Info
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 the major types of advantage a player may have over the opponent. Tempo is concerned with the player`s control over the game in the immediate and short-term, particularly with minions 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 played on 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 , whereas card advantage is about having more options and resources than the opponent over the long run, including cards in the hand A typical hand. The green highlighted cards can be played, while the yellow highlighted card has a special effect enabled by the current state of the game. The hand is where each player keeps the . Given enough time, card advantage naturally turns into tempo advantage, since maintaining momentum requires having cards that can respond to enemy obstacles.
Definition
While tempo is often considered to be fairly simple term to understand, it is also often considered to be among the more difficult things in Hearthstone to describe verbally. Multiple suggestions have been made, some of which are below:
- The momentum of the match. About the original and among many unofficially accepted "right" definition. Be that as it may, its obscureness can lead to misunderstandings and odd interpretations causing confusion in discussion.
- The change of the board state in a given time (usually either a play or a turn, as in "a good/bad tempo play/turn"). The pros of this definition are it`s simplicity.
- The speed at which a player is reaching his/her win condition. An alternate interpretation of the original definition that is especially useful when discussing decks that don`t mainly win by gaining board control or that don`t aim at reaching that goal at the start of the game.
- The value of the effect on the board state divided by the mana used. The main upside of this definition is its form of a mathematical formula, so in the future it could be applied in other calculations.
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Evaluation
Tempo is strongly associated with board control Board control is an unofficial term usually referring to a player s ability to keep the opponent from building up minions on the battlefield, or "board". Control decks are named after this strategy, aiming to control . It could for example be defined as the change of board state in a given time. A player with a clear tempo advantage will have multiple minions in play which the opponent is not able to easily remove. On the other hand, if both players end up losing and replacing all their minions each 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 , the tempo is close to even.
Often the advantage can be judged by whether a player could kill the opponent`s minion(s) without sacrificing all of their own minions. For instance, if a paladin has a Spider Tank Spider Tank Set: Goblins vs Gnomes Type: Minion Subtype: Mech Rarity: Common Cost: 3 Attack: 3 Health: 4 "What if we put guns on it?" -Fizzblitz, staring at the spider-transportation-machineSee this card on Hearthpwn data and a Shielded Minibot Shielded Minibot Set: Goblins vs Gnomes Type: Minion Subtype: Mech Class: Paladin Rarity: Common Cost: 2 Attack: 2 Health: 2 Abilities: Divine Shield Divine ShieldHe chooses to believe what he is programmed to believe!See this at the end of their third turn while the opponent has no minions, the player would likely be able to kill the opponent`s 3-drop, such as another Spider Tank, while keeping at least one of their two minions alive. Since the paladin enters each turn with living minions and plays even more minions during the turn, the pressure is on the opponent to respond to those minions with their own cards, without having the benefit of minions already in play. Thus, the tempo is on the paladin`s side.
It is possible to control the flow of the game even without a statistical advantage of minions in play, if the opponent`s actions are sufficiently restricted, such as with effects like Taunt The shield-like Taunt visual effect Taunt is a minion ability which forces the opposing player to direct any melee attacks toward enemy targets with this ability. Minions with Taunt (commonly referred to as Taunts) serve and freeze A Frozen minion A Frozen hero Freeze is an ability that marks a minion or hero as Frozen. Frozen characters miss their next possible attack. After this, the Frozen status is removed. Frozen status only . Because the opponent is not free to take desired actions (such as using a minion to kill important enemies, or dealing damage to the player), while the player has versatile options (from making advantageous trades to simply racking up damage against the opponent), the player can still be said to be winning the tempo game.
Gaining and reclaiming tempo
The limited supply of mana is the primary restriction on playing cards in the beginning of the game, so making good use of all of it is the primary factor in generating tempo early. This includes playing drops "Drop" is a colloquial term used to describe a minion of a specific mana cost. For instance, a "3-drop" is a minion which costs 3 mana, such as a Silverback Patriarch. The term may be each turn that efficiently consume all available mana, trading up 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 and using removal Removal is the term used to refer to the elimination of minions from the battlefield. Hard removal describes cards and effects that can neutralize minions regardless of most defenses, such as high Health or Divine when necessary to make one`s own mana "do more work" than the opponent`s, and sometimes using effects that decrease costs or increase the actual amount of mana available.
Various mechanics have different effects with regard to tempo:
- Weapons Garrosh Hellscream ready to attack using an equipped Fiery War Axe For the equip ability, see Equip Weapons are special cards which can be equipped by heroes. Each weapon has an Attack value and a are an excellent tool for controlling the game, since their multiple charges allow them to remove multiple enemy cards from the board using only one similarly-priced card.
- "Fast" minions that have an immediate effect (such as a Battlecry Battlecry is an ability where a particular effect activates when the card with the Battlecry is played directly from the hand. Although mostly limited to minions, some weapons also have Battlecries. Activation of Battlecries are or Charge For the card of the same name, see Charge (card) Charge is an ability allowing a minion to attack the same turn it is summoned. Charge is available to all classes, but is most strongly ) are generally better for tempo than standard "slow" minions that must wait a turn to act (which gives the opponent the opportunity to respond to them efficiently).
- For instance, Fire Elemental The subject of this article is due to undergo changes soon. For details, see below. Fire Elemental Set: Basic Type: Minion Subtype: Elemental Class: Shaman Cost: 6 Attack: 6 Health: 5 Abilities: Battlecry, Deal damage can be used to kill a 3-health minion instantly, or Kor`kron Elite Kor kron Elite Set: Basic Type: Minion Class: Warrior Cost: 4 Attack: 4 Health: 3 Abilities: Charge ChargeThe Kor kron are the elite forces of Garrosh Hellscream. Let s just say you don t want to run into these may charge into an important 1/3 minion. In addition to these immediate effects, both cards leave minions on the board which can be further used to gain control.
- Taunt The shield-like Taunt visual effect Taunt is a minion ability which forces the opposing player to direct any melee attacks toward enemy targets with this ability. Minions with Taunt (commonly referred to as Taunts) serve is sometimes considered a "fast" ability because it immediately restricts the attack options of enemy minions, often forcing them into unfavorable trades. Be that as it may, because the effect is not truly immediate, the opponent still has the opportunity to neutralize the minion with some other effect.
- Battlecries, passive effects, or spells that help other minions trade efficiently can also be effective tempo boosters. Be that as it may, these typically require that a player already have some minions in play, and may be difficult to use if significantly behind.
- A Shattered Sun Cleric Shattered Sun Cleric Set: Basic Type: Minion Cost: 3 Attack: 3 Health: 2 Abilities: Battlecry Battlecry: Give a friendly minion +1/+1.They always have a spare flask of Sunwell Energy Drink™!See this card on Hearthpwn data turning a 2/3 ally into a 3/4 could allow it to kill an opposing 2/3 in one hit, leaving two 3/2 minions for the player and nothing for the opponent - a solid tempo advantage on turn 3.
- A Raid Leader Raid Leader Set: Basic Type: Minion Cost: 3 Attack: 2 Health: 2 Tags: Area of effect, Ongoing effect Your other minions have +1 Attack."That s a 50 DKP minus!"See this card on Hearthpwn data page] Raid `s extra attack power could enable a whole field of minions to trade up for more valuable ones, solidifying a tempo advantage or breaking a stalemate.
- The healing from an Earthen Ring Farseer Earthen Ring Farseer Set: Classic Type: Minion Rarity: Common Cost: 3 Attack: 3 Health: 3 Abilities: Battlecry, Restore Health Battlecry: Restore 3 Health.He can see really far, and he doesn t use a telescope like those could allow a damaged Chillwind Yeti Chillwind Yeti Set: Basic Type: Minion Cost: 4 Attack: 4 Health: 5 He always dreamed of coming down from the mountains and opening a noodle shop, but he never got the nerve.See this card on to remain in play after hitting an opposing Bloodfen Raptor Bloodfen Raptor Set: Basic Type: Minion Subtype: Beast Cost: 2 Attack: 3 Health: 2 "Kill 30 raptors." - Hemet NesingwarySee this card on Hearthpwn data page] Bloodfen Raptor is a neutral minion card, from the , foiling an opponent`s plan to kill it at little cost.
- 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 acceleration can be a huge contributor to tempo by increasing the amount of mana available compared to the opponent. 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] trades 2 mana (and its associated tempo) early for a gradually increasing tempo advantage in subsequent turns due to the additional Mana Crystal. 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 , Innervate Innervate Set: Basic Type: Spell Class: Druid Cost: 0 Tags: Mana-related Gain 2 Mana Crystals this turn only.Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.See this card on Hearthpwn data page] and Preparation Preparation Set: Classic Type: Spell Class: Rogue Rarity: Epic Cost: 0 Abilities: Modify cost Tags: Spell-related The next spell you cast this turn costs (3) less."Be Prepared" - Rogue MottoSee this card on Hearthpwn data provide one-time tempo boosts by increasing the number or power level of cards playable in a single turn. Of course, mana acceleration is only as valuable as the use that the mana is put to. If the resulting cards are used inefficiently or the mana is simply wasted, then it has not contributed to the tempo.
- Just as acceleration increases tempo, mana penalties can significantly hurt it. Most common is the 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 ability, which trades a slightly stronger effect (and tempo gain) on one turn for reduced mana (and tempo loss) on the next turn. Arcane Golem Arcane Golem Set: Classic Type: Minion Rarity: Rare Cost: 3 Attack: 4 Health: 4 Abilities: Battlecry Tags: Mana-related Battlecry: Give your opponent a Mana Crystal.Having Arcane golems at home really classes up the place, and gives the opponent additional mana and therefore tempo 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 slows the player`s momentum in multiple subsequent turns. Players must judge whether the increased power of these cards is worth the tempo drawback.
- 0-cost spells such as Backstab Backstab Set: Basic Type: Spell Class: Rogue Cost: 0 Abilities: Deal damage Tags: Damaged-related Deal 2 damage to an undamaged minion.It s funny how often yelling "Look over there!" gets your opponent to turn around.See this are clear increases in tempo: the caster may do everything else that was planned for the turn, plus a bonus effect for no cost at all. Be that as it may, these cards usually have a fairly small effect and are therefore poor for card advantage Sometimes, you’ll find yourself in a position where you can easily play your whole hand while your opponent is still holding on to close to the maximum of 10 cards. Unless you can win the .
- Area of effect Area of effect (AoE) is the term for an effect which affects all characters of the specified type. Common targets for AoEs include all enemy minions, all minions, and all characters. AoE is defined in spells can be effective at "catching up" on tempo once behind. Be that as it may, it should be noted that expensive AoE spells often prevent the caster from playing minions on the same turn. This can allow the opponent to take back the tempo by simply casting more minions on their own turn.
- Single target removal Removal is the term used to refer to the elimination of minions from the battlefield. Hard removal describes cards and effects that can neutralize minions regardless of most defenses, such as high Health or Divine often only breaks even on momentum. It can only be played defensively (it cannot be played before the opponent has played a target for it), only removes one piece of the opponent`s power, and tends to cost almost as much as the target removed. Be that as it may, when used thoughtfully it can enable advantageous trades which build up tempo, or prevent the opponent from making such trades.
- Especially cheap removal may directly cause a tempo gain if the cost of the removal is far lower than the minion removed. For instance, Naturalize Naturalize Set: Classic Type: Spell Class: Druid Rarity: Common Cost: 1 Abilities: Destroy, Draw cards Destroy a minion. Your opponent draws 2 cards.Another one bites the dust.See this card on Hearthpwn data page] Naturalize is is a 1-for-3 exchange in card advantage but is so cheap that its tempo gain may help a druid win anyway.
- Return A return to hand or return effect is a card effect whereby a minion, or more rarely a weapon or spell, is returned to the controlling player s hand. The target returns to its original card effects such as Sap Sap Set: Basic Type: Spell Class: Rogue Cost: 2 Abilities: Return to hand Return an enemy minion to your opponent s hand.Rogues love sappy movies.See this card on Hearthpwn data page] Sap is a rogue spell are a cheap alternative to removal. While disadvantageous in terms of cards (since the enemy card is not actually destroyed), the low cost makes them much easier to play in the same turn as other cards.
- The standard 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 are the worst tempo abilities available, since their effects are far smaller than cards that cost the same amount. This is the tradeoff for their high card advantage Sometimes, you’ll find yourself in a position where you can easily play your whole hand while your opponent is still holding on to close to the maximum of 10 cards. Unless you can win the (they consume no cards at all). As with removal, be that as it may, if used thoughtfully in the right situation, damage-dealing hero powers may at least prevent an opponent from gaining too much tempo by trading a one-health minion into a much stronger one.
Player health and damage
Having the tempo on one`s side often leads to damage against the opponent, since any minions not used for trading can be used to attack the face See more: Hero The face is a slang term for a player s hero as the target for damaging attacks and effects, as opposed to minions. "Going face" or "attacking the face" refer to focusing one s . It is possible for a player with a significant tempo advantage in the early game to kill the opponent before any card disadvantage can be gained or put into full effect. Or, they may eventually lose the tempo, but not before dealing enough damage that the opponent can be killed with a sudden burst Burst damage or burst potential refers to a player s ability to deal a large amount of damage in one or two turns, allowing a player to finish off a previously damaged opponent, or deal an later on.
As the latter scenario illustrates, player health is not a reliable direct indicator of tempo. A player at 30 health facing a player with 15 health might have the tempo, but they could just as easily have done the damage in the first few turns of the game, then lost their advantage after the opponent made a series of favorable trades or efficient removals.
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Common deck types | Dragon Priest |