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How To Buy Hearthstone Packs With Itunes Gift Card



Long story short, I own an iPad and an iPhone 6 (both with HS on it) but i HATE apple products... I know I know.Anyways there is a 20% of deal on iTunes gift cards here -gifts.com/us/itunes-apple-bts.html I would like to take advantage of this in order to purchase card packs.. but my question is HOW. I do not have an iTunes account, as I hate iTunes and will never pay for music etc. Thanks in advance. (Apparently this deal ends tomorrow so...)




how to buy hearthstone packs with itunes gift card



Note: These rules do not apply to Mini Sets. Mini Sets are bundles of specific cards. Mini Sets are not card packs and are not subject to randomness. If a Mini Set includes cards that are already in your collection, you will still receive those cards.


Cards found in packs also have different cosmetic qualities. Common, Rare, and Epic rarity cards can be of two different qualities: Normal or Golden. Legendary rarity cards can be of three different qualities: Normal, Golden, or Signature.


Note: Diamond quality cards cannot be found in card packs; signature quality cards can only be obtained from expansion set card packs from the March of the Lich King expansion onward.


Occasionally, you may obtain a Mercenary Portrait prior to obtaining its Mercenary Card. When that happens, you will be able to play that Mercenary with the Mercenary Portrait, and you could get the Mercenary Card from packs.*When obtaining a Mercenary Portrait from a product that includes a random Portrait, the Mercenary is randomly determined first from the pool of Mercenaries that you do not own all Portraits for, which includes Mercenaries that are not in your collection. The selection is favored based on the number of unowned Portraits for each Mercenary, so you're more likely to get a portrait of a Mercenary in which you own fewer portraits already. For a simplified example, if you are missing 3 Portraits for Jaraxxus and own all Portraits but 1 for Jaina, you have a 3:1 chance of getting a Portrait for Jaraxxus over Jaina. The Portrait for the selected Mercenary is determined by the percentages listed above.


In the Arena drafting process, the player is presented with 30 selection screens. For every screen, the player chooses one of three cards to add to their deck. Once a card has been chosen, the player cannot undo their selection. After the player has chosen 30 cards for their deck, the player is then ready to do battle in the Arena.


Because Arena decks feature randomly selected cards and have no involvement with real money expenditure to provide players with advantages, this places all Arena players on a relatively even playing field from the start.


On April 9th 2019, with the start of the Year of the Dragon, Arena rotated its draft pool every 2 months, where players drafted cards from select Standard and Wild card sets to keep things fresh.[6] Previously, Arena was played using a Standard-only draft pool.


The following table lists cards which are excluded from Arena and are not offered in draft picks during the Arena selection process.[10][11] However, random effects are not affected by exclusions and can still give most of these cards[12], with the exception of Quest cards which cannot be randomly obtained by any means.


Once the player has won 12 games in total, lost 3 games, retired their deck, or a new Arena rotation has taken over, they will be given a Key to open up their rewards chest. The player can be awarded up to five prize boxes, each able to contain gold, dust, cards, and card packs. The range of possible items and values able to be given in each prize box is shown in the rewards table below. Higher-level Keys grant a larger number of prize boxes with more valuable content.


For (Jun 11th-July 2nd, 2018), 28 new Arena-exclusive cards are able to be drafted, 2 for each class and 10 neutral cards. A second iteration of this event was available for (Jun 27th-Aug 2nd, 2022), with all Taverns of Time cards except Murozond returning.


Thirdly, the player's deck is not limited to 2 of each card. This might not be the most impactful, but it allows players the small possibility of building outlandish decks, such as a mage with 2x Archmage Antonidas, a warlock with 4x Twisting Nether, or a priest with 5x Temple Enforcer. This is very unlikely if the number of card sets available in Arena is high, but it is not totally impossible and is somewhat worth keeping in mind.


Arena can also provide a break from the relatively construction-focused domain of constructed play. While success in constructed often requires constant tweaks to a deck, and may punish players who do not keep an eye on the latest developments in the meta, a deck made in Arena cannot be changed, and once built must be played as is for better or worse. This can allow players to simply enjoy doing their best under less than ideal circumstances, without excessive focus on where they could have improved the deck, especially considering the great variety between the cards offered in each Arena run.


Arena also gives players a chance to experience many interesting and hard to obtain cards which they may not have the opportunity to play with in the rest of the game. While higher rarity cards are relatively uncommon picks, Arena is the only mode besides the limited realm of adventures' Class Challenges (and certain Tavern Brawls) in which players can play with cards that they do not actually own. This can provide great insight into which cards to craft, or simply highlight the fun of playing with cards the player has never chosen to experiment with. The variety of classes found in Arena can also give players an opportunity to experience playing with classes they do not often choose, as well as sampling those classes' higher rarity cards and higher basic cards, which the player may not yet have earned.


The Arena - originally titled 'The Forge' - was first conceived as a way to incorporate 'draft mode' style play into the game. Drafting with a physical CCG involved players passing round packs of cards, drawing individual cards until they had each built a deck - something many of the developers enjoyed, but which would be difficult to implement within Hearthstone. To solve this problem, the developers implemented asynchronous drafting, allowing each player to separately - yet randomly - build, or 'forge' a unique deck.


Early versions of the Forge had players keeping all the cards they drew for their deck. Admission cost several card packs, and would win packs in exchange for achieving wins. One snapshot of the development process shows the player earning a pack for each win above 4, with 10, 15 and 20 wins granting 5, 15, and 30 additional packs.


The developers eventually decided to remove both the card pack admission cost, and the reward of keeping the chosen cards. One reason for this was to remove the conflict between whether to choose the card that was better for the current Arena run, or the card which the player ultimately wanted to add to their collection. This change allowed players to focus purely on building the best possible Arena deck. Another reason for the change was to remove restrictions on which cards were presented. When the player kept the chosen cards, it was necessary for the range of cards presented for selection to match those which would have been obtained if the player had simply opened the card packs spent to enter the Arena. This ensured the result was fair, but also tied the developers' hands for Arena balance. By no longer allowing players to keep the cards chosen, the developers were free to adjust the balance of rarity to make more exciting Arena runs, as well as including cards from other sets, where before only Classic (then called Expert) cards were featured.[42]


The change also removed the necessity for players to choose whether to open their card packs or spend them to gain access to the Arena, where previously spending card packs might see players unable to keep cards they would have kept if they had simply opened the packs. While players still had to choose where to spend their gold (and real money), the change removed the "horrible tension" of this choice, allowing players to simply enjoy opening card packs without these concerns.[42]


The rewards for the Arena were also iterated upon. Prior to the shift from the Forge to the Arena, rewards came in the form of card packs, directly compensating players for the admission fee. A screenshot from early 2013 shows players earning one card pack for every win, starting with their fifth victory. Extra card packs were awarded upon reaching certain milestones, with reaching 20 wins awarding a bonus of 30 additional card packs. The milestones stated also reflect the Forge's lack of limit to the length of runs in the game mode's early versions. The arrival of the Arena saw the key system introduced, with each win earning a new key, and a maximum of 9 wins. This was later increased to a maximum of 12 in December 2013.


Following the Arena's emergence in the late alpha, and during most of the beta, the fixed system of card pack rewards was exchanged for a number of smaller random rewards. In early Arena builds the number of rewards did not vary dependent on the number of wins, only the contents of the rewards themselves. A player with only 1 win would still win 5 rewards, but these might consist only of 5 gold, 5 gold, 5 gold, 10 dust and a card pack.[42] This was changed in December 2013's Patch 1.0.0.4217, with both the number and quality of rewards now scaling with wins. The exact rewards have since been tweaked a number of times, but this general scheme has remained in place.


It was not until the release of Whispers of the Old Gods in April 2016 that the first major exclusions were made, with C'Thun and all related cards being specifically excluded from the drafting process. These were excluded due to their specific synergy, with the likelihood of drafting enough such cards to prove effective being extremely low.


On August 1, 2018, another Developers Insights blog post came out discussing the problem with low card variety in the current card buckets system. Fixes were to be implemented to try to address this problem of Arena decks feeling too same-y in the upcoming patch, Patch 12.0, which was implemented on August 2. 041b061a72


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