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Year of the Mammoth: Six Cards Leaving Classic

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Blizzard have announced that the next Hearthstone year will be called The Year of the Mammoth. Six cards from the Classic set will be moved to a new Hall of Fame set, which can only be played in Wild.

The announcement explains that the new Hall of Fame set will include cards that are currently in the Reward set, but the big news here is the six cards that will be leaving Standard. You can see Blizzard's reasons on the link above, but I've given a few notes in this article. Those cards are shown below.

As well as the removed cards, there will be no adventures in 2017. Instead we will be given three full expansions that will be accompanied by a single-player mission, which will be used to enhance flavour, and offer challenges. This sounds like it will be along the lines of an adventure, but optional. I feel this is a great change, as it hurts nobody.

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Azure Drake is simply in too many decks. It is a hard card to nerf without making it weak, but it is pretty much as powerful as a 5-drop can be. Removing this to free up other 5-drops makes sense.

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The reasoning for Sylvanas is similar. Blizzard's words make a lot of sense on this one, and also give an insight into the future:

Blizzard LogoBlizzard

Similar to Azure Drake, it’s hard to see a card at the six mana cost out-value Sylvanas. In addition, Sylvanas has the most powerful Deathrattle effect in the game—as a comparison, the Priest card Mind Control costs 10 mana. We have exciting Deathrattle build-arounds coming soon, and in combination with Sylvanas, they would be too powerful for Standard.

This seems to imply that N'Zoth, the Corruptor will be making a big comeback soon!

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I suspect a lot of people will be glad to see the back of Ragnaros. The Random element was often a contentious issue.

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The removal of Power Overwhelming is a bit of a surprise, but it seems that it has mainly been nerfed because of its strength in combinaton with cards like Leeroy Jenkins and Faceless Manipulator. I would also assume that Warlock is going to be getting some fun new toys to replace it.

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Ice Lance has been removed to remove Freeze Mage and allow new strategies to develop. It is also interesting that Blizzard mention it will allow them to make cards that copy cards. That could also apply to Power Overwhelming, so I would expect something along those lines to be in the next set.

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Conceal leaving will make sense to everyone. It allows Gadgetzan Auctioneer to survive as an interesting card, and removes the annoyance of not being able to interact with your opponent.

 

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WOW! Those removals are insanely important... I'm a little annoyed at removing classics since they previously claimed they would always be a part of standard (which is why I crafted Rag). Actually nervous of what tools they will give control. Since these are mostly (not power overwhelming) finishers or critical value for control decks, and combine that with losing reno and a few other tools, we will see what they have learned and might give us.

Also a really brave choice to scrap adventures but slightly merge them with the expansions.

Addition after reading their article:

"We wanted to allow players to disenchant Classic cards that are being added to the Hall of Fame set for full dust refunds, but then felt that incentivizing players to dust their cool Wild cards was counter to our goal of making Wild awesome.

So instead, we're just going to give you the dust, and you can keep the cards!"

Blizzard... how do you always know how to make me optimistic about huge changes. Since I have max copies (non-golden) of all of these, that's a lot of free dust.

Edited by Laragon
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Hopefully these changes mean that meta will shift to control.

But it's Blizzard, so it's entirely possible these changes are not really justified (I think everyone remembers how they nerfed a bunch of classic cards last year and now nobody plays them).

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8 minutes ago, Esmer said:

Hopefully these changes mean that meta will shift to control.

Not with these switches, it won't! The only of these six cards that can be found in an aggro deck is Power Overwhelming. This hurts midrange and control far more than aggro.

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As a wild player, this barely affects me. It gives me free dust, I get to keep the cards, what's not to like.

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1 minute ago, Keizoku said:

Not with these switches, it won't! The only of these six cards that can be found in an aggro deck is Power Overwhelming. This hurts midrange and control far more than aggro.

Pretty much, but since standard was so fast, a lot of decks had to adapt. Freeze mage is played as the freeze face variant, miracle is played as face deck with pirates and Questing Adventurer. Still, Azure Drake is a big loss for a ton of control and slower midrange decks, and it will affect them heavily I believe.

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Im fucking sad... Blizzard just wants to kill the most decision heavy decks in the game..... Why do you have to kill all the combo decks?

Why do you want to turn hearthstone constructed into a midrange arena?

I dont understand.....

PS : i really hope the new expansion introduces new deck archetypes that are actually interesting to play.

Edited by CodeRazor

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Well, see ya hearthstone, was fun while it lasted.

 

I'm off to play paladins, a game run by a company which actually listens to their players and doesn't take a little under one year to "fix"(I use the term losely) any balance issue the game runs into. Oh, and where the skill involved in playing a hero is actually taken into account when addressing said balance issues.

Edited by JooBatanete

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3 expansions?

A year???

Wow, erm, I hope that 45-60 cards come with each adventure.

That's a lot of money if you want a decently full collection, every year?

I dunno, my son and I already use the same account because we cannot afford 2 decent collections, this could be the nail in the coffin for me/us.

I was pissed enough at starting the game late, getting a fullish collection within a few months and then, oh wild, so all those cards/money are more than half worthless now. Great.

Man. Lesson really learnt this time, actilizard is too much cash cow.

Edited by SuperFly

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2 hours ago, SuperFly said:

3 expansions?

A year???

Wow, erm, I hope that 45-60 cards come with each adventure.

That's a lot of money if you want a decently full collection, every year?

I dunno, my son and I already use the same account because we cannot afford 2 decent collections, this could be the nail in the coffin for me/us.

I was pissed enough at starting the game late, getting a fullish collection within a few months and then, oh wild, so all those cards/money are more than half worthless now. Great.

Man. Lesson really learnt this time, actilizard is too much cash cow.

I'm going to play the devil's advocate here(because believe me when I tell you I do NOT like blizzard's design focus for hearthstone at all, just not in this regard) and tell you that if you genuinely believe blizzard are using hearthstone as a cash cow, you should try playing more games with the f2p model. That might actually be one of the few things they got right in the whole game so far.

There is more than one million ways to make cards easily without spending money(in fact myself, and many others have gone to legend more than once without ever spending money on Hearthstone), but sadly people want the game to not only be accessible, but also easy to achieve stuff, and I would argue that is what ended up killing it's entice for me.

And ironically enough, blizzard isn't even doing a good job of catering into the casuals(which is obviously their focus since the game released). I very much doubt rank 15-20's enjoy playing against face hunters/pirate warriors/secret paladins on every other game. And I would wager that for every person that has ever quit the game because of "uninteractive decks" like miracle rogue or freeze mage there are at least 20 that have for the aforementioned decks.

Yet for some strange reason, deleting decks like these from the game has been their top priority for a bunch of nerf/wild ban waves now. Mysterious isn't it?

Edited by JooBatanete

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sigh.  This is a bad move on Blizzard's part.  I feel this is going to do more bad then good.  I don't like this approach of "We feel its too powerful so we are just going to remove it."  I can see if these were physical cards then yes by all means like Magic: The Gathering has to do but they are not.  Blizzard has the oppertunity to fine tune any of these cards, to change them as they are digital.  You could fix them but thats time and money right?  So instead we just remove them and wait to see what the long term consquences is.  Thats bad.  That is a bad trend to get into. 

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I applaud blizzard on this decision.  Nerfing cards, especially iconic ones like Sylvanas, just feels bad for people who play wild.  Removing them from the rotation is a much more sensible thing (besides if they nerfed them it would basically do the same thing, how many cards has blizzard nerfed and they still see play?  Not many), in my opinion.  Azure Drake is the most ubiquitous 5 drop in the game, probably the most ubiquitous card in the game in terms of just the sheer number of decks it is played in.  The card is both incredibly strong and multi-purposed, to the point that any five drop printed has to be broken strong or incredibly niche to compete.  Sylvanas and Rag are much the same, there power level is so strong and the deck slots for 6+ cost cards are so limited that anything printed has to be stronger then sylvanas and rag, which means they have to be doctor boom levels of broken, which was a card that defined the meta game for quite some time.  As for conceal, this nerf won't kill off miracle rogue, the loss of tomb pillager and azure drake will hurt far more, and blizzard has shown expansion after expansion that they will support the archtype.  Miracle rogue has been nerfed time and time again and each time it was "the end of miracle rogue", deck is still around and still strong and will most likely remain as such.  Ice lance will pretty much ruin freeze mage, which I don't like much but it does go against blizzards design philosophy (as well as being one of the most consistently complained about decks that has ever existed by the community), so I won't defend it but I will say that I understand it.  As for power overwhelming, it has created multiple degenerate combo's over the years on top of being one of the cards that makes zoo incredibly oppressive when it is strong (which is honestly fairly often).

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I think these changes and removals have to be good for the game.  I have been thinking for a while now that the new sets are having less and less impact on the game (with a few exceptions) because for the pro/top players it is too easy to take a current core deck, and tweak it here and there with a couple of new cards, job done.

Azure drake is everywhere, and so is Rag, taking these cards out will mean people with have to have a good think about the core build of decks, think how many have 2 x drake and rag in ....

That and the changes to the ladder make me a happy bunny!

Exciting times and I guess Mammoth = Un Goro :-)

On a synical note, 3 xpacs a year = a shed load more money for Blizz!  An adventure gets you the cards guaranteed, packs = more dosh!

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I have 2 copies of Ice Lance and 2 golden copies of Ice Lance. Do I have to dust the non-goldens to get 100 dust at rotation or will Blizzard automatically allocate to the highest value cards?

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14 hours ago, SuperFly said:

Wow, erm, I hope that 45-60 cards come with each adventure.

I believe ~140 cards were confirmed.

14 hours ago, SuperFly said:

oh wild, so all those cards/money are more than half worthless now. Great.

But that's where you were wrong when you dismissed wild too fast. Wild is a fantastic place, and it will take quite some time to be completely out of hand. I would even say that Wild is more balanced than standard at this moment.

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4 hours ago, positiv2 said:

I believe ~140 cards were confirmed.

But that's where you were wrong when you dismissed wild too fast. Wild is a fantastic place, and it will take quite some time to be completely out of hand. I would even say that Wild is more balanced than standard at this moment.

 

Yes, I hope 45 to 60 cards are free from the adventure aspect of the expansions.

Its suddenly gone from 1.5 expansions a year to 3. Yes that is also 1.5 adventures less, but that is 1.5 adventures worth of cards for only the cost of 1.5 of an adventure a year.

It's going to cost a bomb to keep a mainly full collection now and it was not cheap to start with!


I've not dismissed wild and I enjoy playing wild, what I said was, when wild came loads of cards because 'half worthless'.

I'ld rather have seen old cards balanced, or new cards of the same power level and there be only standard, with no wild, where all cards are in play, but with some great thought into making ranking up exciting for all.

...

Idk, if we want to carry on, it is going to cost us more unless they change the pricing... it's really annoying, if the game was half price my son and I would have two decent collections and spent the same money. Now they want more money... I'm not sure we can afford that any more, like, roof over head and food in belly is more important.

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Freeze mage and miracle rogue after centuries got dealt with, wondering why they took so long to remove them.

PO wasn't that strong paladin has +3 atk for 1 mana that not make the card even die, and was used for combo with many warlock cards like shadowflame as board clear, trade or finisher in control, they coulda keep it honestly since warlock isn't played aggro against all the pirate trash running around. And Warlock has no removals under 3 mana shadow bolt (Soulfire is useless outside aggro decks if you discard a Reno is auto concede).

Drake is the most popular card in the game and alongside Thalnos is pratically everywhere no aggro.

I don't know why they kept Thalnos that is pratically identical to drake tho.

Sylvanas was good when N'zoth come out but nowadays in pirate meta nobody plays her outside of Renos maybe in future coulda be stronger who knows. In a deathrattle deck you replace her with Cairne and there is close to no difference because you rarely steal better than a 4/5 , Warlock can't shadowflame her anymore to board clear seems the biggest deal with her.The blizzard guy compared to MC but seems he doesn't play the game much because to steal anything with sylvanas she has to die and for example in priest making her die cost 3 mana so is 6+3 to mimic a MC you save only 1 mana and lose a shadow word death, if you suicide her on a 5/5 she isn't better than a magma rager and she steals nothing, if enemy has no board she steals nothing and so on.To get value from sylvanas she has to die during your turn because your opponent will give you usually nothing when she die on his turn.

Rag is clearly the strongest 8 drop and played in all Reno decks of sort that are the only control you see around.

The removals from stardard seems good hope in more variety of decks in 2017 and stop of the pirate meta trash that last expansion generated with shitloads of face cancers.

In conclusion for me:

Good Removals: Ice Lance, Conceal, Azure Drake, Ragnaros

Bad Removals: Sylvanas, Power Overwelming

 

PS: When they will nerf the damn Fiery War Axe that is disgustingly broken in every way you look at it?

 

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15 minutes ago, Hanz39 said:

I don't know why they kept Thalnos that is pratically identical to drake tho.

Bloodmage Thalnos is quite easy to replace. Removing Bloodmage Thalnos would not be as impactful as Azure Drake.

19 minutes ago, Hanz39 said:

In a deathrattle deck you replace her with Cairne and there is close to no difference because you rarely steal better than a 4/5

That's true, you will not get Chillwind Yeti value from Sylvanas Windrunner that often, but the power of Sylvanas Windrunner isn't only in generating board presence for you, but also reducing your opponent's board value - you gain much more tempo than with Cairne Bloodhoof.

21 minutes ago, Hanz39 said:

The blizzard guy compared to MC but seems he doesn't play the game much because to steal anything with sylvanas she has to die and for example in priest making her die cost 3 mana so is 6+3 to mimic a MC you save only 1 mana and lose a shadow word death

As I said previously, if you steal a minion, your opponent loses that minion. Say, if Sylvanas Windrunner died to a 5-drop (killing it in the process) and stole a 2-cost minion, you gain 5 mana value from the minion killed, 2 mana value from the minion you gain, but also 2 mana value you get from removing the minion.

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If Blizzard goes through with these changes, Standard is going to be even less appealing to me now than it's ever been.

It's bad enough that Hearthstone has become a P2W landscape with the introduction and restrictions of Standard format, but now the issue of Standard only having 3 or 4 commonly played decks is only going to get worse now that so many core cards are getting removed and from a set that was previously established as being safe from changes.

The reason that only 3 deck archetypes are being played right now is because you keep banning and nerfing cards that were commonplace until only a couple of the newest cards have any appeal left, Blizzard. It won't mean anything by next year or even next expansion because players will find some new broken cards and combos to replace those lost, and you just can't keep performing historical revisionism on cards that you don't like because soon enough we'll have nothing but a single deck type used by only one or two classes that people will want to play anymore.

That defeats your vision of having Standard out as a format where things are always fresh. It's creating more stagnation than it is encouraging change.

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I kind of want to summarise the changes as "money money money".

Removing standard cards could be considered balancing but have they really been watching the meta?  Okay I accept Azure drake is prominent (so nerf make it 3/3 or remove spell damage) but otherwise none of the other hall of fame cards are used in more than one deck in the top 20 decks according to Tempo Storm and believe me since crafting Sylvanas I have used her much at all.  I think removing power cards from classic is just to reduce classic to a swamp of mediocrity, I suspect the ideal situation for Blizzard is to make it impossible to play any worthwhile decks with spending $$$ of money buying cards but still retaining the illusion of FTP 

If that the above being money related is arguable then adventures being removed is more obvious, consider the Adventure income model, 1) release adventure 2) people pay fix amount 3) players have all the cards, compare that against expansions 1) Release expansion 2) players buy packs 3) player don't get all the cards they want 4) buy more packs 5) play for a while meta shifts, dont have the right card for new deck 5) buy more cards... steadier stream of income.

 

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4 hours ago, Occultus3 said:

I kind of want to summarise the changes as "money money money".

Removing standard cards could be considered balancing but have they really been watching the meta?  Okay I accept Azure drake is prominent (so nerf make it 3/3 or remove spell damage) but otherwise none of the other hall of fame cards are used in more than one deck in the top 20 decks according to Tempo Storm and believe me since crafting Sylvanas I have used her much at all.  I think removing power cards from classic is just to reduce classic to a swamp of mediocrity, I suspect the ideal situation for Blizzard is to make it impossible to play any worthwhile decks with spending $$$ of money buying cards but still retaining the illusion of FTP 

If that the above being money related is arguable then adventures being removed is more obvious, consider the Adventure income model, 1) release adventure 2) people pay fix amount 3) players have all the cards, compare that against expansions 1) Release expansion 2) players buy packs 3) player don't get all the cards they want 4) buy more packs 5) play for a while meta shifts, dont have the right card for new deck 5) buy more cards... steadier stream of income.

 

Well, on the other hand making adventures requires lots of money to be invested by Blizzard. Creating new cards alone requires investments. There is no such thing as free lunch...

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On 18/02/2017 at 10:50 PM, LandKelvin said:

Well, on the other hand making adventures requires lots of money to be invested by Blizzard. Creating new cards alone requires investments. There is no such thing as free lunch...

Oh poor blizzard having to spend some of the almost $400 million dollars they got from hearthstone last year on content, poor things.
  
We should go to 4 expansions a year and double pack costs, maybe we could get an extra voice actor in this year...

Edited by SuperFly
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On a slightly different note ...

If I want to continue playing Wild, and don't have all of the above cards yet, now would be the time to craft them, in gold even, correct?

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13 minutes ago, Kobal said:

On a slightly different note ...

If I want to continue playing Wild, and don't have all of the above cards yet, now would be the time to craft them, in gold even, correct?

Absolutely. Now, what I don't know is whether you get dust for both golden and normal card(s) if you have both, or only from the golden one. If it's the former, I just closed the best trade deal with Mexico got a ton of free dust and golden animations. If it's the latter, I just lost about 4k dust. So, until it is clear which is true (though I might have missed the information), I would refrain from crafting golden cards that you have without gold as well. Crafting golden cards that you do not have normal is a good deal though, unless you are going to need the dust until march/april.

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      Tempo Rogue’s incredible flexibility and ability to pivot between roles are what make it such a dominant force in the current meta. It can comfortably play the role of the control deck against decks the likes of Zoo Warlock and Pirate Warrior, yet maintains a healthy number of tools which allow it to favorably play the role of Aggro against the likes of Jade Druid and Control Warlock. It seems that the way to take advantage of it is to capitalize on the fact that it doesn’t run several historically crucial Rogue cards. Without neither Vanish nor Bloodmage Thalnos + Fan of Knives at their disposal, the deck can struggle a bit to regain initiative against cards which create a wide board. Living Mana is a living nightmare for Tempo Rogue to deal with, and a big part of the reason that Aggro Druid is one of the two popular decks which has a favorable matchup against it (along with Highlander Priest). Though the Reaper report claims that Tempo Rogue is currently favored against Token Shaman, I’d imagine that some slight tuning could turn the tides towards Shaman’s favor.
      #2 - Highlander Priest
      1x Silence 1x Holy Smite 1x Northshire Cleric 1x Pint-Size Potion 1x Potion of Madness 1x Power Word: Shield 1x Bloodmage Thalnos 1x Dirty Rat 1x Golakka Crawler 1x Loot Hoarder 1x Mind Blast 1x Novice Engineer 1x Radiant Elemental 1x Shadow Visions 1x Shadow Word: Pain 1x Spirit Lash 1x Wild Pyromancer 1x Acolyte of Pain 1x Curious Glimmerroot 1x Kabal Talonpriest 1x Shadow Word: Death 1x Kazakus 1x Priest of the Feast 1x Shadow Word: Horror 1x Lyra the Sunshard 1x Raza the Chained 1x Dragonfire Potion 1x Holy Fire 1x Prophet Velen 1x Shadowreaper Anduin Fret not Priest fans, the age of Anduin is alive and well. Raza and Shadowreaper Anduin teamed up to make Highlander Priest the only deck played by 100% of the field at the HCT Summer Championships. It feels nearly impossible to beat a perfect draw from Highlander Priest, and the relatively high degree of skill which the deck requires to play affords more talented players the opportunity to outplay opponent’s in games which go long. It has a very tough time closing out games if it doesn’t draw Shadowreaper Anduin and Raza the Chained, but the huge amount of card draw the deck packs makes that a relatively rare occurrence.
      I don’t need to spend too much time discussing the strengths of the deck as it has been around for a while and it’s upsides are quite obvious. Early iterations of the deck had it masquerading as a control deck that just happened to play a game ending combo, but the Hearthstone community has since discovered that it’s much better to fully embrace the combo nature of the deck. Highlander Priest can now be best described as a pile of the top Priest spells, two extremely powerful Highlander cards (Raza and Kazakus), and a bunch of card draw spells. The downside of Highlander decks are that they can often feel inconsistent due to the one-of deckbuilding restriction, yet Highlander Priest is able to largely avoid this pitfall by reducing its effective deck size with all of its card draw.
      Highlander Priest is undeniably powerful and has certain draws that feel outright unbeatable, yet it still has several exploitable weaknesses. The most obvious of these weaknesses is the Highlander nature of the deck which prevents it from running more than one copy of Priest’s key defensive spells. It gets to run both Dragonfire Potion and Pint-Size Potion + Shadow Word: Horror to deal with boards that attempt to go wide, but it only gets to run one copy of Shadow Word: Death to kill larger minions and typically struggles against boards that can go big early. Shadowreaper Anduin gets to clear away multiple 5+ power minions with its battlecry effect, but efficient beaters like Bittertide Hydra and Cobalt Scalebane (which also dodges Dragonfire Potion) come down on Turn 5 and threaten to end the game before the powerful Death Knight has the opportunity to say anything about it. Barring a strong turn 5 play, not overcommitting your 5+ power minions into a Shadowreaper Anduin battlecry trigger can set up a game winning follow-up play before the upgraded Hero Power has time to burst your life down to 0. The lack of removal for large minions also means that the deck does miserably against both Jade Druid and Big Priest. At the end of the day Highlander Priest has just about as many negative matchups as positive ones, and it’s overall winrate on the Reaper report is a very modest 50%.
      #3 - Zoo Warlock
      A perfect example of addition by subtraction, the best aggro deck for the current standard meta is the one that didn’t get hit by the nerfs in patch 9.1. Pirate Warrior was dealt a massive blow with the nerf to Fiery War Axe and Aggro Druids are still adjusting to the loss of Innervate. These nerfs, along with the nerf to Spreading Plague, has opened up the door for a new aggro deck to emerge as a tool for punishing the slower and greedier decks of the format. Though the decklist for Zoo Warlock has remaind basically unchanged from the pre-nerf meta, the downgrade to normalcy for the top dogs of the previous format is what has allowed Zoo Warlock to become a highly competitive deck.
      The greatest strength of the deck is its remarkable consistency to curve out with 1 drops. It gets to run more 1 drops than any of the other top Aggro deck thanks Warlock’s two awesome Imps and Voidwalker, all of which are Demons for the extremely powerful one-card game-ender that is Bloodreaver Gul'dan. The deck's massive number of 1 drops allows it to squeeze minions onto the board at every spot in the curve while Life Tapping whenever possible to pressure the opponent with a stream of threats. Its also the aggro deck that has the lowest opportunity cost for running Prince Keleseth, as the deck would likely only consider Darkshire Librarian and Dire Wolf Alpha at the two drop slot and is perfectly content with Life Tap or two one drops on turn two. An early Keleseth makes Zoo’s already aggressively-statted minions a nightmare to deal with for control players and a huge problem for other aggro opponents as the game goes long. All of these factors add up to a deck which currently has only four negative matchups on the Reaper report and the second best overall win percentage in the meta.
      The weakness of Zoo Warlock is its relative inability to regain control over the board once it has been lost. The deck’s only ways to immediately deal with threats are Doomguard and Soulfire, both of which discard cards from hand and can potentially put the Warlock at a huge disadvantage. Getting a large Taunt minion to stick on board is likely too much for a Zoo Warlock to overcome, which is a big part of the reason that Big Priest is the deck’s worst matchup. Control decks can prey on Zoo Warlock by sticking a Doomsayer and following it up with heavy board presence. Other Aggro decks can can punish Zoo by getting on the board early and fighting tooth and nail to not surrender control of the board. As the Warlock is likely to pressure it’s own life total with Life Tap and Flame Imp, it shouldn’t be too difficult to turn the corner and quickly end the game once the opportunity presents itself.
      Tech of the Week - Golakka Crawler
      Despite a massive drop in the playrate of Pirate Warrior, Patches the Pirate and Southsea Captain are enjoying all-time highs in terms of deck representation. Half of the top ten decks on the Reaper report run Patches, while the top deck in the format (Tempo Rogue) is running up to nine Pirates! As much as I would love to suggest a sexier tech card, the prevalence of pirates in the present patch make Golakka Crawler the tech of the week. I’d currently recommend cramming two copies of the crab into control or midrange deck with the flex spots to support it.
      Budget Beater #1 - Midrange Hunter
      2x Alleycat 2x Tracking 2x Crackling Razormaw 2x Golakka Crawler 2x Scavenging Hyena 2x Animal Companion 1x Deadly Shot 2x Eaglehorn Bow 2x Kill Command 2x Stitched Tracker 2x Unleash the Hounds 2x Houndmaster 2x Infested Wolf 1x Tundra Rhino 2x Savannah Highmane 2x Bonemare The time of the Hunter is upon us! One of the weakest classes in Journey to Un’Goro, Hunter has emerged as an effective choice in the current meta for all the same reasons that Zoo Warlock has. Midrange Hunter has some terrible aggro matchups, but it’s sticky creatures are problematic for nearly all of the top control decks in the format. This extremely budget-friendly deck is currently capable of carrying skilled or experienced Hunter pilots all the way to Legend, just be wary of aggro-heavy local metagames during your climb.
      Budget Beater #2 - Secret Mage
      Note: Requires One Night in Karazhan and 4 Epics.
      2x Mana Wyrm 2x Arcanologist 2x Frostbolt 2x Medivh's Valet 2x Primordial Glyph 2x Sorcerer's Apprentice 2x Arcane Intellect 2x Counterspell 2x Kirin Tor Mage 2x Mirror Entity 2x Fireball 2x Bittertide Hydra 2x Kabal Crystal Runner 2x Bonemare 2x Firelands Portal I’m including a second budget beater this week because Midrange Hunter decks are so commonly recommended as budget options. Secret Mage is a very well positioned deck in the current meta and a deck I played heavily during my own climb to Legend last month. It quietly boasts a better overall winrate than Highlander Priest despite having some of the most polarizing matchups in the entire game. It performs horribly against most of the current aggro decks while completely running over all of the popular control decks. The thing I love most about Secret Mage is that it’s fairly skill intensive. It takes a ton of thought to pilot the deck to it’s maximum potential, which is a bag part of what makes the deck such a blast to play.
       
      Conclusion
      The Hearthstone metagame is as healthy as it's been since the last rotation, and it's a great time to jump back on the competitive ladder if you previously scared off by the brief age of DruidStone. Fans of every single class have at least one solid deck for climbing the ladder, and no individual deck feels as though it's power level is beyond reproach.
      Good luck out there, and I'll see you all next time!
      - Aleco
    • By Zadina

      The big patch we were all expecting is finally live! It contains the removal of arena synergies, the new game mechanics update and the Hallow's End seasonal event.
      Firsly, the patch includes the changes to the sequence of triggers, which we have covered extensively in a separate article. A notable change is the removal of Arena synergy picks. That's not all, though: Vicious Fledgling will no longer appear in Arena, while appearance rate adjustments have been made to some cards.
      The patch also brings Nemsy Necrofizzle, the new Warlock hero, to the Hearthstone client. She is already available from October 17 and we will cover more about her in a next article!
      The October 2017 (Unholy Horror Knights) and November 2017 (Gone Fishing) Ranked Play Season card backs have been added to the client and you can view them below:

      The more exciting part of this patch is Hallow's End! This seasonal event will run for two weeks, from October 24 until November 6. According to Hearthpwn, during its first week we will get a free Whispers of the Old Gods pack and an Arena ticket. During its second week, we will get a free Knights of the Frozen Throne and an Arena ticket.
      The main hero portraits will have unique costumes (make sure to check them out on the Hearthpwn article linked above).  There will be a special Tavern Brawl with unique cards on the week of October 24. Moreover, during Hallow's End the Arena will have a dual class mode. You will choose a hero and then you will choose a hero power from a second hero. Then, you will be able to draft class cards from both heroes, as well as neutral cards. Bear in mind that any Arena run you have in progress will be automatically retired on October 24. You will receive rewards based on the number of your wins and a free Arena ticket.
      Lastly, Patch 9.2 contains various bug fixes. You can read the patch notes here.