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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