Charge is still a problem

Mike Donais once infamously said that one of the most design-space limiting cards was Stonetusk Boar. The truth of this statement came to the fore in the days of pre-nerf Quest Rogue, where charging 5/5s dominated the ladder. Charge cards faced nerf after nerf; often remaining in the meta. Just take Leeroy Jenkins; the infamous chicken-loving finisher that still terrorizes in Tempo Rogue. Or Cubelock, that dominates with charging Demons. With so many frustrating, powerful and hard to predict interactions, is it time to rethink Charge?

King Leeroy

Leeroy is problematic, but restricts design space less than other Charge cards

Leeroy is a single card that is the most emblematic of the problems with charge. Ubiquitous in aggro, his 6 damage burst and combo potential both creates a huge neutral power spike and limits design space.

Already nerfed from 4 to 5 mana, Leeroy looks to be in line for a change. Perhaps the best would simply to be a move to wild. But Leeroy’s problems aren’t shared by other charge minions. As the only efficient standalone neutral charge finisher, his problems are more related to power level than design space. Other cards offer more troubling implications outside of mere power level. New mechanics interact with charge in a way that threatens to greatly reduce what can be printed in the future.

The Cubelock warning

Cheating out Doomguard without the downsides can create some incredible combos

The latest Charge card to have scary combo potential is Zoo staple Doomguard, but in Cubelock’s combo/control shell. While this is fun for now, twenty or more charge damage with very little counterplay may grow tiresome; especially since the deck loses almost nothing after the next rotation.

The deck’s combo revolves around cheating out Doomguard with either Skull of the Man’ari or Possessed Lackey and copying multiple times with Carivorous Cube Spiritsinger Umbra and Dark Pact. Then, those Doomguards can be revived with Bloodreaver Gul’dan for even more damage. The deck is powerful, innovative and fun as hell; but it’s also a warning sign. Recruit is an interesting mechanic, but so far its primary use is throwing damage at face in unexpected ways. This can restrict the design space of future interesting recruit or duplication cards.

Charge’s passive problem

The problem Charge faces with recruit is similar to that posed with resurrect effects. Big Priest has an ineffective but interesting aggro variant, that revives Charged Devilsaurs for huge face damage. Despite its poor performance, it provides an interesting parallel to Cubelock. Crucially, Charge minions often have downsides to counteract their combo potential and power. These downsides, such as Doomguard’s Discard or Devilsaur’s inability to go face, tend to be as a battlecry. However, Charge is not a battlecry effect, it is a passive and permanent one. As such, when the downsides are averted by non-standard summon effects, charge remains.

This creates a problem, as interesting summon effects are becoming core to a number of new archetypes. As these strategies increase, the potential for broken interactions goes up exponentially.

Should Charge be a battlecry?

Making certain cards grant Charge as a battlecry would alleviate this issue. Downsides exist for a reason; so if something circumvents them, it makes sense that Charge should be circumvented too. This would severely cut into some fun new decks that are appearing; like Cubelock, Woecleaver Warrior or Dino Priest. But perhaps this is a price worth paying for a greater design space?

Well maybe. But in a world where Priest is dishing out insane OTKs with Shadowreaper, and Mage has a legitimate infinite-damage engine, is a few charging minions really so bad? Any change to charge minions may be necessary long term. But it might make sense to wait until the next rotation to do so.

Images courtesy of Blizzard Entertainment via

You can like The Game Haus on Facebook and follow us on Twitter for more sports and esports articles from other great TGH writers along with Alex!

To continue enjoying great content from your favorite writers, please contribute to our Patreon account! Every little bit counts. We greatly appreciate all of your amazing support! #TGHPatreon


KnC Banner

Kobolds and Catacombs Day 1 Deck Theorycrafting

The next Hearthstone expansion, Kobolds and Catacombs, has finally been released. In the reveal season, we saw many powerful and fun cards that are coming out with the set. But, which of these cards fit into existing decks? What new decks are coming into the meta?

The Meta

Dragon Priest

KnC Dragon Priest

Dragon Priest Decklist

In past expansions, Dragon Priest has been an archetype that many people have toyed around with and played on ladder. In this expansion, we may see the rise of a Dragon-oriented Priest build similar to the Dragon Priest deck that was viable during the Mean Streets of Gadgetzan expansion last year. The iteration I have theory-crafted includes a much more value-orientated game plan by including cards such as Lyra the Sunshard, Drakonid Operative, and the new Priest weapon, Dragon Soul. The deck can also be built to take on a more minion heavy route by taking out cards like Dragon Soul, Lyra the Sunshard, and Shadow Word: Death and replacing them with Cabal Shadow Priest, which synergises with Twilight Acolyte, and Twilight Drake.


The inclusion of Duskbreaker in this expansion really helps Dragon Priest’s historically bad matchup versus aggressive decks, which makes the new iteration of Dragon Priest that much scarier. On ladder, this deck seems like a solid choice for climbing at a high pace. In tournaments, players may elect to bring Highlander Priest instead because of its favorable win-rates versus slower decks.


 Zoo Warlock

KnC Zoo Warlock

Zoolock Decklist

In the Knights of the Frozen Throne expansion, we once again saw the rise of an old friend: Zoo Warlock. The early game minion package combined with Prince Keleseth proved to be the kick this deck needed to get back into the meta, and topping off with Bonemare and Bloodreaver Gul’Dan made Zoo Warlock scary in the late-game as well. This time around, Blizzard has given Zoo Warlock even better tools for taking the board early game and keeping it. The addition of Kobold Librarian helps keep your hand full, which is extremely important when having so many low mana cost minions in your deck. The main difference with this Zoo Warlock compared to the previous deck is that it cuts Prince Keleseth for the new 2-drop, Vulgar Homunculus.


With this iteration of the deck, I decided to add the Demon synergy package in the form of Demonfire, Bloodfury potion, and Crystalweaver. We have seen quite a lot of play with Bloodfury Potion and Crystalweaver in the past Zoo Warlock decks, but the addition of the Vulgar Homunculus makes these cards coming down on curve extremely threatening. Hooked Reaver also makes an appearance in this deck because of how solid its stats are when the Battlecry goes off, as well as its ability to synergise with the rest of the demon synergy in the deck.


The addition of higher-health minions and buff cards will help Zoo Warlock in the next meta mainly because of the predicted prevalence of Duskbreaker on the ranked ladder. In tournament play, this deck will likely be chosen for inclusion in aggressive lineups.

Big Druid

KnC Big Druid

Big Druid Decklist

The ‘Big’ archetype saw large amounts of play during the Knights of the Frozen Throne expansion as a whole, especially during the later half of the set’s meta. Kobolds and Catacombs has not given Big Druid many other tools, but the core of the deck is strong enough to still see play. The only change I have made to the current Big Druid list is taking out Innervate and adding Arcane Tyrants. Innervate, once a staple in most Druid decks, took a huge hit from the nerfs that occured in the middle of the last expansion. It was included in Big Druid, but it was arguably one of the weaker cards within the deck. Two different cards were shown from the new expansion that could find a home in Big Druid: Greedy Sprite and Arcane Tyrant. I chose to include Arcane Tyrant instead of the Sprite because it is very similar to Kun the Forgotten King in the way that it makes your power turns even more powerful. A common way Kun has been used during the meta was playing it as a big free body to pair with Ultimate Infestation. Arcane Tyrant acts in a similar way when paired with Nourish, Spreading Plague, and Ultimate Infestation as well. Greedy Sprite could be included instead of the Tyrant, but the ramp effect is rather slow and your opponent can choose to ignore it. Although this is the case, ramp is powerful enough that Greedy Sprite might see play over Arcane Tyrant.


Big Druid seems to be the new go-to Druid deck. In the past, Jade Druid has held this spot, but Big Druid is able to make bigger minions faster and still keep aggression at bay, which may see the ‘Big’ archetype overtaking the Jade mechanic this expansion. Because of this, it is a solid choice for both ranked ladder and tournament play.


Tempo Rogue

KnC Tempo Rogue

Tempo Rogue Decklist

Tempo Rogue swept the meta in dominant fashion when it was first discovered to be a powerhouse of a deck. With Kobolds and Catacombs, this deck gets even stronger with the inclusion of some slower yet highly valuable cards. One of these cards is the Rogue Legendary of the set, Sonya Shadowdancer. Sonya replaces the rather weak card of Shaku, the Collector as a card generation engine. Most of the minions in Tempo Rogue have such good effects or Battlecries that Shadowcaster saw a decent amount of experimentation and success during the expansion. Sonya is much cheaper than Shadowcaster, which makes its effect easier to pull off. The second card I have added to the deck is Fal’dorei Strider. Admittingly, a 4 mana 4/4 is rather weak as a tempo play. But, the potential for that minion to pull one, two, or even three additional 4/4 bodies is so powerful that it is worth the initial tempo loss. Even if only 1 additional body is pulled, paying 4 mana for 8/8 worth of stats is crazy powerful. There is also the potential to high-roll by creating a 4/4 on turn 7 to be able to play Bonemare onto after your opponent cleared your board the previous turn.


Fal’dorei Strider takes the place of Saronite Chain Gang, mainly because of Chain Gang’s vulnerability to an on-curve Duskbreaker. Overall, Tempo Rogue looks to still be a powerhouse deck next expansion, and I expect to see it played both on the ranked ladder and in tournaments.


Highlander Priest

KnC Highlander Priest

Highlander Priest Decklist

Highlander Priest has been at the top of the meta throughout Knights of the Frozen Throne, and it seems to still remain at the top during Kobolds and Catacombs. The Priest list I have selected to showcase only adds one card: Psychic Scream. In order to include the new Priest board clear, I chose to cut Mass Dispel from the deck. Mass Dispel is often times weak, so it made sense to take it out for one of the best cards of the upcoming expansion. This decision shows how good of a deck Highlander Priest already is. Another take on Highlander Priest is to go for a more minion-focused route by including a Dragon package with Duskbreaker. While this seems like a good idea, I feel the current version of the deck is much better. In the past, more value-oriented decks were tested. These decks included cards such as Elise the Trailblazer and Free from Amber. It was ultimately found that the faster and more burst-oriented Priest build was better. Therefore, I feel it is appropriate to stick with the tried-and-true burst style.


Once again, Highlander Priest seems to be at the top of the meta. Expect to see a large amount on ladder and as a staple deck in many tournament lineups.


The Non-Meta

Combo Hunter

KnC Combo Hunter

Combo Hunter Decklist

For the past few expansions, Hunter has been struggling as a class. Blizzard keeps pushing control tools and weird cards for the Hunter arsenal, which leaves the class in an awkward position in terms of deck building because of how weak each of the archetypes are. With the new Hunter legendary minion, Kathrena Winterwisp, I thought it would be really interesting to build a combo-oriented deck using Kathrena, Charged Devilsaur, and King Krush. It is often not a combo that will instantly kill your opponent, but the amount of stats that the combo provides are truly ridiculous. This deck runs the Secret package to help fend off aggro, the Candleshot and Hunter’s Mark combo to deal with large threats, and Deathstalker Rexxar to create even more value in a late game scenario.


While the deck might not be top-tier, it seems extremely fun to play. Personally, I will be testing this deck in tournament play in a lineup that is attempting to target control decks. On ranked ladder, Combo hunter still seems weak to aggro decks and Highlander Priest, which makes it not extremely viable in the upcoming meta.


Overall, Kobolds and Catacombs sees both powerful and fun cards added to the game. While it may not be the best expansion of the year in terms of player attitude and hype, it will likely lead to a diverse and healthy meta both in terms of ranked ladder and tournament play.


Images courtesy of Blizzard Entertainment via

You can like The Game Haus on Facebook and follow us on Twitter for more sports and esports articles from other great TGH writers along with Scott!

To continue enjoying great content from your favorite writers, please contribute to our Patreon account! Every little bit counts. We greatly appreciate all of your amazing support! #TGHPatreon


Team Liquid makes two grand finals in a row

Team Liquid has been one of the most confusing teams in the CSGO scene. Having some of the best players in NA, they’ve never lived up to the potential. And outside of issues we may not know, there’s really no apparent reason why. Fortunately, in recent events, they have shown some amazing things. Let’s look through their last two events and see what exactly went right for the team.

ESG Tour Mykonos 2017

Group Stage

Starting in the group stage, TL faced BIG on Overpass. There wasn’t too much on the positive side of things to take out of the match. Both teams made many mistakes and Liquid just so happened to make less of them. They then went on to face Virtus.Pro in the winners match, where VP took down Liquid somewhat convincingly on Mirage. The groups ended pretty uneventfully, as TL took down BIG quite easily in a Bo3.



Photo by:

The semifinal against SK Gaming is where things get interesting for Liquid. Coming into the event, many expected that SK would take it with little to no competition. But, Liquid had something to say for themselves. In a surprising manner, Liquid took down SK Gaming without much competition from the Brazilian side, who, off the back of a few clutches and surprise rounds, only put up 12 and 10 rounds respectively in two maps.

Moving on to the grand finals, Liquid faced mousesports. Unfortunately for Liquid, Tomáš “oskar” Šťastný decided that he wanted to win the game himself and had a pretty easy time doing so. All maps aside from Liquid’s second map win were pretty one sided, with mousesports taking the last map in an even more dominant fashion.

After the event

After the event, a couple things that Liquid could take away were their result and beating SK in a best of three. It was a huge improvement over what Liquid had shown earlier in the year. Everyone, including themselves, knew it as well. Liquid was on the rise.

ESL One New York 2017

Group Stage

The group stage for New York started off with Liquid losing a Bo1 to Astralis and moving into the lower bracket to face Virtus.Pro in a Bo3. In impressive form against the NA killers, Liquid took the best of three, losing one map and moving on to face Astralis once again.

In the second match against Astralis, no one could’ve predicted Liquid beating them in a best of three, but they did just that to move on to the playoffs.



Photo by:

TL ended up in the semifinals against SK Gaming once again. This time though, the Brazilians would put up a much better fight than before in Greece. Liquid took the lead in the series, taking the first map, but SK immediately took the second with dominance. The last map in the series was the most exciting, being close from start to finish. But, in the end, Liquid took the series and moved on to their second grand final in a row.

The final was played against FaZe Clan, who showed absolute dominance in their previous matches, and continued in the final where they took all three maps sending Liquid home before claiming the trophy.

After the event

After ESL One New York, Liquid should be proud of their performance. Winning three Bo3s against some of the hardest teams to play in that format of a match, Liquid is showing to become one of the best teams in the world after a year of almost no success and surprisingly very few roster changes. Liquid has only positives to take from the event and hopefully will come back even stronger at ELEAGUE in two weeks.

Featured image via Dreamhack.

You can ‘Like’ The Game Haus on Facebook and ‘Follow’ us on Twitter for more sports and esports articles from other great TGH writers. You can also follow me on my personal Twitter.

To continue enjoying great content from your favorite writers, please contribute to our Patreon account! Every little bit counts. We greatly appreciate all of your amazing support! #TGHPatreon