The Joy of Decks
Deckbuilding is one of Hearthstone’s best, but most overlooked, features. While “netdecking” is seen by many as mandatory, that skips half the fun. Inventing, testing, and refining unexplored concepts can be incredibly rewarding. Whilst most efforts turn out to be sub-optimal, you never know if you’ll invent the next best deck. In the meantime, the satisfaction of improving upon your own creation to demolish utterly unsuspecting opponents is more than enough reward for the effort. With that in mind, it can be incredibly hard just to know where to start. To help, here’s some archetypes that show promise and could be made dominating by the right innovation.
All the hype around Warrior has been focused near-exclusively on the new Quest Taunt Warrior, and the meta-dominating Aggro Pirate version. However, there are many more Warrior archetypes that have huge promise. Most interesting of these is Tempo Warrior.
Tempo Warrior uses Warrior’s early game tools to gain control of the board, and using synergies to make high-tempo plays before finishing the opponent off with high-value cards. Less aggressive than Pirate Warrior, but more able to play the beatdown than Taunt or Control, Tempo Warrior benefits from few unfavoured matchups and lots of flex spots for techs. Perfecting the list may bring us a deck as powerful as the Dragon Warriors of old. Check out these guides by Zaulk and Optilex for further inspiration. There’s a lot of ideas to try, such as N’zoth Packages, various degrees of tech cards, card draw, and different end-game finishers.
Rogue is a class that has seen a lot of attention this expansion. Both Miracle and Quest have seen immense popularity, though a weakness to aggression has seen them somewhat declining. Relatively little interest has been paid to a deck that was dominating during the last weeks of the Mean Streets Meta, Aggro Rogue (AKA Water Rogue, Tempo Rogue or Pirate Rogue).
Instead of the combo-focused gameplay of other Rogue decks, Aggro Rogue steps on the gas hard, and after controlling the early board with cheap spells and efficient minions, seeks to close out the game with Cold Bloods and Leeroy Jenkins. Often it will include Finja to provide additional mid-game power. To gain insight and understanding on where you might improve the formula, check out this excellent analysis by rhoast. Choices can include Sprint, Vilespine Slayers, the Finja Package, and removal like Vilespine Slayers.
Control Shaman has been an unappreciated archetype for a long time. With strong heals, efficient board-clears, powerful removal, and dominating late-game tools, Control Shaman has been a potent, yet under-played, deck for a while now. While the loss of Tunnel Trogg and Totem Golem affects other Shaman archetypes, Control Shaman only suffers from the absence of Elemental Destruction and Healing Wave. Luckily, Volcano is an incredible tool that can more than make up for such absences. What’s more, its late game potential with cards like N’zoth remains nearly undiminished. Experimentation should likely revolve around the strong anti-aggro core, various degrees of Jade inclusion, Elementals, N’zoth packages, and Ancestral Spirit-focused builds.
Warlock isn’t in a great place right now. With declining playrates and winrates, the future of the class looks grim. However, if there is a hidden Warlock archetype that might make it in the competitive scene, it is undoubtedly Zoolock. With the upheaval of the early game left in the power vacuum from Tunnel Trogg and Totem Golem leaving, there may still be the perfect sweet spot of Zoo minions to keep the archetype alive and viable. Are Discard mechanics the way forward? Maybe Murlocs? Or perhaps sticky deathrattles and board flood decks are the way to go? Perhaps even Elementals could find a home. Whatever the perfect solution is, it’s likely we haven’t seen the last of Zoo.
… nah just kidding. With the current card set, there’s simply no way to make these decks work consistently. But if you like a challenge, go ahead!
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