InHearthstone, adding the Tradeable keyword to a minion gives it a significant amount of versatility. If a certain Tradeable card isn’t suited to the situation you are facing, you can spend one mana send it back into your deck and draw something else.
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Tradeable is best in decks that are planning on extending the game, or that have a lot of card draw, although they see play in some aggressive decks as well. In both cases, you have much better odds of drawing the card again after you Trade it. Here are the best minions in the meta with this keyword.
10City Tax
City Tax is best when combined with Equality, a card that changes the health of all minions to one. The go-to combo for Equality used to be Consecration, which deals two damage, but cost four mana. City Tax is both cheaper and heals you. And since Equality reduces enemy minions to one health anyway, that extra damage doesn’t matter.
City Tax is only worse when playing it on its own, though against a board of one-health minions it is still better. And City Tax has Tradeable on top of that. Really, the only thing holding it back is that Control Paladin is far from a meta staple.
9Rustrot Viper
Tech cards for weapons are played when there are specific decks in the meta you are looking to target, decks that either runmultiple powerful weapons, or one specific weapon that is crucial to their gameplan. Destroying those weapons can easily be game-winning.
However, more so than other tech cards, weapon destruction will be a dead card in any matchup it doesn’t target. That’s why Rustrot Viper having Tradeable is so crucial. Right now, there aren’t really enough targets for weapon destruction to make the Viper a worthwhile inclusion in most decks. But if a meta shift brings them back into prominence, Rustrot Viper is the best option to combat them.
8Shard of the Naaru
Shard of the Naaru would be playable in certain metas even if it didn’t have Tradeable; one mana to silence the entire enemy board is a lot of value in for your mana. There will be times when it will wipe a massive number of stats off the board.
Related:Hearthstone: Best Murlocs In StandardHowever, while all tech cards are situational to a certain extent, few are more so than Silence. Against a non-buffed pile of stats, it doesn’t do anything. Having Tradeable allows you to get around what would normally be a significant downside.
7Doggie Biscuit
When you Trade away a Doggie Biscuit, you are paying one mana to give a minion Rush and draw a card. That’s not a bad deal, allowing you to do something proactive while cycling through your deck. And of course, the 2/3 buff is decent value for two mana as well.
Doggie Biscuit is not going to make or break any deck, but it’s the sort of card you’ll see over and over again because many different decks will find a reason to fit it in.
6Shady Bartender
Shady Bartender’s Battlecry is a big buff in Demon-focused decks. Of course, it doesn’t do much by itself; it only works if you play it once you’ve built up a board. If you’re playing a deck with a lot of small minions, you don’t want a five-mana minion clogging up your hand in the early game, so you can just trade the Bartender away.
Despite its power, the Bartender won’t work in the vast majority of decks; it’s too specific to be relevant for most strategies. But if you are running a bunch of Demons, this card is fantastic.
5Wicked Shipment
Wicked Shipment has exceptional synergy with other Warlock cards, especially those involving Imps. The card doesn’t really need to be Traded for it to be useful on turn one, since 4/2 in stats is already decent value for one mana, especially since it puts Imps on the board for synergy cards like Flustered Librarian, Vile Library, and Impending Catastrophe. But if you Trade it even once it becomes exceptional value for the cost.
Wicked Shipment is also a key card in the Tamsin’s Phylactery combo deck, which aims to summon a bunch of minions at once, then give them a Deathrattle that will kill your opponent. Wicked Shipment is an easy and cheap way to accomplish the first part of that combo.
4Blackwater Cutlass
Blackwater Cutlass is a rare Tradeable card that isn’t powerful because of what it does when played, but rather because of what happens when you Trade it. A one-mana 2/2 weapon isn’t going be enough to change the course of a game. In fact, it probably isn’t worth including in your deck. But Cheating mana, even a fairly minor amount, is one of the strongest things you may do in Hearthstone.
That’s especially true in Rogue, which wants to play multiple cards in a single turn. There’s a reason the Cutlass has seen play inmany different Rogue decks. It allows them to flow far easier, letting you weave in your Combo effects smoothly.
3Guild Trader
The flexibility of Tradeable cards is rarely more valuable than on a combo card. A general problem inherent to most combo pieces is that they get stuck in your hand when you don’t need them. Since Guild Trader has Tradeable, you don’t need to worry about that happening, assuming your deck has enough card draw to find the Trader again, which it should if you’ve built it right.
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Guild Trader is a powerful combo piece, too. Two Spell Damage is higher than you’ll find on most cards, and it comes at a relatively cheap cost, allowing for lethal combo turns.
2Need for Greed
Drawing three cards for three mana is an exceptional deal. It’s so exceptional that you probably don’t need to hear anything else about Need for Greed to know that it’s a great card. Yes, the fact that Need for Greed only costs three mana the turn you draw it can make it a bit finicky to use, though you can always toss it back into your deck to potentially refresh the buff.
But that isn’t nearly enough of a downside to make Need for Greed a bad choice. And even if you find yourself in a bad spot where one draw won’t be enough, Need for Greed can always be played for five mana. That price becomes far more palatable in the late game when you have ten mana to work with.
1Drakefire Amulet
Drakefire Amulet is the perfect card for Big Spell Mages. In that sort of deck, you want to have high-cost spells in your deck throughout the game, so your synergies are always active. In most circumstances, there is a significant risk that you will draw them. As a result, you need to run so many big cards that they can clog up your hand and ruin your mana curve if you get unlucky. But since Drakefire Amulet has Tradeable, you can always put it back into deck, meaning you can run a big spell deck with only a few big spells.
Drakefire Amulet isn’t bad on its own either. Summoning big minions is one of the least situational things you can do in Hearthstone, and many dragons have high stats. As a result, you’ll get decent value even at ten mana. AndMage decksalso have ways to reduce the cost of these spells. Two big dragons for five or six mana often represents a game-winning swing turn.