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Call to arms hearthstone
Call to arms hearthstone











call to arms hearthstone

There's not a lot of defensive cards in this deck, so your survival comes down to removing enemy minions. Aggro and ControlĪgainst aggro, board presence becomes even more critical. It can be worthwhile with even a single Recruit on your board. Timing is key with this card, but don't get greedy. Lightfused Stegadon can be equally big, so long as you've got that board presence. Call to Arms is a massive swing, especially if it pulls out a Knife Juggler first for instance damage. The mid-game is where the deck really explodes. Several are high health, and Knife Juggler is great for helping clear the enemy board. The cheap Recruits help, of course, but your real power is those 2-cost minions. This lets you maintain a constant board presence, and ensures there's a target for buffs like Blessing of Kings or Lightfused Stegadon.ĭuring the opening turns you want to build and establish board presence. The only exceptions are when you use the coin or have Silver Hand Recruit cards in hand from Drygulch Jailor. On every odd-mana turn from the first onward, you will usually want to be using your hero power.

#Call to arms hearthstone how to#

It's full of powerful cards, but as a player you have to be aware of when and how to apply each one for best effect. Play StyleĮven Paladin is a tough deck to play well, because it's very situational. Against control then the Sunkeeper is a keeper for his fearsome levelling power. If you're against an aggro deck, keep Consecration as it's devastating to tokens. The Berserker is also solid, as is Vicious Scalehide if you're running it. Drygulch Jailor is a good option because it provides three 1-cost cards, handy for staying on your mana curve. You also want a two-cost card if you can get one.

call to arms hearthstone

This can gain enough tempo as a turn 4 play to a game winner. It's a brutal play in this deck because it's guaranteed to pull three two-cost minions. One card you should always keep, no matter the matchup, is Call to Arms. Take out an Ooze or Drygulch Jailor if you want to squeeze more cards in. Mixing things up can be a good way to surprise experienced opponents expecting a vanilla build. Loot Hoarder is also valuable since the deck has no card draw. A lot of builds run Vicious Scalehide and, if you do, Corpsetaker can be another good inclusion. There are a bunch of other cards that fit in this deck, but they're not dust-saving options. Val'anyr can, too, but, y'know, that's actually more expensive. Crystal Lion and Spikeridged Steed will work well in its place. Avenging Wrath, though, is a definite optional.

call to arms hearthstone

Failing that, try another Silver Sword or a Primordial Drake.Ĭall to Arms is another costly card you can't do without. The best replacement, though, is another legendary card, Tirion Fordring. Sunkeeper Tarim isn't strictly so, but your win rate is going to suffer without him, to the point where it's barely worth running the deck. There's no need to take the even-only restriction, otherwise. Unfortunately, this is an expensive deck. So it turns out that throwing them all in a deck together with a cheap hero power is a super solid approach. This week it's the turn of its Even cousin, which gets a cheaper hero power for its pains.Įven works because Paladin has some very powerful even-cost cards, among the best in the game. Last week we looked at Odd Paladin which uses only odd-numbered cards for an upgraded hero power.













Call to arms hearthstone