Opening Moves

Author: Andrew ‘The Water Boiler’ Klawitter
“Neglecting that first turn could lose you the game, without you even realizing it.”
How many games have you played where in the later stages, you end up counting up your possible damage and it would leave your opponent with a single lifepoint remaining? To consider a possible solution, imagine yourself in the following situation:
Just 1 mana crystal, and 4 cards in hand. Sound Familiar? Thats right, you lost the flip and have to go first, no coin for you. I know, it sucks. But having the right opening move can make all the difference in the tempo of the game.
The largest setback to a turn 1 play is your opponent gets the opportunity to respond with 2 mana crystals (using their coin). This is most evident against Rogue, Mage, or Druid opponents, who can spend that coin, and activate their hero power, to demolish an X / 1 creature. That being said, if you are facing down one of the other 6 classes, a considerable gain can be achieved by getting in an early play, putting your opponent on the defensive, and thus setting the tone of the game.
Some readers may mistake this advice as saying you should include a large amount of cheap creatures in your decks but this is not what I am advocating at all. I am inferring that it can become easy to neglect or habitually disregard that first turn play option.
Simply clicking the “end turn” button can be a giant mistake. Many times you’re left with no other option by incorrectly mulliganing, or even earlier, during deckbuilding. Without discussing any particular deck, let us look at all the possible opening moves and discuss which ones are the strongest (or weakest) in the particular classes.
The Neutral Cards:
1/1: Wisp, Angry Chicken, Argent Squire, Elven Archer, Grimscale Oracle, Stonetusk Boar, Young Dragonhawk.
The only strong first turn playable card in this group is the Argent Squire, the Divine Shield it comes with almost ensures that it will survive to your second turn. The Elven Archer and Stonetusk Boar could ping your opponent for a single life point, but this is not an effective use for these cards, that 1 damage is best utilized in killing off an opposing minion later in the game, rather than for a single damage reducing an opponent’s life total from 30 to 29, just to die off, meaninglessly.
2 /1: Abusive Sergeant, Leper Gnome, Murloc Raider, Southsea Deckhand, Voodoo Doctor, Worgen Infiltrator, Young Priestess -
Many of these contain a Battlecry effect which are useless during the first turn. You have to think of these like safetynet effects, something that will be useful should you happen to draw them in the later turns. If you draw them early, they should be considered blank text 2 / 1 creatures for now. Taking this into consideration the strongest opening play from this group would be either the Leper Gnome or the Worgen Infiltrator, both of which are a turn-delayed 2 damage effect for a single mana crystal. Worgen Infiltrator is actually more defensive than offensive, providing a preemptive answer to an opponents 3 / 2 play (since it trades up for that creature.)
1 / 2: Bloodsail Corsair, Goldshire Footman, Hungry Crab, Lightwarden, Murloc Tidecaller, Secretkeeper
Once again the Battlecry effects make a few of these creatures mere 1 / 2 critters, and thus woefully inadequate first turn creatures. The three I have my eye on; Secretkeeper, Lightwarden, and Murloc Tidecaller each contain ‘build your deck around me’ ‘whenever’ clauses. These minions are given 2 health in order to (hopefully) survive long enough for other cards to be played, triggering their ‘whenever’ text.
0 / 4: Shieldbearer
With zero attack, except for in a fringe weenie-combo-deck design, this minion is used for primarily for protective purposes. His only acceptable use is in a fringe weenie-combo deck, hellbent on unleashing his Inner Fire, or planning a Rampage, after revealing his Inner Rage, or perhaps taking lessons given by the local Master Swordsmith.
Class Cards:
Druid:
Let’s start with the most powerful opening possible. Yep, you’ve got that godly opening hand, 2x Innervate! You just won the lottery and who said luck wasn’t a factor in this game? They were obviously lying. Casually dropping a 4/4 charging Druid of the Claw onto the battlefield and smashing in is perhaps the strongest opening period. More commonly, a single Innervate to play Harvest Golem is about as ideal an opening move as you could hope for.
Hunter:
Let’s say your mulligan didn’t exactly turn out how you wanted and your starting hand is lacking in cards for crystal costs 2 or 3. The Hunter can make use of Tracking allowing you to filter through the next three cards, setting up those future turns. If you are looking for something more aggressive, the previously mentioned Leper Gnome or Secretkeeper will both fit well into a hunter themed deck.
Mage:
Mana Wyrm unlike the Northshire Cleric is an easy first turn play. The mage has plenty of low cost spells to sling at minions (most notably, the 2 crystal Frostbolt) and as such the early Mana Wyrm can power up quickly, becoming a serious threat. I have also been experimenting with a Voodoo Doctor, which is a blank 2 / 1 early but gives the mage access to a cheap Lesser Heal in the late game.
Paladin:
As always, Paladins are happy giving Argent Squire their blessings. I have recently been toying with two other interesting one crystal minions, the Secretkeeper and the Young Priestess. Secretkeeper works well, due to the low crystal cost of the Paladin secrets. As for the Young Priestess, as long as your opponent doesn’t have any focused damage to take her out, she has the potential to generate extra health for your more considerable threats later on.
Priest:
I have seen many players drop the Northshire Cleric as early as turn one. I disagree with this course of action for one reason: by leaving this minon exposed it gives your opponent a chance to destroy it before you have triggered it’s text. I tend to consider the Northshire Cleric only starting at 3 crystal cost, as you will want to use your hero ability to draw a card on the turn you deploy this minion. Lightwarden is equally difficult to trigger her text early. So while you generate a 1 / 2 that might survive an opposing ping, if your opponent ignores it, there is no one to heal to trigger the +2 attack in the early stages of the game. This is a common case where the ability sounds better than it actually is.
Rogue:
Similarly to the Warrior, the Rogue can buff its creatures very cheaply but it doesn’t have cheap minions of its own. Any opening play minion that survives, if followed up by a Backstab/Cold Blood Combo, will lead to highly aggressive starts. Argent Squire or Southsea Deckhand don’t get any better than paired up with a rogue.
Shaman:
Oh Dust Devil, why do you tempt me so? A 3 / 1 windfury is exciting, but sadly not worth playing. The risk/reward factor is just too high on this little minion. It overloads, such that if your opponent does have an answer, you have just forfeited not only this turn, but your next turn as well. Sadly, the single healthpoint is just too fragile to pit all your successes on. I have not been able to figure out a solid early game for Shaman, my basic shaman opening is the classic Argent Squire or simply to click that dreaded “end turn button” and hope to draw my Stormforged Axe, mitigating any early aggression that might be coming my way.
Warlock:
The Warlock has some incredible, cost effective, and class specific, early minions: Blood Imp, Flame Imp, and Voidwalker are all respectable, first turn playable, cards, and all three become considerably worse as the game progresses. [incidentally, Mortal Coil is a solid example of a counter-play to any first turn X / 1 minion from your opponent, if you are thinking about the other side of the coin] I have seen many Murloc decks that use a warlock shell for drawing additional little murlocs quickly thanks to the warlock hero power. For this reason, I would rate the two best opening card choices to be either the Flame Imp or the Murloc Tidecaller.
Warrior:
Nothing exciting that is class-specific here, everything starts heating up at 2 crystals, so the first turn is merely setup. Shieldbearer can lead to some interesting combinations, since the warrior likes to exchange health for extra damage capabilities. But for a more solid deck design, I would say the best card for an aggressive warrior would be either the Leper Gnome or Southsea Deckhand. - for the added benefit of a possible charge later on.
Conclusion
In conclusion, I leave you with a word of caution when you first start adjusting your strategy to include some of these particular opening moves: Don’t get frustrated if your plan to play an early minion just gets them killed by a small damage spell now and again, this is actually a good thing. What ends up happening, is the early minions are baiting those removal spells. Because even though they are not getting in a lot of damage themselves, they are pulling the removal spells from your opponents hand, allowing the more significant threats in a deck to survive in later turns.
What is your favorite opening move? Or are you more satisfied letting your opponent set the opening tempo of the game, only to steal it back in the later stages? Please let me know in the comments section.







Good read!
Very important to have early game minions that can be beneficial to you in the later game.
I’m starting to take a liking to stealth minions lately … maybe i’ll put a worgen infiltrator in my deck.
Very nice article.
I’m definitely a control player. I’m not sure why, but I just can’t get into aggressive decks. I just let my opponent have the board, do what he wants, and then crush it mid-late game. I find that more satisfying over just throwing fragile minions out there to be crushed by anything.
My opinion is that the Leper is the best start in general if you don’t have a coin. It does 2 damage and even it dies deals 2 additional damage to the enemy hero.
” Lightwarden is equally difficult to trigger her text early. So while you generate a 1 / 2 that might survive an opposing ping, if your opponent ignores it, there is no one to heal to trigger the +2 attack in the early stages of the game. This is a common case where the ability sounds better than it actually is.”
This is incorrect - you can heal your opponent! If you Turn 1 Lightwarden, on Turn 2 you can hit your opponent then heal him for 1. This turns your Lightwarden from a 1/2 into a 3/2, and prevents your opponent from trading favorably.
Thanks for the article. Warlocks do seem to be the kings of turn 1. I am wondering how many 1 mana cards should I run in my deck? Does this depend if running an aggressive deck or control deck? Or the class I am playing? How many 1 mana cards do you typically run in arena?
Thanks.
imo the strongest druid opening is either
coin innervate yeti or
coin innervate innervate cairne
obviously this needs you to go second but if you manage to get those out its really really hard in turn 2, 3 maybe even 4 for your opponent and you gain a huge edge
Very interesting to read. Classes like the rogue or aggrolocks definitely benefit from having a coin early. Although as a rogue it is often better to save the coin for turn 2 and combo out your SI7 Agent.
Wise words for anyone to remember… I can’t tell you how many games I’ve reviewed where I’ve used the coin too quickly or something of that nature.
Regarding the Lightwarden for priest. What you do on your turn 2, is attack the face of your opponent for 1hp, then heal them, and you’ve now upgraded your 1-2 to a 3-2.
Also, if you run Youthful Brewmaster and/or Power Word Shield. You can run out a Northshire Cleric relatively safely. You still have to be aware of frostbolt, heroic strike, shadow word pain, backstab, wrath, soulfire, lightning bolt / rockbiter weapon, hunters mark + arcane shot…
So pretty much every class except maybe paladin can deal with it turn 2. Tho the thing is, they need the right cards - so you can gamble it. Players will aim for low mana minion drops during the draw, unless it’s a control / miracle type deck. The only downside is that good players will not give you an opportunity to proc the text anyway if you run it out. Hence, why I will run it with a follow-up in my hand like Youthful Brewmaster, Power Word Shield, or Shadow Word: Pain. If you can draw an Earthshock from a shaman, then turn 2 youthful brewmaster - you got a 3-2 on the board, your opponent wasted a silence, and you’ve pinged him for 1 dmg.
What about the three 1-cost naxx cards? It’s just curious to let the article go out of date after one day, you could give it some extra relevance.
It’s also a shame, because the 1-cost cards are really worth debating IMO, especially Zombie Chow. It’s a great card to play until about turn three or four, but if you aren’t playing a to-the-face deck with lots of early aggro then it looks pretty viable.
I LOVE this card for priest already because
1. Auchenai Soul priest. Is the synergy real???
2. Priest is not aggro in early game, so you’re not likely to be wasting too much damage there, usually healing maybe two hit points on the deathrattle if that.
3. Plenty of health, so great for trading then healing. Nice play is to get the Zombie Chow out early, then you can heal it and draw cards off of the northshire cleric.
Having said all that, maybe Priest aggro with mass dispel is the new meta!!!?!
@DCRorshach, This part of the opening moves article was actually written in January, but I will oblige your request for a quick Naxxramas look. As there are only 3, 1-cost minions, in the set. Please be advised, this is only a preliminary visual examination, since I am writing this when the Arachnid Quarter was just released, we do not have access to play these cards in our decks yet.
Undertaker - a 1/2, similar to that of Secret Keeper or Murloc Tidecaller, as a comparison. But I would say it is slightly stronger than both. With the right deck design, this guy can grow out of hand quickly, so I like him as an opening play. If just for the threat of growth, forcing an opponent to respond.
Zombie Chow - as an early 2/3, if you use him aggressively against an opponent’s hero for damage, and it strikes 3 times, then dies, and thus heals him, you only got a net of 1 damage out of the deal. So the damage potential is significantly mitigated compared to that of the simple Leper Gnome. The upside is that this guy is more of a pre-emptive protection against rush. So I consider him more useful as a counter to early minions, where if you trade him off, when your opponent is still at 30 health, the deathrattle is negated. (and yes, the Priest combo potential looks interesting, but hard to evaluate without playing it first)
Webspinner - The real question you need to be asking is, is it worth putting a 1/1 on your table for an opponent to deal with, instead of just picking the beast you prefer (the one you would randomly draw off the deathrattle) in that deck slot instead? It does have the potential to be a 3rd copy of Kodo, or Highmane, if you are RNG lucky. So I would have to play it a few times (as you should with every card), before making a final evaluation.
I hope this helps!