Damien

Tempo Rogue Standard

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This thread is for comments about our Tempo Rogue Standard deck .

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The changes are +2x Swashburglar, +2x Argent Horserider, -1x Loot Hoarder, -1x Fan of Knives, -2x Sap

I will be honest and say that I did not expect those changes. Fan of Knives is a great card against zoo and flood decks in general and I actually run 2 copies of it. Sap is a great card against control and some midrange decks, such as midrange hunter with his Savannah Highmane. This version removes a strong answer against aggro, a strong answer against control and gives you a subpar pseudo-draw minion and, somewhat reasonable, Argent Horserider
That said, I will keep playing the previous version with a few anti-aggro tech-ins.

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Interesting changes.

I had to say Sap was a really hit or miss card, and I'm not sure how I feel about removing it. There were a lot of situations where it was just a dead card in my hand, and other situations where I could sap a drakonid crusher/Savannah highmane/Flamewreath Faceless for incredible swing turns.

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I think we've covered all the stuff in previous thread. Especially Swashburglar. I've just had a Rogue pulling Fronthing Berserker into Ravaging Ghoul on me, but that's once in a lifetime rekt scenario (who am I kidding though)

Sap is love, Sap is life. I can also see leaving Fan of Knives behind, as Zoo was underrepresented before the release of Spire. Mind that people experimenting with Silverware Golem / Malchezar's Imp are artificially increasing metagame share at the moment, so it may be a counterproductive measure.

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It's also interesting that in the previous version of the guide, it was said that Gnomish Inventor was the best card to remove - but it appears Gnomish Inventor has stood the test of time and still remains in the deck.

 

I'm wondering if there is room for a single copy of Dark Iron Skulker. It seems that because of Zoolock's falling popularity fan of knives has lost some of its power but Dark Iron Skulker generally remains still largely impactful in most non-control matchups.

Edited by Rubidium

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Just registered to get in on this conversation.  I'm a newer player with only a couple months under my belt but this deck took me to rank 9 in my first season.

I agree with the Fan of Knives removal.  Recently it's just sat in my hand and sometimes I use it for card cycle only.  I have seen a few Warlock decks with the new cards but those seem to be heavier discard oriented minions that fan of knives hasn't helped against.  

I am super surprised, however, by the Sap removal.  I agree that it's sometimes situation, but it's a scary meta-game to go out without Sap as a Rogue right now.

I'm curious to hear more people weigh in on the Dark Iron Skulker addition.  I don't have BrM (aside from wing 1) and I'm not super willing to invest as deeply as I need to go to get that card, but every time a Rogue has deployed the DIS against me, it's totally rekt everything regardless of class.  So maybe I just need a better answer when it's played against me but it seems pretty amazing from the other side.

Anyway, just want to keep the conversation going, as I want to stay as competitive as possible with this one.  As a new player, I love common/rare legend-capable decks like this.

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The thinking right now is that Fan is a lot less necessary since i'm predicting the Discard based Zoo is going to come out on top, which does not play Forbidden Ritual. That deck, and that card, is literally the only reason you play 1 Fan.

Sap being cut broke my heart too honestly. I love that card. But i'm later to the party on it that a lot of people are. If you look at a lot of the targets in the game right now, Sap either puts a premium card back in their hand that they can get insane value from later (Fandral, Teacher, Emperor) or just doesn't net enough Tempo. Most Druids are cutting some Wars from their deck in favour of Arcane Giants and/or Malygos. The card is for sure getting weaker. It might still be good enough in this deck though, we'll see.

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4 mana 7/7 isn't even run in the current aggro shaman lists, but there still should be enough *reasonable* targets for sap in the current meta for it to be useful as a one of. It's really nice against Midrange Hunter, that annoying resurrect priest archetype that now keeps cropping up, and even against druids you don't have to sap arcane giants just for it to be useful, sapping something like emperor thaurissan is already strong enough to make you happy to use the sap.

Another card with serious potential in this deck is Undercity Valiant, which may be more than just a budget swap. Coining this guy out turn 1 is not as good as coining out Defias Ringleader on an empty board, but is certainly a strong answer to a turn 1 2/1 minion such as abusive sergeant or fiery bat, and is probably slightly better against argent squire. Given that Shamans now have a 1 damage AoE global boardclear, the 2/1 bandit is often at great risk of just dying to random AoE, and before there were still lots of things that the 2/1 bandit would randomly die to such as fiery bat/huge toad deathrattles, swipe, ravaging ghoul, flamewaker/arcane missile pings. This card may help against midrange/aggro decks but arguably makes our already bad matchups vs control worse, but even then our matchups against midrange/aggro decks aren't that good in the first place and still have room for improvement.

Edited by Rubidium

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8 hours ago, Rubidium said:

Another card with serious potential in this deck is Undercity Valiant, which may be more than just a budget swap. Coining this guy out turn 1 is not as good as coining out Defias Ringleader on an empty board, but is certainly a strong answer to a turn 1 2/1 minion such as abusive sergeant or fiery bat, and is probably slightly better against argent squire. 

This toss-up seems like it will depend entirely on what classes you are playing the most of. I'd prefer the Ringleader vs. Mages, for example, to avoid the simple Frostbolt removal. 

Will have to be something people choose depending on their rank's meta.

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Thanks a lot for this deck, it's so fun to play it. People above say that they made it to the 9 rank with this deck and I'm still at 15 :c I guess I just need a little bit more experience and luck. I wanted to ask you guys, I have Xaril and is there any possibility to put it in this deck? It's one of my favourite cards because of its originality and I really wanna play it. And could you give advice how to deal with Control Warrior? Usually I don't have a chance against them, every creature that I put getting rekt instantly. On the 6-7 turn he has got 10-15 armor with 15-20 HP and I have an empty table.

Thanks again for this deck!

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Just now, SInMurlock said:

Thanks a lot for this deck, it's so fun to play it. People above say that they made it to the 9 rank with this deck and I'm still at 15 :c I guess I just need a little bit more experience and luck. I wanted to ask you guys, I have Xaril and is there any possibility to put it in this deck? It's one of my favourite cards because of its originality and I really wanna play it. And could you give advice how to deal with Control Warrior? Usually I don't have a chance against them, every creature that I put getting rekt instantly. On the 6-7 turn he has got 10-15 armor with 15-20 HP and I have an empty table.

Thanks again for this deck!

Xaril, Poisoned Mind does not really have any synergy with the deck. This coupled with his bad stats make him an awful swap. If you want to play him, try miracle rogues.
Control warrior is a bad matchup for the deck. The main tips I can give you are - play around Ravaging Ghoul and Revenge when trading, and play around Brawl by not overextending.

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I am really enjoying this deck. After good success, I can say that this deck is very much like the rogue version of Zoo.  

Just like zoo, you can flood the board with cheap annoying minions like Squire and Ringleader.  However instead of buff cards, you use tempo removals  like backstab, evis, Si:7.  

To compensate for Warlock Hero power,  you have the pesudo card draw Huckster, swasburglar and also actual draws like Drake, Loot hoarder etc while also having better board control with the daggers early game.

Coldblood and Argent commander are in similar power level to PO and Doomguard.

Edited by sc47

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19 minutes ago, sc47 said:

I am really enjoying this deck. After good success, I can say that this deck is very much like the rogue version of Zoo.  

Just like zoo, you can flood the board with cheap annoying minions like Squire and Ringleader.  However instead of buff cards, you use tempo removals  like backstab, evis, Si:7.  

To compensate for Warlock Hero power,  you have the pesudo card draw Huckster, swasburglar and also actual draws like Drake, Loot hoarder etc while also having better board control with the daggers early game.

Coldblood and Argent commander are in similar power level to PO and Doomguard.

It's definitely substantially weaker than Zoo. I'm not sure if you can maintain a 55-65% winrate with this deck at rank 5 at the moment.

It used to be stronger but Karazhan Powercreep hasn't done as many favors for this deck as it has done for the other main meta staples.

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10 hours ago, Rubidium said:

It's definitely substantially weaker than Zoo. I'm not sure if you can maintain a 55-65% winrate with this deck at rank 5 at the moment.

It used to be stronger but Karazhan Powercreep hasn't done as many favors for this deck as it has done for the other main meta staples.

Well said. 

Unfortunately, zoo is one of those decks that is "one of a kind". It always has a place in some form, regardless of the meta and ladder position.

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16 hours ago, Rubidium said:

It's definitely substantially weaker than Zoo. I'm not sure if you can maintain a 55-65% winrate with this deck at rank 5 at the moment.

It used to be stronger but Karazhan Powercreep hasn't done as many favors for this deck as it has done for the other main meta staples.

I was just stating the similarities that this deck shares with Zoo. It is definitely a weaker version though but more fun.

 

 

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11 minutes ago, sc47 said:

I was just stating the similarities that this deck shares with Zoo. It is definitely a weaker version though but more fun.

 

 

Both decks do have a similar mindset when playing matches. Fight for board control and try to maintain some level of DoT then you usually finish with some burst at the end. I can see where you are coming from with your comparison. Personally I think Zoo is more fun though, but that's me. :P 

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https://www.twitch.tv/ant_hs/v/90509526?t=4h32m32s

^managed to snipe (wasn't actually looking at his stream during the game) Rank 1 Legend Player Ant when he was Smurfing on EU while using this exact list of tempo rogue.

Got carried by double backstab opening hand even though he did have a nice opening hand too.

I was chatting to him on twitch and he didn't know this version of Tempo Rogue too well and assumed I was talking about Reynad's much more aggressive version when I said Tempo Rogue.

Edited by Rubidium
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9 hours ago, Rubidium said:

Got carried by double backstab opening hand even though he did have a nice opening hand too.

Rubi representing Icy Veins well ;D

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No sap in a rogue deck,  what year is it?  Unless a new card is introduced to rogue which turn minions into mice or cute bunnies,  one copy of sap should be included IMO.  Mainly because if rogue is bad with something , it is dealing with big and sticky stuff,  and even though sap does not really hurt anyone,  it could push back that 'anyone' to another turn where same threat could be taken care of more easily . Also,  then,  there is not gonna be a point where an ancient of war stands between you and sweet victory and you're like "where is my sap,  oh wait,  I dont have it".

About this deck, it could be fun to play but i think it is not gonna make it to top tiers without some love from next expansion. 

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2 hours ago, FanOfValeera said:

About this deck, it could be fun to play but i think it is not gonna make it to top tiers without some love from next expansion. 

This is a deck that seems like it shouldn't work, yet oh boy it does. It's fantastic.

I love laddering with it right, regardless of the lack of sap. I followed Sottle's recommended swap of Sap for Horserider when I hit a streak of horrible control decks, but honestly, after that streak I just didn't need it anymore.

I'd really say try the deck before judging it, I absolutely love it. You can watch the VOD above from Rubi as well.

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It just seems extremely odd that one of the strongest Rogue cards, Preparation, doesn't find a home in this deck. While this deck is minion based, unlike the usual spell-based rogue, it could use some of the spell-synergy package that we see so common place in rogue just because of how powerful preparation is.

 

What are your thoughts on these changes?

-1 Argent Squire

-1 Loot Hoarder

-2 Silithid Swarmer

-2 Defender of Argus

-1 Dark Iron Dwarf

-2 Gnomish Inventor

-2 Argent Commander

 

+2 Preparation

+1 Bloodmage Thalnos

+2 Fan of Knives

+1 Shadow Strike

+2 Violet Teacher

+1 Xaril, Poisoned Mind

+2 Sprint

 

This makes the deck curve out lower but might be able to afford to do so due to the double sprint, and means that it has no taunts or heals, in exchange for more board clears and the ability to generate a lot of annoying tokens from Violet Teacher while clearing the enemy board, and a lot of decks find it very annoying to kill both tokens and violet teachers at the same time right after you cleared their board. 

Edited by Rubidium

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On 22.09.2016 at 2:37 AM, Blainie said:

This is a deck that seems like it shouldn't work, yet oh boy it does. It's fantastic.

I love laddering with it right, regardless of the lack of sap. I followed Sottle's recommended swap of Sap for Horserider when I hit a streak of horrible control decks, but honestly, after that streak I just didn't need it anymore.

I'd really say try the deck before judging it, I absolutely love it. You can watch the VOD above from Rubi as well.

I'll give you a secret, I used to have a second account with another name.

Why did I say this? I was trying only cheap decks like face warrior, a weird beast druid with Wildwalker etc. and tempo rogue. I'll admit, deck carried me to around rank 10, and got way more wins than other 2, around 100 with around 58% wr  in 20 days (2 seasons ago), I could have more but I wanted to play other 2 as well. So, I believe I kinda know what to do with this deck. 

Anyways, after I decided not to use that account anymore, I just focused on what I use now, which is my main account actually. I decided to play tempo rogue, and well, ONiK meta did not treat the deck well, new additions are not useful for this deck, a pirate gets beaten pretty badly by a book, even though pirate brings the book itself time to time and etc.

Even if you use the old version of this deck (there is a list at hearthpwn), there are not much aggro decks anymore, people tend to play tempo mage and midrange decks more than aggro, so this deck lost its niche as a good counter to aggro decks.  Not sure how this works against druid decks though. Haven't seen much.

Now, I am using a tempo rogue in a different way, I have Perdition's Blade (I like it), Bloodmage Thalnos and Tomb Pillager. I play it for fun, because for me, it is the only thing this deck provides me right now.

One more thing, laddering up with a deck is just different than winning a game or two at higher ranks. First one needs consistency, and I couldnt find much with this deck

I don't think there is another deck which causes this much controversy here. And opinions are just black and white, nothing in between :)

 

 

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21 hours ago, FanOfValeera said:

I'll give you a secret, I used to have a second account with another name.

Why did I say this? I was trying only cheap decks like face warrior, a weird beast druid with Wildwalker etc. and tempo rogue. I'll admit, deck carried me to around rank 10, and got way more wins than other 2, around 100 with around 58% wr  in 20 days (2 seasons ago), I could have more but I wanted to play other 2 as well. So, I believe I kinda know what to do with this deck. 

Anyways, after I decided not to use that account anymore, I just focused on what I use now, which is my main account actually. I decided to play tempo rogue, and well, ONiK meta did not treat the deck well, new additions are not useful for this deck, a pirate gets beaten pretty badly by a book, even though pirate brings the book itself time to time and etc.

Even if you use the old version of this deck (there is a list at hearthpwn), there are not much aggro decks anymore, people tend to play tempo mage and midrange decks more than aggro, so this deck lost its niche as a good counter to aggro decks.  Not sure how this works against druid decks though. Haven't seen much.

Now, I am using a tempo rogue in a different way, I have Perdition's Blade (I like it), Bloodmage Thalnos and Tomb Pillager. I play it for fun, because for me, it is the only thing this deck provides me right now.

One more thing, laddering up with a deck is just different than winning a game or two at higher ranks. First one needs consistency, and I couldnt find much with this deck

I don't think there is another deck which causes this much controversy here. And opinions are just black and white, nothing in between :)

I've experimented with this tempo rogue build in august, and couldn't get through rank 4 using the deck and ended up hovering around rank 5 (may be the NA meta is more suitable for this deck? I dont know.) But that was before Sottle released his list so I was still using experimental lists running cards such as the Curator, and doubting myself on whether I was right in being so confident in Swashburglar after the arguments we had on the forums. Most ladder games was with everyone else experimenting too though so maybe the ladder was easier last month.

If this deck is capable of reaching legend ranks, it would have to be extremely late in the season where it is easiest to climb, and you would need some sort of lucky streak as well probably.

As for this deck, Tomb Pillager does not really fit too well as a lot of the time the coin will simply end up as a dead cards in your hand, since this deck does not pack enough large lategame threats it can coin out or spell synergy. Bloodmage Thalnos has potential in this deck due to the backstabs and eviscerates and Perdition's Blade is a card I have hardly seen used in Rogue and have not experimented with (I don't actually have the card), but it would have negative synergy with Silithid Swarmer as you may often want to hold on to the Perdition's Blade charges.

One big thing that really hurts the deck is the number of good sap targets in the meta going down, with Tempo Mage, a deck lacking few good sap targets, and flamewreathed faceless being cut from Shaman decks and Druids running Arcane Giants. Spirit Claws and Maelstrom Portal made the matchup against Shaman a lot worse than it was before, and Control seems to have become the go-to Warrior archetype in the meta as opposed to dragon, which is a horrible matchup for this deck. 

On the positive side, this is a deck that is not getting directly affected by the upcoming nerfs in any way, but Control Warrior might become more common after the nerfs because of Midrange Hunter becoming much weaker, which would not be a good thing for this deck.

It might be worth trying again after the nerfs but I'm rather pessimistic because I see a meta with control warrior being very common after the nerfs. But maybe I'm wrong.

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I don't know what you guys are on about. This deck is still really good against various decks in the meta. The mid shaman match up is still quite favorable, even though maelstrom portal definitely didn't do us any favors. What really hurts this deck though are things like control warrior, slower paladin builds with a lot of healing, reno decks and freeze mage. Anything else is either a good match up or at least doable.

That being said, I personally really like Sap even though I agree it's not very good in the current meta. So I decided to just run it as a one off instead of one gnomish inventor(which in my opinion is the worse card in the deck by a fair margin, and should be treated as a flexible spot).

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      A special thanks to Theo for his continued provision of expert advice! Hand-reading is an enormously difficult skill to learn, and it’s one that even the best players continue to work at every day.
      Part Four: When the Plan Falls Apart [Return to Top]
      Blizzard (Source)

      You had a grand plan. It was perfect. A flawless combination all but set up, waiting for that last crucial card—and then you realize that your opponent will win, unless you expend one of your key cards to stay in the game. Fear not! All is not necessarily lost, and Esteban “AKAWonder” Serrano of SK Gaming—a fixture of the European pro Hearthstone scene—will help you understand how to navigate what’s left when your deck’s win condition is scattered to the wind.
      Regardless of your deck style, AKAWonder says you must look for a new strategy if your original one has been derailed. “When you lose your win condition, you need to find an alternative plan to win the game," he says. "Most likely, your chances to win are lower than they were.” But so long as they aren't zero, you have a chance. He suggests looking for every point of win percentage you can, by any means possible.
      “In order to find an alternative plan, I think about different situations—denying my opponent their win condition, going to fatigue, or just creating pressure using minions,” AKAWonder says. He adds that certain cards can offer new outs all their own, like The Lich King.
      It’s not always easy, but practice helps. He says, “You need to find a new way to win—and the more you play a deck, the more alternative game plans you will discover for different matchups.” If you’re newer to Hearthstone, he says this is actually a valuable lesson to learn: “Your win condition is important, but not if you lose with it in your hand. Go for an alternative plan if the situation forces you to!”
      Sounds like AKAWonder recommends a whole string of keywords: you need to Discover new ways to play and Adapt to the situation! Every game is different, so playing with that in mind just makes sense.
      Part Five: Playing to Your Outs [Return to Top]
      Blizzard (Source)

      There’s a surprisingly wide gulf between winning and not losing yet. A very kind Jace “DrJikininki” Garthright, best known for his 2017 Americas Winter Playoffs victory, lends us his guidance today to distinguish between the two, helping you to “play to your outs”—making sure you’re still working towards a game-winning play.
      “It’s important to ask yourself every turn—how can I win this game?” DrJikininki says. “Some games, you may have a very slim chance to win, but recognizing when you are in that situation and adapting is a very important skill.” He cautions against what may seem instinctual, which is to make the "safe" play each turn. “All players have a tendency to make plays that would be considered safer,” he says. “Plays as simple as trading into minions on the board to live for an extra turn.”
      But the concept of playing to live isn’t how you should play. “Use critical thinking about the potential reach in your opponent’s deck,” DrJikininki says. “Taking slim percentage chances is what you have to do sometimes!” His advice makes sense—evaluating how a given line of play sets you up to win later is incredibly important.
      Getting there takes time, so DrJikininki echoes what others have said: practice. “Next time you play a game and are in a losing position, ask yourself—what hands can you beat? What play with your hand leads to you winning the most often? This will help you out more than just playing a large number of games.” He notes that understanding the variables—your deck’s reach, your opponent’s deck’s reach, whether or not either deck can afford to play a value game, and more—all factor into those questions.
      That’s it! We hope you’ve enjoyed this series of educational snippets from pro players across the competitive Hearthstone landscape, and that Midgame Week inspires you to take your game to the next level.
      Which of this week’s skills do you think is most important? What advice would you offer other players looking to learn more about how to level up their play? Offer up your thoughts in the comments and stay tuned for even more pro player insight right here on playhearthstone.com/esports.
    • By Stan
      Blizzard posted changes to game mechanics that will be implemented with with the Boomsday Project 12.0 patch.
      Highlights
      Ghostly Charger will no longer have the Beast tag. Ixlid, Fungal Lord is losing the Elemental tag. Shifter Zerus, Molten Blade, and Shifting Scroll will no longer keep any enchantments when they transform. Voodoo Doll's curse will be broken if you transform the minion that's already been cursed by Voodoo Doll. The transformed (formerly cursed) minion will not be killed when Voodoo Doll dies. Shadowboxer will be updated to deal 1 damage to a random enemy, whenever a minion is healed. Players will be able to disenchant the card for its full Arcane Dust value for two weeks after 12.0 goes live. Blizzard (Source)
      Dr. Boom’s bringing more than just mayhem to the Netherstorm. The 12.0 update will also come with several rule changes to Hearthstone’s gameplay. Read on to learn about another minion Type update, the copy a card rule change and the transform rule change.
      More Minion Type Changes
      There was a ton of feedback following the last minion Type update we posted, and after reviewing all of it, we realized that there were a couple more minions that needed changing. Here are our decisions following the full review of your feedback.
      Ghostly Charger

      We made a decision that, at least by default, spectral/undead/ghost/spirit versions of animals are not considered Beasts in Hearthstone. There are quite a lot of these sort of cards, most of which are already not Beasts, and changing them would have extensive balance implications.
      Ghostly Charger is one of those cards. Clearly a ghost in both its name and art, its Beast tag has also not been relevant in any significantly used interaction. As a result, we’re planning to remove the Beast tag in a future update.
      In the much rarer case of spectral/undead/ghost/spirit versions of Dragons, Murlocs, Pirates, and Elementals, they will still remain their Type. There aren’t a whole lot of these cards, but there are a few, and they’re already consistently their type. Examples of these are Ghost Light Angler, Cursed Castaway, Bone Drake.
      Ixlid, Fungal Lord

      World of Warcraft uses a looser definition of Elemental than what we decided to standardize on for Hearthstone. In Hearthstone, an elemental is something that has been brought to life by being inhabited by an elemental spirit, but is otherwise not alive. These are easy to recognize: a Fire Elemental looks like a living creature made out of fire; A Water Elemental looks like a living creature made out of water.
      One of the biggest outliers to this definition are plant creatures. There are a ton of minions in Hearthstone that are some sort of plant. We’ve decided that these do not count as Elementals in Hearthstone. Examples of these include The Voraxx, Fen Creeper, Biteweed, Vilespine Slayer, Rotten Applebaum.
      Ixlid, Fungal Lord, is by this definition, a plant creature. Although we’re committed to consistency, there are also other criteria that we consider when changing card Types. One of them is how often a card’s current Type matters when it comes to interacting with other cards. Ixlid’s Elemental tag is not significantly used in current decks, so we’ve decided to remove it in a future update.
      We also looked at the following minions but decided against making any changes. We’ve included our thought process as to how we came to our decisions with these cards.
      Kindly Grandmother
      Kindly Grandmother/Big Bad Wolf looks like a Worgen (which are not considered Beasts) but is actually some other sort of wolf-like creature that is a Beast. The Beast tag is also extremely relevant to its gameplay, and defines most of the card’s intended usage. With this in mind, we will not be changing Kindly Grandmother’s/Big Bad Wolf’s Type. In the future, we’ll be more careful to make the art clear when it comes to Worgen or similar races.
      Arcane Giant  & Arcane Golem
      On top of Elementals and plant creatures, there’s another category of things that have been brought to life via magical animation. These are creatures like War Golem, Arcane Giant, and Avian Watcher—which are not Elementals.
      Arcane Giant, Arcane Golem, and The Curator are all examples of another sort of creature collectively referred to as Arcane Golems. These mechanical constructs utilize arcane energy as a power source, with The Curator being a Mech Type as part of his character in the One Night in Karazhan Adventure. This is actually subtly different from something like War Golem, which is carved from stone and then magically animated. While the “golem” definition refers to something that has been magically animated and is therefore neither a Mech nor Elemental, both Arcane Giant and Arcane Golem’s card art don’t clearly show them to be one or the other. Since the correct type for these creatures is so unclear, we will be leaving them unchanged for now, but would love to hear what you think.
      Bogshaper
      Bogshaper seems to be the same type of creature as Ixlid or Fen Creeper, and that would logically lead to removal of its Elemental tag. However, as mentioned above, we look at more than just the fantasy of a card when determining if it needs a Type change. While Bogshaper’s fantasy criteria checkbox is filled, it’s currently heavily utilized in the meta, and features in many decks, including that of the 2018 Summer Champion, Bunnyhoppor.
      We are holding off on changing Bogshaper's Type for now, but would love to hear what the community thinks we should do in this case. We’re also considering making this sort of change when a card rotates to Wild.
      Copy A Card Rule Change

      Card copies currently only retain enchantments when both the original card and its copy are in play—think Molten Reflection. In Update 12.0, this rule will be updated to match the one regarding enchantments being retained when a card transitions zones.
      Zones in Hearthstone are defined as areas where cards are hosted: your deck, your hand, in play, and in the graveyard. In Hearthstone, there is a general forward-moving flow through zones. Whenever a card moves forward in that flow (Deck -> Hand, Hand -> Play, Deck -> Play), it retains enchantments. If a card moves backwards in zones (Play -> Hand, Hand -> Deck, Play -> Deck, Play/Hand/Deck -> Graveyard and Graveyard -> Play/Hand/Deck), it loses enchantments.
      With this update, card copies will retain enchantments in the following scenarios.
      Cards that are resurrected currently do not and will continue not to retain any enchantments, unless specifically stated otherwise. If you copy a card from a deck to a deck, the copy retains enchantments. (eg. Archbishop Benedictus) If you copy a card from a hand to a hand, the copy retains enchantments. (eg. Mind Vision) If you copy a card from play to play, the copy retains enchantments. (eg. Molten Reflection) If you copy a card from a deck to a hand, the copy retains enchantments. (eg. Thoughtsteal) If you copy a card from a deck to play, the copy retains enchantments. (eg. Mindgames) If you copy a card from hand to play, the copy retains enchantments. (eg. Kobold Illusionist) Transform Rule Change
      When transformed, a Hearthstone card typically loses all of its enchantment. Most cards in game already obey this rule. However, there are four cards that we are changing to keep in line with the rule, as part of this consistency pass.

      Shifter Zerus, Molten Blade, and Shifting Scroll all transform in your hand at the start of every turn. Following the 12.0 update, they will no longer keep any enchantments when they transform. This includes things like hand buffs and Emperor Thaurissan mana-cost discounts.

      The impact on Voodoo Doll is a little different with the update. If you transform the minion that’s already been cursed by Voodoo Doll, the curse will be broken, and the transformed (and formerly cursed) minion will not be killed when Voodoo Doll dies. Silencing the cursed minion will also break the curse, in addition to silencing the Voodoo Doll.
      Shadowboxer Update

      Since the creation of the Lifesteal keyword, Shadowboxer has been a high risk card, in that it can trigger off of itself and deal up to 30 damage in one turn if you ever give it Lifesteal. Because of this, we have changed it to: Whenever a minion is healed, deal 1 damage to a random enemy.
      Once Shadowboxer's card change is live with Update 12.0, players will be able to disenchant it for its full Arcane Dust value for two weeks.
      These are all the changes that you’ll see come into effect with Update 12.0, in line with our commitment to consistency within the game. Let us know what you think in the comments below, or via Facebook and Twitter!