Art by Jaemin Kim, courtesy of Blizzard Entertainment

The New 9th Class – The Future and Flavour of Warlock

Who knew that the class with the best hero power in the game would have the worst performance? After several weeks of the Journey to Un’Goro expansion, it’s becoming clear that one class is struggling more than any other. In the infamous words of Mike Donais, “When you list the nine classes in order, there will always be a class that is ninth.” In the post-Karazhan meta, that was Priest; now it is Warlock.

Since the rotation of Reno Jackson from Renolock, Controlling Warlock archetypes have suffered from a lack of survivability tools. The class lacks the lifegain and taunts of other control-oriented classes, and little to counter the life loss from tapping. Meanwhile, Zoo has struggled to gain early game tempo, and suffers from a proliferation of board clears and synergistic minion packages that can out-value or out-tempo them. Without any strong early or late-game archetypes, Warlock is sorely lacking many reasons to play it.

Tempo Troubles

Zoo has been a staple throughout the entirety of Hearthstone’s history. Playing efficient minions on curve early on, and continually refilling with Lifetap is a solid strategy. However, it’s one that has quickly become eclipsed. Synergistic minion packages have proved superior, and without early-game board control, Zoo struggles heavily. Warrior’s Pirates, Paladin’s Murlocs, Druid’s tokens, and Hunter’s Beasts can quickly out-tempo Warlock’s reliable, but less synergistic cards.

Disappointing Discards

Warlock’s new cards are heavily discard-focused; but the deck is too unreliable to be competitive

Across the past few expansions, most of Warlock’s synergies have been focused around the mechanic of Discarding cards. While this was initially competitive, the synergies have not held up over time. The Discard mechanic was promising, but ended up being too inconsistent and limiting to be truly defining for the class. It shut off all control strategies by discarding card advantage and tools, as well as being heavily RNG dependent both in effects and in drawing the perfect balance of discards and synergies. By going all-in on Discard synergies for Warlock’s early game, Team 5 unfortunately ended up pigeon-holing the class in a manner similar to Paladin in Mean Streets of Gadgetzan; over-reliant on a fundamentally weak mechanic.

There are two potential solutions to this; either Team 5 can double down on the discard mechanic and continue to support it with ever-more-powerful cards; or, create a new mechanic that minion-based early game Warlock decks can be built around.

Struggling to Survive

Outside of the Zoo archetype, Controlling versions of Warlock such as Handlock have struggled to find a niche. Whilst the new Humongous Razorleaf offered some hope, a fundamental fragility without the mass-heal of Reno has left the archetype weak and brittle; especially in a meta still dominated by Pirate Warrior and with new, burn-oriented mage lists rapidly proliferating. To make matters worse, the class suffers from a lack of non-AOE removal, with Siphon Soul and Blastcrystal Potion being hardly the epitome of tempo.

Flavourful Irrelevance?

Part of the problem is class identity. Warlock has always benefited from Neutral minions, with Antique Healbot and Reno being the two most obvious examples. They also benefited from hand-size synergies in Mountain Giant and Twilight Drake, and taunt generators and targets like Ancient Watcher and Defender of Argus. Unluckily for Warlock, Team 5 is refocusing on class identity, with deliberate rotation out and non-introduction of ubiquitous, generalized, powerful Neutral cards. This means that Warlock lacks the ability to shore up its weaknesses for a controlling game. But how is this rectified without ruining Warlock’s class identity?

Imagining a Future

Humongous Razorleaf wasn’t enough to keep Handlock viable without Reno

The fundamental contradiction of Control Warlock is that Control decks tend to require healing to be competitive. That gels rather poorly with the lore of Warlocks being power-mad, ruthless, self-damaging fel manipulators. But this contradiction can be solved. The answer lies in cards like the now-nerfed Molten Giant; cards that synergize with low life totals that can be used to improve survivability without being just boring heals. Currently, the way to beat Warlocks is pretty straightforward; hit them in the face enough and they crumble. That strategy should still be viable, but it should come at the risk of a huge comeback swing that can lock you out of the game. Recapturing the spirit of Handlock, one that thrives on the razor’s edge between victory and defeat, would go a long way to making Warlock both competitive and fun.

 

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Taunt Warriors: Please, Please, Mulligan your Quest (Sometimes)

As the Un’goro meta settles down, only two Quests are seeing serious competitive play: Rogue and Warrior. Whilst Rogue is completely dependent on the Quest for victories even against the most aggressive decks, Taunt Warrior has a far more flexible range of win conditions. As such, some of your most important decision-making comes before the game even begins. Should you keep the Quest?

Playing it safe

For many players, the answer is simple. The Quest is one of the strongest cards in the deck, around which the entire game plan is built. It’s a turn one play in a deck that typically will do nothing on turn one. If you mulligan it, you may never get to activate it if you draw it without having seven taunts left to play. This was particularly prevalent immediately after the expansion. With so much variation in the meta, you always have to be prepared for a Control matchup. I even recall seasoned veteran and far superior player Brian Kibler defending keeping the Quest against Hunter. His reasoning was that you needed the hero power to deal with Savannah Highmane.

An epidemic of greed

When playing versus Aggro, you don’t need the Quest to win

This outlook is understandable, but fundamentally flawed. As most players who have spent time with the deck and reached legend agree, keeping the Quest in every matchup is a disastrous policy. The hero power typically comes online only after turns 10-14 (assuming a typical 12 Taunt decklist). By this point, many games should already be decided. Not only that, but against Aggressive or Combo decks, you may not even want to play Sulfuras, as doing so prevents you form utilizing your potentially life-saving Armor Up. Meanwhile, being down a card the entire game is a potentially huge disadvantage, especially when you’re only a Ravaging Ghoul, Execute, or Brawl away from victory or defeat.

Throwing away your win condition

However, that’s not to say that the Quest should always be tossed. Not having the Quest when you need it is far worse than an unnecessary keep. Taunt Warrior cuts all the traditional game ending cards of Control Warrior, like Grommash and N’zoth. Even Fatigue is rarely an option without the insane armor gain potential of Justicar Trueheart. As such, Sulfuras is absolutely necessary in certain matchups. But how do you balance these two competing demands? Both can lead to disaster.

Class by class

DIE, INSECT is often necessary to beat late-game value powerhouses like Tirion

The answer is heavily dependent on what class, and thus what suspected archetype, your opponent is running. A typical rule of thumb would be to always mulligan it against Aggro, Combo, or aggressive Midrange, and keep it against Control or slow Midrange decks. However, the best option will change depending on specific matchups and meta-dependent archetype distribution.

  • Warrior: Keep

Warrior is one of the painful matchups when deciding to mulligan the Quest or not. Versus the hyper-aggressive Pirate Warrior, the Quest is worse than useless. However, in the Taunt Warrior mirror, it’s borderline suicide to toss it. Unfortunately, this means that keeping it is currently the best option. Though your Pirate Warrior win rate will suffer, it is still definitely winnable; whereas Taunt Warrior will crush you without a Quest.

  • Shaman: Keep

Shaman no longer has the explosive starts it used to. Even Murloc Shaman is relatively sedate. Elemental Shaman can easily drag you to fatigue, so getting the Ragnaros hero power online ASAP is often the difference between victory and defeat. Thus, keeping it is almost always the best option.

  • Rogue: Toss

It’s very tempting to keep the Quest against Rogue. However, it should be resisted whenever possible. Both Miracle Rogue and Quest Rogue’s key turns occur well before Sulfuras comes online. Fishing for key removal, board clears, or Dirty Rat is almost always superior. Even getting a turn three Acolyte of Pain down is far more important than getting the Quest completed, as card resources are so vital.

  • Paladin: Keep

While aggressive versions of Paladin are beginning to gain traction, the most popular archetype by far is still Midrange. You certainly need eight random damage as soon as you can to counter Paladin’s unceasing value train in the late game, and to allow you to end the game. While this may lead you to being rushed down by Murlocs, overall your win rate will likely improve.

  • Hunter: Toss

Hunter is a matchup where tossing the Quest will absolutely be the correct play. Their continual application of early and mid-game pressure requires the maximum possible amount of resources to defeat. Once you’ve stabilized behind a Primordial Drake or two, you can easily end the game by exploiting their lack of card draw. No eight damage hero power required.

  • Druid: Toss (Mostly)

The most dominant archetype of Druid being Aggro, tossing the Quest is usually a safe bet. However, there are a few Jade and Ramp Druids prowling about, so if you have a strong starting hand, consider keeping the Quest. Due to Warrior’s plethora of removal and AOE options, Aggro/Token Druid favors the Warrior, even with the Quest. Watch this space and see how the meta develops.

Against Freeze Mage, Armor can be more important than value

  • Warlock: Toss

There are few Warlocks out there, and it is widely regarded as the weakest class. Those that remain are largely running Zoo variants, against which the Quest is unnecessary. Tossing it should be an easy decision

  • Mage: List Dependent

Mage is a tough one. Since Freeze Mage and its variants are the most popular, keeping the Quest or not is often dependent on your own deck. Against Freeze, you typically have two strategies; grind them out with sheer life gain, or rush them down with minions and the Quest. If you’re running the double Shield Block package, it’s usually superior to go for the former option and toss the Quest; if not, you should apply the second strategy and keep the Quest.

  • Priest: Keep

Though this may change depending on how combo oriented the Combo Priest gets, usually you want to keep the Quest against Priest. Their late game can be formidable, especially if they Shadow Visions multiple Un’goro Packs from Elise Trailblazer. You need to put pressure on them fast. Ragnaros hero power is as much of a counter to Priest as Jaraxxus used to be, and you should play accordingly.

 

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The Return of Paladin – How to Buff a Class

The Dark Ages of Paladin

Anyfin allowed Paladin to avoid total irrelevance; barely.

Very few classes have been as consistently poor for such an extended period as Paladin. While others have admittedly been worse, notably Priest during Karazhan and Hunter during MSoG, none have had the continual drizzle of under-performing mediocrity drench them quite as completely as Paladin. From the moment Shielded Minibot, Muster for Battle, and Avenge rotated out to the release of Un’goro, Paladin has found itself without the tools necessary to survive in a cut-throat meta.

In Whispers of the Old Gods, an initially promising showing with N’zoth synergies was thwarted by a lack of early game tools. Then Karazhan’s rise of Midrange Shaman and a slower meta still suppressed Paladin due to their lack of board-clears and a fundamental weakness to Hex. MSoG hand buff experiments failed utterly, leaving the class bereft of resources in a meta defined by the early game power of pirates and the late-game dominance of Jades.

Out of the Dumpster

Things have improved massively in Un’goro. No longer cast to the wayside, Paladin holds its own with a variety of archetypes. Most promising of all is an old-school classic mid-range variant that looks to be gaining traction; using the early game springboard of Murlocs to carry it towards a formidable late-game powered by some of the most value-tastic 8 drops in the game.

Old-style mid-range Paladin is widely regarded as one of the “fairest” decks in the game. With respectable performance in all stages of the game, a small number of potent board clears, and a number of strong healing effects, mid-range Paladin is a jack-of-all-trades that doesn’t rest on one completely broken synergy or card but accrues value and tempo over a mid-lengthed game. One can imagine that if Hearthstone were ever given a “Yu-Gi-Oh” style TV series, mid-range Paladin would be the deck of the protagonist.

It’s hard to point to exactly what made Paladin go from nigh-unplayable to a solid choice in just one expansion. Unlike Dragon Priest before it, it got no single overpowered build-around. What made it its current state in such a balanced fashion?

Murlocs to the rescue

Rockpool Hunter is a key part of paladin’s new early-game package

Lore-wise Paladins are noble guardians of justice, with impressive shoulder-pads and an inextinguishable self-righteousness. As such, it’s a bit odd to see them dependent on the help of a group of terrorizing humanoid amphibians. But in terms of Hearthstone, they synergize perfectly. Murlocs theme of buffing tokens and one another is similar to the core class mechanics of Paladin. Not only that, but the new Un’goro set contained a number of cards that provide an unprecedented, but not overwhelmingly snowbally, boost to the Paladin early game toolkit.

Rockpool Hunter, Hydrologist, and Gentle Megasaur allow Paladin to have a solid start to almost every game. The minions aren’t too sticky and start out as non-threatening, but with the right combination of buffs and synergies can generate massive value. However, they’ll rarely end games on their own in the manner of an unanswered Tunnel Trogg. This forces other classes to interact with the Paladin’s early boards, making for a more consistent lead into the mid-game powerhouses of Truesilver Champion and Consecrate.

Shields Up!

Sunkeeper Tarim is a flexible and powerful tool that is often discovered off Stonehill Defender.

It isn’t just Murlocian early game power that’s fueling mid-range Paladin’s rise. Powerful mid/late game taunts have provided the beef to provide value and staying power throughout the later stages of the game. While traditional Paladin staple Tirion Fordring is as omnipresent as ever, Un’goro offers many new taunt options.

Stonehill Defender is now a staple, with its decent body that grants card advantage and stalls. But more importantly, Stonehill has an exceptional chance of offering a Paladin Class Legendary in Wickerflame Burnbristle, Tirion, or the new Sunkeeper Tarim. All of these are exceptional cards, especially to have duplicates of.

Sunkeeper Tarim himself has proven to be a nigh indispensable and ludicrously versatile tool. Beneficial on almost any board state, he can buff your tokens and neutralise your opponents threats, all while all but guaranteeing favourable trades with his 3/7 body. Meanwhile, Spike-ridged Steed is the buff Paladins didn’t know they needed. With 4/12 of taunted stats split across 2 bodies, Spikeridged can end the game vs aggressive decks and provides a nigh-insurmountable wall of HP to break through.

Troggs Tunnel no longer

But perhaps the most important positive impact for Paladin is a lack of the ubiquitous Tunnel Trogg and Totem Golems of Shaman. Tunnel Trogg is arguably the most powerful 1 drop ever printed – its strength and synergy demanding answering ASAP.

Paladin, as one of the classes without any kind of clean answer for this card, had to rely on the Unreliable Doomsayers or adopt a strategy built around mass-heals and end-game combos. This was a fatally flawed strategy in a meta filled with Hexes and mass board flood that Paladin couldn’t handle due to its lack of spot removal outside of Equality.

The absence of these cards gives Paladin the breathing room to adopt a more pro-active strategy without being bowled over in the first few turns. More than anything, this emphasizes how a class can be buffed by what cards don’t exist, as much as by cards that do.


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Why was the Hunter Quest so Overrated?

The aftermath of the Un’goro expansion is a flurry of ideas and exploration. Even Purify Priest and neoHandlock are fighting for their spot in the new meta. However, one much-vaunted card is seeing almost no play, even after intense initial testing: The Marsh Queen, AKA the Hunter Quest.

A few weeks ago, this would have been almost unthinkable. The Marsh Queen was hyped up as the new face of aggro. Propelled by optimistic public opinion, multiple glowing reviews from pro-players, like Trump and Lifecoach, players gleefully crafted Quest Hunter decks on day one of the expansion in droves. In retrospect, this seems ridiculously over-optimistic.

The tempo loss of running the quest, the inefficiencies of running an overload of one drops, and the underwhelming nature of shuffling 15 cycling 3/2s into your deck made for an overall disappointing experience. Replay data has the Hunter Quest at an abysmal 40% played winrate. The vastly superior, tried and tested Midrange Hunter ended up better in almost every way. But why did the pros and public get it so wrong?

The Quest looked easy to complete…

The Quest looked tempting with Hunter’s new one-drops

The Marsh Queen only requires that seven one-drop minions are played. This seems like an incredibly easy, almost trivial condition to satisfy. Most aggressive decks play a multitude of one-drops, and Hunter is often pushed towards this due to their aggressive hero power. Upping that slightly would fit neatly in the aggressive, board-floody gameplan of such a deck. Compared to the Quest for Rogue or Shaman, this seemed like completion would require little sacrifice on the deck-building side and not take too long. Right?

…but the time required and deck sacrifices were too steep

It’s true that the Hunter quest is an incredibly easy and fast one to complete. However, both “easy” and “fast” are relative concepts. First, let’s look at “easy.” Sure, stuffing a deck with one-drops can be a viable strategy. However, Hunter, without the reliable card draw of other classes, struggles to maintain the Zoo-style archetype. While Zoo can easily run a vast number of one-drops safe in the knowledge that lifetap can back them up later on, Hunter has had to rely on a higher curve or high density of direct damage to offset its cheap minions; neither of which allow the quest to be completed in a timely manner.

To make matters worse, the time restraint on a hyper-aggressive one-drop filled deck is far tighter for quest completion. While decks like Quest Warrior can leisurely complete their quest long past turn 10 and still stay in the game, a deck filled with one-drops will almost certainly be long doomed or already victorious by this point. Quest Hunter will run out of steam so fast that it’s almost a necessity the Quest be completed by turns 5-7. However, this requires a huge investment in one drop density that makes the rest of the deck decidedly weak and one-dimensional.

Carnassa’s Brood looked potent…

Looking back on the stream where The Marsh Queen was announced, it’s hard not to be impressed. The video shows the quest reward, Queen Carnassa, thrown down. On the immediate turn after, Tundra Rhino and no less than five Caranassa’s Brood following up. This looked spectacular and effective, and clearly captured the hearts and minds of the Hearthstone community. Carnassa’s Brood looked to have insane synergy with cards like Tundra Rhino, as well as working towards cycling through the low-cost deck of a Quest Hunter. On top of all that, plopping down a five mana 8/8 beast in Hunter is an extreme play.

…but the advantages were overstated

Tundra Rhino couldn’t make the Quest worth it

Carnassa’s Brood is a strong thing to have 15 of in your deck, for sure. While the card is individually strong, en masse it proved to be significantly underwhelming. For starters, the dream of chaining 3/2 into 3/2 rarely, if ever, came about. Shuffling 15 into your deck usually only gave you a sub-50% chance of drawing a Carnassa’s Brood. Typically, it meant that you were playing two one-drops a turn. While that is better than only playing one a turn, it’s nowhere near powerful enough to build around.

Quest’s tempo loss was seen as trivial…

Turn one is often a turn when nothing happens. With Tunnel Trogg rotating out, it was typically filled by patches and his piratical buddies, if at all. With the plethora of anti-pirate hate, like Tar Creeper and Golakka Crawler, printed for Un’goro, surely turn one would become less relevant? Or so the thinking went. The reality turned out very different.

…but it ended up being a massive setback

One-drops tend to be powerful cards. An initial tempo advantage gained by a good, impactful one-drop can be the difference between victory and defeat for almost all Aggro decks. However, the power level of one-drops falls precipitously after the initial turn. As such, filling your decks with one-drops, then giving up the most crucial turn they could be played, is inherently, and disastrously, anti-synergistic. Unfortunately for Quest Hunter, this proved too much for the deck as a whole. More than anything else, it made it far less effective than it was hyped up to be.

Images courtesy of Blizzard Entertainment

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Outlasting Crystal Core – How to Survive Quest Rogue as Control

Quest Rogue was a widely underestimated deck. Though some recognized that it may have some potential, the vast majority thought it would see little or no competitive play. While pros’ assessments that it was too slow and gimmicky may turn out to be true in the long run (the deck has abysmal win-rates vs aggro), in the meantime the deck floods a large proportion of ladder. Whilst the strategy to beat it is straightforward as an Aggressive or Midrange deck, slow Control decks have a harder time.

Rogue’s game plan involves “bouncing” the same minion back to their hand 2-3 times. After they have played the same minion four times, they activate the quest, turning all minions and tokens on their side of the board into 5/5s. From there, they seek to close out the game with an endless stream of 5/5s that draw, generate value, or simply charge through for lethal. Some builds even include token generation, like Violet Teacher or Moroes, to create huge boards.

It’s a tough proposition for any slower deck to deal with. Without a way to support the Rogue’s weak turns 1-4, they have little option but to weather the storm of the Crystal Core. To do so, you should follow this multi-step plan. This is not the only way to deal with Quest Rogue, but is the most viable if you are unable to apply enough early pressure to kill them on turns 5-7.

Turns 1-3: Develop Minions

Acolyte of Pain can almost always get huge value early

Quest Rogue can’t do much on its initial few turns. You can take advantage of this by using the opportunity to develop your early-game minions. Toss those reactive spells from your mulligan and look for cards you can play to turn up the heat or generate value early on.

Acolyte of Pain or Northshire Cleric is a prime example of a perfect card to develop into a Rogue. Due to their lack of easy three damage removal or minions, they will have no choice but to let you draw large numbers of cards. Any minion that can keep their limited early development under control is vital, so feel free to drop 1/4s just to take care of the few low-health minions they do play.

The aim of this stage is threefold. First, you want to generate resources by drawing or discovering cards. The mid-game gets incredibly tough, and you need all answers you can get. Second, you want to remove every token and minion they play, as any left up on a quest turn will turn into yet another 5/5 for you to deal with. Developing minions lets you do this far more easily. Finally, it allows you to put pressure on the Rogue’s life-total, meaning they have to aggressively switch up their quest-completion or be out-tempo’d.

Turns 3-5: Disrupt the Quest

Dirty Rat can win games all by itself

These turns are the most vital. Depending on how lucky your Rogue opponent has been in getting suitable minions, and whether or not they draw Preparation, the Quest will usually be activated around turns 4-6. This means that you have to do your utmost to delay it as long as possible and mitigate its immediate impact.

Removal of any and all of their minions is paramount here. Any tiny token will likely become a 5/5 on the following turn, so use your spells, minions, and weapons accordingly. The aim is to have the board completely clear prior to their quest turn.

Dirty Rat is also a key tech card that can help you delay the quest significantly. If you can pull down the minion they would have completed the quest with, it can delay them by several turns or more. Even just pulling down a Youthful Brewmaster or Gadgetzan Ferryman can fatally disrupt their game plan, allowing you to take control of the game away form them when they need it most.

Immediate Post-Quest Turns: Survive, Remove, Deny Value

When the Rogue plays the quest, and immediately after, they’ll often follow it up with a number of chargers, perhaps with more bounce effects. For this, you’ll likely want Taunts, ideally with 6+ health. Watch your life total; play around damage in increments of five. If you’re a Warrior, consider choosing cards like Ornery Direhorn or Tar Lord in your Discover picks from Stonehill defenders to minimize their value trades. Rogues run out of removal fast, and will be forced to do things like trade two 5/5s into a single 5/8 often.

They may also drop value generators like Moroes and Violet Teacher. These should be your priority removal targets, as each can quickly snowball the board out of control. It’s important not to over-rely on AOE in these stages, as they can stagger their threats to overwhelm you. Instead, focus on using your hard and spot removal to minimize their impact. With any luck, you’ll survive and severely cut into their ability to flood the board over future turns. You may lose board control; this is almost inevitable while you are playing minions that cost several times as much as their minions. However, you can work on a strategy to regain it in the following turns.

Late-Game: Bleed Them Dry

It’s easy to see why Dragonfire is good

Once the Rogue’s initial onslaught is over, you should seek to retake the board using mass AOE. Equality-Consecrate, Dragonfire Potion, Brawl, or Shadowflame are ideal. If you’ve played right, they’ll run out of cards far before you and will be unable to retake the board. If they manage to, focus your resources in delaying them until you can draw more AOE and removal. You should then seek to take the perfect balance of value trades and face damage as you retake the board. Pressuring their life total in this stage can be very effective, so long as you are not at risk of dying yourself. Their hero power is one of their only ways of dealing damage in multiples of less than five, so making them too low on health to use it is a very handy strategy.

Once you reach this stage, you are likely favoured. Watch out for bounces and burst damage from chargers, as this is one of the ways you will lose once they run out of resources; if they keep cards in hand for multiple turns, watch out as it’s likely a Shadowstep waiting for a Stonetusk Boar or similar charger. Other than that, simply deny them value until they crumble under the pressure.

Then congratulate yourself; Quest Rogue is an exceedingly difficult deck to win against with certain strategies due to their highly polarizing matchups, and doing so takes a significant amount of skill. Or, as it’s Hearthstone, getting exceedingly lucky.

All images courtesy of Blizzard Entertainment.

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A Guide to the Clutch Adapt

With Un’goro’s release merely hours away at the time of writing, it’s a good time to gain a better understanding of one of its key mechanics: Adapt. Adapt is a new keyword that gives your minions a chance to discover a choice between three of ten potential positive buffs. To refresh your memory, they are:

  • +3 Attack
  • +3 Health
  • +1/+1
  • Divine Shield
  • Windfury
  • Deathrattle: Summon two 1/1s
  • Stealth until your next turn
  • Can’t be targeted by spells or hero powers
  • Taunt
  • Poisonous

The scale and variety of options, each with a differing level of board impact, threat, value, and survivability, can make it hard to evaluate. Not to mention the discover mechanic can make it hard to visualize probabilities. To help out, I’ve put together four common strategies you want to fulfill with adapt, and how likely you are to pull it off (note: probabilities are rounded to nearest 5% for ease of remembrance).

Toughness for minion trading

Best outcomes (50% chance):
  • +3 Health
  • Divine Shield
Decent outcomes (30% chance):
  • +1/+1
  • Deathrattle: Summon 2 1/1s
All other outcomes (20% chance)

Ornery Direhorn is usually best with added defensive stats

This is probably the most likely situation to occur. You’re playing a larger minion into your opponent’s board, or dropping a minion and want to get pure value out of it, rather than ending the game. It’s not vital to dodge removal, you just want to make it as annoying as possible to kill.

The dream is usually +3 health or Divine Shield; these can add massively to the cards’ overall value, making it generally very tough for the opponent to remove. Combined, these two outcomes have a 50% chance at coming up as one of your three Adapt picks. +1/+1 or Deathrattle: summon 2 1/1s will sometimes be present when the “decent” aren’t (30% of the time to be exact). The remaining 20% of the time, you’ll be stuck with the relatively useless Stealth, Windfury, Poisonous, etc. However, these can still be useful in certain situations.

This is most likely to come up with cards like Ornery Direhorn, Thunder Lizard, and Verdant Longneck.

Power for immediate trading up

Best outcomes (50% Chance):
  • +3 attack
  • Poisonous
Decent Outcomes (20% chance):
  • +1/+1
All other outcomes (30% chance)

If you’re playing against a Hunter, there’s a good chance you’ll need to play around this card.

Best used for actively adapting a minion already in play, sometimes you want to trade up or threaten to trade up. The best outcomes are usually Poisonous or +3 attack, as each allows you to trade up amazingly efficiently; however +1/+1 can be good enough too. The first two options have a combined probability of 50%, but if you only need one damage, another 20% of the time +1/+1 will show up. The remaining 30% of the time you’ll be stuck with Divine Shield or Deathrattle: summon 2 1/1s as a consolation for the minion you were unable to kill.

This type of adapt is incredibly useful. As a a result, cards like Crackling Razormaw or the Paladin spell Adapt can swing early-game board control massively. For instance, you can turn your Alley Cat into a lethal removal tool, allowing you to gain huge value. It’s worth playing around this by not over-committing to high health Taunts that could be obliterated by a single Poisonous beast or Silver Hand Recruit.

Dodging removal

Best outcomes (50% chance):
  • Stealth until your next turn
  • Can’t be targeted by spells or hero powers
Decent outcomes (30% chance):
  • +3 health
  • Divine Shield
All other outcomes (20% chance)

Sometimes you just need to have something stick to end a game, but you know your opponent has that Hex, Execute, or Fireball. The best way to dodge these effects are with Stealth and Can’t be targeted, but these will occur only 50% of the time. In the meantime, you can take +3 health or Divine Shield for the 30% to decrease the odds of spot removal taking out your minion (though it won’t save you from hard removal!).

May be useful for any adapt minion.

Going for lethal

Best outcome (30% chance):
  • Windfury
Good outcome* (20% chance):
  • +3 attack

*May be better than Windfury on boards of low-attack minions.

Decent outcome (20% chance):
  •  +1/+1
All other outcomes (30% chance)

Not so gentle when a Murloc deck gets a four mana Bloodlust

Sometimes it’s best to just kill your opponent. Giving Windfury to a minion, all minions, or all murlocs, is a dream come true for pushing face damage. This has a 30% chance of occurring. Meanwhile, +3 attack also has a 30% chance (20% when Windfury is not an option). Finally, +1/+1 is less impressive, but still may be enough to end the game. Considering that these effects have a combined likelihood of 70%, it’s well worth playing around.

It is incredibly potent with Gentle Megasaur or Evolving Spores. It can also be useful with the Paladin card Adapt (though make sure you don’t give your Volcanosaur “can’t be targeted by spells or hero powers”).

Preventing lethal

Only relevant outcome (30% chance):
  • Taunt
All other outcomes (70% chance)

It’s probably not a good idea to rely on Adapt to gain a taunt. If you adapt once, you have only a 30% chance of being offered it. No other adapts offer immediate board impact to stop your opponent gaining lethal. Even with Volcanosaur’s or Ravenous Pterrodax’s two adapts, you only have a 50% chance to gain it. Still, it may save your skin in a clutch situation.

Just remember that it’s not necessary to double-taunt your Ornery Direhorn, though the BM value is impressive.

 

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The Scariest Combos of Un’goro

For as long as card games have existed, players have combined cards in broken, degenerate ways. The imaginations and drives of a dedicated player-base will always exceed that of the developers, and as such new and exciting combos have the potential to break the game. Each new bout of cards offers new opportunities for exploitable shenanigans.
Hearthstone’s Journey to Un’goro expansion is no exception. More than perhaps any other expansion, there are a number of absurdly powerful combinations to create absurd situations, generate huge value, or simply kill your opponent.

Murloc Tidecaller and Rockpool Hunter

Murloc decks haven’t been too scary for a long time now. While the Finja package is in certain archetypes, full on tribal synergistic board-flood murlocs simply haven’t kept up with the growth of early game power. However, with the rotation out of Tunnel Trogg and Totem Golem, they may be able to reestablish their place as the terror of the opening turns. Helping them is Rockpool Hunter, an incredibly strong card. Representing 3/4 of stats split across two bodies for two mana, it could snowball a one drop into a near insurmountable board advantage.

The most egregious of these on-curve plays would be Murloc Tidecaller into Rockpool Hunter. This creates a 3/3 and a 2/3 on turn two, which is perhaps better than Tunnel Trogg into Totem Golem, only with no overload in exchange for one less health. This could then be followed up with the nightmare of Murloc Warleader for a 3/3, a 6/3, and a 4/4 on turn three.

The ability of Murloc decks to generate huge early tempo and value with Rockpool Hunter might make them a very tempting option for certain classes, most notably Warlock and Shaman. The ability to buff the attack and health of high priority targets in the early and mid game shouldn’t be underestimated.

Jade Idol, Gadgetzan Auctioneer, and Earthen Scales

Jade Druid is a deck that has been dominating the hearts and minds, if not the statistics, of the Hearthstone world. Despite its overall poor showing, its ability to hard-counter certain types of control decks means it’s controversial to say the least. One of the counterplay mechanics against this deck, especially against Control and Midrange, is to simply rush them down or out-tempo them.

What Earthen Scales offers is an opportunity to turn the huge Jade Golems generated as part of a Gadgetzan Auctioneer turn, into a huge health advantage. With Auctioneer on Board, you even gain tempo with +1/+1 and draw a card. Meanwhile, you’ve forced your opponent to deal with your minions rather than your face. Earthen Scales is an extremely powerful combo tool that shores up Jade Druid’s weakness in a way that makes it potentially meta-dominating.

The Caverns Below, Fire Fly, and Igneous Elemental

 

Rogue’s new Quest seems hard to complete at first. The requirement of playing four minions with the same name seems to require a lot of effort to get to everything becoming a 5/5. However, things get a lot easier when you consider the new Elemental minions, Fire Fly and Igneous Elemental. These give you 1 and 2 1/2 Elementals respectively. This means that you simply need to draw two Igneous Elementals or one Igneous Elemental and two Fire Flys in order to activate the quest. Alternatively, you can just draw one Igneous Elemental, one Fire Fly, and a Shadowstep.

This makes it absurdly easy to activate the quest, leading to a turn four swing turn when you suddenly summon four 5/5s. This also means you can get other advantages, like not playing the quest on turn one, devoting the rest of your deck to more solid aggressive minions and spells instead of combo activators, and having more flexible activators for your end-game. A deck with Rogue’s almost uncompromised early game aggro, followed up by a Jaraxxus-like endless stream of 5/5s, after a huge early swing turn, could be potent indeed.

Time Warp, Arcane Giant, and Alexstrasza

Time Warp is one of those cards that stretches the limit of what’s possible. Its power is perhaps unrivaled by any card. It will likely break many cards and mechanics. One of the simplest of these involves playing two Arcane Giants, Time Warp, and then following up with Alexstrasza. This is one of the easiest one turn (or two turn, depending on how you look at it) kills in the game, requiring only four cards. Moreover, it promises to be exceedingly flexible, as Alexstrasza can be replaced with Fireballs if need be depending on the opponent’s life total.

Potentially more powerful kills exist, such as using Sorcerer’s Apprentices, Molten Reflections, and Archmage Antonidas to create infinite zero mana fireballs. However, this kill’s use of only four cards (one of which is guaranteed from the quest) makes it supremely reliable and consistent. It still can be countered though, most notably by taunt minions, Armor, and Dirty Rat.

Giving Mages a way to kill their opponent from nowhere is supremely powerful, as freeze mage has proven. Their arsenal of stall and board control tools makes them the ideal combo class for bursting the enemy down from 30 to zero over a turn or two.

Sulfuras and Auctionmaster Beardo

The ability for Auctionmaster Beardo to refresh the hero power on playing a spell is usually too low impact to be worth considering. However, that could all change if instead of gaining health, you’re tossing fireballs. With Warrior’s ability to have all of the upside of becoming Ragnaros without any of the armor-shredding or health-losing downsides, the option to cycle small spells and burst down the opponent seems very tempting.

Warrior has a slew of impactful low mana spells, even zero mana ones, leading to up to three hero powers with Beardo on the board. If Beardo manages to stick, they can almost certainly finish off any opponent.

Of course, getting to this position may be tricky. it may be more reliable simply to run additional taunt minions in order to activate the hero power a turn earlier than what would otherwise occur.

Carnassa’s Brood and Tundra Rhino

The Hunter Quest turned quite a few heads on its release. A five mana 8/8 is one thing, but filling your deck with one mana cycling 3/2s is potent indeed. Even more potent could be potential combos with Tundra Rhino.

By giving your Beasts Charge, Tundra Rhino could help turn the ever-cycling raptors into cannonballs to launch at the enemy face. You can easily generate massive damage and value if Rhino sticks, or as part of a combo turn. With a Stampede spell thrown in the mix, you can generate huge value in addition to killing the opponent.

The other route to go down is even more interesting. If you can play Hemet and Jungle Hunter prior to the quest reward, you could make your deck almost entirely raptors. This makes the combo far more consistent, as well as allowing you to easily draw through to your potent high-mana minions.

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Elemental Synergies: Curvestone or Counterplay?

There are three main themes to the upcoming Journey to Un’goro expansion. Quests, Adapting dinosaurs, and Elementals all involve never before seen mechanics that may introduce new and exciting gameplay.

Unlike the more intricate Quests and unreliable Adapts, Elementals and their dependents have relatively straightforward activators. It is different than Murloc synergies, which require Murlocs on the board, or Dragon synergies, which revolve around keeping Dragons in the hand. Elemental synergies will be dependent on whether or not you’ve played an Elemental on the previous turn.

Powerful but slow?

Stoneshaper is powerful, but it can mess up Elemental sequencing. Perhaps promoting off-curve play?

The immediate impact of Elemental decks’ synergy requirements is a lack of explosive early game. Unlike Dragon Decks, which can get off a powerful overstated minion like Alexstrasza’s Champion, Twilight Whelp, or Wrymrest Agent simply by having a card in hand, Elemental decks require an Elemental played first. Furthermore, no powerful one or two mana Elemental synergy cards have been revealed yet. This means no overpowered minions coming down on turn one or two.

This means that Elemental decks may find it hard to commit to the aggressive strategies often favoured by Dragon variants, especially Dragon Warrior. While the synergies are minion-dependent, it revolves around using them in a steady stream that slowly ramps up in power; not by rushing them out as fast as possible.

Sequencing and skill

Elementals also offer a chance for players to test their strategic and tactical talents. Because each Elemental effect is completely dependent on what happens on the previous turn, inter-turn sequencing and managing resources is paramount.

Due to the power of Elemental-dependent minions that are not necessarily Elementals themselves, it will often be necessary to plan out turns well in advance. The strong but situational swings of Ozruk or Kalimos will require a careful manipulation of the board state for maximum benefit. All while having to commit in advance by playing Elemental resources.

Elemental counterplay

This also provides a massive opportunity for counterplay. Not playing an Elemental broadcasts a temporary inability to invoke the powerful synergistic effects. This allows both a hand read and a temporary freedom from being blown out by certain effects.

Players could even bait out tempting Elemental plays in advance, starving the opponent of resources with which to activate the synergies. All this provides more opportunity for interaction and counterplay by canny opponents.

Furthermore, the classes where Elementals are being pushed hardest are the ones with powerful spells. Shamans and Mages can make more decisions, and might focus harder on a few high quality Elemental minions. They could do this by weaving more spells into their gameplan. This would naturally synergize with the limited number of Elementals.

Same old Curvestone?

Draw RNG can make the impact of Blazecaller varied, and make wins more snowbally

Of course, this might just be over-optimistic theorycrafting. The realities of the brutal tempo-based gameplay of Hearthstone means that holding back combos for optimal use may not be viable. While it’s nice to imagine that the most skilled players will hold onto their most powerful Elementals for the perfect synergies, getting bodies on board and hoping you topdeck an enabler in the meantime might end up being the superior strategy.

This is compounded by the likely midrange style encouraged by the Elemental’s theme of anti-aggro, beefy minions. Follow that up with minion centered tempo swings. Such decks want to play their minions out as big and as fast as possible. This rarely leaves much room for card-draw; and less card-draw means less decision-making, as on any given turn fewer options will be available.

As such, any impact on the gameplan outside of traditional midrange decks will have to be taken with a grain of salt. Hearthstone will likely be very similar to how it’s always been for the decks that best utilize Elemental synergies.

A meta impact

Tar Creeper may be the bane of Pirate Warrior

One potential upside to Elemental decks may come outside of their playstyle. Many of the Elemental and Elemental synergistic cards are powerful anti-aggro taunt minions. This could cause problems for current meta tyrant, Pirate Warrior. A Tar Creeper or Tol’vir Stoneshaper is a tricky obstacle for Pirate Warrior to overcome at any stage of the game (to say nothing of Kalimos’ insane healing ability). Meanwhile, the ability to use cards like Blazecaller to play threats while removing enemy midrange minions might mean the deck would have the mid-game beef to take on Jade Druid.

However, as always, the true impact of Elemental decks is yet to be seen. Without any play-testing, it’s impossible to tell whether Elemental decks will even see any play. Whatever happens, it’s likely Shaman has received tools to survive, even in a world without Tunnel Trogg and Totem Golem.

 

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An in-depth analysis of Molten Blade

Another Warrior card from the Journey to Un’goro expansion has been released. Like its Discover-based counterpart, it looks like a “fun”, uncompetitive card. Molten Blade is a 1 mana 1/1 weapon, with the effect “each turn this is in your hand, transform it into a new weapon”. Similar to the legendary minion Shifter Zerus, Molten Blade trades consistency for flexibility. Not limited by class, it can become any weapon in the game. But is the massive variance in outcome worth the potential upside?

The card in all its RNG glory

Why Molten Blade?

King of the early game, Fiery War Axe is less good later on

Many people would look at Molten Blade and think, why would I ever play this? Warrior has access to some of the best weapons in the game, including Fiery War Axe and Gorehowl, the best early and late-game weapons respectively. Why would you run this over these more reliable options?

Well, one answer can come in the form of its constantly varying mana cost. Fiery War Axe is amazing in certain situations, namely, on turn two when the opponent has played a minion. Meanwhile, Gorehowl is perfect for winning late-game grindfests but is completely useless until then. The potential advantage in cards like Molten Blade could come from flexibility. It has a chance to be a powerful early-game weapon on turns 1-5. However, should no opportunity arise, waiting long enough will guarantee that it’ll turn into a late-game powerhouse.

However, the obvious downside is that you’re losing a lot of consistency. If RNG isn’t in your favour, you’ll find it hard to even play this weapon. So, how does the math stack up?

Playing the odds

In order to properly evaluate Molten Blade, we need to look at the chances that two crucial things occur.

The first is that it will be relevant as an early game weapon. The second is the chance to transform into crucial late-game value. In the meantime, the odds that it becomes a mid-game option are worth looking into as well.

The chance of the early game weapon appearing is crucial because it’s what makes the card potentially worth playing over a Gorehowl or Arcanite Reaper. The potential of becoming an early game option in the early game, even a sub-par card, would make this incredibly powerful. In the best case scenario, the Warrior could have additional Fiery War Axes and Truesilver Champions at perfect times, allowing an easy tempo snowball to victory.

Meanwhile, the odds of acquiring a late-game weapon is vital. If the card will simply sit in your hand turn after turn before becoming something truly valuable, there would be no point playing this over reliable early or mid-game options.

Early-game Outcomes

Stormforged Axe isn’t amazing on turn two; but it’s far better than Gorehowl is

Luckily, the pool of weapons is very small, making analysis easy. As of the Un’goro expansion’s release (barring any additional yet-to-be-announced weapon releases), there will be 21 collectible weapons in the game, including Molten Blade itself. Ten of them cost between 1 and 3 mana. This already seems promising; a 50% chance to get an early game weapon and a 50% chance of a high mana option gives a good likelihood of it being worthwhile after being kept in the opening mulligan.

However, things aren’t as rosy as they seem. Whilst weapons are more consistent value-wise than minions, there are still some highly synergy dependent or otherwise underwhelming cards, particularly for the early game. While the worst offender, Cursed Blade, is rotating out, there are still cards like Light’s Justice, Spirit Claws and Molten Blade itself that are highly unlikely to be worth playing. Overall, there are six early game weapons that are undeniably decent. This is Jade Claws, Fiery War Axe, Stormforged Axe (marginal), Rallying Blade, Eaglehown Bow and Perdition’s blade. If you keep Molten Blade in the mulligan, you have a 15% chance of a decent 2 mana weapon on turn 2, and a 30% chance of a decent 2 or 3 mana weapon on turn 3. Overall, this means that you have a roughly 40% chance of Molten Blade giving you a good-enough early game option.

Mid-game Metrics

Any Warrior deck would love to get access to Truesilver Champion

The mid-game clue to Molten Blade is harder to compute. Due to weapons’ situational usefulness, ability to store charges, and function as removal, it’s hard to compute exactly when certain types of weapon are most useful. As the mid-game is usually dictated by tempo, cheap but good options are usually worthwhile, as they can be woven in with other cheap spells and minions. Overall, the odds here look good. There are a number of high value mid and low-cost options. Getting a Hammer of Twilight or Fool’s bane on curve can help snowball tempo, or push face damage if need be.

The odds of a 4-5 mana weapon are pretty high, with 8 of the 21 weapons falling into this category. Of these, there are few bad value options, apart from the relatively slow Pirahna Launcher, awful Tentacles-for-arms, and deck-dependent Brass Knuckles. This means there’s a very good chance that Molten Blade gives you a potent or even game winning option in the mid-game.

Value Statistics

Pirate Warrior getting Doomhammer is the dream, but the odds are pretty low

In terms of late-game value, where the idea is to push face damage ASAP or to gain huge value, there are a couple of options. Doomhammer may count among these, as it has an “effective” mana cost of 7 with its huge overload. Gorehowl is obviously the king of late-game value, though Gladiator’s Longbow may be pretty decent outside of the early-game oriented Hunter. Either way, these three weapons provide a 15% chance each turn of getting a late-game value option.

This sounds OK at first, but may, in fact, be far too low. 15% means that on average, you’d have to keep this in hand for 6-7 turns before getting a truly powerful weapon. What’s worse, Molten Blade is a terrible topdeck card, as the transformation happens the turn after you draw it. Late game options for this card look slim indeed, especially once you consider that it requires perfect timing to set up a super expensive weapon like Gorehowl in a world of Acidic Swamp Oozes and Harrison Joneses.

Molten Madness

So then, this looks like a card that will fill its intended purpose: Trolden fodder and RNG moments. It’s unlikely that the competitive world will be rocked by this card. Nonetheless, it may be worth keeping an eye on. Pirate Warrior sometimes ran the inefficient King’s Defender purely as a third, costly Fiery War Axe. It’s not inconceivable they’d want more early game options for weaponry. What’s more, the small pool of weapons could mean only a few additions of efficient weaponry could make this card incredibly potent. You never know, you may just curse the day when Pirate Warrior is able to beat you with an 8 attack doomhammer.

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The League’s Explorers: A Retrospective

It’s hard not to look back on the League of Explorers expansion with rose-tinted spectacles. It came after the relatively non impactful Grand Tournament expansion that seemed to do little but introduce the much-maligned Secret Paladin, and following on the heels of a controversial Warsong Commander nerf. It provided a well-needed injection of variety and levity. Though the expansion added a number of exciting, archetype defining cards, it’s best remembered for its four eponymous Explorers. These oft-hatted adventurers weren’t just the thematic heart of the expansion; they each provided a powerful and lasting impact on Hearthstone’s history.

 

Sir Finley Mrrglton

This gentleman’s refined demeanor belied his aggro inclinations

Sir Finley heralded the rise of a whole new breed of aggro decks. Previously, many archetypes had been lumbered with an inherently defensive hero power. Classes like Warrior or Shaman could sometimes match Hunters with their quality of cards,; but the consistent pressure granted by the Steady Shot Hero Power made it the premier aggro class. Sir Finley Mrrglton single-handedly smashed that paradigm. He provided a decent body early-game, but mainly allowed a game plan synergistic hero power to replace an otherwise near-useless defensive one. Along with his one mana, 1/3 buddy Tunnel Trogg, he was a vital part in the rise of Aggro Shaman.

Steady Shot and Lifetap were of course the most coveted, but even Fireblast or Druid’s Transform were viable alternatives to the otherwise near-useless Armor Up and Totem powers. Whether or not this impact was healthy in the long run is a matter of perspective. In the short run, though, it contributed massively to an increase in the variety of Aggro. With Hunter on the ropes as a class, perhaps it’s best that Steady shot becomes unique to them once more…

What can we learn after Mrrglton’s Rotation? Well, for one, changing to another class’s hero power might dilute class flavor a bit much. Especially in the days when Small Time Buccaneer and Patches were ubiquitous, opening into the same few cards and the same few hero powers began to get monotonous. On the plus side, his voice acting and entry sequence were truly top-notch. On the other hand, allowing more variety in hero powers can help more viable decks flourish.

Brann Bronzebeard

Brann’s wild combos might be best suited to the Wild format

Brann Bronzebeard was an obvious addition ever since the likes of Baron Rivendare’s Deathrattle-doubling effect was introduced. His battlecry duplication ability with only minor stat costs made him a versatile inclusion in a wide variety of decks. From Dragon, to C’thun, to Jade, there were very few archetypes that couldn’t at least partially justify his inclusion.

While his incremental value was impressive, he could also inspire some truly broken combos. While Brann-Kazakus is the most popular now, few can forget the game-ending might of Brann into a Thaurrisan discounted Doomcaller. Barely any decks could withstand the onslaught of three C’thuns.

However, perhaps it’s for the best that he’s rotating out. As Kazakus has shown, he severely limited the design space for potent battlecry minions, or otherwise making certain archetypes and strategies far more potent than they had any right to be (see Jade Shaman). In that regard, Brann is a perfect advertisement for the merits of the Standard rotation system. While his potentially gamebreakingly powerful interactions will still exist to inspire and provoke wonder in Wild, they won’t pollute the carefully tuned balance of Standard.

Elise Starseeker

This card defined Control before Jade and Kazakus

Elise Starseeker was never meant to be anything other than a fun diversion. When she completely redefined Control decks, it was almost by accident. Together with Justicar Trueheart, she marked the temporary transition of Control decks from having heavy threats like Ysera in their deck to largely relying on her late-game value generation after reaching fatigue. The ability to swap out useless card draw and low-impact spells and minions for a cascade of huge bombs led to the evolution of Warrior and Priest decks. They could afford to go as anti-aggro as possible while still having a fighting chance in the control mirror.

The Golden Monkey itself provoked wonder, counter-play, and frustration in equal measure. While Legendary RNG decided many matchups, the variance was welcomed by adding unpredictability to the otherwise mathematically tedious calculations of Fatigue; and whilst she was powerful, there were numerous counterplay options. Most notably saving tempo tools like removal or Sylvanas for after the monkey hard replaced all comeback mechanics with clunky minions.

That said, the promotion of 20-minute plus games was perhaps an unhealthy one. Many players found it tedious and time-consuming facing decks that stalled out for dozens of turns before doing anything proactive. Still, Elise proved a powerful point; the promotion of potent proactive late-game strategies for control decks that don’t rely on replacing significant proportions of the deck with slow bombs could shake up otherwise stale interactions between late-game decks, while keeping their viability against aggro and midrange.

Reno Jackson

The fact that “Reno decks” are a concept tells of this card’s power

Few cards have been as impactful as Reno. This dapper member of the Explorers inspired multiple breeds of decks. Even the name Reno became a byword for singleton decks. His unique ability to provide incredible burst healing to classes that otherwise struggle with survivability, like Warlock or Mage, resulted in a new style of potent control decks. With the near-extinction of Handlock and struggle of Control Mage to find a raison d’etre after Echo of Medivh rotated out and Molten Giant’s mana was raised, the card provided a safe haven for those who wanted to play late-game oriented versions of those classes.

Kazakus provided a boost for singleton decks, making them the only option for Control after Mean Streets of Gadgetzan. This rise provided an additional spotlight on the less pleasant aspects of the class. By concentrating huge amounts of the decks’ power into a few key cards, decks tended to be exceptionally powerful, but horribly inconsistent, especially versus aggro. This made it especially frustrating when draw RNG was in favor of one player, as games often felt like a coin-flip.

Perhaps the best lesson to learn from Reno Jackson is to spread out the power cards for any given archetype over a decent number of deckslots. This will make games not as overly dependent on one draw-specific answers. The other, more positive lesson is already one that Team 5 has learned from; giving players reward for creative deckbuilding challenges pays off in terms of gameplay variety.

 

All images courtesy of Blizzard Entertainment.

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