How to cope with the cost of Hearthstone. General advice on savings. Varieties of Hearthstone cards and where they are mined Hs all cards

Good day, dear readers of the portal website!

Your attention is selection of fan cards created by players with their own hands. Some of them are very logical and self-sufficient, while others need editing and rebalancing. The cards chosen for this article were not the best in terms of balance, but the most interesting in terms of design. Some of the maps were taken from the resource Tempo Storm, some from the Kripparian video in which the famous streamer shared best examples created fan cards, as well as some comments on how such mechanics would help Hearthstone evolve.

You can watch the video from Kripparian by clicking on the spoiler below.

Video from Cripparian

But enough preface, it's time to look at the fan maps themselves created by the players.

Thunder Bluff Berserker

Creator: Thee_Viper

Class: Shaman

Ah, here it is, the classic card that buffs totems. However, the Shaman did not have a frenzy before!

The stats of a 2/4 minion for 3 mana are standard, but the 2 attack boost on totems makes this fan card almost equivalent to Wild Roar. All this plays to the benefit of the Thunder Bluff Berserker, he would definitely be noticed by the players. But such a card could be used in the deck only in one copy, because with an empty table it is useless.

Since this creature deals almost no damage, it is not particularly dangerous in itself. It would be nice to read what options for changing the map Thrall fans come up with.

Dornozmu

Creator: Shakarax

Class: General Map

Dornozmu is the future evil incarnation of the well-known dragon Nozdormu, defiled by the ancient gods. Of course, no one wants to get such a handsome man ahead of time. Unless you want to keep it dead weight.

The creature is a dragon, which is a huge plus! In a deck with dragons, it provides additional synergy if (unfortunately) it ends up in the hand before the 12th turn. However, he brings much more benefits when he appears on the table at the appointed time. A free creature with 8/8 stats is an amazing gift that can easily change the situation in the game. Don't underestimate this card also due to the fact that it can be shuffled into the deck even if it comes into the hand earlier, with the help of Madame Goya or Soul Enchanter.

Antique Connoisseur

Creator: SIipB

Class: General Map

At first glance, this card looks good enough. On the one hand, the player himself chooses the value of the card. On the other hand, there is no guarantee that the right number of cards will be in the hand.

Is it Topdeck? It may come too late when the player's hand is empty or there are very few cards in it. In general, sometimes you can get a minion for 5 mana or more, but skipping turns in Hearthstone for this is not a good idea.

Muddler Archaeologist

Creator: Shakarax

Class: General Map

All secrets will work... Certainly, this is a great way to deal with Mage's Ice Block!

You may ask: why not use Secret Eater as an alternative? It not only destroys the secrets of the enemy, but also improves from their number!

A possible advantage of this fan cards- triggering the player's own secrets, the targets for which will be chosen randomly. Although it can be difficult to find a use for it, all kinds of crazy combinations are still probably possible. Yes, and the Archaeologist-blunder is just a thousand times more fun Secret Eater!

Iron Knight

Creator: Dreadkiwi

Class: General Map

Curse of Naxxramas introduced the map to the world ghost knight with stats of 4/6 and the "cannot be targeted by spells or hero power" function. This was nothing new or surprising. Alas, the card appeared in the decks for a very short time.

So I could a new version» Ghost knight to appear in the game? Perhaps a Druid would use it. But in the Arena this custom map could be of benefit. Among other fifth drops, the choice would probably fall on her.

goblin hideout

Kneading 3 Freaky Demoman to your opponent's deck

Class: Rogue

The Crazy Demoman is not a fictional fan card, but a real one, it is already present in the collection. If you can't remember one, here's a picture of it.

Crazy Demoman (click to open)

Shuffling cards into the opponent's deck - business card Rogue. On the one hand, this is not very good for him, the opponent gets an extra benefit, on the other hand, Crazy Demolitionists are far from the best "top decks", and ruining the opponent's hand is priceless. The goblin hideout is perhaps too good for the price. Imagine if a Rogue shuffles six or nine Nutty Demomen into your deck with Mimicry for free, how would you play? These guys are unlikely to help you win, although it's worth trying your luck.

the Punisher

Class: Warrior

Warrior might need more cards with less than full health synergy, developing class specifics is a great idea, especially since original way. Another notable weapon that comes to mind when looking at the Punisher, Death Bite is a great weapon for four mana. The Punisher, of course, is not at all like that, but his original design raises a lot of questions: how good is it? what decks will use it?

One thing is for sure: the Punisher will definitely not take root in Pirate Warrior decks - and this is already a great weapon design.

shield spikes

Class: Warrior

Why do only creatures hit back when attacked? Would the formidable and warlike Garrosh allow himself to be beaten by all sorts of murlocs, beasts, or, worse, these little people? Finally, Garrosh can strike back, it remains only to stock up on enough armor.

Wandering permafrost

Class: Mage

Elementals have already received their addition, however, perhaps, we should not forget about them in the future, after all, the mechanics are quite interesting and original. The wandering permafrost is also an interesting continuation of the freezing theme of the Mage, perhaps the Shattering, and something else from the same series, would play with this elemental.

cowardly brute

Class: General Map

A great hit with the name of the card and its effect, this is exactly how cowardly creatures would behave on the battlefield! Maybe, this map not so good in itself (+1 attack is clearly not worth such a negative effect), but her idea is simply great. Probably, with a little improvement, Silence Priest or some of the deck tokens can take Cowardly Rude into service.

Chakra guide

Class: Priest

Priest, of course, should be good at healing, but so far his ability to heal himself is quite modest and monotonous. Chakra Conduit would change this and add Priests to game process difficult situations with a difficult choice. "Attack or not?" - this question is rarely asked in Hearthstone, maybe it's time to change it?

clumsy servant

Class: Warlock

An example of what a great second drop should look like: here is a great dig, that is, a controlled random effect, here is a focus on slow decks, despite the low cost and acceptable characteristics (Zoolok is unlikely to want to use such a second drop), and also clumsy servant fits perfectly into the philosophy of the Warlock. Such a card would force Warlocks to think carefully about when to play it, which spell to choose, and so on.

Let's play a game

Class: Warrior

The craziest idea of ​​the map, and even a reference to the famous franchise. Let's play a game - good way return to meta Jumping Shuriken, which, despite its original design, never made it onto the ladder. Just imagine what crazy things this card could do!

voodoo puppeteer

Class: Warlock

A peculiar interpretation of Barnes, but personally for Gul'dan. Crazy decks with Y'Shaarj and other cards with the strongest effects immediately come to mind. Also, Warlock might want to use Ironbeak again along with Voodoo Puppeteer. Summoning 1/1 copies of creatures is always an interesting option that opens up a lot of possibilities.

Lead the attack

Class: Warrior

By Expedition to Un'Goro, for some reason, Druid became the class that can get the most armor. This injustice urgently needs to be corrected by Garrosh, and Lead the attack is an good option to restore justice and the right direction of class development. The problem with this card is getting the hero to taunt: aggressive decks can use this for their own insidious purposes, hardly many people would like this.

False prophet

Class: General Map

A great example of a mechanic that can only be used in computer card games. To deceive the enemy, to make him see what is not there, is a brilliant idea that many would like even though the False Prophet himself does nothing but deceive. But what mind games could be played, how to bluff...

Addiction to filth

Class: Warlock

Corruption is the most dangerous force, so dangerous that sooner or later your entire deck will turn into a useless set of cards. But how good it is at the beginning (perhaps not good enough in this case?): it gives very cheap Arcane intelligence.

Power off

Class: Warlock

What was the Warlock's legendary quest really supposed to be? Effect power outages seems to work on all creatures on the board, in hand, and in the deck, so Zoolok will be very happy to buff his minions. And what a great gambit: to gain an advantage, but be in danger of death in ten moves. Or not ten? The Warlock has a forgotten mechanic for destroying his mana crystals, cards like Power Down would help bring this interesting class effect into play as well.

Natural selection

Class: Hunter

The Hunter has never had such an AoE effect that it immediately affects everyone. This one is incredibly interesting, it's not exactly an AoE effect at all, but also a buff to allied creatures if they are good enough for him. Of course, it's not a good idea to turn the Hunter into another Token Druid with his perpetual creature buffs, which is why Natural Selection works in such an interesting way. The class gets new original mechanics without copying the mechanics of others.

Sentis, Queen of Thorns

Class: Rogue

One of the features of the Rogue in the Expedition to Un'Goro is the Sharpflowers. Why not go ahead and do something similar? Senthis, Queen of Thorns is probably too good, or rather too good additional Eviscerates, although it is quite difficult to realize the battle cry of this legendary card. Original mechanics that fit well with the concept of the class.

Conclusion

Thank you for your attention, good cards in the new addition!

Translation Panterarex, editor Leckermaul, designed Garona

The difficulty of Hearthstone is closely related to the game mechanics. By developing Hearthstone accounts, gamers unlock new classes and get cards. Success in battle depends on the knowledge of the cards - the study of this issue takes a lot of time. The price of a Hearthstone account is tied not only to the level you have gained, but also to the card set in your hand.

To reach the title of "Legend", you will have to make incredible efforts, so the sale of Hearthstone accounts is rapidly gaining popularity. Crafting, spraying, fighting in the Arena, completing quests - all this takes time. Beginners also make mistakes that cannot be corrected in the future. So you have to look for the Hearthstone account store to start everything from scratch. Some players are investing real money in Hearthstone by buying boosters and Arcane Dust in bulk.

Don't want to waste time on leveling, looking for where to buy a Hearthstone account with all cards, including legendary ones? This is the right decision. Buying Hearthstone accounts will weigh down your wallet to a lesser extent than buying everything piece by piece and total "refueling" with boosters. After learning the gameplay and general mechanics, you can immediately start fighting in the Arena with serious cards in your hands.

Benefits of Purchasing Hearthstone Accounts with FunPay

There are many Hearthstone account shops on the Web - they all trade with wild markups. The reason lies in the fact that the store buys ready-made accounts and profits from their resale. Only the FunPay exchange offers to buy a Hearthstone account at a reasonable price, we act according to a different principle - the players themselves sell Hearthstone accounts. You got to the site of intermediaries intervening in the actions of sellers and buyers only in controversial cases. The guarantor monitors the integrity of transactions, so the process of buying a Hearthstone account is not associated with the risk of losing money. Here are our advantages:

  • fast money transfers;
  • work with popular payment systems;
  • security guarantor;
  • competition among sellers;
  • low prices for Hearthstone accounts;
  • support efficiency.

How to buy an account

Are you going to buy a Hearthstone account with or without legendaries? It is much easier to do this on FunPay than in regular Hearthstone account stores scattered across the RuNet. The algorithm is this:

  1. Choose the right seller.
  2. Go to the seller's page.
  3. Specify purchase details.
  4. Choose a payment system.
  5. Click the "buy" button.

A Hearthstone account is bought quickly, but not instantly. The system reserves the money received from the buyer, waiting for the transfer of the goods by the seller and the final confirmation of the transaction by the buyer. Before confirming the purchase of a Hearthstone account, a gamer verifies the merchant information required to manage the account. The seller will only receive the money transfer for the Hearthstone account after the final confirmation of the transaction. In disputable situations, each of the parties has the right to apply to arbitration.

Sellers

If you have one of the upgraded Hearthstone accounts with all cards, legendaries or a high level, you can profitably sell it through our exchange. Low commission is the main advantage of FunPay. For those who have mastered the mechanics of the game well and have free time, selling a Hearthstone account can be a lucrative undertaking. Don't let the competition among sellers scare you away - selling Hearthstone accounts is profitable due to the lack of store markups. Register and start making profit from your hobby!

Since Hearthstone is a collectible card game, completing a collection is one of the ultimate achievements for a Hearthstone player. And getting a complete gold collection is an outstanding achievement (especially if you haven't spent a dime on the game).

Let's start with dust counts, and how many boosters you need to open to get the entire collection.

Let's look at what cards are in Hearthstone:

Booster "Classic"

Booster "Goblins vs Dwarves"

How many packs do you need to get to build a collection? Here's the calculation, excluding dust:

To complete the regular Classic collection, you need to open 446 boosters (±34 boosters).

In order to complete the Classic gold collection, you need to open 2260 boosters (±79 boosters).

To collect a complete collection of common and gold cards from Goblins vs. Dwarves, you need to open 2178 booster packs (±93 booster packs).

To complete the regular Goblins vs Dwarves collection, you need to open 278 booster packs (+32 booster packs).

To complete the Goblins vs Dwarfs gold collection, you need to open 1316 boosters (±75 boosters).

To collect a complete collection of common and gold cards from Goblins vs. Dwarves, you need to open 1414 booster packs (±71 booster packs).

Naturally, no one will play 2000 arenas to get the golden collection (it takes 2 years, 3-4 arenas a day). There are several ways to get gold cards:

  • Since August 2015, gold cards and dust can be obtained by reaching high positions in the ladder (game mode).
  • Gold cards can be obtained as a reward by completing the arena with 8-12 wins.
  • Getting from boosters (which you buy for gold or at the end of the arena).
  • Craft from dust.
  • Booster as a reward for winning the first brawl.

Chances of getting cards from boosters.

Booster "Classic"

Rarity Common card frequency Gold Card Frequency
Plain 3.5 cards in a booster
rare 1.06 cards in a booster 1 card in every 14-15 booster
epic 1 car in every 4-5 booster 1 card in every 80 boosters
legendary 1 card in each 18-19 booster 1 card in every 180 booster

Stats based on 11,359 Classic packs unlocked since beta. Chance to open at least 1 gold card: 1 gold card in every 6 boosters.

Booster "Goblins and Gnomes"

Rarity Common card frequency Gold Card Frequency
Plain 3.48 cards in a booster 1 card in every 13-14 booster
rare 1.16 cards in a booster 1 card in every 13 boosters
epic 1 card in 4-5 booster 1 card in every 80 boosters
legendary 1 card in every 18 pack 1 card in every 282 boosters

Statistics based on 847 open packs. Therefore, statistics on golden legendary cards can be erroneous, it is better to focus on the chance, as from a classic booster. Chance to open at least 1 gold card: 1 gold card in every 6 boosters.

The queue for creating maps.

First of all, you will need to create a simple collection of cards. I recommend spending Dust on crafting only legendary cards. You will receive common and rare cards pretty quickly: 97±8 boosters for Classic and 46±7 boosters for GvG. Therefore, you do not need to create common and rare cards.

After all useful legendary cards have been created, I advise you to switch to epic ones. Only after that you can finish a non-gold collection, create missing cards.

The gold collection should also start with the creation of legendary cards, and gradually descend to ordinary gold cards.

If your goal is to collect a complete collection, then you should not dust the cards. The exception is extra cards (there can be 2 common, rare and epic cards and 1 legendary in the collection). It is due to the extra cards that you can quickly collect dust to create cards.

hearthstone- a game about cards, collecting them, learning properties, collecting and fighting. It is not surprising that the classification is very extensive and confusing. How to distinguish them and where to get them?

By rarity

The basis of the classification. From the very beginning of the game, a basic set is available - simple cards that cannot be lost or destroyed. They can be used in any mode at any time, but they are not the most effective. Usually several class cards are of interest, and the rest are replaced with stronger ones over time.

Other cards can be obtained from boosters. On these, a crystal will be drawn, similar to an inverted tear. The crystal determines the rarity. In ascending order: white means common, blue means rare, purple means epic, and the most cherished means orange means legendary. Five cards fall from the booster, at least one is rare. The rest depends on your luck. The harder it is to get a card, the better it is. And although some legendary cards can be completely useless, others break the game with their appearance alone.

In total, the collection can have one copy of each legendary card and two of all the rest. If you got a second one, then you can immediately put it for processing and get magic dust. From the dust, in turn, cards of your choice are created, only the exchange rate is not profitable, when spraying, four times less resources are obtained than needed during creation. Dust consumption depends on the rarity.

Type

Each card has its own purpose. For example, creatures: some animals or people who will fight for the hero on the table. All creatures have a certain number of health units, which are indicated in the lower right corner. If you deal damage equal to health, then the creature will die. Most of them can attack and inflict some damage to the enemy. Pay attention to the left corner. Creatures remain on the battlefield until death or until the end of the game. If one creature attacks another, then both have time to hit and both can die immediately.

The second important type are spells, their use occurs instantly and once, the conditions in the signature are simply met. Often spells deal damage, buff or resurrect creatures, but in fact there are a lot of options.

And some classes have weapons. After use, the hero takes it into his hand and can attack as a creature, dealing damage with a weapon attack, however, the effect is limited by durability, it replaces health units. In a collision with a creature, the hero may suffer, but when he is beaten, the weapon does not provide self-defense.

By class

There are nine different classes in the game. Everyone has their own unique ability and specialization in cards. Hunters patronize animals, and mages have sleeves full of ice arrows and fireballs. It is noteworthy that spells and weapons can only be class-based. But presented wide range of neutral creatures available to any hero.

Often, class cards of the same price and rarity are more profitable than neutral ones. Sometimes it's just like that: the same characteristics for the same cost, but on top of it there is a "free" bonus to strength, for example. And sometimes due to a good combination with the skill of the hero. Priest knows how to heal himself and his creatures, and he has a lot of cards that buff if someone restores health. Only neutral and corresponding class cards can be put in the deck, but if by some miracle during the game you get someone else's spells, then there are no restrictions on their use.

by color

The simplest division. There are ordinary cards, and there are golden ones. The only difference is that the gold ones are beautiful and slightly animated. They cost four times more to create (and spray) than their regular counterparts, but what a luxury! They can drop with a small chance from their respective booster packs, and basic gold cards are rewarded for leveling up a hero. When all class cards of the hero become gold, they will start issuing neutral ones.

By addition

Once a year, the so-called "adventure" is released, as well as an addition to Hearthstone. With both, new cards enter the game. The balance of power between heroes and different tactics immediately changes, so for successful growth in the rating, you will have to build decks according to the latest fashion.

"Adventure" can be bought for regular money or for in-game gold. After passing, you will receive all the cards, which, however, cannot be disassembled into fairy dust. The add-ons are essentially a new line of cards, carefully packaged in their respective booster packs. There are usually three types of them on sale - classic and for the last two updates. Otherwise, the new cards work in the same way as the old ones: there are both class and neutral ones, they are classified by rarity, in a word, everything is the same.

By features

In addition to being divided into creatures and spells, cards have other characteristics by which they can be distinguished. Each has its own cost in magical energy. Sorting by price occurs with one click of the mouse right on the collection of the deck.

Some spells are called secrets. They can be used as a spell, but the effect is not instantaneous, but delayed, triggered under certain conditions. In this case, the enemy sees that you have set some kind of secret, but does not know which one. The cost of the secrets of one hero is the same, so it is impossible to guess exactly. Maybe the next attacker dies? Or maybe the next spell of the enemy will be dispelled?

Some creatures belong to a particular species: beasts, murlocs, dragons, machines. This is signed at the bottom of the map and affects the game. Murlocs strengthen each other, animals affect the hunter's spells.

If you go deeper, you can classify by the mechanics used, for example, whether something happens when a creature enters the game (battle cry) or when it dies (death rattle), but there are many of them and we will devote a separate article to them.

Choose cards to create wisely, learn self-control, and then the game will not be so unbearably expensive.

Good day, dear readers of the site!

There is a lot of talk about the cost of Hearthstone, but most of it is dissatisfied, rather than allowing you to understand what can be done to minimize costs for a full-fledged competitive game. The cost of the game and all the negativity surrounding this issue is causing players to leave Hearthstone, and in this article you will find some thoughts on how to get the best possible gaming experience for the least amount of money.

First, it is worth being honest about the cost of the game. If your goal is to collect the entire collection of cards (two copies of each common, rare, epic, and one copy of each legendary card), you will need to invest a huge amount of money or a similar amount of time. The cost of a complete collection of Standard Mode cards will cost you about $1700-2000 if you just started playing and will only use the in-game store.

With due understanding Hearthstone any player can play at a high level without such huge costs. You will generally be able to own most of the best ladder decks in both Standard and Wild mode, and the main reason for this is that you don't need most of the cards in the game.

For example, you can take the latest expansion Knights of the Frozen Throne. The most expensive cards in the game are epic and legendary, let's look at how many of them appear in the game in the current meta decks among all classes.

Epic cards

The 9 neutral and 18 class epics on the ladder include Crouching Ghoul, Corpse Snatcher, Total Infestation, and Obsidian Statue. Two of these cards are only found in Rare decks, Infestation is found in Ramp and Jade Druid, and Obsidian Statue is only found in Big Priest.

As a result, you might think that you need 7 copies of epic cards (since Crouching Ghoul is used in one copy), but in fact you should not create each of them unless you plan to play all such decks of Druid and Priest. Then you'll need 47-54 fewer copies of epic cards if you only want to play competitive decks (or 21000 less Arcane Dust).

Legendary cards

Among the 5 neutral and 18 class legendary cards, around 6-8 are used on the ladder (Prince Keleseth, Lich King, Shadow Reaper Anduin, Deathseer Thrall, Malfurion the Malefic are the most popular), but again, most of them are strongly associated with certain classes and are not even vital for a good result. Considering that you plan to build all decks of the meta, you will need 15 less legendary cards than are present in the expansion (which is 25000 arcane dust).

To put it simply, most of the cards in each set end up almost never being seen in the game. In practice, about a third of the cards from any set are useful in the creation of all meta decks.

How much effort do you need to spend if you want to avoid spending real money to achieve this goal?

Let's count in packs how much can an average player earn:

  • Near 1 classic pack every week in Potasovka
  • Near 0.5 pack for completing a daily task
  • Near 10 packs at the time of the release of each new expansion (this number can vary greatly)
  • Near 4 additional packs with the release of each expansion (due to the receipt of a free legendary card that can be disenchanted)
  • Near 4 packs in the form of arcane dust per month for reaching rank 5 or higher
  • Some extra packs thanks to Blizzard's Choose a Champion promotion

Given the release of three additions per year, this is equivalent to 330 pakam for a year if you can get to the fifth rank. And these calculations do not include the gold that you can earn every day, which at the maximum value will bring you more 365 packs per year, as well as can bring you and Arena if you are good enough at it. Leaving this point aside, the main achievement will be 330 packs per year, which is the minimum value of the free game values ​​that you can get by playing about once every 3 days to do the daily tasks. If you play more often and earn daily gold from wins or perform well in the Arena, then this number can increase to 400-500.

While this won't let you achieve the goal of having every important card of every class, it will get you close enough. If you're willing to fork out to pre-order each of the expansions, chances are you'll never feel the need for any cards, and even have enough Arcane Dust left over to make a few gold ones.

However, some players do not want to spend a dime. Others don't want to spend much. With all that in mind, here are a few tips on how to keep the cost of playing for yourself as low as possible:

Tip 1: Don't try to cover all classes

Surely you can clearly name a few classes that you play more often than others. While being able to play all meta decks is certainly nice, it can also be said to be a great luxury. Decide which classes you enjoy playing the most and focus on them.

Of course, it will seem a little strange if you do not make that very Razakus Priest, but if you only play a couple of games on it, then it is not at all worth spending your game budget on it.

This doesn't mean you have to disenchant every class card you don't play - over time, you can afford to expand your class pool to play by keeping those cards for now, or at least create a class deck that will become very strong on the ladder. Still, you will greatly reduce the list of cards to create with each new expansion if you focus only on your favorite classes.

Tip 2: It is worth realizing that there are not many required maps in the game

There are several cards in the game that are better than their possible replacements. For example, almost no Rogue deck is complete without Edwin vanCleef. However, there is almost always a budget option, which can replace a more expensive card, but at the same time carry almost the same value for the deck.

While you won't be able to play Razakus Priest without, for example, unique cards like Raza the Imprisoned, Kazakus, and Grim Reaper Anduin, cards that are vital to a deck (and quite costly) are quite rare. You don't need cards like Shaku the Gatherer, Leeroy Jenkins, or even Prince Keleseth if you want to build a successful Tempo Rogue deck. You will most likely need cards such as Dr. Boom or Pirate Eyes, but they can usually also be used in in large numbers other decks (such as Token Shaman, Aggro Druid, Tempo Rogue, Zoolok and others).

The inability to create every card that is usually in the deck does not mean that you will not be able to play this deck at all. If you want to keep your funds, make replacements in the deck expensive cards and play with your own version. As a rule, you will not lose much in the number of wins if you make competent substitutions. This can be a good exercise in comparing different versions of decks of a particular archetype in order to highlight the main cards of the archetype and cards that can be easily replaced by others. Ray "Blisterguy" Walkinshaw has put together a great infographic that perfectly illustrates this tip with Tempo Rogue as an example.


47 decks analyzed in infographic Rogue Tempo, only six decks omit Prince Keleseth and use Eviscerate like the classic Tempo Rogue.

Tip 3: Don't Spend Too Much on a Single Set of Cards

The first expansion pack you open will contain five new cards that are 100% missing in your collection. Each open pack after that will decrease this percentage. If you've watched players open a lot of packs (or have done it yourself), you may have noticed that after about 50 packs, the chances of getting a new card drop significantly.

Given this diminishing returns, the expected value of opening packs decreases each time you open a pack, until you end up with only duplicates. At some point in time, it makes sense to stop buying packs from one expansion and start saving for another. The newer the set of cards, the more profitable it is in a practical sense.

If you want the game to be as cheap as possible for you - to maximize the return on your investment - you should show willpower and start saving up gold for a new expansion after you reach a certain limit when opening packs of the current expansion. You may not get all the cards in this expansion, but it's better to invest the extra 100 gold in the next one than to storm the game store every time you get the coveted amount.

Tip 4: Don't Rush Your Creation

Patience and only patience. There are a lot of cards in every expansion that get talked about a lot and then are completely useless and don't appear in decks anymore. If you create such cards on the first day of a new expansion, you will most likely lose some of your resources.

Similarly, there are cards that were overlooked and subsequently became extremely popular. If you spray them on the first day because they seemed useless in theory, you may have to create them again at great expense. For example, disenchanting Prince Keleseth because everyone thought he was a bad card, and then re-spawning it will cost you 1200 Arcane Dust, which is equivalent to about 12 packs, or a week of savings.

Try to give the meta time to settle down before you make any serious map making decisions. The longer you wait, the less uncertainty there will be in this matter.

Tip 5:

But what about experiments? Isn't that a big part of getting interest from Hearthstone?

We apologize to all the experimenters, and you have probably seen streamers who play fun decks, although they are not really very good. But! Have you looked at the meta reports for meta decks and have you seen the presence of these fun decks in large numbers? Obviously not.

Decks that look interesting and unique but don't represent anything serious on the ladder are a bad investment because winning is an important part of enjoying the game for most players. Those who experiment with unusual decks are unlikely to play them for many days on end, because sooner or later they start to get bored, and these decks start to show very obvious bad results.

The lesson to be learned from this is that each card created can only appear in your collection at the expense of other cards. And if you craft two 800 Dust Meat Vans today to play tonight, that will cost you 8 potential packs in the next expansion. If you feel like you're having a hard time holding back, remember that untested or weak decks are definitely not a solid investment for fun in the game.

And that's where the tips ended, good luck with your savings and a large collection of cards!

Thank you for your attention!

translated wildstorm, edited Titanalex, designed lobzzz