Info
- " Tinkertown Tinkertown Technician Set: Goblins vs Gnomes Type: Minion Rarity: Common Cost: 3 Attack: 3 Health: 3 Abilities: Battlecry, Generate Tags: Mech-related, Random Battlecry: If you have a Mech, gain +1/+1 and add a Spare Part gnomes are testing their prototype card-bot: Optimotron! The card you draw on turn 1 will be a 1-cost card, if you have one. On turn 2, a 2-cost card..."
Clockwork Card Dealer is a Tavern Brawl The Tavern Brawl interface Tavern Brawl is one of Hearthstone s lighter game modes. A weekly event, a new Tavern Brawl begins each Wednesday (Thursday in Asian regions), ending the following Monday. Outside of these times, . It debuted on Oct. 7, 2015.
Strategy
This Tavern Brawl allows players to live out their dreams of drawing their cards in a perfect order. By carefully crafting their deck, they can not only guarantee that they will draw a card that fits the curve, but also that said card is exactly the one they want. With enough care, players can create the perfect streak - a 100% predetermined deck.
This means that deckbuilding is of the utmost importance during this Brawl. Copying decklists from Play mode will usually yield very poor results. To succeed, you will need to create a predetermined deck.
Videos
History
Tavern Brawl | Start | End | Game format |
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17 | Oct. 7, 2015 | Oct. 12, 2015 | Wild format Wild format or Wild is one of Hearthstone s two game formats, the other being Standard format. Wild format appears in game modes in which players are allowed to play decks without the deck restrictions of |
56 | Jul. 6, 2016 | Jul. 11, 2016 | |
80 | Dec. 21, 2016 | Dec. 26, 2016 | Standard format Standard format, or Standard, is one of Hearthstone s two game formats, the other being Wild format. Standard format is intended to featureSpecial attraction a fresher and more focused Hearthstone experience, with a limited pool of cards |
Overview
In this Brawl, the card draw at the start of each turn will always try to draw a card whose mana cost matches the turn number, with a 1-mana card drawn on turn 1, a 2-mana card drawn on turn 2, and so on. If the deck lacks an appropriate on-curve Example of a deck s mana curve display from the Arena screen The term mana curve refers to two related concepts: The amount of mana available to players over the course of a game, starting at draw on a given turn, a random card will be drawn instead (as per normal play). Players are able to create their own decks A deck is a collection of exactly 30 cards. All cards drawn by the player during a game come from their deck. Each deck is tied to a specific class. Decks can be created and , using any class Class is the primary determinant of a hero s powers and abilities, and the strongest factor in deck selection. While each hero represents a unique character with their own personality, portrait and sounds, their class determines .
Notes
- The on-curve rule only applies to the cards drawn at the start of each turn. Card draw effects (e.g. Loot Hoarder Loot Hoarder Set: Classic Type: Minion Rarity: Common Cost: 2 Attack: 2 Health: 1 Abilities: Deathrattle, Draw cards Deathrattle: Draw a card.Always roll need.See this card on Hearthpwn data page] Loot Hoarder is a common ), put into hand Put into hand effects are abilities which draw specific cards from the player s deck and place them into their hand. Unlike card draw effects, put into hand effects require specific card types, and often have effects (e.g. Sense Demons Sense Demons Set: Classic Type: Spell Class: Warlock Rarity: Common Cost: 3 Abilities: Generate, Put into hand Tags: Demon-related, Random Put 2 random Demons from your deck into your hand.Generally demons are pretty obvious and ), and remove from deck A remove from deck effect causes cards to be removed directly from the player s deck, without entering their hand. Removed cards are taken from the top of the deck, and are revealed to both players. effects (e.g. Fel Reaver Fel Reaver Set: Goblins vs Gnomes Type: Minion Subtype: Mech Rarity: Epic Cost: 5 Attack: 8 Health: 8 Abilities: Remove from deck Tags: Triggered effect Whenever your opponent plays a card, remove the top 3 ) can select any card from the deck.
- Using Wild Growth Wild Growth Set: Basic Type: Spell Class: Druid Cost: 2 Tags: Mana-related Gain an empty Mana Crystal.Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!See this card on Hearthpwn data page] or other ramp cards does not make the cost of the drawn card equal the mana you have. The card drawn is based on the turn number rather than the amount of mana available to the player. The reversed effect occurs when you lose Mana Crystals, e.g. due to the Deathrattle A Loot Hoarder displaying the Deathrattle icon Deathrattle is an ability where the stated effect occurs when the minion or weapon is destroyed. Cards with Deathrattle appear with a skull and crossbones when in play. of Darnassus Aspirant Darnassus Aspirant Set: The Grand Tournament Type: Minion Class: Druid Rarity: Rare Cost: 2 Attack: 2 Health: 3 Abilities: Battlecry, Deathrattle Tags: Mana-related Battlecry: Gain an empty Mana Crystal. Deathrattle: Lose a Mana Crystal.She loves .
- This Brawl`s on-curve rule is usually only of significance on turns 1-10 and 12. Since cards of other costs do not currently exist ( Molten Giant Molten Giant Set: Classic Type: Minion Rarity: Epic Cost: 25 Attack: 8 Health: 8 Abilities: Modify cost Tags: Health-related, In-hand effect, Ongoing effect Costs (1) less for each damage your hero has taken.He gets terrible aside) on all other turns normal card draw is the rule.
Building the perfect streak - prerequisitions
A deck is 100% predetermined if it contains no cards that you do not want to draw between turns 1 and 10. In other words, for each mana cost, there must only be one possible card that can be drawn. There must only be one 1-mana card, one 2-mana card, and so on. The trick behind building a perfect streak is filling the remaining deck slots required for a 30-card deck with "filler cards" that do not disturb your sequence.
There are three ways to achieve this:
- Doubles - You can easily fill in slots by including second copies of the non- legendary Rarity is a rough measure of the quality and scarcity of a card. Cards of higher rarity are typically more powerful and more useful, but are harder to find and more expensive to craft. There cards in your deck.
- Wisps and Giants - As stated above, the Clockwork Card Dealer only deals you cards that cost between 1 and 12. 0-cost cards can only show up in your opening hand, when the game goes beyond turn 10 (which it rarely does) or when you use card draw effects For the game conclusion where neither player wins, see Draw Card draw is a term used to refer the process or mechanic of drawing additional cards from the top of the deck, and adding them . This means that cards that cost (0) or more than (10) do not interfere with your streak and can be used to fill space.
- Some classes have access to more 0-cost cards than others. For instance, the priest The Priest is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Anduin Wrynn and Tyrande Whisperwind. Contents 1 Heroes 2 Overview 3 Background 4 Hero Power 4.1 Replacement Hero Powers 5 has three class-specific 0-mana cards while the hunter The Hunter is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Rexxar and Alleria Windrunner. Contents 1 Heroes 2 Background 3 Hero Power 4 Strategy and gameplay 5 Counters 5.1 Secrets has none.
- Beyond turn 10 streak is already finished, but you can still prepare for a 12 mana card that you will get soon after that.
- Redundancy - If the methods mentioned above are not enough to bring your deck up to 30 cards, you have to compromise. Luckily, some cards have redundant effects. This means that some cards are so similar to one another that you can substitute them with each other.
- For instance, if you plan to build a deck with an Argent Commander Argent Commander Set: Classic Type: Minion Rarity: Rare Cost: 6 Attack: 4 Health: 2 Abilities: Charge, Divine Shield ChargeDivine ShieldThe Argent Dawn stands vigilant against the Scourge, as well as people who cut in line as its 6- drop "Drop" is a colloquial term used to describe a minion of a specific mana cost. For instance, a "3-drop" is a minion which costs 3 mana, such as a Silverback Patriarch. The term may be , but have one empty slot left, you my be able to compromise by adding a single Reckless Rocketeer Reckless Rocketeer Set: Basic Type: Minion Cost: 6 Attack: 5 Health: 2 Abilities: Charge ChargeOne Insane Rocketeer. One Rocket full of Explosives. Infinite Fun.See this card on Hearthpwn data page] Reckless Rocketeer is a neutral for roughly the same effect.
- As will be discussed later, perfect streak decks are at a severe disadvantage when going second. Including redundant 1 or 2-cost cards can help you compensate for the inevitable tempo Tempo is an unofficial term that describes which way the "momentum" of a match is going, as well as a label for decks which aim to keep tempo on their side. It is one of loss you will face.
Card advantage is naught - tempo is everything
Drawing the perfect card each turn creates a unique dynamic that requires players to rethink common gameplay wisdom. Some cards do not fit the sequence at all. When building a 100% predetermined deck, consider the following advice:
- You have to play each card you draw immediately. If you don`t, the card will become unplayable, since there will be a better one replacing it as early as the next turn. And because that card will consume all of your mana, even withholding a 1-cost card will usually cause it to be stuck in your hand for the rest of the game.
- It follows that cards that require a specific timing, like Mirror Image Mirror Image Set: Basic Type: Spell Class: Mage Cost: 1 Abilities: Summon, Taunt Tags: Taunt-generating Summon two 0/2 minions with Taunt.Oh hey it s Mirror Image! !egamI rorriM s ti yeh hOSee this card on Hearthpwn data page] , become pointless. You will not be able to keep them in your hand, but if you play them the turn they are drawn, their effect will be minimal. Thus, you should not include such cards in your deck in the first place.
- More importantly, card draw For the game conclusion where neither player wins, see Draw Card draw is a term used to refer the process or mechanic of drawing additional cards from the top of the deck, and adding them becomes meaningless. As mentioned above, you are more or less limited to playing one card per turn. This means that you will have no time actually playing the cards you drew. Cards like Arcane Intellect Arcane Intellect Set: Basic Type: Spell Class: Mage Cost: 3 Abilities: Draw cards Draw 2 cards.Playing this card makes you SMARTER. And let s face it: we could all stand to be a little smarter.See this therefore become a waste of time.
- Contrarily, discard Discard effects are effects which cause the player to discard cards from their hand. Discarded cards are removed from the game, without activating Deathrattles. Discard effects are most commonly found on warlock cards. Discard effects ceases to be a liability. Currently, Astral Communion Astral Communion Set: The Grand Tournament Type: Spell Class: Druid Rarity: Epic Cost: 4 Abilities: Discard Tags: Mana-related Gain 10 Mana Crystals. Discard your hand.Hey! Moon! Can I have some mana crystals?See this card on is the strongest card in this Brawl, but warlocks The Warlock is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Gul dan. Heroes edit | edit source] Contents 1 Heroes 2 Background 3 Hero Power 3.1 Replacement Hero Powers 4 Strategy can capitalize on the irrelevance of discard effects as well.
- This leads to a simple deckbuilding credo: Card advantage Sometimes, you’ll find yourself in a position where you can easily play your whole hand while your opponent is still holding on to close to the maximum of 10 cards. Unless you can win the is naught - tempo Tempo is an unofficial term that describes which way the "momentum" of a match is going, as well as a label for decks which aim to keep tempo on their side. It is one of is everything. You will not be able to build a resource advantage by drawing cards since you will not be able to play them. Instead, focus on tempo and board control Board control is an unofficial term usually referring to a player s ability to keep the opponent from building up minions on the battlefield, or "board". Control decks are named after this strategy, aiming to control .
Additional advice
- Two-card combos like Equality Equality Set: Classic Type: Spell Class: Paladin Rarity: Rare Cost: 2 Tags: Area of effect Change the Health of ALL minions to 1.We are all special unique snowflakes... with 1 Health.See this card on Hearthpwn + Consecration Consecration Set: Basic Type: Spell Class: Paladin Cost: 4 Abilities: Deal damage Tags: Area of effect Deal 2 damage to all enemies.Consecrated ground glows with Holy energy. But it smells a little, too.See this card will not work. Sure, you may be able use the combo on turn 6, but in order to do so, you will have remain inactive in turns 2 and 4 - that is far more of a tempo loss than you can afford.
- Having established you you will be spending all your mana on cards, you should realise that you will never have an opportunity to use your Hero Power Anduin Wrynn with the basic priest Hero Power Lesser Heal A Hero Power is a special ability displayed to the right of each hero s portrait. Usually Hero Powers can be used once per turn and .
- Effects that grant extra Mana Crystals Mana is the resource used in Hearthstone to play cards and use Hero Powers, each of which has a mana cost that must be paid to use it. The supply of mana is represented by , like Wild Growth Wild Growth Set: Basic Type: Spell Class: Druid Cost: 2 Tags: Mana-related Gain an empty Mana Crystal.Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!See this card on Hearthpwn data page] , will usually not be worth your time. Due to the way cards are dealt this Brawl, you will never be drawing something above the curve Mana is the resource used in Hearthstone to play cards and use Hero Powers, each of which has a mana cost that must be paid to use it. The supply of mana is represented by . Thus, you will never need the additional mana.
- Shamans The Shaman is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Thrall and Morgl the Oracle. Contents 1 Heroes 2 Background 3 Hero Power 4 Strategy and gameplay 4.1 Counters 5 are at a great disadvantage in this brawl. Their Overload A player with 1 mana Overloaded this turn, and 2 mana Overloaded for next turn. Overload is an ability which reduces the amount of mana available the next turn by the stated amount, indicated in -cards destroy their curve. For instance, if a shaman plays a Totem Golem Totem Golem Set: The Grand Tournament Type: Minion Subtype: Totem Class: Shaman Rarity: Common Cost: 2 Attack: 3 Health: 4 Abilities: Overload Overload: (1)What happens when you glue a buncha totems together.See this card on on turn 2, it will prevent them from playing (and thus including) a 3-cost card.
Going second - the disadvantage of predetermination
Using a perfect streak deck has one major downside: There is not a lot you can do if you go second. As stated before, you will not be able to make use of the additional card you draw - unless it costs (1) or (2). Even The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start may not be of much use. Therefore, it may be wise to include some redundant 2-cost cards to increase your odds if you lose the coin flip.
Cards to look out for
The dynamics explained above cause some cards to become much better than in a normal Play mode match. These include:
- Ancient Shade - Since the curse it creates costs (0), the Clockwork Card Dealer will never deal it to you, thus negating the Shade`s drawback.
- King Mukla - Assuming that your opponent uses a 100% predetermined deck, they will not have much time to use the Bananas granted by Mukla, negating his drawback.
- All 0-cost cards - In addition to filling you your deck, 0-cost cards are more useful than one might think. Having them in your starting hand provides a 100% predetermined deck with additional playable cards. This can make a big difference.
Examples
- Perhaps the easiest way of taking advantage of both the perfect curve and the predetermination is to build a C`Thun deck.
- Another simple strategy is to build a druid deck around Astral Communion Astral Communion Set: The Grand Tournament Type: Spell Class: Druid Rarity: Epic Cost: 4 Abilities: Discard Tags: Mana-related Gain 10 Mana Crystals. Discard your hand.Hey! Moon! Can I have some mana crystals?See this card on . Include a single 1-drop, 2-drop and 3-drop, plus Astral Communion, and then as many high cost, high value cards as you own. Playing Astral Communion on turn 4 will allow you to play a powerful, potentially 10-cost minion each turn from then on, while the opponent is still at 5 or 6 mana.
- A single copy of Zombie Chow and Annoy-o-Tron make good turn 1 and turn 2 plays, while a single Acolyte of Pain serves a special purpose on turn 3. If it survives the turn, you can run it into an enemy minion after casting Astral Communion on turn 4, immediately drawing a card to play after Astral Communion grants you 10 full Mana Crystals, instead of having to wait until the next turn.
- Another strategy is to make sure as many minions of your big minions as possible have Inspire effects. This way, even if you can only play a 6 or 8-cost minion that turn, you can still activate your minions` Inspire effects by using your Hero Power, making use of your spare mana.
- Secret Paladin is a deck often encountered in this Brawl. Make Mysterious Challenger your only 6-drop, guaranteeing you will be able to play it each match on turn 6, bringing with it one of each Secret in your deck. While it has good overall card quality, it has one downside: It forces you to play a Secret on turn 1, thus almost wasting your turn.
- A nice counter-meta pick is Eater of Secrets, ensuring you will have a very strong answer to the Challenger as soon as it`s played.
- Alarm-o-Bot deck: Mulligan for a high-cost minion. Play Redemption on turn 1, Doomsayer on turn 2, then Alarm-o-Bot on turn 3. The Redemption/Doomsayer combo makes it difficult to remove the Alarm-O-Bot and generally the opponent won`t be able to destroy either minion twice over. Follow up with Faceless Shambler and Faceless Manipulator for more snowballing power.
- Mech Mages can guarantee that their Goblin Blastmage triggers on turn 4. From there, they can snowball into a lot of face-damage and finish the deal with a Pyroblast.
- Build a deck solely consisting of Brann Bronzebeard, Barnes, Blood of The Ancient One, and filler spells for a quick turn-4 30/30. Unless they can remove Brann beforehand. Use Rogue for better "safety" options like Conceal/Counterfeit Coin. Alternatively, Gang Up and Y`Shaarj.