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June 3, 2015

Table of Contents

FTP Journeyman Guide: The Mire

Note: This is the third part of the Free to Play Journeyman Guide Series. Be sure to check out Part 1 and Part 2 first!

No Ten


No, NOT the tile-matching game which goes by the other, lesser-known translation of the word Majhongg; “the busy receptionist”.  I’m referring to the four player game of skill that is similar to rummy, on which the Japanese black market economy was built in the pre-WWII era.  Anyone who enjoys this tile game should learn the Japanese Rules, as by far the most interesting version of the game remains the original.  A bit like the first version of, well, everything.

And if you haven’t watched a sub-titled version of the anime Akagi, well, you really should.

In this game there can arise a situation called “No Ten” – “no way to win”.  This occurs when the only tiles you can draw to complete your hand have already been discarded or used by other players, and you cannot change your hand because any discard from the tiles you have would let someone else win.  Some observers translate this into English as: “You’re #$@!ed”, but your mileage may vary.

It occurs in Hearthstone as well:

Here my opponent has exhausted his library, has two 2-attack creatures in play, and one card in hand.  My creature in play can remove both of his, I have a fistful of cards in the library and 30 health plus 9 armour.  You can just about make out the Grim Patron attack at the bottom of the history list – his last play of any note.  How did I manage to beat a top deck (though one not playing all the right cards – note the Ironbeak Owl) with the Warrior deck I presented last time, and by such a wide margin?

Routes to Victory

In order to avoid No Ten your deck needs to have multiple routes to victory.  At the lower ranks, decks like Patron Warrior are piloted by players who not only do not have all the cards (eg Grommash Hellscream or Death's Bite), they also do not know how to adequately replace them.  The result is a deck that either wins in the aftermath of its combo (which will get played on turn 8 at the earliest without Emperor Thaurissan) or it doesn’t win at all.  Your purpose when playing against such glass cannons is to either a) win before the combo comes out [not possible most of the time with a new FTP collection], or b) prepare ways to wipe out the Patrons once they’re there.  Let him have his cake – just don’t let him eat it.

What happened in this game was my opponent could only make 2 extra Patrons onto his empty board the first time, so I picked off the full health one that remained with a larger minion in play (Chillwind Yeti), played and used Fiery War Axe to kill the Warsong Commander, and then had Cleave for the two, damaged stragglers.  The second iteration of the combo (with the duplicate copies of the key cards) is much harder for the Patron player to assemble, so in the intervening time I attacked to face as hard as I could to force my opponent to use them to try stabilize the board rather than to try win.  Once the second Warsong was dead my opponent was already in No Ten; the finish as seen above, trivial.

Although my deck doesn’t have powerful cards, and the pressure it can mount isn’t great against the top decks as a result, it does have the tools to deal with “narrow” decks that have too few routes to victory.  So although concepts like Tempo (strong early plays every game) and No Ten (avoiding having no way to win) are not explicit in deck building, they are key elements of successfully playing weaker decks against stronger ones.  Work out how your opponent plans to win and stop him from executing it, and there’s a good chance of victory.

The Final Three Decks

Let’s peruse the last 3 decks in my gauntlet before we summarize how everything performed as a whole during the season.  Sick children are time sponges, the very opposite of what you want to loot in a Greater Rift, and for my sins I have collected the “bonus” for a completed set of them (aka involuntary insomnia).  Therefore the past week or so I’ve just been doing the bare necessities to complete daily quests, all the while applying cosmetics to hide my zombie pallor.  With few packs opened I only added 4 significant cards to my collection: my second Earthen Ring Farseer, Dread Corsair, Cruel Taskmaster and Stampeding Kodo.  Only the Farseer put in an appearance as I paid little attention to deck changes at the time.


FTP Shaman
Class Cards (14)540
Earth Shock 1
Rockbiter Weapon 2
Stormforged Axe 2
Flametongue Totem 2
Hex 4
Dunemaul Shaman 4
Bloodlust 5
Fire Elemental 6
Neutral Cards (16)
Abusive Sergeant 1
Acidic Swamp Ooze 2
Faerie Dragon 2
Loot Hoarder 2
Acolyte of Pain 3
Earthen Ring Farseer 3
Harvest Golem 3
Shattered Sun Cleric 3
Chillwind Yeti 4
Sen’jin Shieldmasta 4

Core: Sadly, to the other Hearthstone heroes Shaman is the often overlooked runt of the litter.  Blizzard churn out nice-looking but ultimately weak cards for it set after set, and as a result very little has changed in the deck core.  Shaman decks are rarely terrible due to the hero power, but making a good one requires quite a few rares: Lightning Storm, Azure Drake, Mana Tide Totem, and Feral Spirit to name but a few.  Shaman also needs its set of legendary minions to really shine.

Strategy:   There are 3 primary strategies: aggro, mech aggro (requires GvG staples such as Whirling Zap-o-matic, Piloted Shredder, Powermace and the obligatory Mechwarper), and control (requires Neptulon, Dr. Boom and Al'Akir the Windlord).  Since I’m not going to be building the control version any time soon, and I’m not doing GvG, I’m stuck playing aggro because nothing else works.  As a result I’m heavily reliant on keeping small minions in play, making totems as often as I can, and pumping the heck out of them with Flametongue Totem, Rockbiter Weapon, Abusive Sergeant and especially Bloodlust.  A word on Windfury – it’s dire.  Ok, two words, then.  Outside the two cards mentioned already, those that have or grant this ability are uniformly terrible, so don’t try to force it as a strategy unless you fancy the Morpheus look.  Dunemaul Shaman looks great, but it doesn’t perform an awful lot better than Mad Bomber.

Progression: Perhaps the most interesting thing about this deck is the list of cards I own that I’m not playing, such as Lightning Bolt and Forked Lightning.  I consider these cards “skill testers”, which is an old Magic: the Gathering term for a card that appears good, but isn’t.  If your opponent has them in his deck his ability most likely isn’t great as he’s failed the “skill test”.  That won’t stop you losing to them occasionally, and perhaps having more direct damage spells isn’t always a bad thing for the Shaman, but in general one’s deck performs better without them.  The overload mechanic allows one to split the cost of a spell across two turns at the total cost of an extra mana crystal (compare these with Frostbolt and Cleave respectively).  Even Leper Gnome is arguably better than Forked Lightning, as it splits its damage between the opposing player and a creature without the overload attached, with the added benefit that it can attack each turn.  This is a completely playable deck, as long as you don’t expect it to take you to legend rank.


FTP Warlock
Class Cards (14)640
Mortal Coil 1
Voidwalker 1
Demonfire 2
Drain Life 3
Shadow Bolt 3
Void Terror 3
Floating Watcher 5
Siphon Soul 6
Dread Infernal 6
Neutral Cards (16)
Abusive Sergeant 1
Leper Gnome 1
Acidic Swamp Ooze 2
Amani Berserker 2
Ironbeak Owl 3
Acolyte of Pain 3
Earthen Ring Farseer 3
Raging Worgen 3
Shattered Sun Cleric 3
Gnomish Inventor 4
Sen’jin Shieldmasta 4

Core: There really are only 2 ways to play Warlock – draw more cards than the opponent and play them as fast as possible, or draw more cards than the opponent in order to abuse cards related to hand size (eg Twilight Drake and Mountain Giant).  Since the former plays many minions, Sea Giant makes an appearance, and since the life total will be lower than average the Warlock loves him some Molten Giants as well.  Ahhh, you can just taste the entry level purple.  Yup, folks, Handlock is completely beyond our budget, so there go the free wins against Patron Warrior.  Oh, wait, there’s Demonlock as well.  You know?  The one that plays: Doomguard, Voidcaller (Curse of Naxxramas), Lord Jaraxxus and Mal'Ganis.

Strategy: So, yeah.  “Zoolock” it is.  Technically, I can’t even build Zoolock because I lack some staple cards that are in Curse of Naxxramas (which I’ll come to later in this piece).  In essence I’ve just built a Tempolock, and it’s done pretty well for itself.  The Siphon Soul really helps, though I must admit some frustration with both Floating Watcher and Void Terror, both lacking the synergy granted by Flame Imp and Voidcaller respectively.  The deck would be a lot better with Darkbomb too, and it cries out for Defender of Argus.  All in good time, all in good time, I keep telling myself.

The essence of the deck is to draw many cards and dump them into play, hoping to overwhelm the opponent.  Cards like Abusive Sergeant and Mortal Coil are quite important in maintaining tempo.  The key play that the Warlock player must never, never forget is to use the hero power to draw a card first in any turn where an extra card will be drawn.  Having the card in hand often presents the better play than the good play that one intended, and using the better play all the time can be quite vital to the deck’s success.  Don’t fail to note the synergy between Dread Infernal and Acolyte of Pain or Raging Worgen.  Shadow Bolt is also something of a skill tester, but a) I don’t have anything else, and b) it’s as expected as the Spanish Inquisition.

Progression: There isn’t much to say about the deck that wasn’t covered last week as regards Tempo decks.  It performs well enough that it doesn’t need to shirk ranked play like that appalling Druid deck.


FTP Rogue
Class Cards (11)420
Backstab 0
Deadly Poison 1
Sap 2
Defias Ringleader 2
Fan of Knives 3
Assassin’s Blade 5
Neutral Cards (19)
Acidic Swamp Ooze 2
Bloodsail Raider 2
Faerie Dragon 2
Kobold Geomancer 2
Earthen Ring Farseer 3
Harvest Golem 3
Shattered Sun Cleric 3
Chillwind Yeti 4
Gnomish Inventor 4
Sen’jin Shieldmasta 4
Argent Commander 6

The problem with having too little of something is that someone invariably gets left out.  Until two weeks ago I had not opened a single Rogue class card in a Classic pack.  Let’s list what I had then. 2 each of: Backstab, Deadly Poison, Sinister Strike, Sap, Shiv, Fan of Knives, Assassin's Blade, Assassinate, Vanish, and Sprint.  Notice anything unusual about that list?

There is not a single minion among them.  And that is why Rogue got left until last.

In my last 2 or 3 packs before the end of the season I managed to open 3 class cards for the Rogue: Headcrack and 2 Defias Ringleader, none of which are particularly devastating and the Ringleader is really only good when it’s in your opening hand and you have the Coin.  Oh dear!

Core: Rogue is Tempo personified.  Everything that can give an edge needs to be used.  There is a simple rule with playing the Rogue – maintain a board presence, keep opposing minions off the board, and draw extra cards regularly.  If the opponent lets you do that you win.  If you fail to control even one of those elements, you’ll probably lose.  Yes, Rogue is very, very difficult to play well.  And I’ve managed to handicap myself by having no copies of Eviscerate, Cold Blood, Shadowstep, Blade Flurry, Azure Drake or SI:7 Agent, all of which are vital to the Rogue player depending on how he or she chooses to play.  And like Druid and its relationship with a key epic such as Ancient of Lore, Rogue really needs Preparation before it starts to do much of anything.  So if you see a large number of familiar faces in that decklist on the right don’t be overly surprised – this is vanilla Tempo with Sap.

Strategy: Outside the obvious factors for Tempo, there are two things that most newer players simply don’t understand about Rogue that need mentioning:

  1. When you have Wicked Knife from the hero power, do not attack to the opponent’s face unless you have lethal damage or can remake the knife without losing Tempo.  Rogue plans to power up the damage of the Knife with Deadly Poison, Goblin Auto-Barber, or especially Tinker's Sharpsword Oil.  If you draw the key element but only have 1 durability on your Knife you will rue that wasted attack – especially if the plan is to power it up, attack with it, and then play Blade Flurry for lethal damage.  Whoopsy.
  2. Relentlessly attack enemy minions with your Wicked Knife if you can kill them.  A Rogue player facing several enemy minions is a dead Rogue unless they’re all dead by the end of turn.  Expect to frequently defend with your face, so pack aspirin in the shape of Earthen Ring Farseer and Antique Healbot.

Progression: It performs as expected for a Tempo deck, but gets slightly better results than other heroes using the same strategy because this is what the Rogue does best.  But there’s only so much one can do with the tools at hand, and there has not been too much progression from the Basic Deck.

Season Results

So how did these decks do last season overall?  After all, my goal for the first full season was to reach and stay at rank 15, remember?

Aaaarrrgghhh, maties!  A pirate I be.  I sailed the stormy waters to rank 13 – within the top 20% of players – despite having opened a mere 30 packs.  I’d say it’s been a great start, and never mind the Legendaries!

I did open 2 more packs after the season had ended, one containing the obligatory Savagery and some equally unplayable commons, while the other was something of a bumper crop: Flame Imp, Inner Rage, Unleash the Hounds, Aldor Peacekeeper and Big Game Hunter!

But during the season I hit …

The Wall

By far my most successful decks over the past 6 weeks since creating this account on the US server were my PaladinPriestMage and Warrior.  But once I got to Rank 13 the wheels pretty much fell off even for these powerhouses.  Here I was playing exclusively against the top decks (or at the very least close facsimiles thereof), and my win rate dropped below 50%.  Down to Rank 14 and my win rate recovered into “positive” (more than 50%) due to higher instances of weaker decks.  My stars were trapped in a Newton’s Cradle.  I persisted with some of my weaker decks here, eg the Rogue deck, which dropped my rank quite a bit until the big boys returned me to rank 13 via win streaks.

Perhaps the biggest disappointment was in my opposition.  Personally, I would be ashamed to suit up with Control Warrior and spend my time in double figure ranks playing it – and not just double figure, rank 15 with only a few days to the end of the season!  That’s like saying you’ve spent $500 on the game but can barely earn the season card back.  It’s a pity that my opponents don’t even notice how many basic set or common cards I played on my way to victory over their epics and legends.  C’mon, Blizzard – “pwned by FTP” taunt in the next release!

But there is no way I can delude myself; none of my decks can handle Rank 12, and that isn’t something that can be fixed by one or two new cards.  On my current path I need to significantly improve my fortunes at opening rares; my Epic and Legendary cards are outstanding, but my rares wallow in a pit of karmic balance.  Without better luck over the next month I might merely reach Rank 12, and that doesn’t seem appealing somehow.  Perhaps I need a different approach now that the foundation has been built.

The Lure of Naxxramas

The Curse of Naxxramas set has a staggering effect on the metagame.  While I believe it can only really make good decks better (as opposed to making bad decks good), there are simply so many defining cards in the set that one ignores it at one’s peril.  But, wow, 700g per wing is pure extortion.  Perhaps if we look at everything piece by piece it will all appear that much clearer.

First Wing

Assuming one has a collection sufficient to complete each task (and by and large the normal difficulty bosses are not too arduous to overcome) then the first wing will yield the following cards (playsets [2 copies] of all non-Legendary):

Haunted Creeper – This is a core card in Zoo decks regardless of hero, any Hunter, and most Shaman decks.  You will use it all the time.  Period.

Nerub'ar Weblord – I’ve seen it used once, and that wasn’t in a game against me.

Nerubian Egg – One of the most-heavily played cards in the current metagame, it finds it’s way into just about any aggro deck.

Maexxna – Something of a niche card that pops up occasionally for it’s ability to deal with enemy threats without dying immediately.

Poison Seeds – Combines well with Starfall and has some interesting interactions with other cards that generally turn out too clunky.  It feels a bit like something that’s almost really good, but in the end is slightly sub-standard right now (this may change as new cards are brought in).

Anub'ar Ambusher – As close to unplayable as they come for Rogue.

In other words, the first wing is all about 2 key aggro cards that go everywhere.  Given that the baseline for starting collections is Tempo/aggro these will make major improvements in the rather sparse 2-drop slot for at least half our decks; if we’re getting rid of Bloodfen Raptor we’re getting somewhere.

Second Wing

Stoneskin Gargoyle – Almost as good as Anub’ar Ambusher.

Unstable Ghoul – If you want to aspire to playing Patron Warrior this is a must-have.  A bit low on value for other decks though.

Sludge Belcher – Just about good enough to play 2 in every single deck, this is the only card worth spending 800 dust on just to have Golden (apparently).

Loatheb – Literally goes in every deck until you have half a dozen other Legendary minions.  Maybe even then you find space for it.

Duplicate – Not as popular post-Blackrock Mountain, but still very much playable.

Webspinner – Goes into mid-range Hunter decks, always.

4 out of 5 cards are excellent in at least 1 deck?  Sign me up!

So for 1400g we will get playsets of 5 of the most commonly played cards in the game, as well as a key Legendary minion.  In 14 packs most people would struggle to get any Legendary minions, never mind one as potent as Loatheb.  Don’t be fooled by the low card count and the fact that you’ve missed out on 14 rares – only the very lucky among us would get a pair of as versatile a rare as Sludge Belcher in 14 packs.

And you know what?  For another 700g for the first wing of Blackrock Mountain you guarantee 2 Grim Patron, 2 Quick Shot and Emperor Thaurissan.  2100g might be a lot (and it is), but to take such massive steps towards a top Warrior deck (Patron), a solid Hunter, any Zoo strategy, plus Belchers and Loatheb that go everywhere, is an opportunity not to be missed.

So the plan for the next while is simple – farm gold for these cards.


So what is the most efficient manner of getting 2100g before July?  Short of being an amazing Arena player there are no short-cuts.  But the daily quests have one element that can help.  Each day one can reroll any one daily quest.  For every quest one can reroll from 40g to 60g we gain 6 wins!  So the plan is to complete any quest that offers 60g or more (or the free Classic pack from Watch and Learn), but to reroll any 40g quest.  If we “miss” – ie get a different 40g quest – we do not complete that quest that day (get our 6 wins some other way) unless it is unavoidable (kill 40 minions, deal 100 damage, 3 wins any class).  The idea is to let it roll over to the next day, so that we get a chance to reroll it again should we get a new quest that is 60g or better.  Naturally the 40g quests are more common, so there will come a time when you have three 40g quests, in which case it’s best to do only 2 of them to restart the cycle.  Typically 68g is the average for the 6 win per day strategy; if rerolling quests can get us 5g more per day we can get the gold we need in a month.  Let’s do this thing!

Oh, note that Total Domination offers 100g for “7 wins in any mode”.  Note the wording: “any mode” includes games against the AI.  This is helpful if you’re battling to beat humans that day, even though it means you’ll fail to get the 6 wins for 20g daily target.

Naturally, the first quest I get on this gold drive is “Watch and Learn”.  :)  I suppose I can put off gold farming until tomorrow….  Well, hello Doomguard!

Next Installment

Going forward I’ll focus more on individual heroes rather than the 3-at-once approach I’ve used until now.  As it stands you have an appreciation of the strength of my collection and an idea of what I’m playing and why (ie Tempo unless I’ve got something better).  Once I have some Naxx cards I’ll take a look at how I could shape the collection to get better use of the new cards, and we might have to abandon the “craft only Legendary minions” rule if we want short term gains.

As ever, thanks for your time.  Comments and criticisms welcome (and praise – thanks dadezander!).  I’d love to hear from fellow FTPers on how they handled, or are handling, the Journeyman stage.

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Leave a Reply

  1. Jimmy Cowder says:

    Speaking of the Adventures (i.e. Naxx, BRM LoE), any plans to help out the F2Per’s with articles on the more efficient ways to deal with them? I would also like to hear your thoughts on arena play as far as drafting is concerned. I’ve tried arena a couple of times but only had 2 wins max.

  2. Cameron says:

    Here in the LoE meta, anub’ar ambusher i hmfind very useful as a great tempo card, I play it with cards such as Dr . Boom and ragnaros aswell as loatheb who all benefit greatly from being replayed, apart from that, really good guide

  3. Lightning Bolt doesn’t cost an extra mana crystal compared to Frostbolt (provided you mulligan them away in a hand with no early game, as playing it turn 1 / 2 is awkward, albeit compensated by how well it fills curve holes and late game reach). And I would argue it’s actually a pretty decent addition to a Shaman deck like yours, although it would admitedly be much better after adding the Azure Drakes. Forked Lightning, on the other hand… yeah, not much I can say to make it prettier. Some redeeming qualities in arena, maybe.

    Anyway, nice series. Hope you keep it up!

    • Oh, and I really dig your narrative construction. It makes this more entertaining than just a bland F2P report. I’d write one myself, but I’m afraid it’d fall in this latter category… the only thing I’ve got going for it is a decent arena record. I’ve been playing since March and I’ve unlocked full Naxx + amassed 3600 gold by rerolling quests everyday and never spending Gold in anything other than Arena (so I have a serious deficit in Classic cards; rolling Watch and Learn and getting the free ones helped, tho’). My best friends so far have been Azure Drakes (1 crafted, 1 opened), Shredders (opened both) and the Naxx cards. They make for a good skeleton for pretty much all classes.

      Opened two legendaries so far: Hogger and Mekgineer Thermaplugg. Yeah…….

    • thundyr says:

      Thanks for the great comments, Lucas. Just a point on Lightning Bolt vs Frostbolt. Although the latter deals the same amount of damage and “costs” the same, it also freezes the target; a not insignificant effect. If one compares Frost Nova with Cone of Cold, one can see that damage and freeze on the same card costs more. However, Lightning Bolt does less than Frostbolt for the same cost, and perhaps this helps explain why Frostbolt is a staple while Lightning Bolt… not so much. And this despite its greater rarity.

      • It’s not as good as Frostbolt, of course, but it’s also not blatantly underpowered like Forked Bolt, for example. It trades the ability to freeze a target for a more flexible mana cost, whereas Forked Bolt actually costs a full extra mana crystal like you said (which is a much, much worse deal).

        I’m saying all this because I actually wish I had Lightning Bolts for my current Shaman aggro deck (not crafting class cards for now, not even commons). The extra reach is generally better than the heavier solutions I’ve been forced to play so far.

        • thundyr says:

          Fair point, Lucas. Extra reach isn’t a bad thing! I do feel that as your collection expands you may move away from the Bolt, though, even if only to use different direct damage spells like Crackle or Lava Burst.

          • Oh yes, definitely! I’d completly forgotten about Crackle. I actually have a playset and didn’t even realize it, so thanks for that HAHA. The deck should run a lot more smoothly from now on.

          • thundyr says:

            Pleasure to be of assistance! :)

  4. hawkeye00700 says:

    The ranking system is, in a lot of ways, BS. I reached rank 5 last season but I can guaran-damn-tee ya that you would kick my ass in a fair fight. I took the short cut and have almost all of the cards you’d kill for. But the experience you’ve gained by cobbling together your band of misfits has given you an insight into the game that I don’t have.

    I would be really interested to see how far a legendary player could take one of your decks on the ladder.

    How is your arena play? I have to imagine it’s pretty good, no?

    Thanks again for these articles. Great stuff.

    • thundyr says:

      Thanks for the great comment, @hawkeye00700. :) A critical element of playing a “net deck” is understanding why the deck builder made the choices he did – and they never really explain it, do they? Some players will play unusual cards to deal with situations they face all the time in as efficient a manner as possible. But the observer just sees a handful of weird cards he might not even have and thinks he can replace them with just about anything. Every one of the 30 cards has a specific purpose – building one’s own decks and slugging it out in the lower ranks for a while might hurt the ego, but grants significant insight into why certain cards are good and why others simply never will be. Sometimes changing even 1 card significantly weakens the deck – on the EU server I’m only 3 cards short of the best Patron Warrior deck, but one is a route to victory and the others make the baseline more solid. One would think 27/30 would get me to low single figure ranks with the deck, but in fact the deck is just unstable and loses games it shouldn’t because I’ve made the wrong deck choices and therefore simply can’t handle common situations that the “proper” deck takes for granted. I should just craft Grommash, but it seems I’m 1550 dust short, having just crafted Sylvannas on that server.

      I like to think I’m a better Arena player than I am – I average 4.5 wins per run, but that is pulled down by a swathe of terrible runs with Mage while I was trying to work out how to draft for it (and I wouldn’t say I have a handle on it yet!). I’m much more confident with Paladin where I average near 6, and with which I achieved my best of 11.

      I’m not convinced these basic decks can go much further than a rank or two even piloted by the pro’s. One gives up a lot of card power playing decks that are 65%+ from the Basic Set and with no duplicates of the key rares that suit the chosen strategy. Every time I see a Belcher, I’m the one belching – none of my decks have “easy” answers to it [eg Bloodmage Thalnos followed by Eviscerate], and if my opponent follows the first with a second almost immediately I end up in NoTen just because he played 2 cards that cost a handful of Euros to obtain. Unless he just plays really badly, of course… Hearthstone has a surprising degree of skill for a game with so many RNG effects.

      • Sacha99 says:

        I’m thinking of crafting a patron deck myself (as soon as I get the 1st wing of BRM and 4th of Naxx) and I don’t see the need for grommash ! Most of the net decks I’ve seen didin’t use him like this one :

        • thundyr says:

          I like th3rat’s deck, but don’t have Commanding Shout on either of my accounts (had 2 but dusted them long before BRM and now have to craft 1 or wait). Instead of Slam I’m teching Dragon Egg on my EU account primarily for the mirror, with mixed results thus far, though none that have caused me to actually lose with the deck against other Warriors.

  5. Sando says:

    A fantastic series of articles for the newly-started card-slingers! Amazing job, well done!

    • thundyr says:

      Thanks, @Sando. I hope my experiences can help others become better players and hopefully achieve their goals a little earlier.

  6. Doppler says:

    Thanks for the guide! It turns out, I’ve been doing it all wrong, as a f2p player, but with these tips of dustsaving, I’m on my way to craft my first class legendary. You should also add somewhere, that one might dust useless cards that will never be good even without having more than 2 of them.

    • thundyr says:

      Thanks for the reply, @Doppler. In the next piece I’m going to take stock of my collection in terms of the “bad” cards – the ones that will make way for the crafted Legendary. But I’ll also have a look at the raft of rares that I need to take my collection to the next level. We’ll have a decision to make – craft the rares so that my decks improve, or stick with crafting Legendaries?

      • stilleternity says:

        In my experience, you will always find those rares far more often than you will find those legendaries. I urge you to stay strong and hold out, because it simply isn’t worth crafting them when you’re going to find like 20 more of them before you finally rip open that Grommash from a pack.