Every time it is dealt damage it gets bigger.  This plays really well into the Mage ability - damage it for 1 on the next turn and now it is a 5/6, next turn 8/5, 11/4 and so on.

Good 6 Mana Cards
Boulderfist Ogre - 6/7 Big Guy.  From the IHearthU's Legendary Replacement guide, this guy is a beast.  If you are low on legendaries, which most of us are, just play him in your deck.  He really is just that good.

Reckless Rocketeer - 5/2 Charge.  Board cleaner or finisher.  This isn't as good as the rares (Argent Commander) or legendaries (Leeroy Jenkins) but is a nice option available to everyone.

Good 7 Mana Cards
Stormwind Champion - 6/6 Buffer.  Giving all other minions 1/1 helps your board position.

Good luck and have fun.

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