Hey, all.
As the title suggests, I am kinda inexperienced, when it comes to hs battlegrounds, and I would appreciate some tips on how to improve my gameplay. Very often I feel like I am making crucial mistakes in the mid game, only because I don't know how to manage my board, how to position some minions and what direction I should take.
Before I continue, I would like to clarify, that I am not interested in achieving a high rating. I just want to try out the cool late-game builds more often. However, I don't always get good or synergistic minions at start and I have absolutely no clue what to buy, in order to increase my chances to survive. In some cases I feel like I am receiving too much damage (cuz my build is probably weak) and I decide to roll and find better minions to replace the current weaker ones instead of upgrading my tavern tier. The problem is, that sometimes I don't get anything good and I fall behind even more so than before.
I wish I could've shared some of my games with you, in order to be more specific, but, sadly, I don't use a deck tracker. Though, I could try to remember some minion choices and mention them here. Before I continue, I would like to add, that I am following the general strategy for the first few rounds: On turn 1, I buy either a token generator or a well-statted minion. On turn 2, I usually upgrade my tier. On turn 3, I sell the bought minion and buy two new ones (if the presented choices are better than my tier 1 minion, that is). If the presented choices are overall weak, then I reroll and try to find a good addition. On turn 4, I usually buy two minions. On turn 5, I upgrade my tavern tier and buy a minion. From there onwards (up until I reach the fifth tier), things become confusing for me. Sometimes I can't evaluate which minion from a certain tribe underperforms and needs to be replaced. This becomes more apparent, when I get stuck with a menagerie build.
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Example 1: Yesterday on turn 4 I had the possibility to buy two from these three minions - harvest golem, gambler and imprisoner. I picked the latter two, because I thought I needed a taunt and I could always replace the pirate with a more synergistic minion. I think the demon was a good choice, but the 3/3 pirate didn't prove to be that useful. A few rerolls later, I saw a replicating menace, which would have been used as an argument to go for the golem.
Example 2: In one game, I had really shitty minion offerings on turn 4. Like, the only good minion was the 2/2 bomb; all others were pogo-level bad. So I considered upgrading my tavern tier instead. I don't remember how the game went for me, but what do you think of this play?
Like I said, I get confused with the minion positioning too. Normally I put the stickier minions in front of the more fragile ones, because they can take several hits. The exceptions are minions, that I use to get rid of divine shields from taunts, being in front, provocative minions (soul juggler) being last and deathrattles that fall in one of those categories. I am also very careful with the taunt positioning, in order to play around cleave, and I try to have only one taunt. But there are many other exceptions to those rules, which I am not knowledgeable in. Like, where should I put poisonous minions? Or big taunts? - I have seen streamers putting them first and last. Where do I keep a hydra in a goldrin-macaw build - after the macaw or the goldrin? I have seen some streamers putting their cleave between both goldrins.
I am sure I am missing a lot more things to talk about, so your help will be much appreciated. I don't consider myself a beginner, I think I just need more advanced tips. If you understood my case and know some helpful links, I will gladly check them out.