Standard reference & strategy
Deck archetypes
Deck archetypes

Burn

Count damage from hand and future attacks before choosing a play. Learn when a burn deck should spend damage on defense or save it to finish.

Burn decks use spells, card effects, and sometimes weapons to finish the enemy. Early minions can lower the hero's Health before damage from hand ends the game.

Your plan depends on total damage, how soon you can use it, and how much the enemy can heal or gain Armor.

Keep a damage count

Count three groups separately: damage you can use now, likely future minion attacks, and damage still in the deck. Include the mana needed to draw or set up a finishing spell.

Spell Damage can change the total and the play order. Check protection, targets, and mana. A plan that is nearly enough is not a win.

Damage used on a minion cannot also hit the hero. Spend it when that removal saves enough Health, attacks, or time to improve the race. Always going face can be wrong. Saving your minions for two more attacks may deal more damage than the spell you used to protect them.

A simple example

Suppose the enemy has 12 Health and no Armor. Your ready minion can attack for four, and two damage spells can deal four each. If you can pay for both spells, target the hero, and make the attack, that totals 12. Using one spell on a minion reduces your immediate hero damage to eight. Recount the finish whenever you spend damage on defense.

Strengths and weak spots

Burn may win even when the enemy board blocks attacks. It also punishes players who forget about damage from hand.

Healing, Armor, disruption, and faster attacks can beat your damage plan. If the enemy moves out of range, consider saving a larger burst, making minions, or drawing for a better play. Holding damage may also hide your plan or stop the enemy from getting an easy healing turn.

To plan draw and consistency, check how you find enough damage in time to use it.