Deal Your Fate


Info

Strategy

Fates

While Fates and Dire Fates function similarly, their roles in the Brawl are quite different. Fates are chosen at the start of each match, and put into play major changes to the game`s rules. The exception is Fate: Portals, which nonetheless will significantly affect the rest of the match, due to the volume of Unstable Portals Unstable Portal Set: Goblins vs Gnomes Type: Spell Class: Mage Rarity: Rare Cost: 2 Abilities: Generate, Modify cost Tags: Random Add a random minion to your hand. It costs (3) less.The denizens of Azeroth have hearthstone shuffled throughout each player`s deck. Fates should be chosen to match the player`s overall strategy for the match (see below).

In contrast, Dire Fates are only chosen once the player`s Health has begun to dip, and present opportunities for sudden swings in power through strong changes to the current state of the game. Most set up ongoing effects (Dire Fate: Taunt and Charge, Dire Fate: Windfury, Dire Fate: Manaburst, Dire Fate: Card) while some have a one-time effect (Dire Fate: Murlocs, Dire Fate: Unstable Portals). Dire Fate: Murlocs provides an excellent opportunity to neutralise the board, while Dire Fate: Unstable Portals can restock a player`s hand. Dire Fate: Taunt and Charge and Dire Fate: Windfury empower minions, helping the player to capitalise on a board advantage or quickly surge to victory - be that as it may, take care with these options (especially the former) since the opponent can easily use the additional effects to retake the board. Dire Fate: Manaburst and Dire Fate: Card help with 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 /combos and card draw, respectively. While there is some opportunity to choose Dire Fates to fit the player`s synergies (most notably Dire Fate: Taunt and Charge), note that Dire Fates are not chosen until relatively late in the game.

Synergies

This Brawl presents a range of possible strategies and deck synergies. Be that as it may, because players only get to choose from 4 of the 6 possible Fates (and likewise 4 of the 6 possible Dire Fates) it is not possible to guarantee that the desired Fate will be available in any given match. In theory any given Fate (or Dire Fate) will be offered in 2 out of every 3 matches, although since the opponent gets their own selection, there is a higher likelihood of gaining a given Fate through one player or the other. There is room for some counter-strategic Fate selection, for example mages can often be assumed to be aiming for spell synergy, making it a good idea to deny them such through your Fate selection. The opponent`s Fate selection can also provide synergy opportunities that may change your own selection.

While there are a range of Fates, there is a strong bias toward spells: Fate: Bananas, Fate: Coin and Fate: Portals all grant additional spell cards (most notably the first two, given a decent amount of minions in play) while Fate: Spells makes spells far more accessible. This makes spell synergy a strong strategy, not only because the player is guaranteed to be able to choose from a Fate that is useful for their deck type, but also because there is a very good chance of the opponent also choosing an appropriate Fate, granted double the opportunities.

Fate: Bananas and Fate: Coin can also reward minion-heavy decks, although the volume of cards can easily overwhelm the player, resulting in overdraw 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 hearthstone . When these Fates are in play, always take care to empty the hand in advance to make room for card generation during the opponent`s turn, taking into account any potential minion destruction. Otherwise the player has a good chance of burning a card at the start of their turn, which usually will be worth more than the coin or banana card taking its place.

Mage Contents 1 Heroes 2 Overview 3 Background 4 Hero Power 5 Strategy and gameplay 5.1 Common deck types 5.2 Counters 6 Spells 6.1 Uncollectible 7 Minions 7.1 Uncollectible 8 Leveling rewards 8.1 Starting cards 8.2 hearthstone is undoubtedly the strongest option for spell synergy, with Mana Wyrm Mana Wyrm Set: Classic Type: Minion Class: Mage Rarity: Common Cost: 1 Attack: 1 Health: 3 Tags: Spell-related, Triggered effect Whenever you cast a spell, gain +1 Attack.These wyrms feed on arcane energies, and while hearthstone , Flamewaker Flamewaker Set: Blackrock Mountain Type: Minion Class: Mage Rarity: Rare Cost: 3 Attack: 2 Health: 4 Abilities: Deal damage Tags: Random, Spell-related, Triggered effect After you cast a spell, deal 2 damage randomly split among hearthstone and Archmage Antonidas Archmage Antonidas Set: Classic Type: Minion Class: Mage Rarity: Legendary Cost: 7 Attack: 5 Health: 7 Abilities: Generate Tags: Spell-generating, Spell-related, Triggered effect Whenever you cast a spell, put a Fireball spell into your hand.Antonidas hearthstone , the latter two in particular being game winners. Rogues Contents 1 Heroes 2 Overview 3 Background 4 Hero Power 4.1 Unique mechanics 5 Strategy 5.1 Countering a rogue 6 Spells 6.1 Uncollectible 7 Minions 7.1 Uncollectible 8 Weapons 8.1 Uncollectible 9 Leveling rewards 9.1 hearthstone can also make good use of bananas and coins (and to a lesser extent Unstable Portals Unstable Portal Set: Goblins vs Gnomes Type: Spell Class: Mage Rarity: Rare Cost: 2 Abilities: Generate, Modify cost Tags: Random Add a random minion to your hand. It costs (3) less.The denizens of Azeroth have hearthstone ) for combos Combo is an ability where the stated effect occurs if the card is not the first one played during the turn. Cards with this ability are limited to the rogue class. The term "combo" is hearthstone , especially Edwin VanCleef Edwin VanCleef Set: Classic Type: Minion Class: Rogue Rarity: Legendary Cost: 3 Attack: 2 Health: 2 Abilities: Combo Combo: Gain +2/+2 for each other card you ve played this turn.He led the Stonemasons in the reconstruction hearthstone . Lock and Load Lock and Load Set: The Grand Tournament Type: Spell Class: Hunter Rarity: Epic Cost: 2 Abilities: Generate Tags: Class-related, Random, Spell-generating, Spell-related, Triggered effect Each time you cast a spell this turn, add a random hearthstone is a superb card generation option for hunters 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 hearthstone . Various other spell-related cards can be used by any class for good synergy with coins or bananas. Fate: Portal is also a common pick for spell synergy decks. Fate: Spells can be useful, but without another Fate to provide an abundance of spells will usually prove less useful than one of the other options.

The other two Fates provide very different synergies. Fate: Armor rewards control and Fatigue The message displayed upon attempting to draw a card after reaching Fatigue. Fatigue is a game mechanic that deals increasing damage to players who have already drawn all of the cards in their deck, whenever hearthstone -oriented decks, usually making games last much longer. It works particularly well with Control Warrior Shields are usually defensive items. Usually. Control Warrior is a type of control-oriented warrior deck, aiming to achieve victory through generating Armor and clearing the opponent s board in the early and mid-game, and crushing the hearthstone , which is already oriented around accumulating Armor A hero with 2 Armor Armor is a form of secondary Health available only to heroes, gained through certain spells, Hero Powers and minions. Damage taken will always be deducted from Armor before Health. Only hearthstone , and have a good chance of controlling the board long enough to win through high value minions or combos, or simply outlast the Fatigue.

Fate: Confusion is the oddest of the Fates, providing good synergy for stat buff auras such as Raid Leader Raid Leader Set: Basic Type: Minion Cost: 3 Attack: 2 Health: 2 Tags: Area of effect, Ongoing effect Your other minions have +1 Attack."That s a 50 DKP minus!"See this card on Hearthpwn data page] Raid hearthstone , Dire Wolf Alpha or Stormwind Champion due to the opportunity to accrue the bonuses each time the stats are switched. Note that the Fate takes effect at the end of each player`s turn, meaning that minions without stat buff auras will revert to their previous orientation by the time the controlling player`s turn comes again. For example a 2/8 Deathlord will become an 8/2 at the end of the summoning player`s turn, but will return to a 2/8 by the time they are able to use it again (enemy actions aside), preventing the player from making much use of the 8 Attack.

Videos

History

Tavern Brawl Start End
38 Mar. 2, 2016 Mar. 7, 2016

Overview

This Brawl sees players doing battle using custom 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 hearthstone 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 hearthstone . At the start of the game, players are allowed to choose one from 4 of 6 possible Fate cards. Each Fate card puts into effect a special aura The welling of light indicating an ongoing effect Ongoing effects are minion, weapon, and boss Hero Power abilities which grant special effects on an ongoing basis. Ongoing effects are often referred to as auras, particularly hearthstone , affecting the game for both players. Fate card auras last for the rest of the match, and cannot be removed.

Subsequently, when a player is reduced to 20 Health or below, at the start of their next turn they are allowed to choose one from 4 of 6 possible Dire Fate cards. Dire Fate cards mostly also put special auras into play, but have stronger effects than the Fate cards.

Fate cards

Fate- Armor(27534).png
Fate- Bananas(27281).png
Fate- Coin(27290).png
Fate- Confusion(27524).png
Fate- Portals(27289).png
Fate- Spells(27287).png

Dire Fate cards

Generated cards

Murloc Tinyfin(27225).png
Tarnished Coin(22413).png
Unstable Portal(12178).png

Bananas

Bananas(231).png
Big Banana(14725).png
Deviate Banana(14727).png
Rotten Banana(14729).png

Notes

Specific cards
  • The Deathrattle granted by Fate: Bananas generates a random Banana card (see above).
  • Fate: Armor takes effect immediately after being selected.
  • Multiple copies of Fate: Bananas, Fate: Coin and presumably Dire Fate: Card and Dire Fate: Manaburst will stack, producing double the effect when the minion dies.

Trivia

  • This is the second Brawl to featureSpecial attraction "auras" which are not attached to minions, following Battle of the Builds.