Drop


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"Drop" is a colloquial term used to describe a minion of a specific mana 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 hearthstone cost. For instance, a "3-drop" is a minion which costs 3 mana, such as a Silverback Patriarch Silverback Patriarch Set: Basic Type: Minion Subtype: Beast Cost: 3 Attack: 1 Health: 4 Abilities: Taunt TauntHe likes to act like he s in charge, but the silverback matriarch actually runs things.See this card on Hearthpwn hearthstone .

The term may be used to compare different minions of the same mana cost (" War Golem War Golem Set: Basic Type: Minion Cost: 7 Attack: 7 Health: 7 Golems are not afraid, but for some reason they still run when you cast Fear on them. Instinct, maybe? A desire to blend hearthstone lacks the powerful abilities of other 7-drops"), or when discussing specific mana constraints ("I could play two 3-drops or one of my 6-drops this turn"). "Drop" is often used to refer specifically to a minion that can be played effectively at that mana total without special strategic consideration ("I`m mulliganing my Ironbeak Owl Ironbeak Owl Set: Classic Type: Minion Subtype: Beast Rarity: Common Cost: 3 Attack: 2 Health: 1 Abilities: Battlecry, Silence Battlecry: Silence a minion.Their wings are silent but their screech is... whatever the opposite of silent hearthstone to try to get a real 3-drop like Harvest Golem Harvest Golem Set: Classic Type: Minion Subtype: Mech Rarity: Common Cost: 3 Attack: 2 Health: 3 Abilities: Deathrattle, Summon Tags: Mech-generating Deathrattle: Summon a 2/1 Damaged Golem."Overheat threshold exceeded. System failure. Wheat clog in port hearthstone , since I don`t want to play the Owl on turn 3").

For more information on minions in general, see Minion Bloodfen Raptor, a simple minion card. A Beast-type minion, it has 3 Attack, 2 Health and a mana cost of 2. Minions are persistent creatures on the battlefield that will fight for their hero. Minion hearthstone .

Card valuation

In an extremely rough sense, the "power" of a card is proportional to its mana cost. Thus, two 3-drops might be expected to be "equivalent", and trade A trade is the loss of one or more cards in exchange for the elimination of one or more enemy cards. Most often, trading refers to minions dying in combat, but the term may be about evenly with each other if put into combat. A 4-drop would be expected to "beat" a 3- or especially a 2-drop, either killing the lower drop without dying, or trading with it while accomplishing some secondary task, such as drawing a card.

It should be heavily emphasized that this is a very general view of card power. The board The battlefield (or game board) is where the action takes place, representing the board on which each game is played out. Around the battlefield are various important UI elements, such as each player s hand, deck hearthstone situation, minion statistics and abilities, spells and Hero Powers 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 hearthstone , and overall quality of each card will frequently upend this "rule of thumb". Thoughtful decision-making is therefore far more important than playing the "biggest drops". Be that as it may, it is still a useful perspective in deck construction, and other contexts in which the specific gameplay situation is unknown.

In a deck construction and game planning context, the number in front of "drop" usually refers to the earliest Mana Crystal total at which the minion could be played to good strategic effect. For instance, Amani Berserker Amani Berserker Set: Classic Type: Minion Rarity: Common Cost: 2 Attack: 2 Health: 3 Abilities: Enrage Enrage: +3 AttackIf an Amani berserker asks "Joo lookin at me?!", the correct response is "Nah, mon".See this card hearthstone is a 2-drop because it is usually a reasonable play on turn 2 (or turn 1 with 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 hearthstone ), whether or not the opponent has a minion. On the other hand, Dire Wolf Alpha Dire Wolf Alpha Set: Classic Type: Minion Subtype: Beast Rarity: Common Cost: 2 Attack: 2 Health: 2 Tags: Ongoing effect, Positional effect Adjacent minions have +1 Attack.We are pretty excited about the upcoming releaseAnnounce of hearthstone may not qualify as a "real" 2-drop because players usually save its buff effect for a specific situation instead of playing it on turn 2.

This does not mean that such non-drop minions are "bad" - indeed, cards with special abilities can often swing the course of a game. It simply means that they are not cards players plan on playing "on turn X" as part of an overall strategy for the match. Depending on special abilities, some cards may be "conditional" drops of some amount, meaning that they would be good plays on that turn under some circumstances, but not all. For instance, a Stampeding Kodo Stampeding Kodo Set: Classic Type: Minion Subtype: Beast Rarity: Rare Cost: 5 Attack: 3 Health: 5 Abilities: Battlecry, Destroy Tags: Random Battlecry: Destroy a random enemy minion with 2 or less Attack.This Kodo is so hearthstone might be considered a "possible 5-drop" since it is an excellent play on 5 mana if the opponent has a 1- or 2-attack minion, but may be wasted if played against other minions.

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Turn count

In most cases, the number of the drop identifies the first turn Hearthstone takes place in turns. Each turn gives a player the opportunity to act. At the end of each turn, play is passed back to the other player. A round describes one turn for each on which the minion can be played, since this is usually the same as the mana available on that turn. Thus, the second player`s 2-drop often faces the first player`s 2-drop at the end of turn 2, their 3-drop faces the opponent`s 3-drop, and so on.

Some cards adjust the tempo of the game by modifying the mana available, allowing or forcing a player to play a higher- or lower-value drop than would normally be possible on that turn. For instance, 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 hearthstone might allow playing a 4-drop on turn 3, while 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] hearthstone enables a druid to play drops one higher than normal on all subsequent turns. Because a drop, on average, is expected to "beat" a drop of lesser value, this may give the player a strategic advantage. Inversely, a turn 2 Stormforged Axe Stormforged Axe Set: Classic Type: Weapon Class: Shaman Rarity: Common Cost: 2 Attack: 2 Durability: 3 Abilities: Overload Overload: (1)Yo, that s a nice axe.See this card on Hearthpwn data page] Stormforged Axe is a common hearthstone forces a shaman to make do with a 2-drop on turn 3 due to 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 hearthstone , while Felguard Felguard Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Rare Cost: 3 Attack: 3 Health: 5 Abilities: Battlecry, Taunt Tags: Mana-related Taunt. Battlecry: Destroy one of your Mana Crystals.Yes, he ll fight for you. BUT hearthstone reduces the maximum drop playable on each turn that follows. Players must judge whether the immediate advantage of such cards is worth the disadvantage of being restricted to inferior drops afterwards.

Importance to strategy

The numbers of drops at each mana cost are a primary factor in the mana curve of many 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 , particularly Arena A video explaining the Arena in Hearthstone made by the Curse Gamepedia @@@#@@@YouTube(youtube.com)###@### Channel. The Arena is a game mode where players compete against each other using specially constructed decks to earn substantial rewards. It hearthstone decks. If a player can`t spend all the mana on a given turn on a drop or combination of drops, mana or card value may be wasted, shifting the tempo or card advantage unfavorably. Players are therefore dependent on drawing early drops in the first few turns, which is only likely if enough such minions are in the deck. Searching for low-mana drops in the mulligan The mulligan stage The mulligan or card selection stage occurs at the very start of each match. Each player is shown their randomly selected starting hand, and given the option to redraw as many of hearthstone is also usually advised. It is possible that situational spells or minions can be played to their full potential on those turns, but from a planning standpoint, players cannot count on an ideal situation, and would be wise to plan their mana curve accordingly.

Having an exactly matching drop becomes less important in later turns when increased resources give players a wider variety of options. For instance, a 4-drop and a 5-drop, or a 3-drop and a 6-mana spell, is a fine play on turn 9, and those cards have the advantage of being playable on earlier turns if desired. Actual 9-drops are comparatively rare and harder to play. This logic can be extended as far as playing 2-drops and 1-drops on turn 3, although decks not specifically aiming for aggro tend to end up somewhere in the middle.

The shape of the mana curve is also highly dependent on the specific deck in constructed play. Different strategies include a variety of tempo goals. Control decks A control deck, also known as a late game deck, is a deck that attempts to attain victory in the late game, through a combination of early game removal and Taunts, and powerful cards in may contain combos capable of overcoming early tempo deficits and therefore average much higher drops, while aggro decks An aggro deck or aggressive deck, also known as a rush deck, is a deck that takes an aggressive approach of dealing damage to the opponent as quickly as possible, generally through the summoning of typically contain only very low drops. In both cases, the carefully tuned synergy of the deck allows it to deviate from the natural mana curve.

For a more in-depth discussion, see Mana 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 hearthstone and 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 .