Having trouble in ranked play? Then you should take a closer look at your deck. Does it capitalize on the hero’s strength? Do the cards have good synergy? Does the mana curve make sense for what you want to do with the deck?
Step One: Choose your hero.
Each hero has their own hero power along with strengths and weaknesses in deck building. A good deck builds on the strengths of the class while minimizing its weakness.
Power: Armor Up!
Give your hero two armor.
Strength: Board Control
Uses weapons and enraged minions to devastate the enemy.
Enraging your minions often leaves them vulnerable to an easy removal.
Power: Totemic Call
Summon a random totem with that gives utility.
Overload spells allow powerful spells to be cast for very little mana. However, it sacrifices mana for your next turn as well.
Weakness: Mana Overload
The sacrificed mana from Overload can add up so Overload cards must be played carefully.
Power: Dagger Mastery
Equip a 1/2 dagger.
Rogues have a variety of low cost cards with the Combo feature. By playing multiple cards per turn the rogue gains extra damage, buffs, or board control.
Weakness: The Long Game
Since most of their cards are cheap, rogues desire to end the match quickly rather than get stuck against their opponents high cost minions.
Summon a 1/1 Silver Hand Recruit minion.
Paladin decks can easily be made to control the tempo or outlast the opponent.
Weakness: Jack of all trades, master of none.
The paladin’s diversity also causes the deck builder to lose focus on what they want the deck to accomplish.
Power: Steady Shot
Deal two damage to the enemy hero.
The hero power allows you to deal damage to the enemy hero regardless of taunt cards, so their decks are often focused on dealing damage early in the game so that Steady Shot can finish them off.
With somewhat of a lack of class taunt cards, hunters can find themselves outnumbered on the board in the late game.
Hero gains one attack and one armor.
Druids can gain mana crystals faster than other classes, allowing them to play stronger cards earlier.
Weakness: Lengthy games.
Druids lose their advantage in the late game because the other hero inevitably catches up in available mana.
Power: Life Tap
Deal two damage to self and draw a card.
Strength: Card advantage.
By being able to draw an extra card each turn, at the cost of 2 health, the Warlock will hold more cards in his hand and will likely have an answer for whatever the other player chooses to do.
The warlock must include minions with healing battlecries or lifesteal in order to make up for the self-inflicted damage due from Life Tap.
Deal 1 damage to chosen enemy. (Minion or Hero)
Strength: Board Control
Mages have an answer for any minion the enemy uses. In the early game, Fireblast can be used to clear away 1 health minions to keep your own minions healthy. Then, in the later game spells like Flamestrike can clear an entire enemy board at once.
Weakness: Buffing classes
Classes that can heal or buff their minions out of the damage range of the mage’s board clearing spells can cause problems for an unprepared mage.
Power: Lesser Heal
Restore two health. (Can choose anyone. Even an enemy.)
Priests have the utility to outlast their opponent through buffing and healing their minions and destroying the enemy’s.
Priests are very great at dealing with certain decks which makes them struggle against others.
Step Two: Look for synergies.
Make sure you read all of the cards you put in your deck and start thinking about how they might work together.
To demo deck building, I have chosen to create a rogue deck. The rogue’s main synergy is in the use of “combo” cards. If a different card is played before a combo card, the combo card gains an additional effect. This means along with class cards, I want low cost neutral cards to help me flesh out my deck and help me maintain my combos.
Step Three: Mind the mana curve.
The mana curve is a reference to the amount of cards you have at each mana cost. It creates a wave, or curve, when graphed out. Depending on your class and your intended play-style, the curve could lean left for an aggressive deck, a more central curve for a balanced attack, and a right lean for a control or late game attack.
For an aggressive rogue deck built to take advantage of the Combo cards we mentioned earlier the graph has it’s curve much earlier; favoring cards that cost one or two mana. This tells us that we should prioritize the low cost cards when we mulligan our starting cards so that we can pump out as much damage as we can as soon as we can, because we don’t have much to deal with later threats. It is easy to see all of your combo possibilities and want to hoard them and use them all at once, but if you do that, you’ll likely dig yourself into a whole it will be difficult to climb out of later.