Arena!

Hearthstone Huddle.

Welcome Back! As promised on my previous post, this week I’m covering some cards that aren’t used much during constructed play but have better value in arena. I’m sticking to the normal format of one card for each hero and five from the generic set.

Druid. Mark Of Nature. A spell for three mana, it either gives a minion +4 attack or +4 health and taunt. This card rarely shows up in constructed but since arena is mostly creature oriented, this card can act as a finisher on a creature on the board or taunt a normal creature.

Hunter. Multi-Shot. A spell for four, it deals three damage to two random enemy creatures. This card is good for turn four threats as most creatures aren’t going to survive the damage this early in the game. Not a great late game pull but still decent as three damage is always useful.

Mage. Spellbender. A secret for three mana, it triggers when an enemy spell targets any creature, you summon a 1/3 as the new target. Any spell, this card takes it. It can either save your guys from kill cards or steal his boost cards he’s playing on his own creatures.

Paladin. Scarlett Purifier. A 4/3 for three, with a usable battlecry effect. As it comes into play, it deals two damage to all minions with deathrattle. Not many creatures during arena are going to have deathrattle but you may find value and this creature is cost efficient.

Priest. Temple Enforcer. A 6/6 for six, it gives a friendly minion +3 health as it comes into play. He’s a cost efficient big body with a solid battlecry effect. It doesn’t see much play in constructed but is a great pull in arena.

Rogue. Ogre Ninja. A 6/6 creature for five, it has stealth and a fifty percent chance to attack the wrong enemy. That’s a definite drawback but the cost efficiency can’t be ignored. It’s also definitely going to do some damage due to its stealth ability.

Shaman. Dunemaul Shaman. A 5/4 for four mana, it also has Windfury and overload one, with a fifty percent chance to attack the wrong enemy. Four defense could get it killed with this drawback but the chance to do ten damage on a turn is a big deal.

Warlock. Pit Lord. A 5/6 for  four mana it is very cost efficient. It’s drawback is that it deals five damage to you. On turn four, you’re not going to find much removal for such a big minion and the game should swing in your favor immediately.

Warrior. Crush. A spell for seven that destroys a minion, but if you control a damaged minion it costs four less. So you get to kill any minion for three mana just for having something injured on the board. Considering how many minions you’ll have in arena this should always be the case.

Generic.

Worgen Ilfiltrator. A 2/1 for one mana with stealth. It never gets played in constructed, almost always gets picked in arena. Just a great one drop.

Mad Bomber. A 3/2 for two mana, it deals three damage randomly split between all characters. It’s a solid two drop that deals damage to the board. Obviously don’t play it if you control one health minions.

Flesheating Ghoul. A 2/3 for three mana, it gets +1 attack whenever any minion dies. This minion can get out of control in a hurry. All deaths trigger the ability including the enemy’s.

Abomination. A 4/4 for five mana, it has taunt and deathrattle. As it dies, it deals 2 damage to all characters. It’s a big board clear card in an area that doesn’t have much removal.

Gurubashi Berserker. A 2/7 for five mana, it’s ability gives it +3 attack each time it gets damaged. At seven health, it can receive a lot of damage and keep growing it’s attack value. Beware of a turn five Stampeding Kodo.

Well that’s it for this week. Enjoy!

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