positiv2

Weekly Round-up Thread

9 posts in this topic

The amount of new decks is now lower, so I decided to stop posting. When the following adventure launches, I will resume the effort.

However, I want to point out a new feature: Archetypes!
Surely many (if not all) of you have noticed the Archetype feature. For those that have not, you can find it on the tab right between "Decks" and "Arena", or you can simply click, or even bookmark this link :P This feature should make finding similar decks easier, and should let you avoid being forced to Ctrl-F the deck you want.

There are more features and surprises coming, one of which *might* even be here this year, so make sure to check back every once in a while!

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20 hours ago, positiv2 said:

The amount of new decks is now lower, so I decided to stop posting. When the following adventure launches, I will resume the effort.

However, I want to point out a new feature: Archetypes!
Surely many (if not all) of you have noticed the Archetype feature. For those that have not, you can find it on the tab right between "Decks" and "Arena", or you can simply click, or even bookmark this link :P This feature should make finding similar decks easier, and should let you avoid being forced to Ctrl-F the deck you want.

There are more features and surprises coming, one of which *might* even be here this year, so make sure to check back every once in a while!

Just want to ask, I really wondered, how did anyfin paladin just become an aggro deck, I always thought it as some kind of control deck.

Also, new Kun decks are considered as Ramp Druid by many streamers, maybe they could be put under that category.

And, Aggro Gadgetzan (this is the name of the deck), is not under aggro category. Same goes for budget version. And face aggro karazhan deck. 

There are some more decks I wondered about, but these are the most important points.

Also, I realized, I can't link the decks I mentioned, so this may be little confusing. Sorry about that

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53 minutes ago, FanOfValeera said:

Just want to ask, I really wondered, how did anyfin paladin just become an aggro deck, I always thought it as some kind of control deck.

Also, new Kun decks are considered as Ramp Druid by many streamers, maybe they could be put under that category.

And, Aggro Gadgetzan (this is the name of the deck), is not under aggro category. Same goes for budget version. And face aggro karazhan deck. 

There are some more decks I wondered about, but these are the most important points.

Also, I realized, I can't link the decks I mentioned, so this may be little confusing. Sorry about that

Yes, the OTK murloc pally doesn't seem right. I asked Sottle about it and it seems it was caused by a miscommunication, where the OTK version was mistaken for the murloc aggro one. We will be fixing it shortly, thanks for pointing it out.

We are still adding archetypes, and we plan to have an archetype for those decks you listed, with aggro shaman being added either today or tomorrow. Feel free to ask about any other decks, or give us any feedback if you want - we appreciate it!

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A new expansion, a new post! If a deck has no notes to it, it means it is a new deck.

Druid

  • Egg Token Druid Wild
    • Updated for Un'goro (changes not in changelog).
  • Yogg Dragon Druid Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion.
  • Mill Kun C'Thun OTK Druid Wild
    • Deck moved to Wild for Journey to Un'Goro expansion. Removed 1x Lunar Visions, 1x Mire Keeper for 2x Deathlord.
  • Malygos Token Druid Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Mire Keeper, 1x Power of the Wild for 2x Mark of the Lotus.
  • Malygos Druid Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion.
  • Kun Malygos OTK Druid Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion.
  • Kun Malygos Druid Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion.
  • Kun C'Thun OTK Druid Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion.
  • Kun C'Thun OTK Druid Anti-Aggro Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion.
  • Jade Druid Standard
    • Removed 2x Azure Drake, 2x Living Roots, 1x Brann Bronzebeard, for 2x Emerald Hive Queen, 2x Druid of the Claw, 1x Bloodmage Thalnos.
    • Removed 2x Emerald Hive Queen, 1x Gadgetzan Auctioneer for 2x Doomsayer, 1x Moonglade Portal
      • Making it "Removed 2x Azure Drake, 2x Living Roots, 1x Brann Bronzebeard, 1x Gadgetzan Auctioneer, for 2x Doomsayer, 2x Druid of the Claw, 1x Bloodmage Thalnos, 1x Moonglade Portal."
  • Barnes Ramp Druid Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Bog Creeper for 1x Kel'Thuzad.
  • Arcane Giant Jade Druid Standard
    • Removed 2x Living Roots, 2x Azure Drake, 1x Emperor Thaurissan for 2x Emerald Hive Queen, 1x Druid of the Claw, 1x Lunar Visions, 1x Bloodmage Thalnos.
  • Yogg Jade Druid Standard
    • Updated for Un'Goro: -1 Mulch, -1 Living Roots, -2 Azure Drake, +1 Ancient of War, +2 Druid of the Claw, +1 Moonglade Portal.
  • Budget Jade Druid Standard
    • Removed 2x Azure Drake, 2xRaven Idol, 2x Living Roots for 2x Claw, 2x Druid of the Claw, 1xShellshifter, 1x Mire Keeper.
  • Arcane Giant Jade Druid Standard
    • Removed 2x Emerald Hive Queen, 1x Lunar Visions for +1x Claw, 1x Gadgetzan Auctioneer, 1x Moonglade Portal
  • Murloc Beast Druid Standard
    • Guide has been completely revamped for the Journey to Un'Goro expansion (changes not in changelog).

 

Hunter

 

Mage

 

Paladin

  • Murloc OTK Paladin Wild
    • Removed 1x Ivory Knight for 1x Sunkeeper Tarim
  • Egg Secrets Midrange Paladin Wild
    • Removed 1x Jeweled Scarab for 1x Devilsaur Egg.
  • Aggro Secrets Paladin Wild
    • Removed 1x Patches the Pirate, 2x Small-Time Buccaneer for 1x Haunted Creeper, 2x Lost in the Jungle.
  • Kaleidosaur Paladin Quest Standard
  • Grimy Goons Dragon Paladin Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion. Removed 2x Worgen Infiltrator, 1x Faerie Dragon, 1x Netherspite Historian, 1x Truesilver Champion for 2x Zombie Chow, 2x Shielded Minibot, 1x Coghammer
  • N'Zoth Control Paladin Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Solemn Vigil, 1x Ragnaros, the Firelord, 1x Sylvannas Windrunner, 1x Humility for 2x Loot Hoarder, 2x Infested Tauren, 1x Forbidden Healing.
  • Murloc Aggro Paladin Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Abusive Sergeant, 2x Meanstreet Marshall, 1x Coldlight Oracle, 1x Sir Finley Mrrgglton for 2x Rockpool Hunter, 2x Primalfin Lookout, 1x Gentle Megasaur, 1x Vilefin Inquisitor.
    • -2 Bilefin Tidehunter, -1 Small-Time Recruits, +2 Hydrologist, +1 Gentle Megasaur.
      • Making it "-2x Abusive Sergeant, -2x Meanstreet Marshall, -1x Coldlight Oracle, -1x Sir Finley Mrrgglton, -2x Bilefin Tidehunter, -1x Small-Time Recruits for +2x Rockpool Hunter, +2x Pimalfin Lookout, +2x Gentle Megasaur, +1x Vilefin Inquisitor, +2x Hydrologist"
  • Budget Murloc Aggro Paladin Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Abusive Sergeant, 2x Meanstreet Marshall, 2x Coldlight Oracle for 2x Rockpool Hunter, 2x Primalfin Lookout, 2x Gentle Megasaur.
    • -2 Bilefin Tidehunter, +2 Hydrologist.
      • Making it "-2x Abusive Sergeant, -2x Meanstreet Marshall, -2x Coldlight Oracle, -2x Bilefin Inquisitor, for +2x Rockpool Hunter, +2x Primalfin Lookout, +2x Gentle Megasaur, +2x Hydrologist"
  • Budget Aggro Paladin Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Argent Horserider, 2x Keeper of Uldaman, 1x Small-Time Buccaneer, 1x Light's Justice for 2x Worgen Infiltrator, 2x Bittertide Hydra, 2x Argent Protector.
  • Aggro Paladin Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Argent Horserider, 2x Keeper of Uldaman, 1x Small-Time Buccaneer, 1x Sir Finley Mrrgglton for 2x Worgen Infiltrator, 2x Bittertide Hydra, 2x Defender of Argus.

 

Priest

 

Rogue

  • Caverns Below Rogue Quest Standard
  • Malygos Miracle Rogue Wild
    • Removed 1x Shiv for 1x Razoepetal Volley.
  • Questing Miracle Rogue Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion.
  • N'Zoth Thief Rogue Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Unearthed Raptor, 1x Sap for 2x Obsidian Shard.
  • Murloc Aggro Rogue Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Azure Drake, 2x Small-Time Buccaneer, 2x Tomb Pillager, 1x Argent Horserider, 1x Shadowstep for 2x Naga Corsair, 1x Argent Squire, 1x Argent Commander, 1x Shaku, the Collector, 1x Shadow Sensei, 1x Vilespine Slayer, 1x Bloodmage Thalnos.
  • Menagerie Aggro Rogue Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Azure Drake, 2x Small-Time Buccaneer, 1x Argent Horserider for 1x Argent Squire, 1x SI:7 Agent, 1x Shadow Sensei, 1x Vilespine Slayer, 1x Bloodmage Thalnos.
  • Aggro Rogue Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Buccaneer, 2x Small-Time Buccaneer, 2x Argent Horserider, 1x Lotus Assassin for 2x Swashburglar 1x Backstab, 1x Naga Corsair, 1x Edwin Vancleef, 1x Shaku, the Collector, 1x Vilespine Slayer.
  • Aggro Pirate Rogue Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Buccaneer, 2x Argent Horserider, 2x Tomb Pillager, 2x Azure Drake for 2x Argent Squire, 2x Naga Corsair, 1x Bloodmage Thalnos, 1x Shaku, the Collector, 1x Vilespine Slayer, 1x Argent Commander.
  • Caverns Below Aggro Rogue Quest Standard
  • Budget Caverns Below Rogue Quest Standard

 

Shaman

 

Warlock

  • Malygos Warlock Wild
    • Removed 1x Eater of Secrets for 1x Chittering Tunneler.
  • Leeroy Zoo Warlock Wild
    • Removed 1x Loatheb for 1x Ravenous Pterrordax
  • Reno Combo Warlock Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Shadowbolt, 1x Refreshment Vendor, 1x Felfire Potion, 1x Ragnaros, the Firelord for 1x Zombie Chow, 1x Darkbomb, 1x Imp-losion, 1x Antique Healbot.
  • Kazakus Zoo Warlock Standard
    • Updated for Journey to Un'Goro. -1 Reno Jackson, -1 Brann Bronzebeard, -1 Flame Juggler, -1 Lance Carrier, -1 Dark Peddler -1 Imp Gang Boss, -1 Power Overwhelming. +1 Ravenous Pterrodax, +1 Lakkari Felhound, +1 Darkshire Librarian, +1 Devilsaur Egg, +1 Glacial Shard, +1 Mortal Coil, +1 Ravasaur Runt.
  • Zoo Warlock Standard
    • Updated for Un'Goro. -2 Imp Gang Boss, -2 Dark Peddler, -2 Power Overwhelming -1 Defender of Argus, +1 Voidwalker +2 Devilsaur Egg, +2 Ravasaur Runt, +2 Ravenous Pterrordax
  • Murloc Discard Zoo Warlock Standard
    • Removed 2x Imp Gang Boss, 2x Dark Peddler for 2x Darkshire Librarian, 1x Clutchmother Zavas, 1x Chittering Tunneler.
  • Lakkari Sacrifice Warlock Quest Standard
  • Discard Zoo Warlock Standard
    • Updated for Journey to Un'Goro. -2 Dark Peddler, -2 Imp Gang Boss -1 Knife Juggler, -2 Defender of Argus, +1 Clutchmother Zavas, +2 Lakkari Felhound, +2 Ravasaur Runt, +1 Voidwalker, +1 Ravenous Pterrodax

 

Warrior

  • Pirate Warrior Wild
    • Removed 2x Small-Time Buccaneer, 1x Mortal Strike for 2x Southsea Captain, 1x Heroic Strike.
  • N'Zoth Control Warrior Wild
    • Removed 1x Armorsmith, 1x Piloted Shredder for 2x Direhorn Hatchling.
  • Murloc Dragon Warrior Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Blood to Ichor, 1x Kor'Kron Elite for 2x Death's Bite.
  • Hybrid Dragon Warrior Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Arcanite Reaper for 1x Death's Bite.
  • Dragon Warrior Wild
    • Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Slamm, 1x Kor'kron Elite, 1x Ragnaros the Firelord for 2x Death's Bite, 1x Grommash Hellscream.
  • Curator Fire Plume's Heart Warrior Quest Standard
  • Southsea Captain Pirate Aggro Warrior Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Argent Horserider, 1x Sir Finley Mrrgglton, 2x Flame Juggler for 2x Heroic Strike, 2x Southsea Captain, 1x Frothing Berserker.
  • Pirate Aggro Warrior Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 1x Argent Horserider, 1x Sir Finley Mrrgglton, for 1x Naga Corsair, 1x Acidic Swamp Ooze.
  • N'Zoth Control Warrior Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Revenge, 2x Bash, 1x Justicar Trueheart, 1x Sylvanas Windrunner, 1x Infested Tauren for 2x Twilight Summoner, 2x Direhorn Hatchling, 2x Ravaging Ghoul, 1x Ironforge Portal.
  • Control Warrior Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 2x Revenge, 2x Bash, 1x Justicar Trueheart, 1x Sylvanas Windrunner, 1x Ragnaros, the Firelord for 2x Armorsmith, 2x Direhorn Hatchling, 1x Tar Lord, 1x Stolen Goods, 1x Elise the Trailblazer.
  • C'Thun Control Warrior Standard
    • Deck updated for the Journey to Un'Goro expansion. Removed 1x Brann Bronzebeard, 1x Emperor Thaurissan, 1x Sylvanas Windrunner, 1x Justicar Trueheart for 2x Armorsmith, 1x Harrison Jones, 1x Cruel Taskmaster.

 

Other

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    Launch Week Changes

    Spoilers contain changes to wild decks and archetypes.

    Druid

    • Ultimate Jade
      • Renamed. Previously "Un'goro Jade"
      • Removed 1x Primordial Drake, 1x Tar Creeper for 1x Malfurion the Pestilent and 1x Ultimate Infestation.
    • Finja Beast
      • Removed 2x Tortollan Forager for 2x Druid of the Swarm.
    • Ender's Top 10 Aggro
      • Added
    • Kolentos's Taunt
      • Added
    • Safta11's Taunt
      • Added
      • Removed 2x Arcane Giant, 1x Swipe for 2x Mire Keeper, 1x Living Mana.
    • Zalae Jade
      • Added
    • Living Mana Aggro
      • Removed 2x Tortollan Forager, 2x Devilsaur Egg for 2x Druid of the Swarm, 2x Crypt Lord.
    • Dog's Ramp
      • Added
    • Ramp Quest
      • Removed 1x Jade Blossom, 1x Ysera, 1x Feral Rage for 1x Earthen Scales, 1x Bone Drake, 1x The Lich King.
    • Barnes Ramp
      • Removed 1x Feral Rage, 1x Deathwing, 1x Deathwing, Dragonlord for 1x The Lich King, 1x Hadronox, 1x Ultimate Infestation.
    Wild decks

    Hunter

    Wild decks
    • Hybrid Secret
      • Removed 1x Unleash the Hounds, 1x Sludge Belcher, for 1x Professor Putricide, 1x Corpse Widow.
    • Midrange
      • Removed 1x Jeweled Macaw, 1x Houndmaster for 2x Corpse Widow.

    Mage

    Wild decks
    • Fatigue
      • Removed 1x Cone of Cold for 1x Frost Lich Jaina.

    Paladin

    • Aggro
      • Removed 2x Grimstreet Outfitter, 2x Worgen Infiltrator for 2x Righteous Protector, 2x Acherus Veteran.
    • Budget Aggro
      • Removed 2x Meanstreet Marshall, 2x Worgen Infiltrator for 2x Acherus Veteran, 2x Righteous Protector.
    Wild decks

    Priest

    • N'Zoth Quest
      • Removed 2x Shifting Shade, 1x Mirage Caller, for 2x Bone Drake, 1x Obsidian Statue.
    • Combo Dragon
      • Removed 1x Potion of Madness, 1x Deathwing for 2x Bone Drake.
    • Combo
      • Removed 2x Priest of the Feast for 2x Spirit Lash.
    • Miracle Dragon
      • Removed 2x Book Wyrm for 2x Bone Drake.
    • Miracle
      • Removed 2x Auchenai Soulpriest, 1x Binding Heal, 1x Thoughtsteal, 1x Holy Smite, for 2x Eternal Servitude, 2x Spirit Lash, 2x Archbishop Benedictus.
    Wild decks
    • N'Zoth Control
      • Removed 1x Crystalline Oracle for 1x Obsidian Statue.
    • Control
      • Removed 2x Museum Curator for 1x Shadow Word: Death, 1x Archbishop Benedictus.
    • N'Zoth Resurrect
      • Removed 1x Ragnaros the Firelord for 1x Obisidian Statue.

    Rogue

    Shaman

    Wild decks
    • Wall
      • Removed 1x Cairne Bloodhoof, 1x Bog Creeper for 2x Snowfury Giant.

    Warlock

    Wild decks
    • Leeroy Zoo
      • Removed 1x Abusive Sergeant for 1x Acherus Veteran.

    Warrior

    • Tako3_1388 Pirate
      • Added
    • Taunt Quest
      • Removed 1x Whirlwind, 1x Dirty Rat, 1x Ravaging Ghoul, 1x Bloodhoof Brave for 2x Blood Razor, 1x Brawl, 1x The Lich King.
    • C'Thun Control
      • Removed 1x Cruel Taskmaster, for 1x Dead Man's Hand.
    • Control
      • Removed 2x Direhorn Hatchling, 1x Ysera, 1x Whirlwind for 2x Dead Man's Hand, 1x Blood Razor, 1x The Lich King.
    • Fatigue Control
      • Removed 1x Prince Malchezaar, 1x Yogg-Saron, Hope's End, 1x I Know a Guy for 2x Dead Man's Hand, 1x Blood Razor.
    • N'Zoth Control
      • Removed 1x Stolen Goods, 1x Infested Tauren, 1x Alley Armorsmith for 1x Arfus, 1x Blood Razor, 1x Bone Drake.
    Wild decks

     

    Other:

    • Arena Tier Lists Updated
    • Adventure Guides for Prologue and The Lower Citadel added.
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    Hey, just like every expansion, I have built a list of updates and changes made in the last week or so, sorted by class. If you have any suggestions, please, do let me know! 

    Druid

    • Living Mana Aggro Druid Deck updated

      • Removed 2x Ravasaur Runt, 2x Defender of Argus, 2x Power of the Wild, 2x Argent Squire for 2x Dire Mole, 2x Cobalt Scalebane, 2x Southsea Captain, 2x Branching Paths

    • Jungle Giants Ramp Druid Quest Deck updated

      • Removed 2x Innervate, 2x Primordial Drake, 2x Giant Anaconda, 2x Bog Creeper, 1x Curator, 1x Moonglade Portal, 1x Barnes for 2x Cursed Disciple, 1x Harrison Jones, 1x Corrosive Sludge, 1x Medivh, the Guardian, 1x Kun the Forgotten King, 1x Twig of the World Tree, 2x Ultimate Infestation

    • Finja Beast Druid Deck updated

      • Removed 2x Elder Longneck, 2x Verdant Longneck for 2x Dire Mole, 2x Cobalt Scalebane.

    • Barnes Ramp Druid Deck updated

      • Removed 2x Jade Blossom, 1x Moonglade Portal, 1x Ultimate Infestation, 1x Feral Rage, 1x Soggoth the Slitherer for 2x Branching Paths, 1x Ixlid, Fungal Lord, 1x Twig of the World Tree, 2x Lesser Jasper Spellstone.

    Hunter

    Mage

    • Big Spell Mage archetype added

    • Aggro Secret Mage Deck added

    • Time Warp Giants Mage Quest Deck updated
      • Removed 2x Kabal Courier, 2x Ghastly Conjurer, 1x Babbling Book, 1x Blood Mage Thalnos, 1x Volcanic Potion, 1x Arcane Giant for 2x Cabalist's Tome, 2x Leyline Manipulator, 2x Shifting Scroll, 1x Blizzard, 1x Aluneth.
    • Exodia Mage Quest Deck updated

      • Removed 2x Coldlight Oracle, 2x Ghastly Conjurer, 1x Babbling Book, 1x Blood Mage Thalnos for 2x Leyline Manipulator, 2x Shifting Scroll, 1x Cabalist's Tome, 1x Aluneth.

    • Elemental Mage Deck updated

      • Removed 2x Water Elemental, 1x Sindragosa, 1x Tol'vir Stoneshaper, 1x Arcane Intellect for 2x Lesser Ruby Spellstone, 2x Leyline Manipulator, 1x Aluneth.

    • Burn Mage Deck updated

      • Removed 2x Kabal Courier, 1x Polymorph for 1x Aluneth, 2x Doomsayer

    • Budget Elemental Mage Deck updated

      • Removed 2x Water Elemental, 2x Fire Fly for 2x Lesser Ruby Spellstone, 2x Leyline Manipulator.

    • Barnes Tempo Mage Deck updated

      • Removed 2x Water Elemental, 1x Acolyte of Pain for 1x Aluneth, 2x Leyline Manipulator.

    Paladin

    • Silver Hand Paladin archetype added

    • Ender's Murloc Aggro Paladin Deck added

    • Cocosasa's Aggro Paladin Deck added

    • Murloc Aggro Paladin Deck updated
      • Removed 2x Primalfin Lookout, 2x Grimestreet outfitter, 2x Smuggler's Run, 1x Small-Time Recruits, 1x Bluegill Warrior for 2x Righteous Protector, 2x Call to Arms, 2x Unidentified Maul 1x Sunkeeper Tarim.
    • Budget Murloc Aggro Paladin Deck updated

      • Removed 2x Smuggler's Run, 2x Grimstreet Outfitter, 2x Primfalfin Lookout, 2x Small-Time Recruits for 2x Call to Arms, 2x Unidentified Maul, 2x Rallying Blade, 2x Righteous Protector

    • Budget Aggro Paladin Deck updated

      • Removed 2x Smuggler's Run, 2x Grimestreet Outfitter, 2x Truesilver Champion, 2x Small-Time Recruits, 2x Selfless Hero, 2x Defender of Argus, 2x Argent Protector for 2x Lost in the Jungle, 2x Drygulch Jailor, 2x Call to Arms, 2x Direwolf Alpha, 2x Knife Juggler, 2x Sneak Devil.

    • Aggro Paladin Standard Deck updated

      • Removed 2x Smuggler's Run, 2x Defender of Argus, 2x Truesilver Champion, 2x Small-Time Recruits, 2x Meanstreet Marshall, 2x Selfless Hero, 1x Tirion Fordring for 2x Call to Arms, 2x Lost in the Jungle, 2x Knife Juggler, 2x Direwolf Alpha, 1x Val'anyr, 1x Sunkeeper Tarim, 2x Unidentified Maul, 1x Leeroy Jenkins.

    Priest

    Rogue

    • Giant Miracle Rogue Deck updated
      • -1 Shadowstep, -1 Cold Blood, -1 Mimic Pod, -1 Vilespine Slayer, -1 Sherazin Corpse Flower, +2 Shiv, +2 Fal'dorei Strider, +1 Elven Minstrel
      • Renamed to Zananananan's Giant Miracle Rogue Deck
    • Tempo Rogue Deck updated

      • Removed 2x Loot Hoarder, 2x Defender of Argus, 2x Dread Corsair, 2x Shadow Rager, 2x Deadly Poison, 2x Cold Blood, 2x Argent Squire for 2x Southsea Captain, 2x Corridor Creeper, 2x Cobalt Scalebane, 2x Firefly, 2x Tar Creeper, 2x Shadowstep, 1x Vilespine Slayer, 1x Prince Keleseth, 1x Sonya Shadowdancer.

    • Crystal Core Rogue Quest Deck updated

    Shaman

    • Nothing :'(

    Warlock

    Warrior

    Other

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        Part One: Do I Have Lethal? Part Two: Am I Dead? Part Three: Reading Your Opponent Part Four: When the Plan Falls Apart Part Five: Playing to Your Outs Part One: Do I Have Lethal? [Return to Top]
        Blizzard (Source)
        Welcome to Midgame Week! Previously, during Opening Moves Week, we looked at how Hearthstone pros navigate the first phase of the game—everything from choosing your win condition and building a deck to how to mulligan or play your first turns. In Midgame Week, we dissect the sequence of decisions a pro player makes each turn as they look to advance to the late game—and victory.
        The first question you should ask yourself every turn in the midgame is one that will come as no surprise to Hearthstone aficionados—can I win right now? Do I have lethal? To dig into that, we asked Raymond “rayC” Cipoletti of Panda Global for advice.
        “Frequently, even at the highest levels of play, we see players missing lethal,” rayC says. “Whether it’s an easy lethal or the most complex puzzle in Hearthstone, there are steps you should take every turn to ensure nothing is missed.”
        The first step? Take a deep breath. “You need to slow down,” rayC says. “The most common reason for missing lethal is simply playing too fast. Take your time to analyze the board state.”
        Once you’ve done this, run through your choices. “Think about every single option at your disposal—especially if your opponent is low on Health,” rayC says. “Go through every scenario with the cards you have in hand. You have until the rope starts to burn to make your actions, so make use of that time!”
        Accounting for your outs is important, too. “When I play any given turn, I treat it like a math problem,” rayC says. “Remember order of operations from math class? Sequencing applies to every turn of Hearthstone.” Sequencing is a skill players must work at constantly, but rayC suggests doing things like drawing cards once you’ve established you don’t already have lethal before taking any other actions.
        Lastly, and perhaps most importantly, check your work. “When you finally spot lethal, re-count it,” rayC says. “Make sure the math adds up. You never want to commit to a play only to realize you were off, and potentially lose because of it.”
        Part Two: Am I Dead? [Return to Top]
        Blizzard (Source)

        To figure out whether your opponent is about to end the game is tricky. You have to evaluate the current board state, your opponent’s hand, what (if anything) you can do to prevent them from winning, and how that will impact your own game plan. For such a challenge, we asked the inimitable Edwin “HotMEOWTH” Cook—winner of the 2016 Americas Summer Championship—for help.
        Evaluating these variables is difficult, but sometimes your opponent will give you information. “It’s important to know when your opponent is showing signs of aggression or making riskier plays that might be setting up lethal,” HotMEOWTH says. “In a scenario where you are suspicious of your opponent setting up lethal the following turn, it’s important to track the cards they have left in their hand, cards left in their deck, and how much mana they will have available to figure out how much damage they can possibly do.”
        “One trick to find out if your opponent can kill you next turn is to track their hand and see if there are cards they have held for more than a few turns,” HotMEOWTH says. “If so, they might be holding onto dangerous burn spells or combo pieces.” (Hand-tracking is a skill unto itself, and the focus of tomorrow’s Midgame Week entry—so check back for that!)
        Mana considerations are hugely important as well. “Oftentimes, your opponent could have more than enough damage to win the game, but not enough mana to utilize all of those cards. Keep in mind whether you have to make the safest play—even if your opponent has held a few cards for a long time,” HotMEOWTH says. That’s especially great advice for facing off against aggressive decks.
        “If your opponent isn’t holding any specific cards, it’s still important to keep track of what’s left in their deck,” HotMEOWTH says. “What are the odds of them drawing a card that would allow them to win? Ask yourself whether you can afford to play safe and prevent it or not.” (We’ll also talk more about the strategy of playing to your outs later in Midgame Week.)
        Finally, your own Health is a crucial consideration. “When you’re facing opponents that are playing decks that can burst you down from a high Health total, it’s important to count the maximum damage they can do with their combos,” HotMEOWTH says. “For example, Druids can unleash large chunks of damage using Savage Roar with just a few minions on the board." If facing off against such a deck, he suggests playing minions with Taunt and making trades accordingly.
        Part Three: Reading Your Opponent [Return to Top]
        Blizzard (Source)

        While you’ve been navigating the game—thinking every turn about whether you have lethal or if you can survive your opponent’s next turn—you also should be monitoring the state of your opponent’s hand and deck. Matthijs “Theo” Lieftink, a two-time representative of The Netherlands in the Hearthstone Global Games (HGG), has strong advice for anyone looking to improve their hand-reading skills, including how to bluff your opponent’s reads.
        “Hand-reading is an important part of pro-level play, and you can get an edge if you are doing it better than your opponent,” Theo says. His advice? “Keep track of how many cards your opponent keeps in the mulligan.” If they’re still holding one of those cards into the midgame, it’s probably a critical tech card or a high-value element of their strategy. Of course, “It depends on what your opponent is playing,” Theo adds.
        To learn hand-reading, he suggests thinking about what the absolute best play could have been every turn. If your opponent didn’t make the optimal play—for example, playing a Flamestrike on turn seven to clear your board of four-Health minions—that tells you that they probably didn’t have the tools to do so.
        Countering your opponent’s hand-reading is the next level of difficulty. “Bluffing that you do or don’t have a certain card can be done in several ways,” Theo says. He suggests making plays that suggest a specific follow-up for your next turn is in-hand, whether you’re holding it or not. “The same thing can be done the other way around—making worse plays to pretend you don’t have a certain card in hand.” He’s quick to point out, however, that this can be risky—your opponent might play around the card you’re hiding anyway. “It’s important to know when you can afford to bluff,” he says. “Making ‘worse’ plays to set something up can always backfire.”
        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!