Witchwood: A rock-paper-scissors meta?

Have you ever seen what deck your opponent is playing, realised you have no chance to win and had the urge to instantly concede? If so, you’re not alone. The meta has thrown up a number of extremely polarizing matchups that create extremely rock-paper-scissors style situations. If you try and counter Paladin with Control Warrior, you may as well concede against Quest Rogue or Taunt Warrior. If you punish Warlocks and Quest Rogues with Odd Face Hunter, you’ll be helpless against Paladins and Druids. And if you focus on Warlocks and Paladins with Priest, then Druids and Rogues will eat you for breakfast.

Of course, every healthy meta has unfavourable and favourable matchups; it’s how it self-corrects to prevent any one deck taking over. But the gameplay that results from extremely one-sided games thanks to matchup RNG is discouraging. So how did we get here?

The (re)rise of Quest Rogue

meta

Playing against Quest Rogue, you’re on a countdown before 6 of these hit you in the face

One of the biggest offenders for the extreme nature of matchups is Quest Rogue. Though it has scarcely been seen since the nerf, it has risen from the ashes to counter Warlocks. Its Vanishes and massive charge damage is the perfect counter to boards of Voidlords. With new tools like Sonya and Zola the Gorgon, it can almost be as scary as the pre-nerf version at times. So far, so interesting. The problem with Quest Rogue, however, is its massive weakness to early aggression. It’s punished hard by any kind of aggressive or even midrange decks, while it stomps on Control decks.

To make matters worse, previous tools for delaying Quest Rogue’s win condition no longer exist in Standard. Without Dirty Rat, it’s extremely hard for Control to prevent death by multiple volleys of 1 mana 5/5 charge minions. And many classes lost board clears that could otherwise sweep up those 5/5s. Priest lost its Dragonfire, and Warrior no longer has access to Sleep with the Fishes. Meanwhile, aggro has only got more refined. The end result is even more polarisation than last year.

Call to AOE

meta

Some classes can deal with Call to Arms far more easily than others

Call to Arms is a card that does essentially two things. Against decks without the right kind of reliable AOE effects, it’s borderline busted. You get 6 mana and 3 cards of board development in one card. But against decks that can run cards like Duskbreaker, Defile, Blood Razor or Dragon’s Fury, it’s a very different story. While still powerful, it rarely leads to the kinds of board swings you need to succeed in tight games. The stats reflect this; Paladin, especially Even Paladin, has incredible results versus all kinds of tempo decks. But many control decks have extremely favourable matchups against it. Call to Arms means that packing decks with enough efficient AOE will mean you’ll always do well against Paladin.

Unfortunately, this combines with the popularity of Quest Rogue to create a dilemma. You can beat Paladin by forgoing tempo minions to pack potent AOE, and lose to Quest Rogue; or add in early pressure and lose answers to Call to Arms.

Target Warlock, lose to everyone else?

meta

Odd Hunter can consistently kill Warlocks, but not much else

Another contributor to this polarizing meta is Warlock. To beat Warlock, you don’t just have to tech in a few silences. You have to actively change your entire gameplan to revolve around exploiting their few weaknesses. Voidlord, Doomguard and Gul’dan are such insurmountable threats that your deck has to be tailored to either burn them down, cheat out massive minions early, or combo them to death.

Even with almost every deck running Silence for Voidlords or Lackey and Weapon removal for Skull of the Man’ari, the deck has positive winrates across the board against anything that doesn’t exactly target its weaknesses. This not only creates polarising matchups where non-Warlock countering decks are heavily unfavoured, but those decks that do win against Warlock end up being quite bad against the rest of the meta, leading to a chain reaction of further unsatisfying games.

A lack of tech

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Sylvanas would be a potent tool for any midrange deck seeking to beat Warlocks, were she not Wild only

Ultimately, the problem is not that Quest Rogue is good against Control, nor that Control is good against Paladin. Every strategy should have some kind of counter-deck potential. The problem is there’s no way for Control decks to realistically tech against Quest Rogue or other anti-control lists. Many decks would happily give up a few percentage winrate against aggro to have less frustrating and one-sided matchups elsewhere, leading to an overall more interesting and skill rewarding meta. But the tools simply aren’t there.

The best solution here would be for Team 5 to reintroduce similar successful tech card concepts to deal with a wider variety of strategies. Cards like Dirty Rat, Deathlord, or Sylvanas can punish minion combos or cheating out big minions respectively. A Dirty Rat style effect could slow down Quest Rogue enough for Control to stand a chance. Sylvanas-esque cards could be a crushing shutdown to preempt Voidlords or Doomguards. And if tempo decks got more tools to deal with wide boards while adding pressure, Paladins could terrorize left.

In the meantime, the ever-present threat of nerfs hang on the horizon. Before then though, it might be worth learning the subtle art of the counter-queue.

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

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Shudderwock Syndrome: Why uninteractive is worse than overpowered

Witchwood is finally out, and amongst all the experimentation, one deck in particular is drawing complaints. From the noise made on various discussion forums, you’d imagine Shudderwock Shaman was an unstoppable monster. And while that may be literally true for its win condition, the deck itself is far from strong. According to HSReplay.net, the deck averages an atrocious 42% winrate.

So why the disparity? What is it that makes Shudderwock Shaman so despised, more so than various aggro Paladins or controlling Warlock decks that continue to dominate?

The solitaire problem

shudderwock

There’s no reliable Standard way to interact with Shudderwock 

At its base, Shudderwock Shaman contains just four things: lifegain, removal, Battlecry minions and card draw. Often, several of these categories will be lumped into one. So far, so standard for a combo deck. The problem comes with how the deck builds its win condition.

Other single-focus decks have counters to their final win condition. Charging minions can be blocked by taunts. Burn can be outlasted with armor or lifegain. Geist can trash crucial spells. Board-based finishers are cleared up with AOE. But the only real counter to Battlecry minions and Shudderwock in particular is Dirty Rat. With Dirty Rat out of standard, the only real counter to Shudderwock is to kill it before it kills you. Luckily, that’s not too hard for most decks. But the problem remains, that to defeat Shudderwock you cannot interact with their primary win condition.

Punishing greed?

shudderwock

Anti-aggro decks are hardest hit by Shudderwock, in winrate, time and emotionally

One counter to this argument is that this is simply how it’s meant to be. Combo punishes greedy Control. But while it’s necessary that there exist counters to overly reactive strategies, this can have an unwelcome impact on the meta. When strategies that counter reactive decks become dominant, then the meta can quickly over-centralise around aggro, because there is little to keep it in check. And while aggro strategies are a necessary part of a healthy meta, overly-dominant aggro is one of the worst meta experiences for many players.

Of course, the more prominent aggro is, the more attractive reactive decks become once more. But this then leads to a rock paper scissors meta, with interesting even matchups relatively rare. For the meta to be healthy, there has to be a way for decks that succeed against aggro to have a way to not only do decently against combo decks like Shudderwock

The Control mindset

shudderwock

Dirty Rat provides hope against unstoppable combos, but is now only in Wild

And while many may deride “greedy” decks, they often contain some of the most interesting and fun gameplay experiences for players. They contain a lot of decisions, idiosyncratic playstyles and are often less draw-dependent than aggressive decks. The players who choose these decks do so less because of their winrate, and often simply because of love of a class and playstyle.

These players are especially aggravated by decks like Shudderwock. Not because they lose, because losses are part of Hearthstone. But because it forces them out of the playstyle they enjoy, to become a poor imitation of a midrange beat down deck, with victory heavily dependent on drawing well and curving out.

When a deck like Shudderwock is introduced, players whose fun from playing Hearthstone comes from interacting with the opponent’s strategy rather than single-mindedly progressing their own end up with an extremely demoralising experience. Blizzard should take this into account when designing future cards and tech cards that can interact with them. Or at least, not cause the experience of losing to an uninteractable combo take less than several minutes.

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

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Fear Exodia Priest

 

exodia

Vivid Nightmare could act as a 3 mana Molten Reflection

 

The Exodia combo is one of the most feared in Hearthstone. By utilising four Sorceror’s Apprentices and an Antonidas to generate infinite fireballs, little can stand in its way. Unfortunately for Mages (and luckily for the rest of us) it requires a huge amount of setup through Simulacrums, Molten Reflections and a Quest completion.

But with Witchwood’s new Vivid Nightmare card, Priest may be able to apply the same concepts. Though Priest’s Exodia is far less deadly than the Mage’s, its ease of setup may make it just as threatening.

Lyra, Radiant, Vivid, Profit?

exodia

Lyra is better in smaller, cheaper Priest spell card pools

The base idea is simple. Within a standard Priest deck core that runs a decent amount of draw and spells, run five cards. Lyra the Sunshard, two Radiant Elementals, and one or two Vivid Nightmares for 10 mana. With four Radiants (or more with Shadow visions), all spells in the Priest’s hand are likely to be free. What’s more, any generated spells are likely to be free also. Rogue can generate massive tempo with Coins and Preparation. With a 4 mana discount, you get the tempo of Coin into Prep with every single generated card.

This would be less of an OTK and more of a Yogg-style effect, creating a gigantic if random board swing out of nowhere. It would also generate massive amounts of value; as every spell that could not be cycled through with a 4 mana discount is only one of a handful of high-cost high-impact spells.

Cheap Spells galore

exodia

With almost as many card generators as too expensive cards, the combo could go on and on

One principle reason this might work is the shrinkage of the Standard spell pool. With Shadow Word Horror, Dragonfire Potion, and Power Word Tentacles rotating out, the pool of high-cost or combo-stopping cards is reduced. Just 8 spells in Priest’s Standard pool will cost more than 5 mana, with 21 costing 4 or less. Of these cheap Priest spells, five are card generation, acting as further gas for the combo engine. With four Radiants, you could potentially cast dozens of times from only two or three starting spells.

Of course, this is quite a lot of cards to save, and a lot of mana to spend. But Shadow Visions vastly increases the viability of fetching Vivid Nightmares, as well as acting as Lyra gas. The combo is also flexible enough to work with a variety of hands. Vivid Nightmare can be cast on Lyra in lieu of a Radiant, for example. Combined with a hand of cheap or free spells, that’s a huge potential card engine for very little investment.

What’s the impact?

exodia

Any spells that can’t be cast with Lyra will be high-value

Lyra turns are very hard to predict, but this combo would have a reliable chain of events. With enough spells to act as initial propellant, there would be an overabundance of options. The opponent’s board would quickly get wiped or stolen by Shadow Madness, Deaths and Pains. While a few high-cost spells would clog the hand, more would be drawn or generated to add to the combo. Eventually, the targets for spells would run out, or the hand would be filled with high-cost spells. But by that point, a massive board would have been generated, and the opponent destroyed.

What’s more, health swings are likely, with healing as well as face damage on the opponent. And of course, the Priest would be left with a hand of Devour Minds, Free from Ambers, Psychic Screams and other high-value spells. In short, it would almost certainly be a game-winning combo in most circumstances.

Getting to Exodia

Of course, this all assumes you can find and hold five cards with 10 mana. With Priest staples like Potion of Madness, Dragonfire, Pint/Horror, and many Dragons rotating out, surviving till late may not be an easy proposition. What’s more, Priest’s card draw is still limited, and overly reliant on Northshire Cleric shenanigans.

However, the flexibility of the combo might make it viable yet. Against aggro, you can spend your pieces and go off only with Lyra and Nightmare. Versus control, you could bank multiple Nightmares and unleash a nigh-unstoppable chain of spells, limited only by RNG and the turn time.

With many Priest cards still to be revealed, it is yet to be seen whether to see whether the class will again reach its dominating heights enjoyed in the Year of the Mammoth. But whatever form it takes, there’s a decent chance it may come to heavily rely on these Lyra combos. If that comes to be the case, it might be time to practice your APM.

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

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Dirty Rat

Ode to a Rat

Amongst the hundreds and hundreds of cards released over the past few years, a few truly stand out. Every card is crafted with love and care. Designed, balanced, voice acted, drawn and animated into something lively and characterful. Each one oozes charm and fulfills a unique gameplay niche. But some rise above their peers, effortlessly matching flavour, balance, art and design into something great. Dirty Rat is one of these, perhaps the best designed card of the last two years.

With the good old disloyal Kobold due to rotate soon, now is a perfect time to reflect on what made the card so great.

A flavourful felon

Dirty Rat

What a charming fella

A large part of Dirty Rat’s charm is his wonderful flavour. It all fits together. The card’s joke ties together perfectly with his mechanical function. He’s a ratlike Kobold who literally “rats out” a minion hidden in your opponent’s hand, screeching that he “Ain’t talkin’!” as he does so. It’s a cute and funny moment, that is even more hilarious when he suddenly gives the opponent a Y’shaarj on turn two.

His mischievous grin even points to his Taunt ability, as well as his penchant for messing up your opponent’s carefully crafted combos. All in all, the flavour is so strong and compelling because it perfectly gels with Dirty Rat’s gameplay. It reinforces perfectly the ideas the mechanics put across, while helping build the Hearthstone character and unique feel of the Mean Streets of Gadgetzan expansion.

Johnny’s dream

Dirty Rat

The card has some powerful and unexpected synergies

One of the most enduring appeals of Dirty Rat is its seemingly endless series of interactions, tricks and combos that can be used to devastate an enemy. The possibilities are almost endless. On a basic level, just cheap hard removal is great for handling that Velen or Malygos that just got pulled. Otherwise, mass board clears like Brawl or Twisting Nether get even more value when you’re able to pull down one or more big enemy minions.

Beyond that, there are truly innovative combos. Mind Control Tech, Sylvanas and Doomsayers can all have some incredibly potent interactions. Priest can pull off some crazy shenanigans with Potion of Madness, Divine Spirit and Inner Fire. It can activate Defiles, punish Unlicensed Apothecaries and create targets for Entomb and Psychic Scream. The huge number of potential possibilities for Dirty Rat’s unique effect is part of the card’s genius.

Counterplay for days

Of course, the main utility of Dirty Rat is as a combo counter, and it does that job beautifully. But unlike many tech cards, it’s extremely interactive. There are numerous ways to play around it, from executing the combo early, to holding minions in your hand, to bluffing not having pieces, or even to Dirty Rat out their Dirty Rat. However, it is nonetheless extremely effective at sabotaging combo decks in all their forms, making it an invaluable control tool in the right meta. Quest Mage, Quest Rogue and even Raza Priest were all held back from completely dominating slower decks with this card.

It’s also not just a one-trick pony; it can be a great stabilisation tool against Aggro, or even a solid turn two play versus the right deck. But these gambles can have disastrous consequences, leading to its other advantage.

Dirty Rat

Dirty Rat helped keep Quest Rogue in check

The Disaster Artist

One of the best features of Dirty Rat is how calculated risks can lead to utter disaster. Of course, you know that playing Dirty Rat on two can go wrong, but there’s no way this guy isn’t Raza Priest with that mulligan, right? And then Y’shaarj comes down to ruin your day. Everyone who’s played Dirty Rat knows the hilarious failcascade that can happen if you fatally misjudge your opponent’s deck or starting hand. While it can be frustrating, it creates amazing moments to share and laugh over later. And it gives every Timmy deck a chance to shine against an overconfident opponent.

Of course, if you’re overly cautious, this is simply avoided by saving it for a turn with a guaranteed clear. But for those who are willing to push the envelope and try their hand at perfectly judging their opponent, there’s a huge and entertaining variance of payoffs or calamities.

All in all Dirty Rat charmed its way into our hearts with his lovably traitorous nature, created huge opportunities for deckbuilding and experimentation, kept otherwise oppressive combo decks in check and enabled some awesomely over-the top and unexpected comebacks and game situations. Goodbye from Standard, Dirty Rat. You will be missed.

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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.

Conclusion

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 Hearthstone.gamepedia.com.

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highroll

Priest deserves better than highroll decks

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

Consistently inconsistent

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

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

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

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

The price of thievery

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

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

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

Barnes-based BS

highroll

Barnes is the worst offender for Big Priest RNG

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

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

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

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

Raza, Shadowreaper, and how to draw them

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

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

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

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

Highroll or lose to Jades?

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

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

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

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

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

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

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scourgelord

The surprising power of Scourgelord Garrosh

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

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

Shadowmourne’s stats

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Shadowmourne is arguably worth 7-8 mana by itself

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

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

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

Rounding out weaknesses

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

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

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

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

Infinite activators

scourgelord

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

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

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

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

The price of power

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

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

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

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

The wrath of Hellscream

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

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

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

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Knights of the Frozen Throne is Hearthstone’s boldest expansion yet

Knights of the Frozen Throne is less than a week from its August 10th release. With the majority of the cards released, Death Knight heroes are getting the lion’s share of attention and hype. But beyond these new undead heroes, Knights of the Frozen Throne is quietly pushing at the limits of Hearthstone’s core design philosophy in the boldest way yet.

Whether or not it will work out is still up in the air. Regardless, it’s hard not to admire the risks and brave steps the designers are taking with these exciting new cards.

Discarding from the opponent’s deck

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Skulking Geist doesn’t care where your one mana spell is. Hand or deck, friend or foe, it’s getting destroyed

Tech cards traditionally interact with the board. Be it Hungry Crab or Harrison Jones, almost all specific counters deal with something in play. Dirty Rat pushed the envelope; it countered strong battlecries by threatening minions in the opponent’s hand. However, this type of tech card is insufficient in providing a counter to that enemy of Control: Jade Druid. You can’t interrupt the infinite shuffling of Jade Idols by any traditional mechanic.

But Skulking Geist is not traditional. Not only does the upcoming minion discard cards of a specific type for the opponent, it discards them from their deck. This is arguably the boldest tech or disruption card yet printed. Cards in your deck, providing you had the hand space to draw them, used to be sacrosanct. They were untouchable. However, Skulking Geist cares little for past convention, and will rip Jade Idols, Shield Slams and Inner Fires out of decks without mercy. It cannot be played around, and completely disrupts Jade Druid’s draw-till-they-drop gameplan.

How this will feel is yet to be seen. The level of community worry over the underwhelming Gnomeferatu’s deck discard effect indicates that players may react more negatively than expected. But considering the level of frustration and vitriol thrown at Jade idol, this may be a small price to pay.

Complex cards

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Corpsetaker is wordy without being difficult to understand

Imp-losion was one of the swingiest cards of Goblins Vs Gnomes. Its outcome ranged form terrible (2 damage and 2 Imps) to crushingly powerful (4 damage and 4 Imps). Many publicly wondered why it didn’t follow a more balanced range of outcomes. For instance, the number of imps could vary inversely with the amount of damage (2 imps for 4 damage, or vice versa). However, it would break one of the implicit rules of Hearthstone: If a mechanic can’t be expressed incredibly simply, it can’t be on a card.

Knights of the Frozen Throne challenges this. Not only are there cards that involve complicated concepts like “If {condition}, cast this again”, there are cards with more text than seen yet. The boldest is Corpsetaker, which has a staggering 16 words spread across two sentences.

Longer descriptions and more complicated game mechanics can be taxing to learn. But it’s refreshing to see cards unafraid to flirt with wordiness. Too many good card ideas would be gimped by overly-conservative simplifications. In a game as complex as Hearthstone, it’s far more important that cards will do what they say they do.

Unprecedented deck manipulation

As Tavern Brawls have proven, creating a deck with many copies of a few super-powerful cards can be brokenly powerful

The amount of value in your deck used to be fixed and absolute. Fatigue was both a threat and a gameplan. However, Jade Idol broke those rules by allowing the shuffling of infinite value. Beyond Jade Idol, Knights of the Frozen Throne allows deck manipulation on an unprecedented scale. As I discussed in Why Dead Man’s Hand is impossible to evaluate, cards like Dead Man’s Hand and Archbishop Benedictus are the first time that players have had control of what cards they’re able to add to their deck on a massive scale.

With the Fatigue win condition irrelevant for a while now, this new mass deck manipulation allows alternate paths to victory. The potential of marrying Priest and, say, Mage, cards on a massive scale is a daunting one indeed. As is the potential of infinite N’zoths or endless streams of Arcane Giants. Still, this bold approach to solving the late-game value conundrum facing many control decks has huge potential.

A new Exodia

Could this be the face of the end of the world?

While combo deck’s “win conditions” have been apart of Hearthstone ever since the first one turn kills were established, they all had a hidden asterisk. Winning in Hearthstone has always been down to dealing damage; and that’s left it counters. Armor or cards like Ice Block interferes with them, making it so that there were counters to any conceivable combo. Even Un’goro’s Quest “Exodia” mage is undone by a well timed Dirty Rat, Ice Block, Counterspell or Eye for an Eye.

Knights of the Frozen Throne adds the first (non-Jaraxxus) way to kill your opponent that revolves not around damage, but simple destruction. Summoning all four “Horsemen of the Apocalypse” from Paladin’s Death Knight Hero Power will simply win the game immediately. This combo, combined with bounce effects, or hero-power refresh abilities, could potentially kill opponents even through defenses. Ice Block, insurmountable Armor totals, or even an Eye for an Eye while at one health would do nothing.

While still counterable by a clutch Dirty Rat, Coin denial (in Thaurissan-less standard), secrets like Potion of Polymorph or simply racing your opponent down, destroying your opponent without dealing down is one of the boldest combo introductions. This is simply because it’s not dependent on what every other combo has relied on: damage.

Tutoring for early removal

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All your early-game needs in one handy package

Forge of Souls is freshly revealed at the time of writing, and is already looking like a strong inclusion in Control Warrior decks. Drawing two cards for two mana is almost always great value. Where Forge Souls breaks new, brave ground is in what it tutors. Tutoring is not new to Hearthstone, but the ability to tutor for early-game board control tools in the early game is.

If Forge Souls turns out to be a staple, it will completely upend Warrior’s consistency. The fabled guaranteed starting War Axe will look a lot more like reality, and the nightmare of a post-mulligan hand stuffed with unplayable spells and nine drops will become far less frequent. Forge Souls, together with War Axe and the New Blood Razor, is an early game in a box. Potentially, it could rescue even the clunkiest of starts.

This kind of massively improved early consistency will allow Warrior decks to more readily break deck-building rules. More importantly, Warrior will be at the mercy of early-game RNG far less frequency. This kind of added reliability to early game could not only reduce frustrations but also go a long way to making Hearthstone more competitive and skill-based. Or, at least restrict RNG to the entertaining Yogg-Saron variety rather than the perfect curve vs zero removal kind.

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

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dead man's hand

Why Dead Man’s Hand is impossible to evaluate

Dead man's hand

Unique and potentially powerful, Dead Man’s Hand has divided opinion

Dead Man’s Hand is a card that does nothing. The 2 mana Warrior Epic spell is soon to be released as part of Hearthstone’s Knights of the Frozen throne, and has already generated hype, debate and wildly differing predictions.

But in terms of practical, immediate impact to a board state, the effect is zero. It draws no cards, deals no damage and summons no minions. In many situations its analagous to simply throwing a card away.

However, Dead Man’s Hand makes up for this by being quite simply the most powerful deck manipulation tool ever devised for Hearthstone. The ability to shuffle your entire hand into your deck would be fascinating enough on a singleton card; on a cheap spell that can have 2 copies per deck, it’s potentially gamebreakingly powerful.

A Brief History of Deck Manipulation

Dead man's hand

Forgotten Torch was a powerful tool for burn mages

Deck manipulation crept into Hearthstone slowly. Completely absent in Classic and Basic, the ability to shuffle additional value to your deck beyond the traditional 30 cards began with GvG’s Druid Legendary, Malorne. This eternally recurring stag didn’t fit into the combo-focused Druids of the time however. In Blackrock Mountain, Gang Up spurred the Mill Rogue archetype to new highs of near-competitiveness.

Deck manipulation effects weren’t to grow to meta prominence until League of Explorers. Then, cards like Forgotten Torch and Elise Starseeker proved that shuffling valuable cards into your deck could swing games. Old Gods’ C’thun Warrior crushed Control with Doomcaller’s ability to shuffle up to 2 additional C’thuns per game.

Then, in Mean Streets of Gadgetzan, Jade Idol provided a death knell to fatigue archetypes with its infinite threat generation. Un’goro furthered the list of competitive deck manipulation cards with Direhorn Hatchling and Elise Trailblazer, both of which saw extensive competitive play.

Infinite value, zero tempo

It’s hard to justify spending 2 mana to do nothing. Is Dead Man’s Hand the next Explore Un’goro?

Against this rich history of successful deck manipulation cards, why has Dead Man’s Hand received such negative competitive evaluations from pros? Part of the reason behind players like Kolento’s near-instant dismissal as “100 dust” lies in the nature of the card. Other deck manipulation tools that saw competitive play have a body or effect attached. Forgotten Torch has 3 damage, both Elises are sturdy 5 health minions, and even Jade Idol has the option to create a massive minion rather than shuffle.

In contrast, Dead Man’s hand has no such effect. It would be a truly dead card in every matchup that does not go to fatigue. Lots of pro players then, quite reasonably, performed a quick mental calculation. They thought about the deck it might fit into (Control Warrior) and estimated the number of games that would likely be affected by fatigue (a very small percentage). From this perspective, it’s easy to see why many pros deem the card trash.

Bad card, good deck?

The fundamental flaw with this assessment is that it presumes that the card would most likely work in a deck that looked something like modern Control Warrior. But Control Warrior was built from the ground up around an assumption of limited deck value. Control Warrior sacrifices flexibility to maximize the total value of the deck. Incredibly powerful cards like Battle Rage are excluded in favour of solid lategame minions that can trade positively on a card-for-card basis.

While Dead Man’s Hand might be a nigh-unplayable bad card in Aggro matchups, it carries a hidden benefit. By guaranteeing potentially infinite late-game value, it allows every other card in the deck to be cheaper, leaner and more draw-focused. This allows Aggro matchups to improve while (in theory) remaining incredibly strong vs Control.

Not only that, but Dead Man’s Hand is unique in its abilities. This is the first time infinite duplication of any card has been available from hand. Minions have been able to be bounced once or twice, and Jade Idols can last forever, but until now it’s never been possible to play any specific minion or spell infinitely (at least without Lorewalker Cho shenanigans). This has the potential for some disgustingly powerful series of plays.

Thinking Combo

dead man's hand

Warrior has no problem drawing through their entire deck

Although I’ve been overoptimistic on 2 mana Warrior Epics before, it’s worth considering what a deck that was built around Dead Man’s Hand would look like. The deck would likely look less like traditional Control Warriors of old, and more like Combo Warrior.

There have been a variety of Warrior decks that have utilized the class’s powerful draw engine and cheap, efficient spells. Patron, Worgen OTK and Arcane Warriors all got massive value from drawing through their entire deck with Battle rage. Unfortunately, they’ve all lacked reliable win conditions vs Control since Warsong Commander and Charge prevented Frothing or Worgen OTKs. Arcane Giants Warrior, the only surviving Standard deck, is currently unplayable due to the ease of which most classes clear or outvalue the 2-3 boards of Giants.

This all could change with Dead Man’s Hand. The gameplan would be simple; cycle to fatigue, then play overpowered cards over and over again until you win. But what cards? How could the deck be nimble enough to beat aggro, but weighty enough to beat Jade?

Building a Jade breaker

Infinite N’zoths are a scary prospect

Assuming the deck would follow this gameplan, it would want strong end-game threats to play repeatedly concentrated into as few as possible card slots. The most promising tools likely include cards like N’zoth. A N’zoth win condition revolving around Loot Hoarders, Direhorn Hatchlings and perhaps the new Mountainfire Armor would be a strong, repeatable threat that would provide board presence, Taunts, lifegain and card-draw to sustain the infinite combo.

Other strategies would be Arcane Giants and Battle Rages, repeatedly clearing with King Mosh, or endless Grommashes to face. Coldlights Oracles could provide a fatigue win condition, but would be unable to deal with the infinite Jades. Testers could also try C’thun, but the Old God would likely require too many deckslots.

Unpredictable

Regardless of how the final deck may look, it’s clear that we cannot evaluate the card in a traditional context. If the card works or not, it will be on the basis of whether or not its deck is strong, not down to the nature of the card itself. Its performance will be decided by meta and support tools rather than whether or not it’s mana efficient or a powerful effect.

While pros are free to guess at the power of the card, it’s important to remember that more often than not, cards like this are simply impossible to predict. Which may be annoying, but it makes that initial experience of experimentation and refinement all the more exciting. And hey, even if the card doesn’t turn out to be competitive, it will surely create some fantastic opportunity for meme decks.


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

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Will Quest Rogue Survive its Nerf?

In a recent statement, Blizzard announced that the Rogue Quest will be receiving a significant balance tweak. From its initial requirement of playing four minions with the same name, after an upcoming update it will need five.

What will this substantial nerf mean for Quest Rogue, and the meta as a whole? Will the deck survive?

Crystal Core is Core

One thing is instantly clear; Quest Rogue isn’t cutting The Caverns Below. Unlike Pirate Warrior with Small-Time Buccaneer, or Aggro Shaman with Spirit Claws, Quest Rogue can’t find similar replacements. The card is what the entire deck is built around.

The real question is, will this nerf mean that the deck will have to change drastically? Or simply disappear altogether?

Shadow Strike or Assassinate don’t quite work as replacements

What’s One More Bounce?

At first, the nerf might not seem too dramatic. Quest Rogue runs six ‘bounces’ or return to hand effects (eight counting vanish), and multiple cards that generate duplicates. Most draws can easily complete the quest on turns 5-7. Surely increasing the requirement by one won’t destroy the deck?

Unfortunately for Quest Rogue, the reality is trickier. Looking at the latest Vicious Syndicate Meta Report, the deck’s current overall winrate is roughly 50%, with a 7% representation on ladder. Here we see that the deck is competitive in high-level play, if not Tier One.

Things look bleaker if you analyse Winrate by turn of Quest completion. HSReplay.net shows a drastic fall in overall winrate the later the Quest is completed. This could show a catastrophic reduction in competitive viability, to the point of non-viability, at least with current lists. Each extra turn spent digging for that extra bounce or duplicate is another turn Aggro gets to kill you, or Control gets to draw into a clear.

A Slower Solution?

With a harsher requirement, future Quest Rogues might need more draw

Looking at the current strengths and weaknesses of the deck, it’s looking like there’s little opportunity for the deck to survive. But what if drastic changes were made? Could it adapt to the nerf?

A slower quest completion means fewer cards that are only strong with the quest should be run. Cards like Glacial Shard, Bilefin Tidehunter and Wisp could be cut in favour of a more reactive set of survival tools and draw to get to the more limited number of combo pieces. The deck would look more like Miracle Rogue, with a 5/5 charge focused win condition, but otherwise more conventional Rogue staples. Though likely less reliable than current Quest Rogue lists, it might be able to survive in typical Rogue fashion rather than relying on super-fast Quest Completion.

However, this looks unlikely, as standard Miracle rogue would likely fill this niche better. For now, it’s probably best to assume the deck will meet its demise competitively.

A Meta-Changing Nerf

Expect plenty more Jade Druid

According to Blizzard, the rationale behind changing the card was that it was pushing out “slower, controlling decks”. These were Quest Rogue’s strongest matchups.

Taunt or Control Warriors, Priest variants, and slower versions of Paladin and Shaman will likely rise up the tier list, as they will have lost their most powerful counters. Conversely, Aggro decks like Aggro Druid and Pirate Warrior will lose their edge somewhat as a dominating matchup is lost.

However, those celebrating the incoming Control meta might find their joy premature. One of Quest Rogue’s best matchups is the Anti-Control Jade Druid. With less Aggro around and more Control to prey on, it’s fair to assume this deck archetype is due to see a meteoric rise. Considering its increasing resilience to aggression with Tar Creepers, Primordial Drakes and Earthen Scales, along with its natural anti-Control powers, it’s likely to become Tier One.

As far as losers from the fallout of the nerf, one stands out above all others. Dirty Rat no longer makes sense as a tech choice without the ability to disrupt the Rogue Quest. The unfortunate and unhygienic rodent is likely to remain stuck in the collection; at least until Exodia Mage rejoins the ladder.

Artwork courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com. Title art by Konstantin Turovec.

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