Is Taunt Warrior Too Frustrating for Tournaments?

On the 28th of September, 2016, Blizzard announced it was changing a number of cards. Normally, the few but impactful balance changes Hearthstone receives are based on a card’s power level, ubiquity, or limitation to design space. However, the change to the Old God Yogg-Saron, Hopes End, took a unique rationale. Team 5 stated that “We felt like seeing Yogg in tournaments was not where we originally hoped it would end up.” They explained that while the card was not necessarily overpowered, they wanted to reduce the amount it was then seen in tournaments. Implicit was the idea that too much RNG in a competitive tournament setting leads to frustrated pros, fewer recognisable faces, and a worse competitive scene.

Now, a similar row seems to be emerging over the new Tournament dominance of a new archetype; Taunt Warrior. Are the levels of RNG too high for competitive?

8 Damage Rage

Powerful, but frustratingly unreliable

The most obvious element of randomness is the Quest reward itself; Sulfuras’ 8 damage Hero Power. Targeting a random enemy, it has driven pros like Frank “Fr0zen” Zhang to tweet their frustration at “winning coin flips” being the seemingly deciding element of many matches. While only relevant in certain matchups, the RNG of whether or not the Ragnaros shot hits face or that crucial minion decides games. This is especially prevalent in the mirror (as we’ll cover later).

However, the randomness looks worse than it is. Because the Rag shot typically is the method of lethal, it is often erroneously attributed to be the crucial moment that decided the outcome. However, less obvious plays and misplays on the preceding turns can often be far more important. The spectacle of a flashy 8 damage lethal can often be distracting to the real ebb and flow of a match. The randomness is often far more egregious and impactful in the few turns after Sulfuras is played, where killing that crucial minion for “free” has a far more lasting and game-swinging impact.

O Brawling Love, O Loving Hate

Without Shield Slam, Taunt Warrior often can’t clear up after a Brawl – making the outcome vital

Brawl is a controversial card. While some love its capacity to give late-game Warriors access to some of the most efficient mass-removal in the game, others despise its high-variance outcome. The fact that Brawl leaves exactly one minion alive is both a genius piece of game design and a maddening flaw. In Taunt Warrior, which typically cuts single target removal in the form of Shield Slam, this randomness can have a massive impact on the game. If a big card survives a Brawl, then the Warrior may not have the resources to deal with it.

Dirty Rat adds to the problem, as many of those on the receiving end of Dirty Rat into Brawl can attest. The Rat wins the Brawl with maddening, if not statistical regularity. This leads to a massive board swing, value lost from board and hand, as well as potentially scuppering any future plans. Worse, both the Rat and the Brawl are both highly random and high-variance, leading to outcomes that vary from scuppering a gameplan to flat-out losing on the spot.

Polarised Performances

Warrior’s abundance of boardclears makes some matchups massively favoured

The randomness in Taunt Warrior can also come before the game even starts. The archetype is extreme in its strengths and weaknesses, leading to a number of matchups that are complete walkovers, and others that are nigh-impossible. Due to the deck’s huge amounts of clears, the deck is nearly an auto-win against the most popular “flood” decks in Aggro Druid and Token Shaman. Short of severe resource mismanagement or Innervate Vicious Fledgling shenanigans, the deck is almost guaranteed to win as clearing and permanently stabilising behind a huge taunt is incredibly easy. Meanwhile, the deck falters hard against Jade Druids and Quest Rogues, as beating the huge value and mid/late game power of both is simply too much for the deck to handle.

As a result, the deck becomes both vital in tournaments to counter specific lineups, and an inherently risky inclusion due to Jade and Quest Rogue’s popularity at the tournament scene. This can be jarring for both pros and viewers; both want relatively even matchups where skills are vital and the result is rarely a foregone conclusion.

A Miserable Mirror

The Taunt Warrior mirror is tactical, skill-intensive, and tricky to navigate. Unfortunately, it’s also one of the most frustrating experiences in Hearthstone, not least due to how the outcome is often decided by random outcome after random outcome. Every RNG aspect to Taunt Warrior is effectively doubled. To make matters worse, games are often decided purely on draw order and who had the highest deck-Taunt density. The player that manages to draw their Stonehills in particular will gain a huge advantage due to being able to complete the Quest far faster. The over-representation of high-health sticky minions makes both players run out of removal quickly, resulting in Brawl outcomes being far more game-changing.

To top it off, the game invariably comes down to Ragnaros Hero Powers, and the inevitable slew of games won and lost on 50/50s. With both players relying on it to win the game, the potential for frustration is apparent even without a high stakes tournament.

Warrior’s Future

It’s unlikely that Blizzard will change the Warrior Quest. The deck is popular, not overpowered, and occupies a vital role in keeping flood decks in check. However, there are definitely lessons to be learned from the Taunt Warrior experience. For starters, a positive lesson is that giving Warriors good late-game options won’t break the game. On the other hand, the combined degrees of randomness can lead people to immense frustration, especially in a tournament setting. Perhaps cards like Brawl could be rotated out next expansion in favour of less variable clear options. Or maybe simply give Warriors a late-game win-condition that isn’t quite so RNG-reliant. Whatever the outcome, it’s clear we are going to see a lot of frustrating, if exciting, tournament games; at least until the next expansion.

 

Title art courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com. Artist: James Ryman

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Hearthstone’s Cost Problem

Journey to Un’goro may be the most balanced, diverse and flavourful Hearthstone expansions ever released. It’s lead to well-spread, interesting meta, every class has its counters, and no Tier 1 deck ruins everyone’s day. However, the launch of Un’goro was marked by unprecedented frustration over cost.

Across the Hearthstone Subreddit and official forums, users complained about disappointing packs and underwhelming options with their new opened cards. The decks they wanted to theorycraft seemed to be hidden behind huge dust or cash investments. Conspiracy theories spread about Blizzard cooking the books to reduce the number of usable legendaries or increase duplicates. While these were quickly rebuked (and corroborated by community data), the fact that the openings felt so disappointing should speak volumes.

And while the issues with launch pack opening disappointments trailed off (largely as most Quests turned out to be less than competitive), core concerns and frustrations about the overall cost of Hearthstone remains. Here are the key reasons Hearthstone’s felt a lot more expensive lately.

Hunter Or Nothing

There are almost no decent budget decks like old Zoo

It’s definitely possible to succeed with budget lists. Popular streamer and meme master Disguised Toast recently managed to achieve Legend rank on a free-to-play account started soon after the launch of Un’goro, without the usual Arena grinding that hallmarked other free-to-play efforts. However, his efforts represent the experience of many new players; he was railroaded towards Hunter. Midrange Hunter represents the only option for semi-competitive decks that doesn’t require Epics or Legendaries. This is fine for those who enjoy the Aggressive Midrange playstyle; but for those who are enthralled by the other archetypes, it’s hardly a good advertisement for the game to have this as the only low-cost option.

Worse, with its reliance on class cards and without any other Hunter archetype available, the easiest avenue into semi-competitive play also represents a dead end, with no other decks to springboard onto.

The Progression Gap

If we chart the trajectory of a player as they explore a new deck, class, or the game as a whole, we can see it in terms of three phases. First, the initial learning and discovering phase where they try out with their initial cards as best they can. Then, the collection and refinement of cards and skills, with incrementally improving decks. Finally, the adoption of highly refined decks and strategies, with later exploration into other less familiar archetypes as the cycle begins anew. While the first and particularly the last phases of the game remain as strong as ever in Un’goro, with interesting mechanics, synergies and balanced high-level play rewarding player’s skill and ingenuity with fun and success, the second phase is looking shaky.

Simply put, there’s little viability in “budget” versions of existing decks. Every single non-hunter competitive deck not only contains multiple expensive Epics and Legendaries, they demand them. While you can try Murloc Paladin without Vilefin Inquisitor, Tirion, Sunkeeper Tarim, Murloc Warleader, Gentle Megasaur, or Finja, you won’t see much reward for your perseverance. Quest decks are self-explanatory in their cost. Priests simply have to include two Shadow Visions and likely Lyra, even outside of Dragon’s Potions, Silence’s Shamblers and Karazhan Purifys. Even historically cheap aggressive decks like Pirate Warrior and Aggro Druid are questionable at best without cards like Patches, Southsea Captain or Living Mana. Perhaps the closest to a non-Hunter budget deck to build on, Secret Mage, rests heavily on the Epic Primordial Glyph, Karazhan’s Babbling Book and Medivh’s Valet.

Compared to old metas, which largely had numerous cheap decks or decks that could be remade in a far more budget-friendly fashion by curving lower with cheaper, smaller minions, we are seeing a situation where playing a new deck without losing a huge amount of competitive viability is simply too expensive in terms of dust for many players.

No All-powerful Neutrals

Dr. Boom was expensive, but he could go into almost every deck

Say what you like about Doctor Boom, he was an equal opportunity giggling goblin. Equally at home in an Aggro Paladin as a Control Warrior, he was a staple not only for his power but also for his versatility across uncounted numbers of decks. Similarly for pre-nerf Knife Juggler, Piloted Shredder, Ragnaros, BGH, Sylvanas and Azure Drake; the defining feature of pre-Standard Hearthstone was arguably a huge number of immensely powerful Neutrals. While these auto-includes hurt the game in many respects by reducing diversity and making for a more homogeneous experience, they did nonetheless make one’s collection far more versatile. Often, when trying a new deck, you could rely on having a decent core already in your collection simply by having a few key neutrals.

Un’goro’s coinciding with many of these cards rotating (building on the impact caused by the previous set of Standard rotations, Hall of Fame inclusions and nerfs) added fuel to the cost issues. No longer would it be possible to build the skeletons of multiple decks out of a limited pool of high-powered neutrals. Instead, decks would now have fewer and fewer cards in common; leading to a diverse and interesting meta, but higher barriers of entry for players looking to branch out.

Harsh Transitions

With every expansion, Team 5 is given the difficult task of creating balanced, interesting, flavourful cards that players will want to use lots of. This last part is key; the designers must push the envelope of power on each expansion if the cards they so lovingly added will ever get used. This is nothing new; but the addition of Standard rotation can lead to huge changes in the classes and cards that are competitive.

The best example of this is the transition from Mean Streets of Gadgetzan to Un’goro. Numerous entire archetypes were rendered obsolete by the rotation of Reno, leading to large amounts of transitional problems for players seeking a new main, as their Jarraxi, Inkmaster Solias and Razas became less than useful. Standard rotations, while necessary, can massively increase the cost burdens on players in this manner.

Feeling Expensive vs Being Expensive

No one would disagree that Hearthstone needs to attract paying customers if the game is to survive, grow and receive high-quality development resources. However, attracting and incentivising people to pay up to get that cool new Epic or Legendary isn’t helped by a progression system that feels stop-start and punishing. High-paying “Whales” are already strongly incentivised to pay for large numbers of packs to access the latest decks, niche legendaries or golden cards. More attention needs to be paid to the players who treat Hearthstone spending splurges as an occasional treat without pushing them over the cost threshold where they’d rather not play at all.

This doesn’t need to necessarily involve reducing costs or giving away free stuff. Instead, ensuring a strong, meaningful and fluid progression system rewards players who slowly improve a deck over time without having to splash out in one huge purchase would greatly encourage a long-term paying customer-base and more satisfied and entertained players. More meaningful stepping-stone decks and cards is key to this, allowing players to experiment and remain competitive without dipping into their life savings. After all, progression is the true heart of any CCG, and making that experience as fun and rewarding as possible is just as important as inculcating a healthy meta or compelling gameplay.

 

Title art courtesy of Blizzard Entertainment via hearthstone.gamepedia.com. Art by Joe Wilson

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Artist: Jesper Ejsing. Courtesy of Blizzard Entertainment

Back from the Junkheap! How Unused Cards Become Great

Un’goro brought a lot of changes. The whole landscape of the meta changed, with the new cards and standard rotation forging new archetypes and casting others aside. But it’s not just newly introduced cards replacing old ones. More and more older cards that went unused are making huge comebacks. But how do cards that have already seemingly proved their unworthiness make their way back into meta domination?

New Tribals – The Curator

The Menagerie may be for guests only, but Uther and Garrosh seem to have made the list

Sometimes all you need to see play is the right cast of supporting characters. Take the Karazhan Legendary, The Curator. Whilst The Curator saw some fringe applications, it went largely unused in the Mean Streets of Gadgetzan Meta. Simply put, there weren’t enough quality Murlocs and Beasts that justified the midrange-style deck it would naturally fit in. Journey to Un’goro brought in a bevy of new Murlocs, Beasts, and Dragons, many of which fit perfectly with the decks that want to draw two or three cards for seven mana.

Most successful has been Taunt Warrior, where it consistently draws a Primordial Drake and a Direhorn Hatchling or Matriarch. But the card has also seen play in Paladin, where it can often draw a Murloc such as Hydrologist, a beast like Gentle Megasaur or Stampeding Kodo, and a Primordial Drake for dragon. This is one of the reasons why it’s important not to immediately dismiss cards with strong potential synergies just due to gaps in the current card-pool.

Rotation of Superior Alternatives – Whirlwind

Revenge was stronger than Whirlwind, but Warrior will survive without it

Whirlwind is one of the defining cards of the Warrior class (and is the colloquial namesake of all one damage AOE effects in Hearthstone), yet for a while it saw almost zero play, going unused since Patron Warrior lost favour. The reason was simple; the initially panned Revenge proved to be far superior for most Control archetypes. With Revenge rotating out, Whirlwind has regained its rightful place as the Acolyte-cycler, aggro-stemming, execute-activating, spell of choice for controlling Warrior builds.

While this may be seen as unfortunate by some, Revenge was an interesting and powerful Control tool that enabled significant potential for high level play and counterplay. It could also be seen as a victory for the Standard rotation system. Warrior can be given interesting new angles on existing spells, but still return to the original class-defining vision once those rotate out.

Tutoring – Purify

Shadow Visions enables a huge number of Priest strategies and archetypes

Who would have envisioned a world where Purify sees play in a high-level competitive Standard deck? It seemed destined to remain unused. The card that provoked Reddit outrage and prompted an explanation video from Ben Brode himself is now a core component of the formidable Silence Priest. The secret to its viability lies in Shadow Visions, the incredible new Priest spell that allows you to discover copies of specific cards from your deck.

The truth is, Purify was never horrible in the best case scenario; many decks love the opportunity to silence a friendly minion and draw a card in the right circumstances. Its problem was how situational it was. Shadow Visions helps solve that by making sure you can almost always have access to a silence when you need it, making the deck an order of magnitude more competitive, and allowing Purify to find a home. Radiant Elemental reducing the cost of Priest spells doesn’t hurt either.

Enabling a Potent Curve – Murloc Tidecaller

The power of Rockpool Hunter with Murloc Tidecaller caught some people’s attention prior to release. Most notably, the combo took off with Paladin, where Vilefin Inquisitor and Grimscale Chum offered other potent 1-2 curves that could provide incredibly efficient stats. Murloc Tidecaller isn’t too impressive on its own, but its capacity to be a 3/3 on turn two makes it truly indispensable in even Midrange paladin lists. Sometimes Team 5 releases cards so strong that it brings out even sub-optimal cards purely to allow it to shine. With Murloc Paladin looking to be increasingly dominant, it’s worth being thankful that Hungry Crab still exists.

A Change to the Gameplan – Armorsmith

With Warriors playing more minions, especially Taunts, Armorsmith becomes very potent

Warrior was always going to have an existential crisis with the rotation of Justicar Trueheart. Without being able to gain four armor per turn to activate shield slams and outlast any deck without “Jade” in the title, Warrior needed a radical new late-game win-condition. Luckily, two such conditions arrived. One in the form of Fire Plume’s Heart, and a new Deathrattle minion for N’zoth in Direhorn Hatchling. However, both N’zoth and Taunt Warrior need armor, and ended up turning to a long-forgotten ally; Armorsmith.

Armorsmith went unused as Control Warriors became more removal-oriented. Without other minions on board, Armorsmith’s underwhelming stats simply weren’t worth it. That all changed with the rotation, however. Warriors now fight vigorously for board with a variety of minions, most of which have taunt. In these cases, Armorsmith can stack up huge amounts of free armor for a tiny initial investment. An end to the early-game dominance of three and four health Totem Golems and Tunnel Troggs in favour of pingable N’zoth First Mates and Southsea Deckhands also gives the Armorsmith far more utility as an early game board contesting minion.

New Archetypes – Stonetusk Boar

Quest Rogue took nearly everyone by surprise. Nonetheless, it’s here, and it’s potent, especially after its period of refinement. Its weakness to aggro and burn means that it has to close out games as fast as possible once the quest is completed; none exemplify this more than Stonetusk.

The humble hog seemed only to exist as a lesson to newbies in the value of a single point of damage (hint – it’s less than one mana). But once buffed to quintuple its original strength, it becomes a force to be reckoned with. It’s capable of dishing out incredible burst damage with a distinctive squeal and multiple bounce effects. It’s a reminder of the fundamental power of the Charge mechanic, and how any card that does anything the cheapest is likely to be abused in some way at some point.

 

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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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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.

 

All images courtesy of Blizzard Entertainment, via Hearthstone.gamepedia.com

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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.

All images courtesy of Blizzard Entertainment via hearthstone.gamepedia.com

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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.

 

All images courtesy of Blizzard Entertainment

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