Heroes / Classes Strategies and Recommended Cards
Uther the Lightbringer, Paladin
The Paladin can heal, buff
and shield his minions making him something of a pain in the bum to play
against. Silencing minions or clearing them out before they can all
start buffing each other with a fervour that would make Daniel-san green
with envy is key when facing Uther. When you’re playing as Uther, get
Blessing of Kings
Paladin-specific spell that gives a minion a +4/+4 buff. To get the
most out of the new stats, grant the buff to a minion who’s ready to
rock and roll and cause some carnage, or you’ll risk losing the
opportunity to use the bolstered stats to an opponent who isn’t playing
silly buggers and is ready to strip your minions of buffs and clear them
off the board as fast as possible.
2 damage to all enemies which is no small feat by any means! This card
can easily wipe a significant number of the enemy off the board.
Synergise by using this in tandem with Equality to clear the board.
Paladin-only spell changes the health of all minions to 1. Follow up
with Consecration and the enemy minions will be dropping like flies.
the Paladin attacks, the card restores 2 of his health. A good healing
card to compliment the Paladin’s playstyle and therefore essential to
Anduin Wrynn, Priest
The focus of the Priest is predominantly on healing and he uses a mixture of light and dark abilities to boost the HP of his minions and cause some serious damage with offensive spells. One strategy is to keep healing and buffing minions until your opponent runs out of cards, then initiate the beat down with dark spells and turning their minions against them.
At the cost of a whopping 10 mana crystals, this spell card will let you take control of an enemy minion. This is to be used when you’re in for the long haul and there are powerful enemy threats on the board. Otherwise, it’s not a great deal of use comparative to the cost.
A no-brainer for the Priest’s deck, this minion allows you to draw a card whenever another minion is healed. To this end, don’t just play it from your had willy nilly as it will definitely draw your opponent’s attention . Wait until you actually need to heal a minion before adding it to the board.
Power Word: Shield
A low cost card at 1 mana crystal, that gives a minion +2 health and allows you to draw a card. You’d be foolish to leave this out of your deck.
Shadow Word: Death
This card is as magnificent as it sounds. It’s a fairly low cost card that you can use mid to late game to destroy a minion with an attack of 5 or more. Don’t leave home without it.
Shadow Word: Pain
Another jolly sounding card that will serve you well in the early game, this spell will destroy a minion with an attack of 3 or less.
Valeera Sanguinar, Rogue
Valeera can play cards on the cheap cheap and some of them cost absolutely diddly squiddle to use. She is one of the few heroes that can use a weapon and she can utilise combo cards for nifty chain attacks.
A zero cost card that deals 2 damage to an unscathed minion and therefore ideal for the early game to clear minions off the board at no cost.
Destroys the Rogue’s weapon and deals its damage to all enemy minions. Magnify the fallout of this card by using it in tandem with a card that boosts weapon damage (Deadly Poison) or a weapon with fairly high stats (Assassin’s Blade) for extra damage.
A Rogue-specific weapon that can be used as a weapon outright (if your health can withstand being chipped away), or with Blade Flurry to potentially clear enemy minions off the board. If you plan on using the former tactic, be sure to buff it with the Deadly Poison spell.
A low cost mana card that boosts the attack stat of your weapon by 2 points. Use it with Blade Flurry to inflict extra damage on all enemy minions or with Assassin’s Blade to strike fear into the heart of your opponent--if there’s any room after you’ve rammed a buffed blade in there.
For a mere 5 mana crystals, you can have any minion disposed of. This card is a necessity and best saved for mid to late game.
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