Aleco

Hearthstone Meta Report #1 - The First Week of KFT

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We take a look back on the first week of the KFT metagame to share everything you can do to dominate the next one.

With the first week of Knights of the Frozen Throne behind us we are just now starting to glimpse what the upcoming meta has in store for us. It’s still far too early to claim that all the new decks and archetypes have been finely tuned, but we have learned a lot from our first week with the new cards in KFT.

The first change we encountered in the new meta was the dominance of the dedicated control deck. Towards the end of the Un’Goro metagame the most dominant decks were almost entirely aggressive or midrange in nature, yet nearly all of the most played decks from the first week of KFT have been controlling. Everybody was very excited to try the new Death Knight cards, and since these cards have high mana costs they tended to end up in naturally controlling or midrange decks.

Once it became obvious that nearly every deck on the ladder was big and greedy, the next few days became a battle to become even bigger and greedier. At one point while watching Dog’s stream I saw him put N'Zoth into his Control Mage deck with only two Deathrattle cards in the entire deck (Pyros and the Frozen Champions from Sindragosa) to get back from N’Zoth’s battlecry! Talk about greedy.

As fun as it was to have a Control-dominated meta for the first few days of KFT, this kind of greed wouldn’t go unpunished for very long. Thanks to a lack of Aggro decks, the overwhelming popularity of Jade Druid, and the new cards Simulacrum and Ghastly Conjurer, a more consistent Quest Mage deck emerged as a way to punish the slow meta. As players started to gear more and more towards beating slow decks, the pendulum began to swing back towards the aggro side of things. In the past few days the number of Pirate Warriors on ladder has greatly risen, and I haven’t spotted a single Frost Lich Jaina or Uther of the Ebon Blade in over 100 games.

Towards the end of the Un’Goro metagame no one class was vastly more dominant than the others, but the same is certainly not true for the early days of KFT. Druid has become the most popular by a wide margin. According to the current Reaper Live report a staggering 36% of the Legend meta is made up of Druid decks. Thanks in no small part to the new cards Ultimate Infestation and Spreading Plague, Druid now boasts highly competitive Midrange and Control decks to compliment the Aggro deck which was already top tier in Un’Goro.

A major reason why all three decks are so difficult to play against is how difficult it is to mulligan against a Druid. You can never know for sure if you should be keeping cards which are strong against Jade Druid or Aggro Druid, which surely plays a part in the success of both decks. Druid might be quite strong at the moment but it is certainly not unbeatable, and according to the Reaper Live report there are multiple decks which have a positive winrate against two of three Druid builds.

Meta Beaters

The perfect deck for this early meta will have the defensive tools to outclass Aggro decks such as Pirate Warrior and Aggro Druid in the early game while still being fast enough to kill Jade Druid and Kazakus Priest decks before they get the chance to dominate the late game. Aggro decks make up only 25% of the current meta, which means it’s still much more important to slant your deck towards the speedy end of things so that you can beat up on the slower decks which are still popular. All of these signs point towards an aggressively slanted Midrange deck as the best choice for the current meta, and the data from Reaper Live agrees. The deck with the best winrates across the board is not a Druid deck at all, but an aggressive Midrange Murloc Paladin deck.

Midrange Murloc Paladin

Shockingly, Midrange Paladin has positive matchups against every deck in the meta except for Token Shaman and Aggro Druid, but even these matchups sit at a very manageable 48%. The deck was already a strong choice in the Un’Goro meta but it picked up some exciting new toys in KFT to build upon its previous success. Defensive minions like Righteous Protector and Corpsetaker allow the deck stall aggressive decks into the midgame, where Midrange Paladin shines. A Bonemare or a Spikeridged Steed on a Skelemancer is commonly a game ending play, and all of the powerful legendary minions the deck had access to in the Un’Goro meta have gone nowhere.

Midrange Paladin also packs an impressive number of early Murlocs which are capable of applying tons of pressure. The dream 1-2-3-4 of Murloc Tidecaller into Rockpool Hunter into Murloc Warleader into Gentle Megasaur has to potential to kill as early as turn 4 against any opponent who doesn't pack interaction for the early game . With Murloc Paladin boasting such high win rates across the board, don’t be surprised if you see Hungry Crab start popping up as the tech card of choice in the near future.

Big Priest

In what I consider to be another big surprise, Big Priest is the only other deck with positive winrates against two of the three popular Druid decks . A brand new deck in KFT thanks to Eternal ServitudeShadow Essence, and Obsidian Statue, the deck boasts a dominant 71% winrate against Midrange Druid and a very respectable 53% against Token Druid. Its 45% win rate against Jade Druid isn’t embarrassing either, which means this deck still has some game against the most popular deck in the format.

Big Priest seems like a very luck-oriented deck on its surface as it features high-roll cards like Barnes and Shadow Essence to pull powerful minions from its deck at a discounted cost, yet in practice the deck is shockingly consistent. It doesn’t have any true misses off a Barnes, who himself is the only awkward card to hit off Shadow Essence. Even if it doesn’t hit one of these cards early, double Dragonfire Potion and double Pint-Size Potion plus Shadow Word: Horror allows the deck to draw out the game until they can play their huge minions naturally.

With all that said, the deck still has a tendency to defeat itself by drawing the wrong combination of cards. It gets absolutely run over by Pirate Warrior and Quest Mage and isn’t able to run tech cards like Golakka Crawler or Dirty Rat due to the nature of Barnes and Shadow Essence. Fortunately for fans of Big Priest, these two bad matchups make up just 10% of the meta while the positive matchups for Big Priest account for roughly 40% of the meta, making Big Priest an excellent choice for the early KFT metagame.

Tech of the Week

The one piece of technology which has remained consistently powerful throughout the first week of KFT is The Black Knight. Thanks to the extremely widespread play of Bonemare there are almost no decks in the metagame which lack a juicy target for The Black Knight to gobble up. This Aggro Druid list which hit #1 Legend not only runs Bonemare, but also runs The Black Knight to pave the way for its cheaper minions to sneak in those last few points of damage. It doesn’t really seem to matter if your Aggro, Midrange, or Control, The Black Knight is a game winning tech card in the current meta. 

Deck to Watch

The success of Midrange Paladin can be attributed to the fact that it is both fast enough to go underneath the current Control decks and defensive enough to go over the top of the current Aggro decks. Any other deck which is capable of accomplishing this same feat would also be very well positioned, which makes me believe that Nostam's Midrange Hunter is poised to take off.

This deck has all the tools it needs to blast its way through Jade Druid with the proper draw. Bearshark curves amazingly into Houndmaster, and Bonemare is like a Houndmaster on steroids. It runs a healthy curve of one and two drops to contest the board early, and pack all four crabs so it can steal some free wins off of Aggro decks. Deathstalker Rexxar seems at his absolute best in this style of deck, as he provides the deck with the card draw engine it needs to not run out of steam against controlling decks.

I still think the list has a bit of room to improve. Hunter is currently the least played class in the entire meta which also means it is the least tested. I’m not sure that double Tundra Rhino shines in this list without Deathstalker Rexxar already in play. The deck also might be in need one more tool to outvalue opposing Midrange decks in the mid to late game, as it doesn’t pack many tools to catch up once it’s fallen behind.

Conclusion

Our goal with this report was to get you up to speed on the current trends in the meta and to provide you with the analysis you’ll need to stay ahead of the competition. As this was our first meta report for Hearthstone we would love to hear your feedback on what you felt worked or what you thought might have been missing. Please feel free to tell us in the comments what you found to be helpful and if there if there is anything you’d like to see in the next meta report!

Until next time,
Aleco

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Just wanted to point out that in your Midrange Paladin description you mention combos with Skelemancer but it is not in included in the deck you provided. Outside of that your article is spot on as usual. 

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4 hours ago, KingMe said:

Just wanted to point out that in your Midrange Paladin description you mention combos with Skelemancer but it is not in included in the deck you provided. Outside of that your article is spot on as usual. 

Thanks! I actually couldn't find a version on Icy Veins which ran Skelemancer in it, but wanted to point out in this section how it was one of the many new cards which is currently being played in the deck. I actually agree with the decks we have up on Icy Veins that its a bit too greedy to run Skelemancer, but felt it was worth mentioning that he appears in roughly half of the Midrange Paladin decks I face on the ladder.

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i dont mind how powerful druid has become in this game of druidstone, its just the lack of variety anymore...

tired of queing up against druid after druid after druid, the game isn't fun anymore.

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5 hours ago, Aleco said:

Thanks! I actually couldn't find a version on Icy Veins which ran Skelemancer in it, but wanted to point out in this section how it was one of the many new cards which is currently being played in the deck. I actually agree with the decks we have up on Icy Veins that its a bit too greedy to run Skelemancer, but felt it was worth mentioning that he appears in roughly half of the Midrange Paladin decks I face on the ladder.

I agree that it is worth mentioning. I'm actually running one in mine right now and it feels good when I can hit it with Spikeridged Steed or Bonemare. At that point it's out of the frying pan and into the fire. It also forces them to hesitate with their AOE which gives you more time to develop and push more damage much like the eggs do/did. But I also agree that it is a bit greedy. 

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Tier 1 decks have become horribly expansive :(

Earlier on there existed tons of tier 1 decks that were quite cheap

(Grim Patron Warrior: 1 Legendary, 0 epic

Midrange Shaman: 1 Legendary, 0 epic

Pirate Warrior: depended on the deck, mostly 2 legendaries and 1-2 epics

Jade Shaman: 1 legendary, 0 epic)

(some used Expansion Legendaries, but since these are very easy to get I don't include them in my count)

 

Now take a look at the decks you present here:

5 legendaries + 8 epics (Paladin)

3 legendaries + 8 epics (Priest)

5 legendaries + 4 epcis (Jade Druid)

 

Way too much for me. ATM I use a Jade - Shaman Wild deck, but I play less and less games with him and probably won't reach Rank 5 this month (for the first time since quite a long time).

 

Easier to afford seems the Taunt Druid and the Aggro Druid. Unfortunatly I don't like to play aggro very much.

 

Well, I'll give it one more week, then I'll try to evaluate which decks (wild / standard) are the Tier 1 decks - and if I can effort one of it.

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I really feel like druidstone became more pay to win than it used to be after this expansion, mostly for all the reasons the poster above me stated. I Have a pretty decent collection, and even I can't afford to make a tier one deck at the moment.  f2p players can't compete with these 5 legendary 10 epic decks with the budget decks. If I hadn't gotten to rank ten before the expansion there is no way I'd get past fifteen right now. I have a tough time even beating mediocre shamans anymore.

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I myself am a semi free to play player, or in other words I'm dirt poor but tend to put what little spending money i can into this game. most of the time, however, I'm F2P like everyone else and i can attest to this being difficult for me. I got lucky and pulled Deathstalker in a free pack, but then had to go and dust a couple adventure legendaries i no longer use, plus a golden Pyros, all just to squeak out enough high dust cards for a mid-range Hunter, and god forbid the meta changes any time soon to make it totally invalid. Thankfully, I was able to hit rank 15 with this and a janky mid-range murloc pally, but only just. hopefully we will start seeing some more budget decks that can hit those bigger numbers, but until then I'll have to make do with what I have, and hope the Metagame doesn't do a complete 180 for some time to come.

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22 hours ago, Dustintime said:

I really feel like druidstone became more pay to win than it used to be after this expansion, mostly for all the reasons the poster above me stated.

I feel like those with limited money are also, unfortunately, somewhat punished at the same time as being helped by the rotation of expansions. If you put some of your money for the year into an early expansion, but then don't have any to spare for the next year, you suffer because it gets phased into Wild. At the same time, if you have time to play at one point but not at another, you might be playing at a time where you simply don't have enough cards to play. I suppose disenchanting Wild cards helps, but yeah.

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The issue with rotations is that the decks still require 30 cards to use, and basic cards are not getting any better. This results in the deck costs not going down, and actually going up due to adventures rotating out. And because the cards are rotating, people have to keep buying new packs to be able to play proper decks. The only upside of rotations I can think of is that if a deck you hate is relying on one card from non-basic/classic set (e.g. Reno Jackson), you won't see the deck again after 2 years go by, but that does not affect the problems with decks being expensive.

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55 minutes ago, positiv2 said:

The issue with rotations is that the decks still require 30 cards to use, and basic cards are not getting any better.

Exactly. I wonder if F2P players might benefit from a minimum number of basic cards either being revised or adventures adding new basic cards each time. A set number of cards for every class that are added for free. They wouldn't be the OP insane legendaries, but they'd be solid cards that can be added to a deck.

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26 minutes ago, Blainie said:

Exactly. I wonder if F2P players might benefit from a minimum number of basic cards either being revised or adventures adding new basic cards each time. A set number of cards for every class that are added for free. They wouldn't be the OP insane legendaries, but they'd be solid cards that can be added to a deck.

I'm afraid it might be too late to do that. Many cards are balanced for 30-card decks, but will not be for higher or lower amount of cards in a deck. Draw will be much less common, some cards such as Kazakus will be more common and stronger, while some archetypes as whole will be much stronger, mainly combo decks. Oh well, at least I have still 8k dust from Hall of Fame.

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F2P Players like me profited a lot from the Adventures:

2800 gold and we had a card couverage of 100% (of this specific adventure)

Now with Expansions instead of Adventures we invest 2800 gold and have a card coverage (legendaries + epics) of around 10%.

And unfortunatly, not all legendaries are good.

Around 1/3 are awesome and practically a must have for specific builds. Another third are good, but can be replaced without too much punishment. And another third are just useless junk that are never played.

And if you manage to get legendaries like I did (Moorabi + Uther of the Ebon Blade + Archbishop Benedictus + Arfus) out of 55 packs you can build a usefull deck from scratch. Because you got not a fucking useful card out of the new expansion.

It would be a tremendous help if the legendaries would be balanced.

 

And the icing on the cake is the arena-nerf, making it less profitable.

 

But well, I have to admit - as a F2P Player I am "useless" for the game. If I play or if I don't play doesn't add a thing. (That is not the case if you play an F2P MMO e.g. Because by populating the world, being avaiable for guilds / raids... you improve the play for everybody else. Even if you don't pay yourself you add something to the game, make the game better and that's why you have a value. And the developers should give you credit for that.)

That's why I obviously can't expect Blizzard to pay any attention to my needs / whishes whatsoever.

 

At least they brought back the singleplayer bosses, and they are very cool in the new expansion. That is nice and I liked playing against them a lot - and that for exactly 0 gold cost :)

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1 hour ago, WedgeAntilles said:

But well, I have to admit - as a F2P Player I am "useless" for the game. If I play or if I don't play doesn't add a thing. (That is not the case if you play an F2P MMO e.g. Because by populating the world, being avaiable for guilds / raids... you improve the play for everybody else. Even if you don't pay yourself you add something to the game, make the game better and that's why you have a value. And the developers should give you credit for that.)

While you do not give them money directly, you still help them make money indirectly. Having a ton of players is a good selling point. Having short queue times is important for games like Hearthstone, and you are helping with that.

You also contribute to fan sites (more specifically us :P, thanks), and those are important for Blizzard as they often help them promote their games, sales, new items and whatnot, which in turns boosts their sales. Fan sites also save Blizzard money by doing the support work for them (you can see Blizzard's support sending some users here), and as said previously, they don't need to spend as much money on marketing their products because we do that for them. None of this would be possible without a decent userbase and great users like yourself.

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21 hours ago, positiv2 said:

While you do not give them money directly, you still help them make money indirectly. Having a ton of players is a good selling point. Having short queue times is important for games like Hearthstone, and you are helping with that.

You also contribute to fan sites (more specifically us :P, thanks), and those are important for Blizzard as they often help them promote their games, sales, new items and whatnot, which in turns boosts their sales. Fan sites also save Blizzard money by doing the support work for them (you can see Blizzard's support sending some users here), and as said previously, they don't need to spend as much money on marketing their products because we do that for them. None of this would be possible without a decent userbase and great users like yourself.

Thank you :)

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On 8/22/2017 at 11:20 PM, positiv2 said:

While you do not give them money directly, you still help them make money indirectly. Having a ton of players is a good selling point. Having short queue times is important for games like Hearthstone, and you are helping with that.

You also contribute to fan sites (more specifically us :P, thanks), and those are important for Blizzard as they often help them promote their games, sales, new items and whatnot, which in turns boosts their sales. Fan sites also save Blizzard money by doing the support work for them (you can see Blizzard's support sending some users here), and as said previously, they don't need to spend as much money on marketing their products because we do that for them. None of this would be possible without a decent userbase and great users like yourself.

Don't forget that someone playing for a couple games a day is an amazing way of free QA-testing, as well. They help with bug-finding, testing, demographic testing, things like that. It's all data that Blizzard needs for improving the game.

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On 8/25/2017 at 0:49 AM, Dustintime said:

at least the druid cancer epidemic seems to becoming benign.

Just like nature, Druids will always creep back in if left alone :p

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      Overall, I'd expect that the "best Shaman mill deck" would be somewhere between Purple's and Frescha's lists. There's still plenty of room for growth and innovation within the archetype, and I look forward to much of that myself in the coming weeks.
      Warrior
      Warrior has been one of the worst classes in the game since the nerf to Fiery War Axe, and not much has happened in recent weeks to change that. Though Recruit decks showed some brief promise in the early-goings of the K&C meta, the archetype took up most of the new card slots from K&C and has failed to impress in the current ladder environment. I don't expect Recruit decks to suddenly become playable due to the popularity of aggro, but that doesn't that Warrior fans should give up hope. The three new "armor-matters" cards, Drywhisker Armorer, Reckless Flurry, and Geosculptor Yip, have largely been overlooked due to Warrior's abysmal playrates, but could potentially be used to shore up some of the classes old weaknesses.
      It shouldn't be that hard for Warriors to beat aggro decks if they dedicate enough slots in their deck to do so. Whirlwind. Sleep with the Fishes, Brawl, and Blood Razor are excellent against wide boards out of Paladin decks, while Execute and Shield Slam can deal with problematically large minions out of Spiteful Summoner decks. Against the likes of Tempo/Secret Mage, Drywhisker Armorer and Bring It On! are capable of buying additional turns of time. The real question, once again, is how do we plan to beat Control after we have teched out our deck to beat Aggro? 
      Cocasasa's Mill Warrior
      If Mill Shaman is somewhat viable right now, wouldn't a mill deck with two Dead Man's Hand be playable as well?
      Cocosasa was able to reach top 100 Legend with this extremely low to the ground build of Mill Warrior. The deck features only one card that costs more than 5 mana, allowing it to consistently play to the board against go-wide aggro decks in the early game.

      Cocosasa plays nearly every anti-aggro card I mentioned above, trimming on quite a few late-game cards to do so. Coldlight Oracle and Dead Man's Hand (and sometimes Zola the Gorgon) are the only cards which can actually win the game for you in this list. As the mill plan is the only plan with this deck, this particular build of Mill Warrior has less margin for error when playing against control decks than other builds might. If you're brand new to mill strategies in general, you might want to trim a Cornered Sentry or a Battle Rage for something which can stabilize the board for you on turn 10, such as Geosculptor Yip, Grommash Hellscream, or Rotface.
      Fibonacci's Combo Warrior
      Warrior has frequently been able to cobble together a wacky, janky, and totally off-meta combo deck each new expansion. Fibonacci has brewed up the latest (and hopefully greatest) Warrior deck with an OTK in it, though it would be a bit disingenuous to call this a "pure" combo deck.

      As Fibonacci noted in this tweet, this is really an anti-aggro deck which happens to have an OTK in it. As the deck contains just 4 minions, you'll need to rely heavily on your spells to keep the board clear until Woecleaver can come down and pull out Grommash Hellscream for potential OTKs. The combo kill probably won't be as relevant against aggro decks, but it's a necessary evil for beating other control decks. I like this deck for a lot of the same reasons I like the Mill deck; it doesn't need to dedicate that many slots towards actually winning the game, so it is able to pack a diverse array of answers for aggro decks.
      Conclusion
      There is still plenty of time left in the Kobolds & Catacombs meta for the game's worst classes to turn things around. As the meta is currently leaning quite aggressively, any deck built to prey on aggro should be able to find some modicum of success on the ladder. Anti-aggro decks which can also afford to pack a lean and reliable late-game win condition, such as mill decks or combo decks, might also be able to find success against control decks with slower win conditions such as Rin, the First Disciple. Though I don't expect all of the above decks to become mainstays of the meta, I'd expect them all to perform admirably on the ladder in the right hands.
    • By Aleco

      Anton "Dvck" Lund found his way out of a jam on the ladder. Can you?
      Dvck and Aleco discuss the importance of planning ahead, understanding the meta, and knowing when to pivot your role in a matchup.
      The player interviews I've done with RayC and TerrenceM have been some of the most fun and informative episodes of "What's the Move?", so I was very excited when Anton "Dvck" Lund reached out to me via reddit with a play from a recent game of his. Playing as Combo Dragon Priest, Dvck was able to find his way out of a tough spot against Murloc Paladin. Can you do the same?
      In this week's episode, Dvck and I discuss the importance of planning ahead, understanding the meta, and knowing when to pivot your role in a matchup. For what ended up being a relatively short episode by "WTM" standards, I was pleasantly surprised by how much we were able to break down together so quickly. The interview with Dvck was as fun as it was informative, so I hope to have him back on the show soon! If you're interested in watching some high-legend gameplay, be sure to tune into Dvck's stream on twitch.tv.
      You can look forward to a few more episodes about the Hearthstone World Championships in the coming weeks, but I always welcome submissions and suggestions for future episodes. Did you have a favorite play from the world championships? Feel free to link me the VOD here on Icy Veins or send me a message on twitter @Aleco_P.
      Thanks for watching!
    • By Aleco
      Kolento and ShtanUdachi found themselves in nearly identical situations at the world championships - but did they make the same decisions?
      Episode 14 of "What's the Move?" discusses the importance of being mana efficient in the early game, as well as the relationship between speed and value.

      The Hearthstone World Championships were full of incredible plays, sticky situations, and valuable lessons to be learned from the best players on the planet. There were far too many great plays to analyze in a single video, so for the next few episodes of "What's the Move?" I'll be breaking down all of my favorite plays from the World Championship weekend.
      To kick things off we have a pair of Tempo Rogue vs. Highlander Priest matchups featuring Kolento and ShtanUdachi. Both players drew nearly identical opening hands, but did they did make same decisions?
      If you managed to spot a particularly tricky or interesting play from the recent World Championships, please feel free to link it in the comment section below! I'd love to break down as many viewer-submitted topics as I can in the coming weeks and months, and I have little doubt that I may have missed some of the most fascinating plays from the tournament during my initial viewing.
      Wishing you all the best of luck in the post-nerf meta!
      - Aleco
    • By Zadina

      Welcome to the post-Corridor Creeper meta.
      Hearthstone Update 10.2 is now live worldwide and it's a big one!
      The first change it brings are the nerfs to four cards that have terrorised dominated the meta up until now. Bonemare now costs 8 mana, Patches the Pirate no longer has Charge, Raza the Chained makes the Hero Power cost (1) instead of (0) and Corridor Creeper has been butchered down to 2 attack. You can read Aleco's interesting opinion piece on Blizzard's nerf policy here.
      The second big addition of this patch is the Ranked Play update, which will take effect on March 2018. Players will now drop only 4 ranks with each monthly reset, all ranks will have 5 stars and you will only need to win 5 Ranked games to earn the monthly card back.
      The Year of the Mammoth Bundle is also finally available on the Shop. For $19.99 or 19.99 EUR, you can get 30 packs - 10 for each of the Year of the Mammoth expansions (Un'Goro, KFT, K&C). Don't forget that the Quest for Packs event is still ongoing and an addition has been made to the grand prize winner reward: $1.200 (read here for more info)!
      Lastly, the patch introduces the Wildfest event. From February 19 to March 11, Hearthstone is going Wild! Initially, you will be able to draft cards in Arena mode that are exclusive to Wild. Second, even though Tavern Brawl is usually on Wild format, there will be two special Wild Brawls. The first one is called "Venture Into the Wild" and it will just contain premade Wild decks for each class. The second one, "The Wild Brawlisseum", is basically a Wild Heroic Tavern Brawl, but with a major improvement: the first run will be free for everyone. You can read more about Wildfest here.
      Below you can read the patch notes, which describe all the updates as well as various bug fixes. A massive change is that the timer for the first two turns will now be shorter!
      Daxxarri
      The tavern is buzzing with all the stuff that’s packed into this Hearthstone update! There’s a Ranked Play update, a Wild party, card changes, and a chance to save on packs with a new Mammoth Card Bundle! We managed to squeeze in some card backs and bug fixes too!
       
      Whew! Read on for details!
       
      Ranked Play Update – This Hearthstone update brings changes to Ranked Play, starting March 1st. Read the Ranked Play Updates blog for details! Your reset will not be based on the stars you earned over the season. Instead, you’ll reset to four ranks below the highest rank you achieved during the season. Players at Legend reset to rank 4, 0 stars. All ranks will have 5 stars. Starting in March, you will no longer earn the monthly card back by reaching Rank 20. Instead, you can earn each season’s card back by winning 5 games in Ranked Standard or Wild at any rank. Card Changes – Please read the Upcoming Balance Changes blog on the official Hearthstone site for full details regarding the reasons and philosophy behind these changes. Corridor Creeper – Now has 2 attack, down from 5.
      Patches the Pirate – No longer has Charge.
      Raza the Chained – Now reduces your Hero Power cost to 1 instead of 0.
      Bonemare – Now costs 8 mana, up from 7.
      Wildfest! From February 19th through March 11th join us for a Wild party! Read the Wildfest blogfor details! Wild cards return to the Arena for the duration of Wildfest. Venture into the Wild – A Tavern Brawl celebrating Wild with pre-built decks. The Wild Brawliseum – A special Tavern Brawl where you’ll build and lock-in a Wild deck, and then see if you can take it to twelve wins versus other players! Three losses and your run comes to an end. Your first Brawliseum run is free! Additional runs are available for the same price as Arena tickets. Also like the Arena, prizes are based on number of wins, and follow the Arena reward structure.
      Year of the Mammoth Bundle For a limited time, purchase 10 packs each of Journey to Un’goro, Knights of the Frozen Throne, and Kobolds & Catacombs—a total of 30 packs!—for a special price.
       
      Added the following card backs: Sparkles - Acquired from achieving Rank 20 in Ranked Play, February 2018.
      Year of the Mammoth – Acquired from winning five games in Ranked Play, March 2018.
      Bug Fixes & Updates Gameplay
      The turn timer for the first two turns of a match are now shorter, though they should still be significantly longer than most players take on those turns. Switching from Valeera the Hollow to Deathstalker Rexxar will now correctly allow Rexxar’s Battlecry to destroy minions buffed to 2 health by Stormwind Champion or similar effects. Nemsy Necrofizzle’s Hero frame is now golden if you have unlocked the golden Warlock Hero. Removed rarity gems from several summoned minions. Playing multiple copies of Temporus in a row will now queue up sequences of two turns for your opponent and two turns for you. Fixed a bug where the Divine Shield provided by Elixir of Purity could not be silenced. Spectators now see green highlights on playable cards for both players. Fixed an issue that could cause Hearthstone to freeze when a spectated player disconnects and their opponent concedes. Tooltips for Hero Cards now appear correctly when spectating. Resolved a crash that could occur when drawing a Darkness Candle spell after The Darkness is no longer dormant. Grand Archivist can now correctly cast the Darkness Candle spell if it is present in a player’s deck. Resolved a crash that could occur when certain cost reducing cards were played. Resolved an unintended interaction that could occur with Anomalus, Taunt minions, and Commanding Shout. Added missing Collection Manager tooltips to several cards. Resolved an issue that could cause a player to become stuck when reconnecting before the first turn. Resolved an issue that would prevent the progress notification for more than one Daily Quest from being shown after a match is complete. Ice Breaker now correctly destroys Rotface without activating his effect if he is Frozen. Resolved interface issues that could arise when retiring an Arena game. Resolved an issue that would allow the Friends menu to remain active while a Friendly Challenge is active. Fixed various minor visual and text issues. Dungeon Run & Adventures
      The cards that appear in several loot categories have been adjusted slightly. Cards stolen by Gloves of Mugging now appear in history tile when played by an opponent. Resolved a visual issue with Candlebeard’s charge enchantment banner. [Adventures] Atramedes now correctly uses his Hero Power whenever he should. Mobile
      Resolved an issue with the Collection Manager that could allow the set filter to be interacted with behind the “Done” button. Scrolling through an Arena deck on a mobile device will no longer generate unnecessary prompts. The “Back” button will now function correctly after an Arena run is complete. History tiles that were queueing up while viewing a history event now populate correctly. Resolved an issue that could cause crafted cards to remain visible over the Collection Manager. Corrected a visual issue with the search bar in the Collection Manager. [Android] Resolved an issue with the download progress indicator. [iOS] Compatibility now requires iOS 8.0 or later. [iOS] The client will no longer sometimes freeze when a spectated player wins a match.   (source)