Vlad

Silence (Purify) Priest Deck List

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This thread is for comments about our Silence (Purify) Priest Deck List Guide.

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I don't know how much playtesting y'all did with this before publishing it, but my initial observation is this: It doesn't have enough creatures and/or enough removal to deal with even a mid-range deck, much less anything full aggro.

Singular giant monsters fall too easily to in-game tricks - Just off the top of my head, Druid has Naturalize to kill and Keeper of the Grove to neutralize; Hunter has Deadly Shot and Freezing Trap to do the same; Mage has a dozen different freeze effects plus Shatter, or Vaporize and Polymorph; Paladin has Aldor Peacekeeper plus hordes of 1/1s or Consecration; Priests of course have a pile of Silence effects and the Power Word cards; Rogues have Assassinate and Sap, along with various poison effects now; Shamans have Earth Shock and Hex (or even Devolve, if they're trying to be funny); Warlocks have multiple Corruption effects and kill effects like Blastcrystal Potion and Siphon Soul; Warriors have the long running "Thousand different ways to ping your guy then Execute" game.

That's not even thinking of whatever tricks you can combine within just the Neutral monster pool.  I tried a similar build to this when UG came out and couldn't make it work, either... it remains a pure RNG deck, sadly.  Hilariously, however... had a run with both Clerics on the board, along with 5 other monsters (full board), all but 1 injured... and my silly <boop> tossed CoH.  Nearly decked myself and burned 4 cards (had 2 in hand at the time)... but definitely had everything I needed to win in hand at that point!

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2 hours ago, Sableflame said:

I don't know how much playtesting y'all did with this before publishing it, but my initial observation is this: It doesn't have enough creatures and/or enough removal to deal with even a mid-range deck, much less anything full aggro.

Using Sunfury Protector to taunt up Hugh-Mungus Razorleaf or Ancient Watcher will complete wreck aggro decks, as there aren't many of them that run transform effects (Hex). If they silence Humongous Razorleaf or Ancient Watcher, you lose a taunt, but gain the ability to trade more effectively, which is nice.

2 hours ago, Sableflame said:

Singular giant monsters fall too easily to in-game tricks - Just off the top of my head, Druid has Naturalize to kill and Keeper of the Grove to neutralize;

Naturalize actually gives you advantage. Drawing more cards is great for a combo deck.
Keeper of the Grove causes a significant loss of tempo for the druid, which you should capitalize on.

2 hours ago, Sableflame said:

Hunter has Deadly Shot and Freezing Trap to do the same;

These cards can be easily played around.

2 hours ago, Sableflame said:

Mage has a dozen different freeze effects plus Shatter

This card is mostly a dead card in mage's hand, so make sure to push harder if they do run Shatter (they don't).

2 hours ago, Sableflame said:

or Vaporize

Same as Freezing Trap - can be easily played around.

2 hours ago, Sableflame said:

Paladin has Aldor Peacekeeper

Which doesn't prevent you from reaching Inner Fire OTK. Aldor Peacekeeper simply forces you to kill the opponent with the OTK combo, which is not really an issue.

2 hours ago, Sableflame said:

Doesn't really hurt you. This deck does not even run any card with 2 or less HP. Additionally, it gives you an easy draw if you have Circle of Healing in your hand, and Northshire Cleric on the board or in your hand.

2 hours ago, Sableflame said:

Priests of course have a pile of Silence effects

If they silence Humongous Razorleaf or Ancient Watcher, you gain the ability to trade.

2 hours ago, Sableflame said:

and the Power Word cards

Power Word: Tentacles or Power Word: Shield do not hurt you. If you meant Shadow Word cards, you have minions that evade them perfectly. 

2 hours ago, Sableflame said:

Warlocks have multiple Corruption effects

Which still gives a turn to kill your opponent or to push a lot of damage.

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Yes, I meant the Shadow Word cards... and I guess we've had this discussion before... but you can make an excuse for every deck how it "might" work - but this deck, as written, got pummeled by every single thing I tossed it against (and I wasn't even playing Ranked, it was getting stomped in casual) unless I got absolutely perfect draws, in order, creature, silence, taunt.  If you don't get them, or don't get them in that order, you get rolled.  There's simply not enough active threats in the deck to make it work right now.

I know... this is the part where you say I'm a shit player and can't play the deck... go ahead.  I listed a dozen different ways the deck gets owned, just off the top of my head, and y'all made an excuse around each one.  I try to offer helpful commentary based on real world play by "normal" players (i.e., the guys who don't dedicate their whole life to this game).

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1 hour ago, Sableflame said:

I know... this is the part where you say I'm a shit player and can't play the deck... go ahead. 

This is the part where I ask you for the replays to identify the root of the issues you have with this deck. Should the issue be on our side, we will attempt to rectify it.

1 hour ago, Sableflame said:

I listed a dozen different ways the deck gets owned, just off the top of my head, and y'all made an excuse around each one.

I probably wouldn't call counterpoint "an excuse". You could make counter-counterpoints to my counterpoints and so on.

1 hour ago, Sableflame said:

I try to offer helpful commentary based on real world play by "normal" players

And I read it, and decided I disagree with the majority of your points, which is why I made counterpoints, which can, as stated above, be refuted. It's something that I would call a healthy argument. If you feel patronized, my apologies.
The Execute and transform effects are indeed an issue, and the deck should not be played in a meta full of warriors and Hex-running shamans, possibly even Kazakuslocks, though those are pretty much nonexistent.

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17 hours ago, positiv2 said:

This is the part where I ask you for the replays to identify the root of the issues you have with this deck. Should the issue be on our side, we will attempt to rectify it.

https://youtu.be/ZTjRkHdUvSM

https://youtu.be/729tP7s7RIQ

https://youtu.be/C51Qc6LLSnQ

2 horrific, brutal losses and one win... that worked exactly like I said - you get the cards, in the right order, you stand a chance.  You don't, you get steamrolled hard.

It's hard to gauge "did you make the right play" in a hand with all spells and nothing to cast them on... which was the very first thing I said about the deck - it simply doesn't have enough hard answers to enemy threats.  All the buffs in the world don't matter if you're trying to buff the dust of the arena floor the enemy is pounding you into.

For what it's worth, I do see where I made a glaring error against the Paladin deck, not using Defender of Argus when I should have.  Given how it played out, however, it wasn't going to make a measureable difference.

Edited by Sableflame

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Keep in mind that I write turn by turn, so some notes might not matter in the given context, and can work as "if your opponent had played..." (or similar).
Replay #1 - Mulligan phase is also important. Without seeing it, I cannot help you as much.
Turn 4 - you should have applied Power Word: Shield onto Ancient Watcher to keep it out of Wrath + hero power and out of Swipe's range. Additionally, you want to apply Kabal Songstealer, which means you will be losing 2 health, unless a situation where Faceless Shambler play is better arises.
Turn 5 - turns out I was right about the Swipe. Also the situation did not arise. Healing the Humongous Razorleaf was a misplay, as you want to get the damage going, since druid will be unable to deal with it. Applying Divine Spirit was unnecessary, as you did not have Inner Fire in the hand.
Turn 7 - I probably wouldn't have play Kabal Songstealer there, as you could have dealt with the taunt somewhat easily.
Trun 8 - It seems not playing Kabal Songstealer was the better play. Also, your order of play was bad. Besides, you missed lethal, though it does not seem it mattered.

Replay #2 - Warrior is indeed a bad matchup. I expect the amount of misplays to be lower, especially given that the replay length is shorter.
Turn 2 - you had no way to gain value from Circle of Healing, which made it the worst pick.
Turn 3 - I would have cycled, both to enable lucky double Ancient Watcher taunt, and to get the Ancient Watcher out of Slam + trade range (with the latter being much more significant). Additionally, your hand wasn't exactly great either, so that would help as well.
Turn 4 - seems like cycling with Power Word: Shield would have prevented the warrior to one-hit the Ancient Watcher with Shield Slam, requiring the warrior to finish his Fiery War Axe as well, punishing him for his swing to face at T2. I believe this misplay was quite significant, both for letting the warrior keep his Fiery War Axe, and not to have drawn a card with a suboptimal hand.
Turn 6 - seems like you got punished for letting the warrior keep the Fiery War Axe indeed. Also, i don't see a reason not to hit face with the Sunfury Protector. I wouldn't rule out trading into the Bloodhoof Brave and playing Circle of Healing either, as you had another Circle of Healing in your hand.
Conceding was unnecessary, as you still had Auchenai Soulpriest in the deck, allowing you easy clear with Circle of Healing.
 

Replay #3 - Most ladder paladins are aggro. Could be alright, as they don't have enough burn cards. If it is control, or if it has Equality teched in, it could be an issue. However, since it is casual, I believe it is a quest paladin of some sort.
Turn 4 - Inner Fire was unnecessary. it did not allow you to push damage, and in fact gave your opponent a turn to react, allowing them to play Aldor Peacekeeper or Humility, possibly, though unlikely, even Big Game Hunter.
Turn 5 - using Power Word: Shield on the bigger Humongous Razorleaf, then coining out the Kabal Songstealer would have left you with a good board.
Turn 6 - Looks like my play on turn 5 would have countered The Black Knight, though I don't know what his play would have been if you had played T5 like I would have done. I would have played Kabal Songstealer to give you a better board, and then played Circle of Healing to heal Humongous Razorleaf and doubletraded to disallow any buffs on the Black Knight. This would also allow you to play a good Defender of Argus. It wasn't necessary to trade with the Sunfury Protector now, as paladins don't have burn, and you would still be able to trade on the following turn.

I think you get the idea (it's possible I missed a few due to how I check replays). Your losses certainly aren't purely the deck's fault.

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4 hours ago, positiv2 said:

Replay #1 - Mulligan phase is also important. Without seeing it, I cannot help you as much.

I think you get the idea (it's possible I missed a few due to how I check replays). Your losses certainly aren't purely the deck's fault.

The first replay was actually the third game, and I was predictably a little irritable at that point and didn't hit the record button when I started the game.

As it turned out, the mulligan wasn't terribly important, as I rolled that fight with relative ease.  Not saying one can't learn from winning as well, but it was a fairly clean game.

The Paladin game was just a pile of nonsense... who the heck even PLAYS The Black Knight anymore???  I suppose with the current meta swinging around to a lot of seriously playable Taunts, it makes sense... but I can't recall the last time I saw that card in any serious match.

I considered the PW:S issue vs. the Warrior, but was taking the write-up of how to play the deck to heart - buffing it before silencing it means I lose the buff when I make it offensive.  Yes, Armor + Slam IS a possibility to consider versus Warrior, but enough to cycle the shield?  I get a card draw out of it - but he gets to not burn the coin to make that move the following turn and maintains that mana/card advantage.

Given how poor the draw in that game was, this is where I'm left with the common board complaint - yes, you can critique what happened in that game, but when you look at the entirety of that game - not simply a turn by turn look in a bubble - you can see the fight was doomed from the outset.  If you repeat that exercise over a large enough pool of games (yes, only 3 are documented here - I played many more before I bothered to start saving some) it doesn't matter how good or bad you play the deck - if the cards aren't consistently there (or as consistently as one can manage in the RNG-heavy atmosphere of HS), then it isn't a good deck.

... to end this whole thing, I've honestly never been that fond of Priest to begin with - I'm doing well with the Warrior Taunt Quest deck - I simply hoped that this would be something I would enjoy in Priest for once, since as I said, I toyed with a similar idea when UG kicked off.  I still believe it, ultimately, to be a niche/quirk deck that won't make it consistently in serious match-ups.

Thanks, as always, for the feedback.

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Trust Sableflame its nearly impossible to win against any good deck. All decks have enough removal for your threats and you dont have enough for their threats.... (most Decks that normally offer few removal spells have still mutation / poisen) and will stomp you into the ground.

Edited by Besto

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20 minutes ago, Besto said:

Trust Sableflame its nearly impossible to win against any good deck. All decks have enough removal for your threats and you dont have enough for their threats.... (most Decks that normally offer few removal spells have still mutation / poisen) and will stomp you into the ground.

And I again request a few replays. I showed last time you cannot blame the deck for your own mistakes. You most likely make misplays as well, which is understandable with a deck that seems straightforward but is not. Also, I recommend actually reading the guide, as you can find answers to the issues you face, specifically in section 4.

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I've actually been messing around with a different version of this the last few days, only with Defender of Argus also.  Bumping the Ancient Watcher and Razorleaf up to 5 attack gives a much better defense against those Rogue 5/5 quest minions.

 

 

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8 hours ago, Guest Sydel said:

Why no Barnes?

I assume because the chance of pulling a 1/1 copy of a big minion to silence is rather low and there are no deathrattle minions in the deck, making Barnes very hit-and-miss. This being said, it should be okay to swap him in.

Another card that might be good as base to silence and buff is Bittertide Hydra.

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hey ,

Which card can i change for Purify ? Cause i cant craft ir , need to buy adventure , i dont want to buy it or play it ye.

Please help.

Thanks.

Dyon

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4 hours ago, Guest Dyon said:

hey ,

Which card can i change for Purify ? Cause i cant craft ir , need to buy adventure , i dont want to buy it or play it ye.

Please help.

Thanks.

Dyon

Purify is one of the core cards in the deck, and you should try to get it as soon as possible. Karazhan as whole is a good investment, and you should definitely try to get the wing containing Purify. Until then, you can play Ironbeak Owls, but the deck will be much weaker.

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Playing this deck I just accidentally discovered that silence also removes freezing. Don't know why that never occurred to me before, other than that most of the time I'm not thinking of silencing my own minions. Of course, I also discovered that silence does NOT remove the crystallized 5/5 effect from quest rogue. Oh well.

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Dumb Questions.  Let's say I were replacing 2xCircle of Healing with different cards. does that make it viable to replace 2xAuchenai Soulpriest as well?  I was thinking with either Shadowform and Mass Dispel, two minions (maybe with taunt or some other ability), or a combination of those?  (one of the spells + one of the minions?)

Also, would adding Prince Malchezaar completely throw this deck off regarding the chances of drawing and such?

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14 minutes ago, Guest CrazyCory564 said:

Dumb Questions.  Let's say I were replacing 2xCircle of Healing with different cards. does that make it viable to replace 2xAuchenai Soulpriest as well?  I was thinking with either Shadowform and Mass Dispel, two minions (maybe with taunt or some other ability), or a combination of those?  (one of the spells + one of the minions?)

Also, would adding Prince Malchezaar completely throw this deck off regarding the chances of drawing and such?

Yes, if you are going to remove Circle of Healing, remove Auchenai Soulpriest as well. 

Shadowform is a weak card in this deck, as you need to heal yourself, your minions, and losing this option is dangerous. As for Mass Dispel, it's an okay way to draw cards, but there aren't that many targets for it, significantly lowering its usefulness.

I would suggest adding Shadow Word: Deaths, second Kabal Songstealer and one Defender of Argus.

Yes, Prince Malchezaar is a detrimental card to this deck. Prince Malchezaar lowers the probability of drawing your combo and synergy cards, and without those, you will have significantly lower chance of winning, as you do not have enough proactive threats. Additionally, legendaries from Prince Malchezaar are usually bad, making some of your draws dead.

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I thought adding a second Kabal Songstealer could stuff up the deck with too much silence according to the deck page?  Mass Dispel is simply another card to draw for synergy; silence is just a bonus.

 

Defender of Argus I'm fine with, as well as shadow word: death; i'm just worried about what it said about 2x kabal with all my silence spells as well

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21 minutes ago, Guest CrazyCory564 said:

Mass Dispel is simply another card to draw for synergy; silence is just a bonus.

4 cards to cycle is simply too expensive. 

22 minutes ago, Guest CrazyCory564 said:

i'm just worried about what it said about 2x kabal with all my silence spells as well

I think of it as a 5/5 with a theoretical bonus. Even if you do not get any silence value out of it, it can be played as a 5/5. You can play a Holy Nova if you want, though.

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Tried to play this deck in standard mode but game does not allow so. Went in the deck creator card after card and each fit the 'Standard' requirements. Does anyone know why this happens, which cards are 'Wild'?

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51 minutes ago, Guest Miszel said:

Tried to play this deck in standard mode but game does not allow so. Went in the deck creator card after card and each fit the 'Standard' requirements. Does anyone know why this happens, which cards are 'Wild'?

1) Open the deck in your collection
2) If you are using PC, hover over the box with deck's name and click Convert to Standard. If you are using a mobile device, tap the box instead of hovering.
3) Replace wild cards, if there are any. The deck should be usable in standard play mode. If not, let me know.

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That worked - though it did not replace any card. Don't understand it but thank you.

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Hello guys, I'm wondering if I can trust this Pesty dude, it says it's a she, but on twitter it has a picture of a man? Explanation please? :)

 

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2 hours ago, Guest Juan XVI said:

Hello guys, I'm wondering if I can trust this Pesty dude, it says it's a she, but on twitter it has a picture of a man? Explanation please? :)

Pesty is a he and is a very skilled player. Not sure why his gender is of any relevance to anything. 

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      #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.