Template:Arcane Golem strategy

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Arcane Golem has slightly above average stats for its cost, but comes at the price of giving your opponent a Mana Crystal. Since an extra Mana Crystal will provide a substantial advantage for the first several rounds of the game, this drawback should not be taken lightly.

One good strategy would be to summon the Arcane Golem on turn 9 or later, where the opponent would already have 10 Mana Crystals next turn, thus removing any drawback from the minion's Battlecry. However, by this point the reduced cost of the card is likely to be irrelevant.

Since its change in Patch 5.0.0.12574 (2016-04-24), this card has lost Charge, and also its place as a game-finishing card in aggro decks. It is now more survivable, but without the ability to immediately deal damage, this card's drawback will usually far outstrip the small stat advantage offered by this card, meaning there are likely better alternatives. In Wild format  Dancing Swords has the same cost and stats, but provides card draw instead of a Mana Crystal - likely a smaller advantage, at least during the early game - and through a Deathrattle rather than a Battlecry, delaying the effect.

Note that unlike  Wild Growth, Arcane Golem will not grant any extra cards for players who already have 10 Mana Crystals.

Since Forged in the Barrens was released, they took 2 Health from him, but gave him the Charge just like it used to be.


This template contains Strategy content for these cards.


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