Damien

[Archived] S20 Hearthstone Face Hunter BrM

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This thread is for comments about our Face Hunter Deck for BrM.

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Why exactly was Leeroy Jenkins included in this deck when it wasn't included in the Naxx/GvG Face Hunter Deck? It drives the dust cost up alot.

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Why exactly was Leeroy Jenkins included in this deck when it wasn't included in the Naxx/GvG Face Hunter Deck? It drives the dust cost up alot.

From the guide:

 

"Leeroy Jenkins is included in the deck as a finisher, due to it's huge damage potential and fantastic synergy with Unleash the Hounds. This deck is so aggressive however, that you should not hesitate to simply play out Leeroy on curve if you don't have any better options."

 

"If you do not have access to Leeroy Jenkins you can use a second Arcane Golem as a replacement."

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The main reason for the change is that more people are teching Healbots etc to deal with Face Hunter than they used to, so the increased damage potential is needed sometimes.

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works well but is insanly boring to play hope meta chance someday

facehunter mechmage combo druid meh

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People used to say Mech Mage is cancerous, then what is this? People who play face hunter should really feel bad for themselves. I don't really understand why to play the game if it doesn't bring any fun (and most of face hunter so called "players" easily admit the deck is boring and they don't enjoy it at all). It's definitely not the case of budget, because Mech Mage Mech Shaman or Zoo are at simillar or even lower cost, they all all good enough to hit legend, even arguably much better than this cancer, but face hunters is still much more than all of those decks. The only reason I can see is that it's easier to play this and some of wins are really cheap if opp can't handle early aggression. Doesn't change the fact that such reason to play boring, cnacerous deck that doesn't provide any fun and is hated by entire community means nothing to me.

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People used to say Mech Mage is cancerous, then what is this? People who play face hunter should really feel bad for themselves. I don't really understand why to play the game if it doesn't bring any fun (and most of face hunter so called "players" easily admit the deck is boring and they don't enjoy it at all). It's definitely not the case of budget, because Mech Mage Mech Shaman or Zoo are at simillar or even lower cost, they all all good enough to hit legend, even arguably much better than this cancer, but face hunters is still much more than all of those decks. The only reason I can see is that it's easier to play this and some of wins are really cheap if opp can't handle early aggression. Doesn't change the fact that such reason to play boring, cnacerous deck that doesn't provide any fun and is hated by entire community means nothing to me.

actually the reason people play this deck is because games are extremely fast(you usually win or lose around round 6) and you can get gold more quickly with it,i agree that it's extremely boring to play and frustrating to play against,but people must accept that this sort of deck is necessary for game balancing.decks like face hunter are the reason you can't make overly greedy control decks filled with late game threats and dominate over anything.

 

and there are plenty of ways to counter face hunter,honestly.

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actually the reason people play this deck is because games are extremely fast(you usually win or lose around round 6) and you can get gold more quickly with it,i agree that it's extremely boring to play and frustrating to play against,but people must accept that this sort of deck is necessary for game balancing.decks like face hunter are the reason you can't make overly greedy control decks filled with late game threats and dominate over anything.

 

and there are plenty of ways to counter face hunter,honestly.

Mech Mage and Zoo are very aggressive as well, maybe games don't last 7 turns or shorter usually (but still they sometimes last if you open good), however your win ratio is going to be higher as they are better decks. So you still farm gold very easily, but at least you don't get bored after single game and you don't feel bad for yourself. Also I played yesterday vs face hunter player on legend (I'm currently at 2), who had golden Leeroy and other cards, so I don't really believe he needs to farm gold, especially on ranked, especially on legend. He just wants to be a cheap winner, nothing else. Gold is the only reason I would maybe accept such cancer, but the fact is you meet Hunter on the every stage of ladder, so it's impossible they all do it just for gold.

 

And I agree aggressive decks are needed, but Face Hunter is just a ridiculous deviation. It breaks the rules of the game, because they don't trade and they generally don't care about any resources except LP, unless such behaviour would cost them the game. It's like playing vs someone on cheats or vs someone who has completely different rule applied. In card games you always assume your opponent is reasonable and thus you can analyze different scenarios. But vs face hunter you feel like playing vs monkey, so logic will not help you (unless you consider no logic as a logic).

 

No need to tell me about counters, because I'm not writting all of this because I'm having troubles v Hunters. Tbh it's one of my favourite amtch-ups, because I know the game is going to be quick and end with my win. I just wanted to express my disgust, that's all.

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I think Face Juggler is too slow. You never get to attack with it as it killed off imediately. Any knifes it throws the turn it's summoned typically hit enemy minions. Haunted Creeper is also pretty useless.

I play with 4x axes and 2x Southsea Deckhands and think it's much better.

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Mech Mage and Zoo are very aggressive as well, maybe games don't last 7 turns or shorter usually (but still they sometimes last if you open good), however your win ratio is going to be higher as they are better decks. So you still farm gold very easily, but at least you don't get bored after single game and you don't feel bad for yourself. Also I played yesterday vs face hunter player on legend (I'm currently at 2), who had golden Leeroy and other cards, so I don't really believe he needs to farm gold, especially on ranked, especially on legend. He just wants to be a cheap winner, nothing else. Gold is the only reason I would maybe accept such cancer, but the fact is you meet Hunter on the every stage of ladder, so it's impossible they all do it just for gold.

 

And I agree aggressive decks are needed, but Face Hunter is just a ridiculous deviation. It breaks the rules of the game, because they don't trade and they generally don't care about any resources except LP, unless such behaviour would cost them the game. It's like playing vs someone on cheats or vs someone who has completely different rule applied. In card games you always assume your opponent is reasonable and thus you can analyze different scenarios. But vs face hunter you feel like playing vs monkey, so logic will not help you (unless you consider no logic as a logic).

 

No need to tell me about counters, because I'm not writting all of this because I'm having troubles v Hunters. Tbh it's one of my favourite amtch-ups, because I know the game is going to be quick and end with my win. I just wanted to express my disgust, that's all.

This might sound a little off to someone so full of himself like u, but ur opinión about face hunter isn't the law. I actually enjoy playing this deck, I find it entertaintning and challenging because very calculated strategies are needed and one poor decision in early game will probably cost the whole thing. I'm sorry to bring this to u, but not everyone thinks the way u do, and I honestly believe that ur lack of empathy in transmitting ur opinions is something u should be ashamed of. I know internet gives u anonymity, but doesn't give u the right to be a bully nor to accuse, based on ur personal opinion, others of acting as ridiculously, being a cancer or an embarrassment. I find ur lack of touch disturbing and offensive. If u hate this deck, what's the point of make a comment here? just make others feel bad about themselves? Do u enjoy creating conflict and insulting? That's so sad, I might play a deck that's a "cancer" for hearthstone, but u represent the cancer of internet.

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the deck might take skill to play at a high level(if a professional player says so,i will believe so),but it's also the kind of deck that allows people who can't otherwise make it past rank 18 to reach rank 8 or some rank they should not be able to.

 

still,whether the deck is hard to play or not is debatable,but i don't think anyone can deny that it is one of the most frustrating decks to play against.and it's also not fun to play at all,at least for me.i can totally understand using the deck in ranked mode if you think it's a good choice for the current meta,but it annoys the crap out of me when i face face hunters while trying to chill with stupid decks like aggro priest in casual.like what's the point?casual mode is supposed to be where you mess around with the game not giving a crap about winning.i end up just straight up conceding on turn one when that happens.

 

but hey,it's a game.do whatever suits you.

Edited by batanete

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Honestly, the most common use of Casual is just people trying to clear their daily quests as quick as possible, hence the Face Hunters.

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King Crush fit in will for Leeroy Jenkins if anyone is wondering

Except, that King Krush is 9 mana, and it will just sit in your hand for a long long time and Leeroy ia 5 mana and can be used for several combos.

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King Crush fit in will for Leeroy Jenkins if anyone is wondering

I absolutely would not recommend this in any circumstance. Just put the 2nd Arcane Golem back in.

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man im having a tough time getting this deck going. bad mulligans can really make or break this deck and control decks are wiping the floor with me. every other face hunter i play is getting a much faster start than i am as well, which is annoying.

 

maybe im just having a bad run of luck, but i was doing better with a xrappy paladin deck i was using last month. im stuck hovering around 18-19 on the ladder. i dont have Leeroy, but i doubt its making that much of a difference.

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man im having a tough time getting this deck going. bad mulligans can really make or break this deck and control decks are wiping the floor with me. every other face hunter i play is getting a much faster start than i am as well, which is annoying.

 

maybe im just having a bad run of luck, but i was doing better with a xrappy paladin deck i was using last month. im stuck hovering around 18-19 on the ladder. i dont have Leeroy, but i doubt its making that much of a difference.

 

(sottle can correct me on this)

 

you're probably doing something wrong.i don't really enjoy playing this deck,but i can usually rank up insanely fast with it(i use the exact same version on this site,except that i'm using a second golem instead of leeroy,as i don't have him).personally i find that you should go face 90% of the time,but there are instances where you should trade(like trading leper gnomes into 2 life creatures to save your more important cards like knife juggler) and when you are forced to go for board control(example:you get outstarted by a deck such as tempo/mech mage,you will more than likely lose if you don't try to clear the way for your creatures).against other face hunters it's also fine not go for an all out damage race if you feel like you won't win by doing so(especially because explosive trap or unleash can wreck you if you commit to the board too much).

 

apart from this, i also find that the general rule of "using hero power EVERY SINGLE TURN after turn 4" is also crucial,as you're outputting damage at no card expense.

 

hope this helps.

Edited by batanete

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^ Very good advice.

To put it in slightly more complex terms, here's how you win with Face Hunter in a nutshell.

- Play out your hand up until turn 3, making efficient trades to cement board advantage.
- Look at your hand, count how much damage you have, look at how much health the opponent has.
- Make an estimate of how much damage you can reasonably expect to draw, and how much health the opponent can reasonably be expected to gain.
- Use those numbers to calculate the amount of Hero Powers needed to win the game.
- Work out how to Hero Power that many times over the remaining turns in the game.

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Wait never mind, Face Hunter is easy mode, just hit face, blah, blah, blah braindead deck etc.

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thanks for the advice. i dunno, maybe the deck just isnt for me. i get pounded playing this deck for some reason. frustrating as hell since everyone complains about how easy and brainless it is (and i have gotten my ass handed to me by other face hunters as well, so i know that pain.)

 

i seriously struggled for 2 days to play this deck and got sent back to rank 20 consistently. last month i was able to get to 14 with a very basic Paladin deck without this much heartache.

 

knife jugglers last all of one/two turns every single game. i can never protect them for long enough to make them worth it. i can do consistent damage and have  board control until like turn 6 and then its all buffed/huge/taunt creatures that i cant grind through to do damage anymore and i get overrun. traps come out in hand every single game, usually before Mad Scientists show up. its quite annoying.

 

ive been doing better with the mid-range  hunter deck on this site, but still not great. id be playing something else if i could afford it, but this was about all i could afford at the time. back to basic junk Paladin i guess...

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Thx Icy for the community support.

For people that are striglong or just kind hit a wall I have some frank advice for ya...not all decks are for all people. This means some make more sense and fit your style of play more than others. It's less a "broken deck" thing and more how we all think differently.

Sure we can force ourselves to learn a particular deck but if it doesn't "speak" so us then it may be a good idea to move on.

However, if you are enjoying this hyper aggressive deck then here's my second piece of advice: don't hesitate and attack, attack, attack. I've dueled many QSFH and many react too slowly. You must resit the urge to trade and gain board control. I've won several times when I had ZERO minions on the facing 15+ from opponents. It's because this deck is damn fast and lethal.

Lastly I use 1 Tracking and only 1 Abusive Sergeant. After this I'm going to try dropping 1 Creeper and add Leeroy.

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It is amazing how useful this particular deck is.  I started at 10 and rode it down to 20!  That's good right?  The goal is to get bigger numbers, right?  I won against nothing.  Not. A. Damned. Thing.  I lost against every kind of deck, every hero type.  The best loss was against someone that was doing ranked play, for the first time, with a Shaman with only common cards.

Appreciate the recommendation, where/when did you play test the deck?

And spare me the, "you must suck," B.S.  I accept luck and random chance are part of the equation, but even if I was the worst player in the world (which I can't be starting at 10), random chance dictates I should have won something...

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Appreciate the recommendation, where/when did you play test the deck?


Uh, before I posted it? At whatever Rank I was at the time, probably Legend.

This deck has been one of the most consistent top decks in the meta for months, both at high legend ranks and in tournaments. You're playing it badly.

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Any reason not to play Dire Wolf Alpha ? Instead of wolfrider or a 1drop? So far, I like the effect it has on the deck since board is often full you can trade and maximize its value

Not sure why my post isn't going through...

What about Dire Wolf Alpha in place of wolfrider or a 1drop?

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      The first few weeks of the KFT metagame were a glorious, glorious time of greed and experimentation. Especially at the higher ranks, the meta was almost entirely made up of extremely slow control decks that lent themselves to long, fun, and brainy games of Hearthstone. A popular post on reddit noted that Hearthstone games had become so long that it was no longer possible to play the while pooping - a small price to pay for the magnificent reward of a true control meta. To illustrate just how greedy and beautiful the early KFT meta was, I once watched on Twitch.tv as Team Liquid’s Dog put N'Zoth, the Corruptor into his Control Mage deck while the only Deathrattle minions in his entire deck were Sindragosa's Frozen Champions.

      The good times couldn’t last forever though. As the meta began to settle down it became quickly apparent that Druid was in a tier of its own. Spreading Plague gave Jade Druid the tool it badly needed to survive the early game, while Ultimate Infestation enabled the deck to overwhelm Midrange and Control decks in the late game. Jade Druid was made even more powerful by the fact that Aggro Druid and Kolento’s Midrange Taunt deck were also tier 1 options, making it nearly incredibly difficult to mulligan against Druid. Should you mulligan for your early game cards to counter Aggro, or mull for your heavy hitters to outpace Jade and Midrange? The mulligan phase became a dangerous guessing game that benefited all three popular Druid builds equally, and the versatility of the class made it nearly impossible to construct a single deck which had game against all three Druid variants. Murloc Paladin managed to post some solid winrates against Druid on the whole, but the other classes just couldn’t manage to keep up with both ends of Druid’s Aggro/Control spectrum.
      As Druids continued to dominate, Highlander Priest began to emerge as the clearcut “second best deck” in the meta. Quest Mage had a few weeks where it was able to prey on unrefined Jade Druid and Highlander Priest lists, but an uptick in Aggro Druid and Pirate Warrior brought a swift end to the brief dominance of Archmage Antonidas. With no apparent answer to Druid in sight, the meta quickly devolved into a toxic environment of never-ending, unrelenting, overpowered Druid decks. The higher you climbed the ladder the larger the Druid menace grew... I distinctly recall a ladder session where I encountered nine consecutive Jade Druids at ranks 1 and 2.
      The golden age of the early KFT control meta was long dead. The age of Druidstone was upon us.
       
      Patch 9.1: The End of a Plague
       
      On the fateful morning of September 5th, a beacon of brilliant light beamed through the dark, Druidic clouds that had enveloped the sun for weeks on end. Blizzard announced they would be nerfing five cards, among them Innervate and Spreading Plague, in an effort to curb the historically high winrates for Druid and shake up the rapidly deteriorating meta.
      The Hearthstone community was completely split on the nerfs. The majority of players were happy to see Innervate struck by the nerf hammer, but many were claiming that the nerfs to Druid didn’t go quite far enough. Ultimate Infestation, the card that most believed to be the true source of Druid’s power, was left untouched in Patch 9.1. Blizzard was well aware of the huge target on Ultimate Infestation's back, but had some solid reasoning for not changing the card:
      The majority of the community had little to say about the nerfs to Murloc Warleader and Hex, but many were furious about the change to Fiery War Axe. It appeared as though several healthy and compelling warrior decks (such as Fatigue Warrior and N’Zoth Warrior) were paying dearly for the sins of Pirate Warrior. These healthy Warrior decks ultimately suffered a near-fatal blow, but is that such a bad price to pay for a ladder without Pirate Warriors? It’s regrettable that so many fair Warrior decks fell by the wayside due to the nerf to “Free Win Axe”, but I’m optimistic that Blizzard is well aware of Warrior’s downfall and will address the class in a future set. For the time being, try your hardest to enjoy a metagame largely free of N'Zoth's First Mate and Brawl.
       
      The Post-Nerf Metagame
       
      Most would have expected the de-facto “second best deck in the game”, Highlander Priest, to completely dominate the ladder in a post-Jade world free from Pirate Warriors. The metagame had something else to say about that.
      A handful of previously overlooked decks quickly emerged as top contenders, including Tempo Rogue, Midrange Hunter, and Zoo Warlock. Safe from the toxic Innervate turns of Aggro and Jade Druid decks of old, these new-look contenders were able to keep both Highlander Priest and post-nerf Jade Druid decks in check. The weeks following Patch 9.1 were a time of experimentation, evolution, and adaptation which ultimately led to a healthy and stable metagame. It’s hard to argue that the nerfs were anything but totally effective at restoring balance to the competitive ladder.
      With the play rates for dedicated aggro decks (namely Aggro Druid and Pirate Warrior) as low as they’ve been in years, the door opened up for slower and bigger decks to prey on the Midrange kings which had begun to dominate ladder. The top choices in today’s ladder environment (after Highlander Priest and Tempo Rogue) appear to be Big Druid, Big Priest, and Freeze/Burn Mage. Though none of these decks appear to have unhealthy effects on the meta at present, the new Recruit mechanic is looming on the horizon. Will Kobolds and Catacombs see the Old Gods reign supreme in their last hurrah before rotation?
       
      Lessons from KFT: Class Legendaries Disappoint
       
      KFT brought us some of the strongest Legendary cards in recent memory: Prince Keleseth, Shadowreaper Anduin, Malfurion the Pestilent, Bloodreaver Gul'dan, and The Lich Kingto name a few. Despite this high volume of heavy-hitting Legendaries in KFT, the non-Death Knight class Legendaries unanimously and unquestionably failed to deliver. Have a look for yourself:
      Druid: Hadronox Saw fringe play in dedicated Taunt decks in the first weeks after launch. Was never featured in a popular competitive deck. Hunter: Professor Putricide Saw fringe play in dedicated Secret decks in the first weeks after launch. Was never featured in a popular competitive deck. Mage: Sindragosa Saw fringe play in some Control decks in the first few weeks after launch. Was never featured in a popular competitive deck. Paladin: Bolvar, Fireblood Saw fringe play in dedicated Divine Shield decks in the first few weeks after launch. Was never featured in a popular competitive deck. Priest: Archbishop Benedictus Featured in Hemet Highlander Priest decks for a couple of weeks. Briefly saw play at a few tournaments before completely disappearing from the metagame. Rogue: Lilian Voss Never saw play, even in the earliest days of the KFT meta. Shaman: Moorabi Never saw play, even in the earliest days of the KFT meta. Warlock: Blood-Queen Lana'thel Never saw play, even in the earliest days of the KFT meta. Warrior: Rotface Intermittently saw fringe play in Warrior decks as a finisher alongside Scourgelord Garrosh. The card eventually fell out of favor and hasn’t seen play since the first month of the set. Who would have guess before the set came out that the most competitively viable class Legendary would be Archbishop Benedictus, the walking meme? Despite a decent amount of hype surrounding Sindragosa, Bolvar, Fireblood, and Blood-Queen Lana'thel before KFT’s release, all nine of the non-DK class Legendaries can now be best described as “400 dust waiting to happen”.
      In defense of Blizzard, I completely understand the need for cards like Moorabi and Rotface. Not every Legendary should be a slam dunk, and the unique effects which are printed on these cards make the most sense on a Legendary minion. With that said, these kinds of effects rarely (if ever) find their way into competitive decks, and I struggle to see the logic behind wasting so many precious Legendary slots on such narrow design spaces.
      With the rising number of complaints surrounding the cost of the Hearthstone, I can empathize with the disappointment that many players experience when their pity timer is reset by one of these underwhelming Legendaries. The somewhat recent change to prevent duplicate Legendaries from being opened does little to prevent these cards from being opened again and again, as these cards have a tendency to be dusted almost immediately after being opened. Speaking from personal experience, I’ve opened Moorabi three times since the release of KFT. Opening a Legendary after weeks of pack opening and finger-crossing is supposed to be a moment of great excitement, yet I found the experience of cracking a third Moorabi in three months to be nothing short of tremendously frustrating.
      Adding on to the disappointment of the class Legendaries in KFT was an atypically high number of underwhelming Epics. By my count, only 6 of the 27 Epics in KFT saw any kind of consistent play: Ultimate Infestation, Obsidian Statue, Simulacrum, Dead Man's Hand, Corpsetaker, and Skulking Geist. I was overjoyed to see the number of powerful and highly-playable Commons and Rares in the set, and realize that if cards like Bonemare and Saronite Chain Gang were moved to Epic the cost of the game would be moving in the wrong direction. With that said, I would have liked to see more Epics like Obsidian Statue with safe, boring, and playable text boxes.
      Going forward, I’d like to see Blizzard shift the balance of Legendary minions more towards “playable” than “unique and interesting”. Cards like Archbishop Benedictus certainly have their place in Hearthstone, but whenever nine out of nine class Legendaries fail to find play for the duration of a set it’s time to change the formula.
       
      Aleco’s Knight of the Frozen Throne Awards
       
      Best Design: Deathstalker Rexxar

       
      Do you want to build a Zombeast?
      One of the first cards I crafted in KFT, It’s hard not to fall in love with the design of Deathstalker Rexxar. Despite being a sub-optimal option in many Hunter lists, I couldn’t help bet include this card in nearly every Hunter deck I built. Whoever designed this card deserves a raise!
       
      Worst Design: Prince Keleseth

       
      My problem with Prince Keleseth is not that he’s too powerful, though you could certainly make the case that he is. I have the same complaints about “Prince Two” as I do with Patches the Pirate - he leads to frustrating gameplay experiences for both players. The majority of games with Keleseth in it lead to one of two negative player experiences: 
      “I didn’t have Keleseth on two this game, how unlucky!” “My opponent had Keleseth on two this game, how unlucky!” A delicate balance needs to be struck when designing cards that impose deckbuilding restrictions. Though this is certainly a compelling design space which has led to a handful of healthy cards (such as Prince Valanar and Krul the Unshackled) this design space has also led to its fair share of meta-defining and incredibly frustrating cards to play against (such as Prince Keleseth and Reno Jackson). Future cards with deckbuilding restrictions stapled to them deserve to be more carefully tested.
       
      Most Improved: Raza the Chained

       
      Highlander Priest was pronounced dead after the departure of Reno Jackson from Standard, but the printing of Shadowreaper Anduin saw Raza’s fate quickly turn back around. Expect to see plenty of Raza for the remainder of the Year of the Mammoth.
       
      Most Potential: Shadow Ascendant

       
      Shadow Ascendant is clearly quite powerful, and has recently begun to see an uptick in play during the final weeks of KFT. Aggro Priest decks are starting show some potential, and could easily be on the verge of competitive if Kobolds and Catacombs gives the deck a few more goodies to work with.
       
      Best Art: Bearshark

       
      With my sincerest condolences to Snowflipper Penguin, I simply couldn’t bear to choose anything else. Half bear, half shark, 100% awesome.
       
      Worst Art: Dark Conviction

       
      Upon closer inspection I can see what the artist was going for in the picture, but something about the way this piece was comes together makes it look like a jumbled mess of knees and elbows. I also have a hard time connecting the art of the card to its name and effect.
       
      Best Arena Card: Bonemare

       
      Both Ultimate Infestation and The Lich King are certainly more powerful in a vacuum, but Bonemare's status as both a Common and a Neutral made it an ever-present threat that demanded constant consideration in the Arena. Now synonymous with turn 7, Bonemare has arguably had an even bigger impact on Standard than Arena.
       
      Deck of the Format: Tempo Rogue
       
      Though it’s undeniable that Jade Druid was the most powerful deck in KFT before the nerfs to Innervate and Spreading Plague, patch 9.1 just one month into the set. Tempo Rogue is the deck that wore the crown of “best deck in KFT Standard” for the longest time, boasting incredibly strong winrates for multiple, uninterrupted months. Just one set removed from ruling Journey to Un’Goro Standard with The Caverns Below, Rogue has proved itself to be the class most capable breaking powerful neutral cards. As the best Prince Keleseth deck in the game, Tempo Rogue is poised to remain a powerful option for many months to come.
       
      Card of the Set: Ultimate Infestation

       
      KFT is bursting at the seems with powerful cards, but in a set of stand-outs only one card can claim the title of “most powerful Hearthstone card of all time”. Ultimate Infestation was the coup de grâce in pre-nerf Jade Druid, one of the most devastating standard decks in history, and has been the source of more ire than any card in recent memory (including Prince Keleseth). Though it may not be the KFT card with the highest overall winrate, I have little doubt that Ultimate Infestation was the card from KFT responsible for the most tears, sweaty palms, and cell phones thrown across the room.
       
      Wrapping Up KFT
       
      Knights of the Frozen Throne was a set of highs and lows, of flaws and success. The early toxicity of Jade and Aggro Druid proved to be the catalyst for positive changes in Patch 9.1, paving the way for a stable and healthy metagame to exist for the majority of the set. The nine class Legendary minions will go down as unmitigated disasters, but the nine Death Knights were a resounding success.
      With spoiler season for Kobolds and Catacombs off to a shaky start, debates raging over Hearthstone’s pricing model, and complaints are mounting over the game’s increasing propensity for random effects, nothing would silence the critics more than a strong launch for K&C. One of the biggest reasons for optimism in K&C is the surprisingly dynamic nature of the aging KFT metagame, a sign that its cards still have plenty of gas left in the tank. I have a good feeling that KFT will be looked back on with much fonder eyes than it was ever seen with during its reign as Hearthstone’s newest set.
       
      - Aleco