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  1. Hearthstone Class to MTG Colors
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  4. Mage - Red/Blue
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  7. An obvious choice, the aggression of red is clearly present in the plethora of aggressive minions and burn spells (eg Mana Wyrm and Fireball), while the controlling nature of blue is present in efficient card draw and disruptive secrets (eg Arcane Intellect and Counterspell). The class even has an overarching "fire and ice" duality in its flavor.
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  10. Paladin - White
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  13. An easy comparison can be made between the typical aggressive paladin deck and "white weenies". Paladins like to go wide with tokens and buff them up. Their control options are very white too, with the Pacifism-esque neutralization of larger threats in cards like Equality and Aldor Peacekeeper, as well as various life-gain choices.
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  16. Druid - Green
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  19. Druids ramp (and are the only class that can truly do so) so they can play big nasty minions. Not much more needs to be said.
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  22. Hunter - Green/Red
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  25. Hunters play mighty beasts that are often ahead of the power curve so they can beat down their opponent to set up for a burn finish. The card Kill Command demonstrates this best, a burn spell that becomes more powerful when you have a beast in play.
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  28. Warlock - Black
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  31. Warlocks love to damage themselves and sacrifice their minions to get an edge. The symmetrical board-clear Hellfire demonstrates this: dealing 3 damage to all minions and both players. Warlocks trade life total for card advantage, then play powerful demons and removal. There's even a significant discard theme in the class.
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  34. Priest - White/Blue
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  37. Priests can't play aggressive on the level that every other class can, and as such are almost exclusively control or combo decks. Priests gain life and draw cards to run their opponents out of threats, winning the game either through fatigue or through some sort of devastating combo. Their premier 1-drop Northshire Cleric draws cards when minions are healed, demonstrating the marriage of the two colors.
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  40. Warrior - Red/Black
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  43. Warrior is a difficult class to categorize. The class features (and synergizes well with) minions that benefit from taking damage. Symmetrical "whirlwind" (all minions take one damage) effects are common in the class, as well as weapons which act as multi-use burn spells. Despite all this, the class is rarely played aggressively due to its hero power possessing no function but to grow the Warrior's life total through Armor. As such the class tends to opt to outlast its enemies instead. Its wide suite of removal is most analagous to black, so my best estimate of the class is somewhere between red and black, but usually without the aggressive connotations such a combination implies.
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  46. Shaman - Red/White
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  49. Another difficult classification but Shamans tend to present a wide board that is either buffed or sets up for burn to go for the kill. As a hybrid class in WoW terms, the class has a plethora of options that don't necessarily fall cleanly under a color wheel idea. As masters of the four elements, one could surely make a case for green and blue representation in the class as well. The legendary Kalimos certainly displays this multi-faceted nature, as he can choose one of four abilities: heal the shaman, burn the opponent, fill the shaman's board with 1/1s, or wipe the opponent's.
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  52. Rogue - Black/Blue/Red
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  55. The most difficult of the classes to categorize for me, Rogue's resort to underhanded tricks (Backstab/Black) to disrupt their enemy's tempo (Sap/Blue) while pushing their own to quickly burn the opponent out (Cold Blood/Red). The class thrives on cantrips and combos, and isn't afraid to throw away card advantage if it secures an overwhelming lead in tempo. The class features little in the vein of healing or board-clears, making reclaiming a lost board nigh impossible. It is essential for rogues to grab hold of the game early and never lose that advantage.
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