Filling the post-nerf power vacuum

Hearthstone’s upcoming 9.1 balance changes are a shotgun blast into the top tiers of ladder. Besides Priest, the changes will impact every tier one deck. Pirate Warrior, Jade Druid, Aggro Druid and Murloc Paladin all suffer substantial nerfs to core, deck-defining cards. With the top dogs all cowed, who will rise to take their place?

Rise of Razakus

nerf

Priest’s repeatedly refreshing heropower is devastating when it’s zero mana

Priest may be the first on people’s minds. Raza/Kazakus has proven to be a scarily potent deck on both ladder and in tournaments. While the deck suffers from consistency issues, it is truly terrifying when all the pieces slot together. Shadowreaper Anduin’s “machine-gun” effect of zero mana Raza hero powers ends games fast vs control, and that frees the deck up to run a decent anti-aggro base.

Razakus’ achilles heel has been succumbing to the twin threats of the uber-aggressive burn of Pirate Warrior and the ever-ramping late-game threats of Jade. With the Fiery War Axe and Innervate nerfs, the deck will gain some breathing room to dominate.

Don’t count on a Priest-only meta though. Exodia Mage exists as a strong counter, and a singleton deck like Priest can only run one dirty rat as counterplay. What’s more, aggressive Midrange decks like Hunter may also arise to give Priest trouble with sticky minions and continuous pressure.

Mage’s Secret deck

With less powerful Aggro, Mage may be free to become more aggressive

Secret Mage has been operating under the radar lately. While it’s one of the few decks that maintains a decent winrate against Jade Druid, its other matchups suffer. Most notably, the three most popular Aggro decks all rip it to shreds most games. Mage simply can’t compete with Aggro Druid, Murloc Paladin and Pirate Warrior’s early game consistently enough. And with few comeback mechanisms, it struggles to come back from early disadvantages.

Luckily for fans of Fireballing face, all three of those decks are affected by the nerfs. With fewer counters, Secret Mage could prey on the control decks that timidly emerge into the new meta.

Still, it’s unlikely to be defining. Jade Druid will likely continue to be a better counter to Control, while maintaining decent winrates vs aggro; even with a six mana Spreading plague and weakened Innervate.

A new kind of Warrior

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Worse Innervate means more time to play Geist

Though it’s very much an underground hit currently, Fatigue/Mill Warrior is turning heads. Ever since Dog’s refined list exploded the deck into the popular Hearthstone consciousness, it’s been showing significant potential. With an infinite win condition and serious anti-aggro credentials, the deck is held back largely by a high skill ceiling and slow games.

Unlike almost every Warrior deck ever, Mill/Fatigue Warrior does not run Fiery War Axe. As such, it will get through the balance changes unscathed. Moreover, Warleader’s nerf weakens a key unfavourable matchup in Murloc Paladin. With a less competitive field, the deck could become much more viable.

However, there are some caveats. Midrange decks may emerge and challenge the deck’s limited mid-game board control options. Moreover, the deck is far too slow and difficult to have an overwhelming ladder presence.

Rexxar’s return

Good old Midrange Hunter looks to make a comeback. The aggro-flavoured beast synergy deck has a long and storied history. However, since Mean Streets of Gadgetzan, competitive early game minions such as Patches have limited its utility.

But with Aggro Druid, Pirate Warrior and Murloc Paladin all taking serious hits to core cards, it may thrive in the post-nerf world. A decline in Pirate Warrior especially could give the deck new lease of life, as the near-mandatory double Golakka Crawlers can finally be cut if Pirates fall below a critical threshold.

Still, with no eight mana Call of the Wild as a tempo finisher, Hunters will be unlikely to truly take first place. Deathstalker Rexxar and Savannah Highmane are simply not enough to finish games against Control a lot of the time. And with aggro decks still out-competing Hunter’s first few turns, a Rexxar meta seems unlikely.

The Eternal Jade

Without Innervate, Aya is still potent

Unfortunately, many signs still point to a meta still dominated by Jade. As with the nerfs to Midrange Shaman preceding unprecedented Midrange Shaman dominance, Druid’s main counters are being hit hard too. While an Innervate nerf will curtail Druid’s power greatly, the power of cards like Malfurion the Pestilent, Aya, Jade Idol and Ultimate Infestation will remain. Along with the traditional Druid core of Swipes and Wild Growths, a slightly more anti-aggro Jade Druid could still dominate all slower matchups while retaining anti-aggro consistency.

However, only time will tell. Perhaps the Innervate nerf will be more impactful than many realise. Or perhaps Zoo will come out of nowhere to become a tier one deck. The only way to make sure is to test these decks out in the merciless proving ground of ladder.

Images courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com.

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mill

The thrill of Mill Warrior

The upcoming Fiery War Axe nerf may be a blessing in disguise for Warrior. The increase in mana cost to three is likely to be a major setback for almost all warrior archetypes. But in doing so, it may have inspired streamer David “Dog” Caero to create a fascinating and powerful new deck.

Mill or Fatigue Warrior is not just a strong performer for top players. It’s also uniquely flexible, aggressively difficult to play and unlike any deck we’ve seen yet. But most importantly, it can be an utter joy to play.

Breaking the rules

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Cards previously thought to be worthless now define a new Warrior archetype

Combo Warriors long struggled for win conditions. Dead Man’s Hand offered a way for Warriors to benefit from their obscene draw potential with (theoretically) infinite value. Early experiments showed promise, but were ultimately unreliable. Expensive, flashy finishers like Rotface and Arcane Giant simply proved too clunky.

Where Dog’s refined version innovated was in stripping out all late-game win conditions in favour of Coldlight Oracle. To take matters even further, it threw out “auto-includes” like Fiery War Axe and Ravaging Ghoul in favour of cards like Bring it On! which provided the burst healing to tie the deck together.

The final result was a deck that plays like nothing else. At times reactive and proactive, its hallmarks are incredible draw, literally infinite removal and healing, as well as burst fatigue damage with Coldlights. But most striking of all was the fantastic complexity and difficulty of the deck.

Difficult to learn, impossible to master

Dead Man’s Hand is arguably the hardest card in Hearthstone to use correctly

Hearthstone prides itself on its accessibility. Once someone learns the basics of minion trading and value, it’s pretty easy to drop minions on curve and do OK. Even relatively complicated Control decks become manageable once you understand their basic principles.

Not so for Mill Warrior. While aspects of other strategies remain, the deck operates on a totally different paradigm. To begin with, it almost plays like a traditional Control or Combo deck; trying to survive, clear and draw. But certain cards must be saved, depending on the match up. Once the deck is nearly empty, the deck must be winnowed of chaff, with cards discarded. Eventually, a core of a few vital cards are collected and shuffled repeatedly into the deck.

Reaching, designing and duplicating this core of cards is the hardest part of playing the deck, and even the best players make numerous misplays per game. Simply using a Garrosh hero power instead of preemptively equipping and swinging with a Blood Razor can lead to ruin. Not playing a Brawl in time can lead it to fatally clog your hand, growing exponentially until you mill a vital combo piece. Use both copies of a vital card too early and you can see yourself without a tool to survive the repeated chains of shuffles.

And that’s just the basics. Advanced mastery of the deck requires precision Bring it On! timings, deadly Dirty Rat assassinations of key minions, long term fatigue damage pre-planning and constant balancing of the need to draw and the risks of overdrawing. It’s likely that to play the deck close to optimally would require superhuman levels of on-the-fly calculations and psychology.

Worth the effort

Warrior will need to be inventive to survive without two cost Axe

Despite the steep and high-ceiling’d learning curve, Mill Warrior is well worth it.

The first is its huge competitive potential. When played well, the deck can beat any late-game deck that comes up against it. Kazakus Priest will usually lose unless they’re able to get Raza and Anduin within the first 10 turns. Even Taunt Warrior can’t out-damage the infinite heal and will soon succumb to fatigue.

The deck is also favoured against a variety of Aggro and Midrange decks; that’s before they’re nerfed too. While Pirate Warrior and Murloc Paladin are tough, any deck that goes wide is easily swept aside by the endless mass removals. The deck even performs decently against the meta tyrant, Jade Druid. With enough removal, heal, draw and a Skulking Geist, Mill Warrior can feasibly defeat all but the most high-tempo of starts. Dog proved the decks worthiness by taking it all the way to top two legend NA.

The other reason is that the deck’s unique and challenging playstyle makes every game far more involved than a typical Hearthstone game. Instead of going to autopilot and dropping minions on curve and rehashing the same old challenges of when and how to trade, you’re pursuing entirely new goals. How to empty your hand for a shuffle, determining whether you can win without infinite Executes vs Big Priest, timing Bring it On! so as to dodge Velen, and risking an on curve Coldlight Oracle against Murloc Paladin, shuffling a single Coldlight into your deck to set up fatigue lethal; these are the kind of plays that no deck has had to make before.

It is also refreshing to have lost games be your own fault; reviewing and uncovering your own mistakes can be satisfying as you refine your play further and further. To top it all off, the deck is far from perfected, and with every single card normally making an appearance in the games you win, every slot counts. There’s plenty for aspiring deckbuilders to hone into a truly devastating deck.

Mill Warrior can defeat almost any deck in the late game

The Warrior we need?

With old War Axe rusting away, Mill Warrior may be the archetype Warrior needs. Control, Tempo and Pirate are likely to struggle in the new meta without trusty Win Axe to carry them to turn two tempo glory. However, the deck is likely to retain one fatal flaw; incredibly long games. When stars per hour is what you’re after, 12 minute average mentally exhausting games may not be the best choice. So don’t disenchant that golden Patches for two Dead Man’s Hands just yet if laddering is your goal.

But if you’re looking for intense, long games with challenging gameplay and brutal complexity, then there’s no better choice than Mill Warrior.

With a low non-pro winrate and achingly slow games, Mill Warrior is unlikely to dominate the ladder (source: HSReplay.net)

 

Images courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com. Statistics via HSReplay.net.

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basic

It’s time to decide the purpose of Basic

The balance changes in 9.1 targeted one set above all others. The Basic Innervate, Hex and Fiery War Axe make up three of the five changed cards. These three changes also attracted the lion’s share of controversy. Hot debate sprang up about class identity, viability and diversity. At the core of this controversy was a fundamental lack of agreement and communication. What is the purpose of the Basic set?

The Tutorial

Teaching tools just need to be simple

One possible interpretation for the purpose of Basic is simply that of teaching new players. The Basic set often includes very simple cards that express the most straightforward of concepts. Cards like Magma Rager teaching the value of Health; Hand of Protection introducing Divine Shield, and Healing Touch showing healing.

If Basic were to follow this philosophy, simplicity would be key. Regardless of viability (beyond being obviously terrible even for new players), the cards would need to be easy to understand. This was partly the explanation behind the changes to Innervate and Fiery War Axe. Adding additional text to bring FWA in line with Eaglehorn Bow or to distinguish Innervate from Coin would add too much complexity.

The downside of this approach is that overly simple cards can often be detrimental to balance. Nuance is often necessary, particularly for cheap cards. You can’t just set a minion’s attack to 2.5 to be able to keep its text straightforward while keeping it viable! And balance is very important for class defining cards that could be around forever.

The Skeleton

Certain cards will define classes for as long as they’re in Standard

Another philosophy for Basic is that of a “Skeleton” for a deck; key cards that remain constant and ensure archetypes and classes remain viable. This has been the practical outcome of Basic. Class cards like Swipe, Fireball, Animal Companion, Backstab and Flametongue are incredibly efficient. Their continued inclusion in Standard helps maintain the same archetypes season after season. It means that favourite classes are less likely to disappear. Decks stick around longer, and certain play styles remain constant.

This appeals to many players. For one thing, it’s a lot cheaper. If a third or even half of decks never change, then that’s fewer card packs that need to be purchased in order to have ladder-worthy decks. What’s more, if you love a particular deck, it stays viable in standard for a long, long time.

This naturally comes at a cost. Blizzard loses out on revenue. Metas can feel stale, and certain archetypes can block others from ever being viable. It’s often boring to play with and against the same cards as a significant proportional of the same decks forever.

The Fallback

basic

Even mediocre cards can be valuable in some metas

Finally, it’s possible that Basic could exist as a kind of fail-safe for what certain classes can do. The cards would not be top tier, but would be strong enough to warrant inclusion if the meta or deck demanded it. Druids won’t always have efficient responses to wide boards, but they will have Starfall. Priest won’t always have the most effective early removal, but they will have Holy Smite and Shadow Word Pain. Hunter will have Hunter’s Mark to fall back on if they really need removal. Strong, but not auto-include cards can give classes leeway regardless of the latest cards in the set, without forcing the designers to print the umpteenth Priest AOE or Mage draw.

This allows classes a limited amount of flexibility regardless of metas. For instance, a meta where zoo-style flood decks with wide boards won’t necessarily mean some classes become completely nonviable. It also provides a decent launching point for newer players to build their collection, whilst retaining freshness across expansions without keeping all half-decent cards behind a paywall.

Of course, downsides still exist. For one, balancing cards perfectly on the cusp between viability and uselessness is even more difficult than usual card design; especially if they’ll be around forever. And to shore up certain unintentional recurring class weaknesses, then either new cards would need to be introduced to Basic or old ones buffed. What’s more, additional flexibility can come at the cost of class identity in many cases.

Communication

Above all, Blizzard needs to adequately communicate what they want from Basic. Their current strategy of explaining individual card nerfs but without fully elucidating their overarching strategy only fuels criticism. Until they can provide a coherent explanation as to why Swipe is an acceptable eternal auto-include but not Fiery War Axe, then conspiracy theories will flourish. Already, players are accusing Blizzard of simply going for a cash grab by making “free” basic cards nonviable.

By making clear their strategy for Basic, Blizzard can both take control of the narrative and allow players to direct their feedback more helpfully. Not only that, but by focusing their internal philosophy, they can help make their own efforts clearer to themselves.

Images courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com. 

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highroll

Priest deserves better than highroll decks

Druid isn’t the only class raising eyebrows. Amidst a meta dominated by Jade, Priest has forged a niche for itself. Both “Highlander” and “Big” Priest perform well on Ladder and in tournaments. The former through the incredible synergy between Raza and Shadowreaper Anduin; the latter with the power of cheating out massive minions and repeatedly resurrecting them. However, these decks have an Achilles heel that makes them unreliable and frustrating to play with and against. They have fundamental consistency issues that make them feel unbeatable with some draws and awful on others. When you lose to a Priest, it often feels like you’ve been on the receiving end of a highroll.

Consistently inconsistent

High variance cards like Thoughtsteal define Priest, but current archetypes push at the limit of what’s fun

Priest has had a history of inconsistency. Priest has traditionally relied on hyper-specific answers and unique combos. Cards like Shadow Word Death or Holy Nova are incredibly powerful in the right situation. However, they easily can be dead draws if in the wrong order. Similarly, two or more card combos like Auchanai/Circle or Pintsized Potion/Shadow Word Horror are potent but niche and unreliable without their complementary card.

Typically, the way to deal with these kinds of over-specific cards is draw. Ironically, Priest’s draw engines are usually inconsistent themselves! Northshire Cleric can represent dozens of draws or simply a three health roadblock.

Otherwise, Priest is left a few cycling cards but no genuine draw engine. Instead, they’re forced to rely on card generation; which leads to yet more highroll or lowroll potential.

The price of thievery

A key nature of Priest’s identity is that of “stealing” cards from the opponent’s deck or hand. Mind Vision, Thoughtsteal and later additions like Curious Glimmerroot push the class strongly towards this theme. This can push inconsistency even further. When drawing normal cards, there is a limited ceiling and floor of how strong the cards are, depending on how you built your deck. What’s more, drawing thins your deck, reducing the potential variance further. You will eventually get to that crucial Dragonfire, so long as you draw enough.

The RNG card generation of “stealing” is naturally high variance. In control matchups where it’s most powerful, getting a high-value card like Tirion is famous for allowing Priest to swing games.

This type of highroll potential is arguably acceptable. Priest has been frustrating in the past, but with its current bevy of tools like Shadow Vision it was on a path of greater consistency. However, this baseline of highroll potential combined with current Priest archetypes can be annoying in the extreme.

Barnes-based BS

highroll

Barnes is the worst offender for Big Priest RNG

Big Priest is possibly the worst offender. The archetype is almost unstoppable when you get lucky. Some games you can Barnes into Y’shaarj on turn four and instantly win. Others, you can Shadow Essence into Barnes and screw up your chances of the tempo resurrects you need to win.

Or worst of all, you could simply not manage to draw Shadow Essence or Barnes, get unlucky with Shadow Visions and be able to do almost nothing until turn nine.

The deck is by no means overpowered; but with a pinch of luck, it can definitely feel it. Big Priest is what people feared when cards like Barnes were initially unveiled. The intense variance that one card provides, both by providing an insane turn four play and by potentially sabotaging Shadow Essence makes the deck incredibly frustrating to play against on ladder and in tournaments.

Raza on five and Shadowreaper on eight wins games – and playoffs

Raza, Shadowreaper, and how to draw them

The other popular Priest archetype has been cooking up some impressive Ladder and tournament performances. Whether you call it Highlander, Razakus, or Death Knight Priest, the power of Raza and Shadowreaper Anduin is undeniable. When you get the dream draw of Raza on five and Shadowreaper on eight, there’s almost no deck that can stop you. Giving every card you play an additional free two damage anyway is a ludicrous amount of value. It allows you to grind or burn down even Jade Druid.

Unfortunately, as Frost Lich Jaina told us, “Power is a double-edged blade”. In exchange for the ability to machine-gun down your opponent’s minions, you sacrifice not your soul and free will, but consistency. This comes in two forms.

Firstly, you have to draw both Raza and Shadowreaper Anduin. This is harder than it sounds. If either card is in the bottom 5-10 cards of your deck, you’ll likely struggle to close out the game (or even survive to draw it!).

Secondly, inherent inconsistencies arise from the necessity of running singletons. Only having one Shadow Visions, Shadow Word Pain or Dragonfire can backfire horribly in a lot of matchups, especially versus aggro. And without Reno to provide an emergency heal, the deck can quickly get overwhelmed with a bad hand. While this keeps the deck in check, it also makes games feel overly dependent on draw RNG.

Highroll or lose to Jades?

If luck’s the only way slow decks beat jade, you may as well go all-in

While many complain about Priest, it’s arguably not the class’s fault but the meta’s. Jade Druid massively suppresses traditional reliable control decks. Control Priest would arguably be a staple of the meta were it not for this fact. The fact that Druid has better mid and late-game than any control deck, as well as superior ramp, stabilization and draw options, means that slow decks have to get lucky to win.

By out-competing Priest in a “fair” fight, Jade forces Priest to rely on highrolls.

Perhaps if the overbearing power of Jade was lessened, Priest would play more consistent, controlling lists.

Until then, we may just have to live with a lot of Ladder and tournament games decided by Barnes on four or Raza into Shadowreaper on eight. As annoying as it can be, at least it’s not another Druid.

Images courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com. HCT Summer Playoffs image via twitch.tv/playhearthstone.

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scourgelord

The surprising power of Scourgelord Garrosh

Of all the Death Knights released with Knights of the Frozen Throne, Scourgelord Garrosh possibly generated the least hype. Crazily powerful hero powers defined the other classes’ options. But whilst others had massive value generation potential, a disappointing Whirlwind effect was all that was available to Warrior. Even the relatively dull Malfurion the Pestilent’s three attack or three armor seemed far superior. The weapon, while strong, didn’t seem the sacrifice.

Despite this, Warrior’s Death Knight hero looks to be among the strongest. Besides the raw, reliable Malfurion the Pestilent and the deck-defining machine-gun power of Shadowreaper Anduin, Scourgelord Garrosh looks to be a near mandatory inclusion in all manner of Control, Combo and Tempo Warriors. So how did the Scourgelord go from the trash heap of “probably good in tempo” to non-Pirate staple?

Shadowmourne’s stats

scourgelord

Shadowmourne is arguably worth 7-8 mana by itself

Above all, the overwhelming bulk of the Scourgelord’s power is expressed in his weapon, Shadowmourne. A 4/3 weapon is decent enough; but Shadowmourne holds the brutal ability to cleave through up to two adjacent minions.

In terms of raw ability to clear, this can be far more powerful than Gorehowl, while being far more versatile. Whilst Gorehowl maintains superiority at smacking down minions one at a time, Shadowmourne has both a higher ceiling and lower floor of impact.

On the typical multi-leveled boards of mid-game minions opponents are likely to field in the late-game, Gorehowl’s seven attack is often overkill. Meanwhile, Shadowmourne can clear multiple minions at a time, while leaving others damaged and vulnerable to board clears, trading or Executes. The cleaving ability also throws up nice edge cases. Damaging a high attack minion by hitting its low attack neighbour can save vital health. Alternatively, killing a vital threat through Taunt can save games.

Rounding out weaknesses

Not only is Shadowmourne strong in a vacuum, it gels perfectly with Warrior. Warrior has no Fireballs, Swipes or Shadow Strikes. It’s always had a weakness of dealing with mid-sized boards of mid-sized minions. There were few options available to deal with an awkward board of two 4/4’s without spending multiple cards or premium removal.

Decks like Midrange Shaman or Priest could slowly grind down a Control Warrior by playing out 2-3 threats a turn. The Warrior would be forced to waste Executes or Brawls just to clear the board, leaving him vulnerable to later bombs or just more spaced-out threats.

Shadowmourne perfectly counters this weakness. By acting as incredibly efficient removal for up to three of the kinds of boards that Warrior traditionally struggles with, it generates huge value while throwing a cog in the traditional anti-Control Warrior gameplan. Even high-powered Midrange decks like Jade Druid can be simply wiped of value. A well-timed Scourgelord combined with Skulking Geist will crush their hopes, assuming you can wrest back tempo.

But Shadowmourne isn’t the only thing Scourgelord has to offer.

Infinite activators

scourgelord

Sleep with the Fishes is even more backbreaking when it synergises with your hero power

One of the keys to successfully navigating any Control, Tempo or Combo Warrior is spacing out damage activators. Use all your Whirlwinds, Ghouls and Slams too early? Your Executes, Acolytes or Battle Rages are now useless. Part of the reason cards like Death’s Bite are so powerful is due to their additional efficient Whirlwind effects.

In the late-game, Warriors would often run out of steam as they ran low on activators. Especially token generation decks like Paladin or Shaman could simply hero power their way to starving the Warrior of crucial removal and card draw activators.

While Scourgelord Garrosh’s Bladestorm hero power (which does one damage to all minions) may seem weak in isolation, it shines in the Warrior class. Not only does it provide activators for cards like Sleep with the Fishes and Execute in the late game, it also allows for existing Whirlwind effects to be readily spent for tempo instead of saved for future effects. This can prove especially powerful late in the game, where it turns an otherwise useless Acolyte of Pain or Battle Rage top-deck into crucial gas.

The price of power

scourgelord

What Scourgelord Garrosh gains in board control, you lose in lifegain

All this value does come at a cost, however. Replacing Armor Up is dangerous. While additional board control is all well and good, sometimes you simply run out of life. Against certain decks, losing two Armor a turn is a suicidal proposition.

Luckily, the current meta makes this less of an issue. New Armorgain cards like Bring it on! and Mountainfire Armor can help mitigate the loss of the hero power. What’s more, the current meta focuses heavily on the board. Even Pirate Warrior is embracing less burn and more minions, and Burn Mages have largely left the meta (or moved to infinite-damage versions).

With these developments, the additional clear of Bladestorm often saves more life than Armor Up. And of course, the five instantaneous Armor from merely equipping Scourgelord goes a long way to ensuring you’ll live for the next few turns at least.

The wrath of Hellscream

Beyond that, Garrosh Scourgelord has excellent flavour and voice lines. Despite sounding like an undead potato, the Scourgelord’s emotes are brooding and threatening. They lack some of the “it’s not a phase, mom!” edginess of Shadowreaper Anduin’s “Shadowy thoughts” while still sounding ominous. It’s suitably Warrior-y to tell your opponents that they will be the first to kneel.

And of course, the “Failure” emote is surely top tier BM material.

Artwork courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com.

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Is there a good way to nerf Druid?

Picture a scene. It’s a few months from now. Assume Druid, specifically Jade Druid, still dominates the meta, with few counters. Mike Donais, Ben Brode, Dean Ayala and the rest of Hearthstone’s design team sit around a table. They’re throwing around ideas and discussions behind Druid’s past, present and future. The howls of dismay from their user-base at Druid’s dominance demands action; and they have decided not to wait until a new expansion to shake things up.

They would have a delicate problem on their hands. Druid’s power hinges on a number of key cards. Worse, many of those cards are integral to the class’s entire identity. Sure, you could eliminate Jade Druid from the meta by nerfing Wild Growth, Innervate and Swipe. But without these cards, Druid would likely just feel like a reskinned Hunter.

Meanwhile, nerfing other cards without touching the core Druid package could lead to yet more oppressive Druid decks in the future. So what cards could be on the chopping block for Druid?

Innervate

Innervate is undeniably powerful – but may be ingrained in Druid’s identity

For some, Innervate is at the crux of issues with Druid. A staple of basically every Druid deck ever, Innervate is about as powerful a tempo tool as you can get. Two mana for one card is incredibly strong, especially early on. When it’s pushing out a snowbally minion, landing a crucial buff, drawing cards with Auctioneer, or finding lethal with Malygos, even more so.

Some, (like Reynad) argue that Innervate is fundamentally not fun and overpowered as a card. As a counterargument, Innervate could be seen as a strong but defining card for Druid, as mana ramp and manipulation is their hallmark. Changing or rotating Innervate would free up design space, but at a cost of Druids power level being reduced on a permanent basis.

Pros of a nerf:

  • Frees up design space
  • Reduces disparity between best and mediocre early game
  • Makes cards like Vicious Fledgling less difficult

Cons of a nerf:

  • Hits all Druid archetypes, not just problematic ones
  • Permanent reduction of Druid power
  • Erodes class identity

Jade Idol

Jade Idol has been at the forefront of many players’ ire. Its unique infinite threat generation is no longer unstoppable, thanks to Skulking Geist. However, it’s still at the core of one of the most potent anti-Control archetypes in the game, and the current most popular deck on Standard Ladder.

A reduction in the ability of Idol to generate infinite threats would be the only nerf that would make sense. It would reduce Jade’s winrate versus Control, while leaving other new Druid archetypes alone. However, this would only have a limited impact on the deck’s overall winrate. It would also make little sense immediately after the printing of Skulking Geist.

Pros:

  • Hits only Jade Druid
  • Makes Jade less polarizing vs Control
  • Maintains class identity

Cons:

  • Low impact on overall winrate
  • Skulking Geist already exists
  • Will rotate out soon anyway

Ultimate Infestation

Ultimate Infestation draws complaints, but may not be the root of the problem

This card is one of the newer additions to Druid’s arsenal. It’s also one of the most controversial. I’ve discussed it before at some length. While it is arguably not especially powerful compared to many other 10 mana cards, the comparison has some flaws. It synergises incredibly well with Druid’s ample ramp tools, and it requires no synergies to be played to great effect.

The debate over whether or not this card is overpowered may change depending on how the meta reacts to Druid’s current dominance. If it speeds you considerably in response, the card may not even see too much play. What’s more, it’s a tricky card to change. As a 10 mana card, its cost cannot be increased. And as its flavour relies on the number five, changing all aspects to four would probably be overly heavy-handed.

What’s more, Druids that wanted additional card draw could easily swap back to running Gadgetzan Auctioneer. However, it would undeniably cut into Jade Druid’s oppressiveness. Overly powerful card draw like Ancient of Lore have proven to be worthy of changing in the past.

Pros:

  • Reduces power level of other ramp cards
  • Doesn’t affect Druid’s Classic toolset
  • Card draw has historically been overly powerful in Druid

Cons:

  • Many card-draw alternatives
  • Hurts non-Jade Ramp Druid
  • Not overpowered compared to other 10 mana options

Spreading Plague

Spreading Plague shores up a key Druid weakness to big boards

This card has been behind much of the class’s rise to prominence. Its ability to recover massive amounts of tempo while throwing up huge Taunt walls against aggro massively improves Aggro matchups. Pirate Warrior, once deemed a soft counter to Jade Druid, now has an unfavourable matchup against the deck. Spreading Plague means that the traditional Aggro strategy against Druid (namely, going wide) no longer is as effective.

Instead, Decks need to focus on building compact, “tall” boards. Murloc Paladin is perfect for this, but even so, struggles against the card. A reduction in spreading plague would reduce Druids consistency against Aggro and allow it to naturally become less greedy. Unfortunately, reinforcing the popularity of Aggro in this way may just strengthen another type of Druid in Aggro Druid. Jade Druid would likely become yet more polarising against Control too.

Pros:

  • Big impact
  • Allows meta to self-correct
  • Reinforces Class Identity of Druids having few tools to deal with wide boards

Cons:

  • Makes Jade more polarising
  • Encourages Aggro Druid
  • Pushes meta towards Aggro in general

 Honourable mentions

A number of non-class cards are also problematic. Cards like Aya Blackpaw, Gadgetzan Auctioneer and Jade Spirit could also come under scrutiny. However, due to the collateral damage of other classes being impacted, they are unlikely to see a change; at least until the next standard rotation.

Artwork courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com.

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geist

Skulking Geist can’t save us from Jade

Community stats suggest unprecedented Druid dominance

Druid has taken over the metagame. Vicious Syndicate puts the class at roughly 50% of some ranks’ population. While Aggro and Midrange Taunt variants have seen success, by far the most popular variant is Jade. Massively improved by Druid’s new anti-aggro and draw tools, Jade’s infinite threats are hard to beat. Supposedly, Knights of the Frozen Throne included a “Jade Counter”, Skulking Geist.

The six mana ghoul destroys all one mana spells (such as Jade Idol), no matter where they are. Annihilating Druid’s infinite win condition is powerful. So why isn’t Skulking Geist saving the day?

The Tempo-less tech

Expensive, situational, and tempo suicide. It’s also Control’s best answer to Jades

Skulking Geist’s problems begin the moment it hits the board. As a six mana 4/6, it has horrible stats for such a limited effect. Unlike other Tech cards, such as Goloakka Crawler or Harrison Jones, Skulking Geist does not impact the board. Instead, it only affects cards in hand and deck. The problems this generates are twofold.

Firstly, this means it does little to help the immediate threat from the Jade onslaught. Jade rarely needs to go infinite. In many decks, a Skulking Geist would reduce the overall winrate. If you rely on out-tempoing and rushing the Druid down, a six mana 4/6 won’t help. As a result, midrange decks lack the power to tech against Jade the way they do Pirate Warrior or Murloc Paladin.

Secondly, it means that even in Control decks that might outlast Jades without Idol, the winrate doesn’t improve much. Druids can easily grind down an opponent. Not only does Geist have to be drawn early, but Druid has up to 8/8 Jades without Idols. Combined with continuous damage from Malfurion and consistent ramp and draw, they’re strong even without idols.

The sad singleton

A six mana 4/6 needs a powerful effect

The tempo loss from playing Geist even against the deck it is designed to beat necessarily precludes it being a two of. Not only does it have anti-synergy with itself, but any deck that ran two would struggle to beat non-Jade Druid opponents. Running only one copy of Geist also creates a whole host of other problems. Often it will sit in the bottom of the deck, waiting until all removal has been exhausted and lethal is represented on board to pop up.

Smart Druids can take advantage of this. By shuffling Idols early against control, they can prioritise playing them before they get destroyed. Normally, if a Druid can play 3-4 Idols, then the game becomes unwinnable purely due to the sheer weight of remaining Golems.

Collateral damage

Geist

Shield Slams are great for removing Jades. Unfortunately, Geist destroys them along with Idols

Running Geist also represents a danger for many decks. Since Geist also destroys your own one mana spells, it can gut your own as well as your opponent’s tools. Warriors and Priests hurt the most. Pint-Sized Potions, Shield Slams and Power Word Shields are often key for defeating Jade, but these will be ripped prematurely from your deck; or worse, your hand.

While this can be countered by waiting until you’ve played these cards to Geist, Druid often affords you no such luxury. With the relentless march of the Jades, Geist needs to come out as early as possible. In doing so, it can often leave you without the necessary spells to kill the remaining Golems.

An expensive investment

geist

If you don’t draw Geist in time, Jades quickly spiral out of control

By far the most prohibitive part of running Geist is its cost. Unlike other cheaper tech cards that can be kept in the mulligan, Geist will clog up your hand for six turns. Often Control decks will be caught in a dilemma; keep Geist in the mulligan and risk losing horribly to a strong start? Or toss it and lose when you cannot draw it in time?

Its expense also prevents efficient usage. By far the best time to use Geist is immediately after an Ultimate Infestation; one of the few times a Druid will have an Idol or two kept in their hand without being instantly played. However, spending six mana on a 4/6 when the opponent has just had a tempo swing with five mana and a 5/5 is a poor idea. Once again, the trap of risking being out-valued or out-tempo’d remains.

Ineffective, but satisfying

Skulking Geist won’t give you a massively improved winrate vs Jade Druid. Even if you play the kind of super-reactive deck archetype that benefits from it, it likely won’t shift your winrate to positive. However, there is one overwhelming advantage to Geist: Hope.

Ladder can be a demoralising experience for a Control deck, especially in a world of Druids. While successfully fatiguing out a Jade Druid may be a difficult and rare experience, it certainly tends to brighten your day. And that may be just enough reason to run a six mana 4/6.

Artwork courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com. Data featured from vicioussyndicate.com. 

Title artwork by Dany Orizio.

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Dr. Bone

From Dr. Boom to Dr. Bone: The new king of seven

Bonemare is new, Neutral, and nightmarishly tricky to deal with

Knights of the Frozen Throne released only a few days ago, but the meta is beginning to crystallise and settle. Druid, Paladin and Shaman are strong early contenders for Aggro and Midrange decks, whereas Priest and Warlock dominate Control. Most of the impactful new inclusions have been class cards. Spreading Plague, Righteous Protector and Shadowreaper Anduin have propelled their respective classes to meta dominance.

However, a few powerful Knights of the Frozen Throne neutrals may yet shape the meta. Perhaps the strongest of these is the new Dr. 7: Bonemare. Or as I like to call it, Dr. Bone.

Board-in-a-box

Like Dr. Boom, Dr. Bone presents 9/9 of efficient stats with upside spread across multiple bodies

Bonemare isn’t especially exciting, concept-wise. Minions that buff other minions are as old as Hearthstone. New players can immediately use the concept with the Basic Shattered Sun Cleric. What makes Dr. Bone isn’t so much a novel concept as the raw numbers and its defensive power.

In terms of raw stats, Bonemare is beastly (although unlike Bone Drake, it has no tribal tag). Its 5/5 body for seven mana is pretty bad, but combine it with the +4/+4 buff it gives, and it’s an impressive 9/9 worth of stats for seven. Not only that, but the +4/+4 it gives essentially has charge. In essence, it’s a four mana Blessing of Kings plus a three mana 5/5 in one card; an efficient package indeed.

To complicate things further for the opponent, these stats are not put into one target ripe for hard removal á la Swamp King Dread, Hearthstone’s other seven mana 9/9. Bonemare spreads out over two beefy bodies, both of which demand removal.

Supreme versatility

Bonemare is great for locking down a board against Aggro, or for value vs Control

Another huge component of Bonemare’s strength comes from its versatility. As long as you have a minion on board, it can be used to fulfil almost any strategy. The fact that the buffed minion gains Taunt opens huge tactical options. Against Control you can go face of course, but it’s also handy to dodge a Pirate Warrior’s Arcanite reaper to the face. It’s a perfect tool for trading as well, as you can selectively apply the buff to get the best value. The ability to grant Taunt also means that it’s often safe to push face damage with the buff target, as the opponent will likely be forced to trade with it anyway.

While Paladin and Shaman can make best use of buff synergies with their hero powers and minions, Warriors and Druids have also found good use for it. The card’s sheer power and lack of efficient answers means that it’s likely to remain a popular curve topper for some time to come.

A Midrange Messiah

There are downsides of course. It requires a minion target to be effective, and is otherwise almost useless. However, most decks that would consider running Bonemare can easily flood the board. What’s more, if worst comes to worse it can still be played with a one drop or hero power for a quick dump of stats. Though the opportunity for trading is lost, throwing down two mid-sized minions, one of which has taunt, can often be enough to save or close out the game.

This balance between aggression and defensiveness makes it perfect for Midrange decks of all stripes, from aggressive to those leaning to Control. Being incredibly powerful whether you’re the “beatdown” or not is a rare trait in a card, but Bonemare manages it. As long as a deck is Midrange, it is likely to want this card.

Identity theft?

Will Bonemare’s success come at the cost of class flavour?

New, experimental versions of Aggro Paladin have even been considering dropping cards like Tirion for Bonemare! Coming down one turn earlier, it fulfills a similar purpose of a value bomb that also protects the face and pushes damage. Here we come to a slightly troubling nature of the card. Due to being a powerful Neutral minion, it may erode class identity by squeezing out classic Class minions. If Warriors cut Grommash, if Paladins cut Tirion, and if Warlocks cut Doomguard for this, then games start to feel stale and similar.

Blizzard has wisely shied away from these kinds of omnipresent Neutrals in the past. Midrange decks make up a huge proportion of the Meta, and if Bonemare finds its way into all of them, it could lead to a troubling blandness between classes.

Countering Dr. Bone

Dr. Bone

When the best counter to a 5/5 is a 4/5, things may go badly for you

Worryingly, Bonemare doesn’t have many direct counters. The Black Knight deals with the buffed minion, but trades poorly with Bonemare itself. Spellbreaker reduces the power of the buffed minion; but often the toughness will remain untouched if it has already traded. Dirty Rat can bring the body down early, but is still a risky and anti-tempo counter.

By far, the best counter to Dr. Bone is simply to clear the opponent’s board prior to it coming down. While this isn’t always possible, it’s worth considering if you’re holding onto the Brawl or Dragonfire Potion. Otherwise, consider playing a deck such as Freeze Mage that’s effective against Midrange strategies.

Or you could even run a Bonemare of your own, and leave others to make these tough decisions on how to clear your board…

Artwork courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com.

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ultimate infestation

Is Ultimate Infestation overpowered?

ultimate infestation

Ultimate Infestation is part of Druid’s dominance

Malfurion is king. According to HSReplay.net, the Druid class overall boasts a massive 54% winrate. Many archetypes such as Jade Druid have seen yet higher winrates, propelled by their ability to farm Control. In an early, unstable and greedy meta, this is invaluable. Naturally, the community is already beginning to complain. Jade Druid was never a popular archetype in the first place. Despite Skulking Geist, Jade after Jade still crushes new unrefined Control decks. Complaints now centre around the new Druid Epic Spell, Ultimate Infestation.

The power of Ultimate Infestation is even more staggering than its 10 mana cost. Aside from dealing a respectable five damage on top of summoning a 5/5 and granting five armor, the true power of the card lies in its draw. Five cards is a huge amount, and gives the Druid gas without having to rely on difficult and inconsistent Auctioneer combos. Copypastas, reddit posts and the like involving quoting Blizzard’s rationale of changing Ancient of Lore.

But for all the salt, is Ultimate Infestation actually overpowered?

Simple addition

When compared to cards like Sprint, Ultimate Infestation looks very strong indeed

One approach is to look at how the raw value of the card stacks up. Ultimate Infestation is, from one perspective, three cards in one. Sprint (which draws four cards), Shield Block (which draws one card and gains five armor) and Firelands Portal (which deals five damage and summons a five drop). Simply summing up the total mana cost of these three cards would give you 17 mana. Purely on paper, Ultimate Infestation is running at a significant discount.

Arguably, the card is even stronger than this analysis would suggest. Playing those three cards costs three cards, whereas Ultimate Infestation is only one. The ability to go from one card to five means that spending your cards to cheat mana also becomes stronger. Druids can feel safer Nourish-ing for mana or spending Wild Growths liberally. Should they run low on gas, Ultimate Infestation is always there to provide backup. Even when rushed out with Innervate, the net card advantage is huge. From this angle, the card definitely looks overpowered.

There’s one thing that is misunderstood, however. 10 mana is not equal to a three mana card plus seven mana card. These cards are fundamentally hampered by their massive cost.

The biggest number

Bombs like Deathwing Dragonlord look strong, but good luck reliably getting the effect off

10 mana is huge for a number of reasons in Hearthstone. As 10 is the mana cap, it’s impossible, or at least very hard, to play anything alongside them. Not only that, but they have a chance of clogging up your hand for multiple turns. While it’s definitely frustrating to get hit by them, the times where it silently lets you snatch a turn nine lethal goes unnoticed. As such, the most important aspect of a high cost card is its immediate impact.

Cards like Tyrantus or Deathwing Dragonlord see almost no play, despite their power. This is because when you play a 10 cost card, you are likely doing so from behind. A 10 mana card needs to have some means of stabilisation or board impact built into it. Otherwise, your opponent can simply ignore it and snowball tempo or kill you.

For all its massive value, Ultimate infestation doesn’t affect the board all that much. Only half of the card has immediate effect on your opponent’s minions or lethal calculation. Five damage and five armor is potent, but is essentially just a Holy Fire. In many situations, that’s simply not enough to save you. Especially for Druid, the class that has the most issues with removing big boards of big minions. Often, your card advantage is for naught. The opponent can use their next turn to fill up the board while you’ve only removed one mid-size threat and played a 5/5.

Equal among peers

Ultimate Infestation

Ultimate Infestation is arguably just a worse Varian Wrynn

The best way to evaluate Ultimate Infestation is to compare it to other 10 mana cards that saw competitive play. The most obvious example is Yogg-Saron, but the extreme variance makes it hard to judge.

Take instead a card like Warrior’s former Varian Wrynn. This card saw fringe play in Tempo and Control Warriors. While he draws fewer cards than Ultimate Infestation and provided no Armor, the King of Stormwind has massive, immediate board impact. By summoning up to three minions straight to the board, he could instantly generate huge value. Decks that used him could throw up Taunts, summon Charging minions like Grommash or pull damage effects like Ragnaros. This is arguably a far stronger effect, and came with a 7/7 instead of a 5/5.

Or look at Doom, the Warlock spell from Whispers of the Old Gods. Not only does it immediately impact the board by utterly obliterating everything on it, it also draws cards; easily far more cards than Ultimate Infestation. While no board presence or Armor is gained, it’s far superior against a board that’s out of control. Doom can even be cheated out with cards like Bloodbloom. With competition like this, it’s easier to see why Ultimate Infestation does so much for the cost.

Outclassed

Ultimate Infestation

Ramp allows Druid to make more use of big effects, especially ones that draw cards

The reason Ultimate Infestation feels so strong is down to the class it’s in. While N’zoth, Bloodreaver Gul’dan or a well-timed Deathwing can be far superior, Ultimate Infestation is powerful because it synergises so well with Druid as a whole. Druid’s ability to cheat mana by ramping or with Innervate boils down to trading cards for mana. Ultimate Infestation allows them to reap dividends on that investment. It lets them regain the cards they lost ramping.

It also doesn’t help that powerful 10 mana cards like Ultimate Infestation are particularly nightmarish for Control decks to deal with. In a meta dominated by unrefined greed, it’s natural that this card would win games.

The downside is that Druid has a harder time recovering from the tempo loss of spending 10 mana. Aggro and Midrange decks can often use this opportunity to set up or find lethal.

Sometimes, overpowered is OK

Ultimate Infestation is overpowered. Compared to the rules of linearly scaling power and cheaper cards, it is extremely strong for the mana cost.

However, Hearthstone has proven over and over again that 10 mana cards have to be ridiculous to see play. If Ultimate Infestation was any less strong, it would likely fall into the territory of Tyrantus and Deathwing Dragonlord.

If you’re frustrated by Ultimate Infestation, take comfort in the fact it may not last in the meta. Aggressive midrange decks may rise to put more pressure on Druids. Their meta dominance will fall and players will cast fewer and fewer of these spectacular spells. And when the next tempo abomination rises to smash your face in on turn six, you may feel nostalgia for this huge, clunky spell.


Artwork courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com.

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tech

Tech to beat the new expansion meta

Knights of the Frozen Throne is mere hours from NA release at the time of writing. Theorycrafting is in full swing, and players are eager to unleash their shiny new cards and decks upon the ladder. Others are greedily seizing upon the opportunity to climb with last meta’s most efficient decks. It’s a perfect time for deck tech to shine.

This can be a tricky meta to navigate. A combination of crazily greedy decks featuring flashy new legendaries like the Lich King can be a struggle for reactive decks to deal with. Meanwhile, those sticking to old-fashioned aggro provide a challenge to those seeking to innovate. So how do you navigate this oddly polarised ladder experience?

Frostmourne belongs in a Museum

Eat their Death Knight dreams with a gloopy spit

One recurring theme of the expansion has been a number of incredibly powerful weapons. Warrior’s new Deaths-bite-alike Blood Razor threatens uber-efficient removal. Rogue’s Shadowblade and supporting Doomerang offer weapon damage without hurting Valeera herself. Both the Warrior and Paladin Death Knight Hero come with hugely powerful weapons attached that represent huge tempo and value swings. Not to mention the Lich King himself (and Arfas) can fetch the terrifying Frostmourne, a weapon that threatens to resurrect all minions it kills.

The answer to all this massive weapon value? Well, luckily Hearthstone has a built-in pressure valve for strong weapons. Weapon hate like Harrison Jones, Acidic Swamp Ooze and Gluttonous Ooze can quickly put an end to the value fiesta. What’s more, this kind of weapon hate is perfect to survive and turn the clock against the hyper-aggressive Pirate Warrior. Punishing this hyper-aggressive deck is a great strategy to stop those seeking to sneak out a quick legend amidst bumbling homebrews.

The tempo treatment

The solution to wacky combos and crazy legendaries is good old-fashioned mana efficiency

Tech doesn’t always mean playing specific cards. Often it’s as much a matter of playstyle and deck choice. In a highly varied, experimental meta, it’s often hard to play reactive decks. Playing as Control is dependent on knowing what you’re up against. You can’t be prepared for the kind of mad, greedy combos that will be thrown at you.

Instead, decks that push a specific gameplan with powerful tempo plays are likely to be even further rewarded than usual. Aggressive Midrange or Combo like Miracle Rogue or Midrange Hunter decks are likely to see a lot of success. Their brand of snowballing mid-game board presence is especially difficult to deal with by unrefined Control. While Aggro can be shut down by new lifesteal and taunt minions, aggressive Midrange can provide the beefy late game to bring games to a close despite Taunts, Heal and whatever else Control throws at you. Doing more for your mana than they can is a sure-fire way to victory.

The downside is a limited ability to react to the opponent’s gameplan before you can execute yours. This is where tech cards can come in most handy; as they allow you to push your gameplan of mid-game minions while severely hampering your opponent’s strategies.

Let none pass

 

The Lich King’s popularity could be his undoing

The Lich King is one of the flashiest and most impressive legendaries of Knights of the Frozen Throne. The souped-up Ironbark Protector is likely to see considerable play. His less flashy cousin, Bonemare, also has generated significant praise. Both promise big late-game taunts that could be a nightmare for many classes to deal with. Both Aggro and Control struggle to deal with these kinds of big, valuable bodies that prevent you going face or killing threatening minions.

 

If your deck lacks removal for these kinds of threats, then consider adding some way to destroy or avoid it. The Black Knight is a Classic taunt counter and can provide huge tempo swings. Particularly against the Lich King, he’s a devastating late-game board swing. For decks like Midrange Hunter that otherwise lacks removal, he could be an invaluable combination of beefy body and powerful effect.

Shush

“Lot of stats, but weak to silence” covers a lot of new minions

If you can’t  quite stomach the 6 mana for a 4/5, consider running a Silence. Spellbreaker can provide a fantastic tempo swing, especially against the buffed bodies of Bonemare. With a myriad of new, interesting and powerful effects for players to test, silence is unlikely to go without targets. Deathrattles and buffs are a recurring theme of knights of the Frozen Throne, and Silence counters both.

While Silencing the Lich King isn’t quite as powerful as destroying him, it often is all you need to push for lethal. In return, you get a cheaper, more flexible minion that works on a number of targets. It also notably counters Lifesteal minions that otherwise could continually generate huge healing for the opponent.

Feeling crabby

Pirate Warrior is likely to try and prey on weak, unrefined decks: be ready

Crabs like Golakka Crawler are also a solid choice. If you get to a glut of Pirate Warriors, Golakka can provide the win rate edge you need without running the slew of reactive tools that can compromise your effectiveness against the hordes of experimental midrange and control.

Depending on how players choose to experiment, Hungry Crab might also be a sensible inclusion. A Divine Aggro Murloc Paladin featuring the new Righteous Protector could rise to early prominence. In which case, Hungry Crab will severely cut those explosive Murloc starts down to size.

If Divine Paladin truly takes off, then Blood Knight could be a fantastic, if specific, tech to tear through those Divine shields and generate absurd amounts of stats.

Don’t fear the tweaker

It’s survival of the fittest out there: adapt to survive! Though you still probably shouldn’t play Adaptation

Above all, the key to succeeding in the early expansion meta is adaptability. With so many cards and archetypes to test, the meta will change by the day, if not by the hour. Feel free to swap in techs, decks and new cards. Think about what works and what doesn’t and refine your deck further with each win or loss. Finding the optimal choice for both fun and wins is one of the best parts of a new expansion.

So get out there and give those other theory-crafted decks the testing of a lifetime!


Artwork courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com.

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