Old Malfurion should really crack a smile once in a while, as he’s a great class for starters and grizzled card collectors alike due to powerful offensive spell cards, mana boosting cards and a great defensive hero power, allowing you to go in mana crystals blazing or to get ahead to mete out a mid-game trouncing. Use this particular set of perks to play powerful, mana heavy minions early on.
A welcome bonus of the Druid deck is the Choose One mechanic, which is present on certain cards, giving you the option to choose one of two possible effects most suited to your current predicament and a fairly serviceable deck can be constructed for this class without sinking too much time and money (real or otherwise) into the endeavour.
Innervate A druid-specific card that bestows 2 mana crystals for the piddly cost of nothing? Why, it’d be rude not to! The card is only good for 1 turn so use it either at the onset of the game to play cards your opponent has no resources to deal with or to pile on the pressure mid-game by boosting your mana pool to gain an advantage.
Wild Growth A druid-specific spell that exchanges an empty mana crystal for the cost of a card. The great thing about this card is not only the advantage it lends to your early and mid-games, but that once you hit the mana cap of 10, you can play this card and conjure up the Excess Mana card later in the game. Excess Mana isn’t a collectible card and is only available by playing Wild Growth while already at the mana cap. It allows you to draw a card which can be eminently useful late-game if things are looking dire.
Acidic Swamp Ooze A basic, neutral card whose battlecry will destroy an opponent’s weapon. With that in mind, you’ll want to hold back this gelatinous gentleman when facing off against classes that can equip weapons (Hunter, Paladin, Rogue, Shaman and Warrior) until you need his battlecry. Battlecry aside, he’s not too shabby of a minion to play early to mid-game if you don’t have to worry about opponent’s lobbing pointy implements at you.
Ironbark Protector Every deck needs a couple of taunt cards to buy a bit of breathing space or to create the foundations of a solid defence. Ironbark Protector is a powerful minion exclusive to the Druid’s deck and is a basic card with a high cost that can be ushered onto the board with a bit of mana boosting if you don’t want to wait for the late game to bust him out.
The disadvantage of a solid, high-cost minion outfitted with taunt is that opponents will be prepared to take him out with spells like Polymorph (transform a minion into a 1/1 sheep), Hex (transform a minion into a 0/1 frog with taunt) or the less hilarious Assassinate which does what it says on the tin. Baiting an opponent into frittering these spells away on other cards on your deck is advisable before use.
Swipe Swipe is a Druid-only spell card that deals direct damage to an enemy minion and has added AoE damage to all of the other enemies on the board, albeit not a great amount. On a good day it can wipe the board when combined with Spell Damage. On a bad day, it can put down a strong minion and cause a bit of a kerfuffle in the remaining ranks.
Claw A Druid-specific spell that grants the hero +2 attack and +2 armour on the turn it’s used. This card works well when used in conjunction with the Druid’s Hero Power to clear enemy minions off the board in the early game.
The Hunter has a menagerie of low cost minions that can be played early on to swamp the opposition with sheer numbers and synergistic strategies. In layman terms, that means that a lot of the beast cards will imbue others on the board with various buffs and benefits, so that an initially weak minion may very quickly present a very serious threat on the board when paired with the right sidekick.
The Hunter’s hero power allows him to deal damage to an opponent and he can also wield ranged weapons and has access to Secret cards. Overall, he’s a formidable bastard best suited to an aggro style with the purpose of swiftly dispatching his enemies as soon as possible. He’ll struggle to keep it together for the long haul though and is vulnerable to classes that utilise powerful AoE spells that decimate his minions before he has a chance to buff them sufficiently.
Houndmaster A Hunter-only minion card that should be played when there are other beasts on the board to make good use of its battlecry, boosting both attack and defence as well as imbuing his fellow beasts with taunt.
Starving Buzzard This feathery fellow is a must, as he will allow you to draw a card whenever you summon a beast. Obviously this attribute is the equivalent of slapping a giant bullseye on his downy derrière so do what you can to keep him on the board and out of harm’s way for as long as possible. Use this card with Unleash the Hounds to build your own beast army toot sweet.
Unleash the Hounds A Hunter-specific spell card that summons a 1/1 Hound with Charge for each enemy minion. Play this card with Starving Buzzard to draw a card for each Hound summoned and get those minions lined up on the board.
Shattered Sun Cleric A neutral minion whose battlecry grants a friendly minion a +1/ +1 buff. Basically any cards that bolster the stats of the minions in play is a boon to the Hunter. Consider the slightly more costly and very much more durable Stormwind Champion for the same reason.
Jaina has spells coming out the wazoo, both single target and AoE, and it’s advisable to establish board control in the early phase of the game by hobbling enemy minions, removing them from the board and casting spells for direct damage to your opponent. Don’t forget to synergise with Spell Damage cards to get the most out of Jaina’s playstyle.
When it comes to offensive Hero Powers, Jaina’s is probably the best as she can attack without taking any damage in a skirmish.
Frostbolt A Mage-specific spell that deals 3 damage to a character and freezes it. A handy spell for the early game, you’ll be able to remove minions from the board whilst Freeze will buy you some time for extra damage in the later phases.
Fireball A Mage-specific spell that dishes out 6 damage, so don’t waste this on the small fry. Save it for mid game to remove the more powerful minions that will no doubt start making their way on to the board.
Polymorph A Mage-only spell that can transform any minion into a 1/1 sheep should definitely have a place in your deck. Save his wooliness for mid to late game when you’ll need to start eliminating the rather intimidating looking minions.
Flamestrike Always remember to slip this spell into your deck as it deals 4 damage to all enemy minions in play. This is a great AoE attack to use to wipe the board when things are going to shambles and you’re facing a large number of enemy minions baying for your blood. How you’ll laugh when they’re all dead!
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