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Sottle's Weekly Hearthstone Meta Analysis for Week of 07/12/2014 - 14/12/2014

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Hearthstone Meta Analysis: 07/12/2014 - 14/12/2014

 

Hey guys, instead of the usual format for these articles, I figured it would be better just to take a general look at the first week of GvG Constructed play. So lets jump right in and take a look at what each class has gained and lost in the new expansion.


 

Druid

 

250px-Malfurion_Stormrage-f.png?version=

 

On the surface, it seems that Druid is the class that gained the least, or perhaps suffered the most from the GvG expansion. The cards they were given have small effects on existing decks, and give them a few more options for deck building, but so far, none of them have had a huge effect on opening up new deck archetypes. Some players have experimented with building extreme late-game Tree Of Life decks, but these builds seem some way off being a powerful force. Outside of this, people have just been adding some of the new strong cards to existing Ramp and Fast Druid decks, to fairly underwhelming 
effects.
 

Hunter

 

250px-Rexxar-f.png?version=3f80009401aa5

 

Hunter players have been excited by the new Deathrattle minions available in the set as well as Glaivezooka, which add additional options to the Aggro Hunter deck. Adding Clockwork Gnome and the 4 Mana Deathrattle Mechs into the deck has increased the power of Hunter's Undertaker starts even further. 
 
Outside of this, players have been experimenting with Control Hunter builds that incorporate the new high cost Beasts that Hunter have been given, as well as Feign Death decks, that play more impactful Deathrattle minions to go along with Undertaker like Nerubian Eggs and Sylvanas. However, it seems for now, that Aggro Hunter remains the strongest way to play the class.
 

Mage

 

250px-Jaina_Proudmoore-f.png?version=8f6

 

Mage is one of the biggest winners from the GvG set, with several new viable decks popping up out of nowhere. Firstly, Mage seems to be one of the best homes for the Mech Tempo/Aggro deck that has been tried out in most classes so far. This is due to the strength of the Mech synergy minions Mage was given, namely Snowchugger and Goblin Blastmage, providing Mage with an extra boost over other classes that want to play a Mech deck.
 
Secondly, Control Mage has been given several useful new cards as well. With Freeze Mage being given additional options for board clear and stability in the form of Explosive Sheep and Illuminator respectively, as well as the recent nerfs to Flare, that deck seems to have improved significantly. Where as outright late-game control Mage has also been given a nice tool to extend the reach of their late-game threats in the form of Echo of Medivh to create additional copies of late-game minions like Sylvannas, or Molten Giants.
 
On top of all these, Mage has been granted one of the most insane cards in the set. Unstable Portal is a crazy card that is simply capable of winning you the game outright if you get lucky. I'm sure many of you have run into your share of ridiculous minions summoned from this card on ladder, and it seems it will continue to be a frustrating experience for many weeks to come!
 

Paladin

 

250px-Uther_Lightbringer-f.png?version=a

 

Paladin is another huge winner in the GvG expansion. The increased early game stability that cards like Shielded Minibot and Muster for Battle bring to the class create a number of new deck types that weren't possible before.
 
Firstly, Midrange Paladin is now a strong option. This is the deck I am currently playing on ladder with 70%+ winrate and it seems extremely powerful. The added early game targets makes playing buff cards an extremely strong proposition.
 
Secondly, Control Paladin decks can now load up on additional late-game threats, safe in the security that Muster for Battle and Shielded Mini-Bot brings to the early game. This brings Paladin back to the position as the ultimate late-game Control deck, but removes the weaknesses it has to early game aggression.
 

Priest

 

250px-Anduin_Wrynn-f.png?version=dcf2a67

 

Priest is another extremely strong class in the new Expansion, mainly due to the strength of Shrinkmeister. Shrinkmeister completely covers the previous weakness of Priest in being unable to deal with 4 attack minions. Now you can use Shrinkmeister to activate your Shadow Word Pains, Shadow Madnesses and Cabal Shadow Priests. With this weakness removed, and Priest being granted one of the strongest class Legendaries in the form of Vol'jin, Priest has become a very powerful class. We have yet to see any other type of Priest take hold of the ladder yet, but it seems possible that a more aggressive type of Priest may also be viable using some of the new tools they were given.
 

Rogue

 

250px-Valeera_Sanguinar-f.png?version=1f

 

Rogue is in a strange transitional period at the moment, with players trying to figure out whether Miracle Rogue is still a strong option after the Gadgetzan nerf, and if not, what is the best deck to replace it? Players have toyed with a Spare Parts + Gadgetzan Auctioneer deck to try and cover the extra Mana cost of Auctioneer with additional drawing power. However, most people seem to be focused on Tempo Rogue builds, both with Mechs and without. Iron Sensei is one of the strongest new cards for a Mech based tempo deck, and is a key component of any such deck right now. Additional cards like Tinker's Sharpsword Oil are also strong options to enforce tempo and provide some additional reach in your deck.
 

Shaman

 

 

250px-Thrall-f.png?version=55cd557d01b07

 

Shaman is another class that players are still trying to find the right build for. Some players are still running decks that are similar to the old-school Midrange Shaman deck, while some have gone in the Aggro direction, trying to use cards such as Powermace, Whirling Zap-o-matic, and Crackle to burst their opponent's out of the game. It will take some time for a class that is so used to only having one viable option in terms of ways to play, to adapt to a new meta where it seemingly has several. The class seems to have a lot of potential to be dominant in the future.
 

Warlock

 

250px-Guldan-f.png?version=4bc860759dd1a

 

Warlock seems to be leaning away from Zoo decks, with Handlock decks being more favoured currently. Usually after a new expansion, or patch, people default to Zoo as it becomes extremely powerful in an unstable meta where people are tying to figure out what to play. In this case however, it seems the power the cards Warlock was given to fit into a Handlock deck have convinced players that the Control option is the superior one for Warlock.
 
Darkbomb and Antique Healbot are the two key cards that have been added to Handlock. Darkbomb gives you access to early game spot removal that does not discard a card, using Soulfire in Handlock always seemed like a neccessary evil, as Warlock needed access to the removal, but hated to discard cards. With the nerf to Soulfire now making it cost 1 Mana, Darkbomb just seems a dramatically superior choice. Antique Healbot has just added so much more stability to Handlock's life total, and sures them up against classes that can kill you with burst damage past your taunted Giants.
 

Warrior

 

250px-Garrosh_Hellscream-f.png?version=a

 

Warrior is a class that has remained strong, despite not receiving a great deal of experimentation so far. It is still almost universally agreed that Control Warrior is the strongest way to play the class. There has been some experimentation with Tempo based Mech decks, but Warrior just seems to be lacking the tools to play the deck as well as classes like Mage or Rogue.
 
The key card that Warrior has been given is Shieldmaiden. The combination of this card with the already existing cards like Armorsmith and Shield Block just adds so much life gain to Control Warrior that they are often able just to outlast other decks and grind them out of resources, even if they are behind on board, or tempo. Since the deck plays so many swingy cards like Brawl and Execute, being able to hang on for a couple of extra turns to wait for that all important draw can be crucial.

 

----------------

 

 

Top 5 Cards

 

With the clases out of the way, let's take a look at some of the most impactful cards in the new set. You can also use this as a cheat sheet if you're wondering what to craft.

 

5. Antique Healbot

 

200px-Antique_Healbot.png?version=7faa5b

 

Here's a card that completely surprised me. When I first saw this card, as my card spoilers topic is testimony too, I thought it was really bad. It seemed way too slow, too clunky and just inferior to Earthen Ring Farseer. However, what I completely overlooked is that almost every time in a Control vs Aggro matchup, unless you get completely steamrolled, there comes where a point where you are irreversibly ahead on board and your opponent is just trying to kill you from their hand. In these situations, Healbot is king. The slowness, and the low stats just don't matter, all you need to do is live.

 

4. Unstable Portal

 

200px-Unstable_Portal.png?version=37ff38

 

You can refer to my Mage section for more thoughts on this card, but in short, you can make room in almost any Mage deck for a card that might just win you the game when you play it. The downside of a weak minion is so minor in comparison to getting a huge minion that you can play out so early that it pales in significance. This card will continue to be played, and will continue to win people games. A frustrating experience to say the least.

 

3. Shrinkmeister

 

200px-Shrinkmeister.png?version=93f42648

 

In contrast to Antique Healbot, I was spot on on my assessment of this card. Shrinkmeister was exactly what Priest needed. The combination of another early minion that Priest can play happily if they need to, and the insane combo potential with Shadow Madness and Cabal Shadow Priest cements this as one of the best cards in the set. People may talk a lot about Vol'jin, but the real reason for Priest's increase in power is right here.

 

2, Muster for Battle

 

200px-Muster_for_Battle.png?version=eca9

 

Muster for Battle, or if you prefer "Unleash the Dudes" is such a huge tool for Paladin in the new meta-game. Not only does it completely shut down early aggro, it provides amazing synergy with cards like Knife Juggler, Quartermaster, Sword of Justice, Cult Master and more. Beyond even that, it also single handedly makes cards like Blessing of Kings and Dark Iron Dwarf playable in Paladin, which in turn opens up the door to play Echoing Ooze. The chain of events is just endless, but in short, no card in the new set has had as big an effect on deckbuilding as Muster for Battle in my opinion.

 

1. Dr. Boom

 

200px-Dr._Boom.png?version=fdd85150f384c

 

Early days so far, but for now at least it seems Doctor Boom is the dominant force out of the new set. It is being played in almost every high level Control deck right now, and manages to tick the magic box of being effective as a board clear tool against Aggro, while simultaneously being an effective play against Control. It synergises fantastically in Druid with Savage Roar, provides Warrior with more Mid-Game clearing options, is fantastic in Handlock to provide two Sunfury targets...The applications go on and on, but initial impressions suggest Boom to be an extremely powerful card.

 

Honorable Mentions: Vol'jin, Shielded Minibot, Mechwarper, Bomb Lobber, Tinkertown Technician, Goblin Blastmage, Crackle, Shieldmaiden, Darkbomb.

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Yeah, I was gonna ask the same thing. I think it's running out of gas too fast, or maybe I am just doing something wrong with trading. I also don't like zoo/hunter because Undertaker is so big part of the mulligan.

But I've played alot of arena recently. I've got 7+ wins so many times \o/ Just waiting for 12 wins. :D

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It's a pretty reasonable choice, but there's a lot of Warrior around that could be a problem. I think Paladin is really strong to climb with right now.

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I just submitted an update to my Midrange Paladin guide, but in the meantime here's the decklist while we're waiting for it to be published.

 

a1061062f258e9099a4ec5889f4e67fa.png

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Are you going to post meta analysis this week? biggrin.png  I can't decide that which deck I should use on ladder (I'd use paladin, but I don't have enough dust)

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      Final Showdown              Lost in the Park Defend the Dwarven District       Sorcerer's Gambit            Rise to the Occasion        Seek Guidance  Find the Imposter            Command the Elements The Demon Seed             Raid the Docks  Other Banned cards:
      Unstable Evolution is banned from card buckets but will still be Discoverable. Maestra of the Masquerade is banned from deckbuilding, card buckets, and will not be Discoverable. Seven new designer card buckets have been added as well:
      Furious Fel (Demon Hunter) AHHHH RATS!!!! (Hunter) Fire!!! (Mage) SI:7 (Rogue) ARRRRRRG! (Warrior) Auction House (Neutral) Live to Win (Neutral) Smart buckets have also been updated to include the two new card sets, and two previously missed card sets: Legacy (Classic/Basic) and Demon Hunter Initiate. Lastly, you’ll be able to find United in Stormwind cards in Duels card buckets after the patch goes live and before the expansion launches.
      Arena Rotation

      When United in Stormwind launches on August 3, the Arena will include cards from the following sets:
      United in Stormwind Forged in the Barrens Wailing Caverns Mini-Set Madness at the Darkmoon Faire Darkmoon Races Mini-Set The Witchwood Saviors of Uldum Rastakhan's Rumble Core Book of Heroes Illidan – Coming August 10

      After regaining his freedom, Illidan was eager to prove himself once and for all. But even as he journeyed far from his homeland and joined forces with new allies, the thirst for power never left him. It was only a matter of time before it interfered with his judgment, resulting in more dire consequences than ever before…Defeating all 8 bosses in this linear adventure will reward 1 Demon Hunter pack, containing only Demon Hunter cards from Standard.
      United in Stormwind Rewards Track & Tavern Pass
      When the Rewards Track refreshes when United in Stormwind launches, all players will automatically be granted any unclaimed rewards on both the free track and the Tavern Pass track (if purchased), and a completely new Rewards Track of unlockable loot will take its place.

      The Forged in the Barrens Tavern Pass will expire with the launch of United in Stormwind and a new Tavern Pass will be made available for purchase—offering a host of brand-new cosmetic rewards and XP boosts.

      Learn more about the United in Stormwind Rewards Track and Tavern Pass here.
      As a reminder, Battlegrounds Perks are now available as a standalone purchase, separate from the Tavern Pass.
      New Cosmetic Coins
      Two new Cosmetic Coins are being added with United in Stormwind, the Stormwind coin and the Lordaeron coin. The Stormwind coin is obtainable by completing the first 90 levels of the Rewards Track with the Tavern Pass. The Lordaeron coin is obtainable by collecting 135 unique United in Stormwind cards.

      Keep in mind that United in Stormwind will have a 35-card Mini-Set that will make it easier to reach both the 25 total United in Stormwind Legendary cards for the Archbishop Benedictus Diamond card reward and the 135 total United in Stormwind cards for the Lordaeron Cosmetic Coin. We’ll have more information to share about the United in Stormwind Mini-Set in the coming months.
      Bug Fixes & Game Improvements
      Fixed a bug where Shenanigans would not transform Soul Fragments into Bananas. Fixed a bug where Wicked Stab could be upgraded by cards that temporarily increase mana. Fixed a bug where Shan’do Wildclaw would not lay flat on the board. Fixed a bug where Defender would not play its VO when summoned by Noble Sacrifice. Fixed a bug where golden Soul of the Forest would not summon golden Treants. Fixed a bug where golden Ancestral Spirit would not summon a golden minion. Fixed a bug where golden Grave Rune would not summon golden minions. Fixed a bug where golden Primal Talisman would not summon golden minions. Fixed a Battlegrounds bug where Y’shaarj’s Battlegrounds Hero Power would not take its newly summoned minion into account when deciding which warband attacked first. Fixed a Battlegrounds bug where Baron Rivendare was causing visual issues when in a warband with golden Kaboom Bot. Fixed a Battlegrounds bug where Galakrond’s Greed was missing a tooltip for Discover. Fixed a Battlegrounds bug where Come One, Come All! Was missing a tooltip for Discover. Fixed a Battlegrounds bug where Avatar of N’Zoth was missing a tooltip for Deathrattle. Fixed a Battlegrounds bug where Sprout It Out! Was missing a tooltip for Taunt. Fixed a Battlegrounds bug where Hero Powers for Aranna Starseeker, Infinite Toki, Millhouse Manastorm, Nozdormu, and Tess Greymane were missing a tooltip for Refresh. Fixed a Duels bug where Diamond cards would only be Diamond in appearance for the first game of a run. Fixed a Duels bug where Lone Champion and minions summoned by Gift of Luminance were not buffed by Hold the Line. Updated the description of the Roguish Maneuvers Hero Power in Duels to be more accurate. Fixed a bug with Book of Mercenaries Guff where A Party of Adventurers will cast Against All Odds, even if they have board control. Fixed a bug where one of Lady Katrana Prestor’s emotes was showing incorrect text. Searching “Refund” in the Collection will now populate with cards eligible for a dust refund. Pressing and holding on the Rewards Track page arrows will now flip through the pages quickly. Fixed a bug where if a player disconnected from a ranked match, they’d get a message stating they won their last ranked game upon relogging.  


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