Hello everyone. With Goblins VS Gnomes in full swing, I have decided to give some advice for those of you who want to build your own deck (be it in constructed or the arena). There are many factors that separate the good from the bad, so today let’s focus on one of my favourite. Keeping your hand plump and full of options lets you answer threats more efficiently and often leads to victory. Cantrip cards are one of the best ways to achieve this.
The phrase “cantrip” originated as slang in Magic: The Gathering and the concept has been carried over to Hearthstone. Any card that will draw when played is known as a cantrip card. It doesn’t matter if it’s a minion or a spell, whatever, as long as you receive a new card on the same turn you play it. It doesn’t even have to be a card from your deck, as Unstable Portal
Why are Cantrip cards good?
Whilst most decks contain some level of card draw, the power of the cantrip cards are their ability to swing a game when you are both topdecking. In the late game when both players have 10 mana, it isn’t uncommon to enter a situation where both players have used their hand up and have nothing on the board (either due to sweepers or trading). Your only options in that situation are to play the one card you draw each turn and use your hero power. If the card you draw is an Azure Drake
Another effect that cantrip cards (and all draw cards for that matter) share is that they thin out your deck. Take the old Miracle Rogue for example. All they ever wanted to do was to play Leeroy Jenkins
In control decks that aim to play specific cards to deal with each circumstance (such as The Black Knight
Class Cantrip Cards
- Druids: Wrathand Ancient of Loreare seen as staple cards in almost all Druid decks for their impact on the board as well as their card draw effect. The versatility of these cards mean you don’t necessarily have to draw if you would prefer the other effect. I’m a big fan of both of these cards in constructed as well as arena.
- Hunter: Trackingis the last of the original Hunter draw mechanics that remains un-nerfed. Not only does this card let you draw, you are more likely to get what you need as you are presented with multiple options. While this card is almost unplayable in arena, it is just fantastic in constructed and is seen in most of the aggressive Hunter decks to this day. Webspinneris a very popular draw card as it has both Beast and Deathrattle synergy on such a cheap minion, but it is not cantrip.
- Mage: While the only true cantrip card in the Mage arsenal is Arcane Intellect, you will see many mages using Acolyte of Painin conjunction with Fireblastfor draw. Many also opt for Unstable Portalas it can often outright win you a game if the minion you get is quite large.
- Paladin: Hammer of Wrathand Lay on Handsboth have decent impact on the game whilst also being cantrip cards. I’m personally a big fan of Holy Wrath+ Molten Giant, but that is far too inconsistent to be competitive.
- Priest: Power Word: Shieldis run in almost every Priest deck out there because it is just so cheap for card draw. The bonus of getting better trades out of your minions and healing them up later is icing on the cake.
- Rogue: Most Rogues used to use Gadgetzan Auctioneerto transform their cheap spells into cantrip cards. With his recent nerf, I have seen a rise in the Preparation+ Sprintcombo to refill your hand.
- Shaman: With their notoriously bad draw, most Shamans turn to Gnomish Inventorand Azure Drakefor their draw as Mana Tide Totemmust be protected for it to be particularly effective.
- Warlock: Life Tapmakes draw cards almost pointless, but you do run into the occasional Mortal Coilhere and there.
- Warrior: In my opinion, the Warrior class has the best variety of cantrip cards up their sleeves. Battle Rageand Commanding Shoutare both reasonable in their own right, but Shield Blockwith its Shield Slamsynergy is clearly the best. Slamis also rather superb and Whirlwindcan set up some great combos with Acolyte of Pain.
My all time favourite cantrip card has to be Harrison Jones
I hope today I’ve been able to shed some light on this interesting mechanic in hearthstone and it helps you build successful decks. Whilst each deck is unique and has its own unique needs, I try to include 5 or so potential draw mechanics when building a well balanced deck. Some have more and some have less, but as a rule of thumb: You should plan to win before you start topdecking.
If you liked this introduction, please let me know in the comments. I love getting feedback from the readers. I strive to answer as many of your questions and comments as possible, but I also enjoy playing games with the community. If you want to reach out to me ingame, you can reach me at Trainerdusk#2126 on the EU server. As a consistently high ranked Constructed player and an infinite Arena player I’ll happily give advice, spectate or scrim a few games. If you enjoy spectating, you might find me experimenting on some rather strange decks indeed.
As always you should just get out there and have a good time. Winning is great, but having a good time is even better.
GL HF everyone!