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Post Post #475 (ISO) » Mon Jul 07, 2014 5:45 am

Post by Hyperion »

If you go into your collection, there should be a button labelled crafting mode. Hit the button and you can use the dust to make new cards/ get rid of cards you have to get more dust. Thats about it.
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Post Post #476 (ISO) » Mon Jul 07, 2014 5:47 am

Post by Juls »

When you go to "My Collection" bear the top right there is a "Crafting Mode" button. It will show things you don't have but can craft in a transparent blue and other cards which you can't craft yet because you don't have enough dust. When you click one of the blue cards, you can choose "Create" and spend the amount of dust shown to craft it. You can also disenchant cards that aren't soul bound if you want but you get significantly less when doing this. The only reason to disenchant is if you already have the deck limit for the card you received.
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Post Post #477 (ISO) » Mon Jul 07, 2014 5:48 am

Post by Juls »

Bear=at (wtf iphone)
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Post Post #478 (ISO) » Mon Jul 07, 2014 6:21 am

Post by quadz08 »

what does 'soul bound' mean?
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Post Post #479 (ISO) » Mon Jul 07, 2014 6:25 am

Post by Hyperion »

THose are the ones you start with, you can't destroy them to get dust
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Post Post #480 (ISO) » Mon Jul 07, 2014 6:46 am

Post by quadz08 »

Ok, I think that makes sense. Thanks. :)
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Post Post #481 (ISO) » Mon Jul 07, 2014 7:33 am

Post by Human Destroyer »

In post 474, quadz08 wrote:can somebody explain how dust / crafting works to me? I got dust after finishing my first arena run, but I don't reeeeally understand what I'm doing with it.
You get 1/4 the dust for disenchanting a card (commons you only get 1/8 dust)

You can craft cards for the following costs:

Common - 40
Rare - 100
Epic - 400
Legendary - 1600

Disenchanting a golden card is worth the cost of a regular card of the same rarity (except Commons again, 50 dust there)

Golden cards can be crafted for double the cost of the regular card.
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Post Post #482 (ISO) » Mon Jul 07, 2014 7:54 am

Post by xRECKONERx »

Here's a handy cheat sheet for crafting!

RarityCrafting (Normal)Crafting (Golden)Disenchanting (Normal)Disenchanting (Golden)
Common (White)40400550
Rare (Blue)10080020100
Epic (Purple)4001600100400
Legendary (Orange)160032004001600


The best time to disenchant is going to be right after balance changes in a patch, because for two weeks any cards that had balance changes will DE for their full amount.
You cannot disenchant soulbound cards, meaning the cards you get either by creating a new account or the cards you get as a reward for leveling up the classes.
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Post Post #483 (ISO) » Mon Jul 07, 2014 8:10 am

Post by Juls »

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Post Post #484 (ISO) » Mon Jul 07, 2014 8:17 am

Post by InflatablePie »

General crafting tips -

- Before crafting, do research into a few decks you'd want to play. Keep an eye on common card suggestions between the decks. It's easier to craft solid neutral/popular cards than save up to craft specific cards and then not have enough dust to craft other cards that have more uses.

- Craft good neutral rares first. Examples include: Azure Drake, Argent Commander, Knife Juggler, Defender of Argus, Sunwalker, Wild Pyromancer, Sunfury Protector, Stampeding Kodo, Violet Teacher, Young Priestess. I'd rank them somewhat in that order.

- Disenchanting a golden card gets you a regular same-rarity card of your choice. The exception is commons, which give 10 more dust. I personally disenchant golden commons if they're cards I'm never using, or even normal commons that suck (Wisp, Windfury Harpy, etc.). Keep in mind that the 'auto-disenchant' button will not disenchant normals or goldens if you have more than 2x between them (so if I have 2 Mind Control Tech and one Golden MCT, neither will go into the auto-DE button). If I like the golden enough, or if I use the card often, I'll disenchant one of the regulars and have 1 of each.

- I actually don't see the problem with crafting commons if you really need the cards for a deck, because it's sometimes harder to rely on pack pulls since you only get 4 (or less!) commons per pack anyway, and there's a lot. You lose a lot more dust if you pull extras, though, but I don't mind as much because it's worth it to have certain commons. I crafted both my Harvest Golems and have never pulled an extra; no regrets. Good neutral commons to craft - Harvest Golem, Loot Hoarder, Acolyte of Pain, Earthen Ring Farseer, Argent Squire, Ironbeak Owl (1), Scarlet Crusader, Spellbreaker (1).

- I personally would DE shitty golden legendaries into good ones. I DE'd a regular Lorewalker Cho to build a cheap Midrange Hunter deck, I'd totally get rid of a golden one for a Rag/Sylvanas/Cairne/Black Knight/Leeroy.

Class-specific rare cards to craft (although plenty of classes use specific neutrals, such as Injured Blademaster in Priest & Shaman, Twilight Drake in Warlock etc.):
Druid - Keeper of the Grove
Hunter - Savannah Highmane, Eaglehorn Bow for control/trap Hunter, Flare if you really like Hunter/Kolento midrange.
Mage - Kirin Tor Mage & Counterspell for Mage-Aggro, Blizzard for control.
Paladin - Equality, Aldor Peacekeeper
Priest - Auchenai Soulpriest, ???
Rogue - SI:7 Agent, Blade Flurry(?)
Shaman - Feral Spirit, Lightning Storm, Mana Tide Totem (1)
Warlock - Doomguard
Warrior - Frothing Berserker, Armorsmith

I'm sure some will disagree and/or add picks to this list.
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Post Post #485 (ISO) » Mon Jul 07, 2014 8:36 am

Post by AGar »

Pie pretty much hit it on the head.

Thalnos is also a useful early legendary to craft, he finds slots in a lot of different decks.
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Post Post #486 (ISO) » Mon Jul 07, 2014 9:14 am

Post by quadz08 »

How can I tell if a card is Golden?
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Post Post #487 (ISO) » Mon Jul 07, 2014 9:25 am

Post by AGar »

When you crack a pack it'll say something like 'GOOOLDEN COMMON' in that awful accent. It'll have golden borders and there will be an animation for the picture instead of just "hey here's a picture"
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Post Post #488 (ISO) » Mon Jul 07, 2014 9:55 am

Post by xRECKONERx »

In post 484, InflatablePie wrote:Class-specific rare cards to craft (although plenty of classes use specific neutrals, such as Injured Blademaster in Priest & Shaman, Twilight Drake in Warlock etc.):
Druid - Keeper of the Grove
Hunter - Savannah Highmane, Eaglehorn Bow for control/trap Hunter, Flare if you really like Hunter/Kolento midrange.
Mage - Kirin Tor Mage & Counterspell for Mage-Aggro, Blizzard for control.
Paladin - Equality, Aldor Peacekeeper
Priest - Auchenai Soulpriest, ???
Rogue - SI:7 Agent, Blade Flurry(?)
Shaman - Feral Spirit, Lightning Storm, Mana Tide Totem (1)
Warlock - Doomguard
Warrior - Frothing Berserker, Armorsmith
This is an okay list, though I think the Kirin Tor list for mage is above average at best.
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Post Post #489 (ISO) » Mon Jul 07, 2014 2:31 pm

Post by esuriospiritus »

yeah, my aggro mage deck doesn't use any secret-related cards.

Other good rares to craft: Holy Fire for priest, Gadgetzan Auctioneer (neutral)
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Post Post #490 (ISO) » Mon Jul 07, 2014 2:50 pm

Post by Hyperion »

Oasis SnapJaw + Divine Spirit + Inner Fire= 14/14 creature for 7 mana (which can be distributed over multiple turns)
Its a little tricky to pull off because you need all 3 at the same time but when it just falls into your lap it feels so good.
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Post Post #491 (ISO) » Mon Jul 07, 2014 2:54 pm

Post by RayFrost »

You're better off using a mogu'shan warden for that, methinks
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Post Post #492 (ISO) » Mon Jul 07, 2014 2:57 pm

Post by AGar »

Pretty much the same card in that particular situation.
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Post Post #493 (ISO) » Mon Jul 07, 2014 3:00 pm

Post by Hyperion »

Same cost, same attack, it just depends on if you want it to have taunt or not, either way the opponent would probably go out of their way to attack it to reduce its attack anyway so its effectively similar to having taunt anyway
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Post Post #494 (ISO) » Mon Jul 07, 2014 3:11 pm

Post by Human Destroyer »

Kirin Tor + Counterspell is used in Control Mage, not Aggro Mage.
In post 493, Hyperion wrote:Same cost, same attack, it just depends on if you want it to have taunt or not, either way the opponent would probably go out of their way to attack it to reduce its attack anyway so its effectively similar to having taunt anyway
Unless I had hard removal/silence (or could somehow deal 14 damage) I would probably ignore it cause I'd probably gain more tempo from attacking the opponent.

Oasis Snapjaw is actually better in this situation than Mogu'shan Warden because it can't be hit by The Black Knight.

In terms of what to craft and when, I wouldn't craft commons or rares unless I was really close to a deck or had a ton of dust to spare. I'd save up for a legendary or maybe a good epic like Faceless Manipulator.

If you don't plan on spending money getting all the cards (or even a decent chunk of the cards) will be hell because of the relative rarity of epics and legendaries, but it's technically possible.

Someone calculated that the best way to complete your card collection is to not craft anything until you have enough dust to complete your collection from the cards you have. I have not (and do not plan to) experiment with this, however.
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Post Post #495 (ISO) » Mon Jul 07, 2014 3:21 pm

Post by Human Destroyer »

In post 484, InflatablePie wrote:Class-specific rare cards to craft (although plenty of classes use specific neutrals, such as Injured Blademaster in Priest & Shaman, Twilight Drake in Warlock etc.):
Druid - Keeper of the Grove
Hunter - Savannah Highmane, Eaglehorn Bow for control/trap Hunter, Flare if you really like Hunter/Kolento midrange.
Mage - Kirin Tor Mage & Counterspell for Mage-Aggro, Blizzard for control.
Paladin - Equality, Aldor Peacekeeper
Priest - Auchenai Soulpriest, ???
Rogue - SI:7 Agent, Blade Flurry(?)
Shaman - Feral Spirit, Lightning Storm, Mana Tide Totem (1)
Warlock - Doomguard
Warrior - Frothing Berserker, Armorsmith
I personally think neutrals are more important. I'd craft, most importantly:

[5] Azure Drake (4/4, battlecry: draw a card, spell power +1)
[4] Defender of Argus (2/3, battlecry: give adjacent minions taunt & +1/+1)
[2] Knife Juggler (3/2, deals 1 damage to a random enemy every time you play a minion)
[6] Sunwalker (4/5, taunt, divine shield)
[2] Sunfury Protector (2/3, battlecry: give adjacent minions taunt)
[3] Injured Blademaster (4/7, battlecry: deal 4 damage to itself)

That's all I can think of right now but I'm sure there's more
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Post Post #496 (ISO) » Mon Jul 07, 2014 3:47 pm

Post by InflatablePie »

yeah, I gave some neutral examples above that part of the post >_>

also in a meta filled with Azure Drakes I'm surprised you suggested Injured over Argent Commander, especially considering I've only seen Injured used in Shaman and Priest.
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Post Post #497 (ISO) » Mon Jul 07, 2014 4:50 pm

Post by RayFrost »

In post 492, AGar wrote:Pretty much the same card in that particular situation.
I coulda swore mogu'shan cost less, only reason I posted.

I don't play enough to actually have costs memorized tho, silly me. :oops:
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Post Post #498 (ISO) » Tue Jul 08, 2014 12:57 am

Post by Human Destroyer »

In post 496, InflatablePie wrote:yeah, I gave some neutral examples above that part of the post >_>

also in a meta filled with Azure Drakes I'm surprised you suggested Injured over Argent Commander, especially considering I've only seen Injured used in Shaman and Priest.

I just forgot Argent Commander

Also I apparently couldn't read that you posted a neutrals list already
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Post Post #499 (ISO) » Tue Jul 08, 2014 2:49 pm

Post by Human Destroyer »

As of now I officially have all the cards!

This means of course that instead of building good decks like I intended I will be building ridiculously bad gimmick decks!
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