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Hive Mind Heldim Deckbuilding & Strategy

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Feb 20th, 2019
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  1. Heldim Hive Queen is a unique deck, as it capitilizes on the ability of The Hive Mind Queen to draw an additional card on every turn. Therefore your deck must include at least 295 cards in order to satisfy the Queen's start of game condition. Because of the high amount of cards in your deck, specific card choices don't matter that much, as your cards are way more unprobabable to be drawn than in any other deck. The biggest part of your deck should be made out of cheap early game minions. Specifically, the deck usually includes almost every single 1-cost unit as can activate Heldims passive ability on turn, which is usually a good tempo advantage but they are also good to flood the board. This also synergises with the fact that this deck draws significantly more cards than a usual deck, so it will never run out of cards. Generally you want to include units, that grant you good value on their own without the need of synergy with other cards. You should also try to avoid cards, that mainly draw other cards, as you will probably have card advantage anyways. An exception of this are cards that tutor for specific good cards such as Lizabo Pathfinder, which is not only a good removal tool as a 3/5 duelist but also draws you lizabo cards, which are generally better cards in this deck due to most of them having dualist. Your deck should also include good value cards from the mana costs of 2-4 mana. Cards with mana costs of 5 or more should only be included if they give you good removal (Demon Heart, Consume), capitilize on you having a wide board (Rallying Shout, Iron Fist, High King's Commander) or give your hero HP (Consume, Chaotic Hellhound, Seraph of Salvation). Removal and healing are espeacially good in this deck as it is more of a midrange than an aggro deck. Removal is good to destroy units with powerful effects, like most of the Places (Galactic Command Post, Vineyard of Desolation) or difficultly blockable units with big stats like Seraph of Salvation or Devourer of Worlds. It is also useful to include cheap removal spells like Absolute Fire, Lightning Strike and Fireball to kill annoying early game minions like the level 2 awards for Vriktik and Buluc. The amount of healing in the deck should depend on the meta. If the meta consists of severel decks which try to burst down you HP (Vriktik Actions, Ashgerdy Aggro) then healing cards are better inclusions, if the meta mainly consists of board centric decks then you don't have to include a lot of healing. Good healing cards are the expensive ones listed above, but also cheaper ones like Coffee Break, Dr. Cornie and Water Malone.
  2. One card that actually changes the early game plan of the deck is Quest for the grail, as it allows you to play a 1 mana unit on turn 1, then play the quest just to get 1 EXP on turn 2 (probably alongside another 1 mana unit) so that you will have Cassiel available on turn 3
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  4. The playstyle of this deck is usually a mix of an aggressive and a midrange heldim deck. You usually want to hard mulligan for 1-cost units, but if you see a very good card than you can feel free to keep it. It is advised to use all of your mana every turn so you get the most amount of value onto the board. It is also advised to keep track of the number of cards in you hand, so you don't miss to many card draws or miss out the draft. Other than that, the deck is fairly easy and fun to play, but it also requires a lot of gold/amber.
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