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If we're needing a specific card right now then Tracking is a good card for this.
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Just getting something like Freezing Trap can delay our opponent long enough for us to get one step closer to our combo. Good for getting an early Secret to help protect ourselves in the early game. Try to save this for the late game combo. Maybe the most important damage card in the deck, we can get quite a bit of damage out of this because it splits itself into two spells. Cheap damage that can remove minions early and pairs with our combo into the late game. In this section, we're taking a look at why each of the cards has made it into the list.
SPELLHUNTER DECK HEARTHSTONE SIMULATOR
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There will be times when this potentially puts us in a winning position, or give us enough time to delay until we can get our combo pieces. By the time we'll be able to play him we should have cast quite a few spells, so he's going to potentially clear the board and give us some minions that we've gotten from cards on the board. That gives us additional firepower if we didn't get the Alexstrasza or Malygos, or we just need a bit of a boost in damage. , and her weapon gives us +2 Spell Damage for the turn if we attack with it. This won't always happen though, so sometimes we'll have to improvise. On the next turn, we'll be able to reduce our opponent's health to 15 with Alextrasza, drop Malygos on the board, and burn them out with spells. The ideal situation of this deck is having Jepetto on turn eight, and being able to plop him down and get a low cost Is surprisingly good here as well, and can quickly dispatch a minion and force our opponent to deal with it rather than damaging us.Īs we head into the late game, we're hoping to have drawnĪt some point. If you can, save your cheaper direct damage likeĪs we transition into the mid-game, we do have a bunch of spells that can protect us. Is another solid one for clearing boards or at least removing a minion or two. Is going to be one of your better cards, it gives us an early minion to get trades with or delay our opponent. You might end up using those Arcane and Deadly Shots against small minions, but it's worth it to keep yourself from getting too far behind.Ĭan be a good early play just to get a Secret our opponent might have to deal with. Like I said in the opening, the early game is just to survive. That's one of the most important spells we'll need to burn out our opponent, it will do 8-damage for each one we can cast if we've got Malygos and Vereesa's weapon. Which does a ton of damage when combined with our cheap This means you are utilizing just about all of your spells to quiet down the board and not allow our opponent to overrun us too early. This deck has a whole lot of nothing in the early game, so we're generally looking to get into the mid-game as unscathed as possible. Better to keep with one of our other early game cards, but we don't have a lot of options. Give us the ability to get rid of a minion relatively early in the game and gets us a spell. Allows us to look for Jepetto, and potentially Vereesa Windrunner if we already have Jepetto and want to take it out of the pool of cards that he will give us for 1-mana. If we can get both of those, then we have a pretty clear path to victory if we have enough spells. We need Jepetto to hopefully pull out our Alexstrasza and Malygos. Arguably the most important card in the deck. Must keep if you get it in your mulligan, we have very little to do in the early game and this card gives us a minion to work with that our opponent will have to deal with.
SPELLHUNTER DECK HEARTHSTONE FREE
We get a free Secret out of the deal, and we can play it on turn two most likely. Give us something to do in the early game, because honestly we don't have any early drops or cards to really play.
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