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18 Witchwood Decks For Day 1

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Itching to try out that new Legendary but don't know where to start? We've got you covered.

 

The Witchwood is here! Hearthstone players around the world can now open their packs, collect a free class Legendary, and start to dip their toes into The Year of the Raven. We'll be saying goodbye to all of the cards from Whispers of the Old Gods, One Night in Karazan, and Mean Streets of Gadgetzan, which means that all of our old Standard will either need to be retooled with new cards or thrown out entirely (goodbye, Jade Druid!).

If you're itching to try out that sweet new Legendary you just opened up but aren't sure where to start, I've done my best to create a deck for every class Legendary from The Witchwood. Some of these decks look stronger on paper than others, but we'll never know for sure if we don't try! I'll do my best to provide some budget alternatives to the Legendary and Epic minions from The Witchwood which are "unsafe" to craft, but keep in mind that many of these cards are necessary for these decks to function.

If you're the kind of player who likes to beat up on all of the experimental decks you'll encounter in the first few weeks of a new meta, I've done my best to identify one existing deck from every class which was able to survive rotation. Some classes were hit much harder than others (Priest in particular lost a ton of powerful cards), but at the end of the day, every class was able to bring a deck into The Year of the Raven which was popular at one point or another during The Year of the Mammoth.

Ready for some day 1 decklists? Let's get started.

 

Hand Size Druid

 

Wispering Woods454f25f7aac8791dec881f6b1cf41c83.pngBewitched Guardian

 

  • Link to the deck on Hearthpwn.
  • Deck Code: AAECAZICAobBApnTAg4AAAAAAEBf5gXEBuQIoM0Ch84CmNICntICAA==
  • The basic idea behind this deck is to utilize our hand size to stick a big fat Taunt minion and a token-generating card in the same turn, then deal a massive amount of damage on the following turn with a Savage Roar or Branching Paths. It's spiritually similar to the Aggro Taunt Druid decks which were popular for a little after Knights of the Frozen Throne was released, which looked to execute a similar gameplan with Strongshell Scavenger.
  • This deck is quite budget friendly, as it contains only 2 new Epic cards from The Witchwood.

 

Spiteful Druid

 

Scalewormcb73b3e5a23de3dda01c3bf4fb6ff015.pngSplintergraft

 

 

 

Quest Hunter

 

Toxmonger08d1d43f6c44117f8b852658d64901ef.pngDire Frenzy

 

  • Link to deck on Hearthpwn.
  • Deck Code: AAECAR8IAACNAfIFqwaYwwKG0wKc4gILAAAAhQOIBbsFlwiXwQLrwgKKwwLTzQIA
  • Inspired by this discussion and initial list on /r/CompetitiveHS.
  • Quest Hunter was never remotely viable during The Year of the Mammoth, but it picked up three significant new tools from The Witchwood in ToxmongerDire Frenzy, and Ravencaller. The deck can now afford to trim on some of its lower impact 1 drops to play cards that are more synergistic with Toxmonger, such as Elven Archer or Stonetusk Boar. It also goes without saying that every Poisonous minion will benefit from the addition of Houndmaster Shaw.
  • I don't think that any of these new cards are replaceable with more budget-friendly cards, as they are integral to the deck's game plan. Both Toxmonger and Houndmaster Shaw are risky crafts on day 1.

 

Spell Hunter

 

89387-wing-blast-small.png15fbd7c34b359121f0ffcbedaad71923.png89388-rat-trap-small.png

 

  • Link to deck on Hearthpwn.
  • Deck Code: AAECAR8GAIcExQidzALp0gKG0wIMAI0BqAK1A8kElwj+DN3SAt/SAuPSAuHjAurjAgA=
  • Spell Hunter lost a couple of its most powerful cards to rotation, including Cat Trick and the Barnes/Y'Shaarj, Rage Unbound combo. However, Spell Hunter lists that have opted out of the Barnes/Y'Shaarj, Rage Unbound combo for 2 copies of To My Side! have been performing well lately, which means that the archetype should still have legs in the new Hearthstone year so long as it can find a replacement for Cat Trick. Though I don't expect Rat Trap to be that replacement, I'm confident that some combination of Hunter Secrets and Wing Blast will be able to do the job just fine.
  • If you didn't open Rat Trap in a pack I wouldn't recommend crafting it just yet. It could easily be replaced by a Snipe or a Venomstrike Trap.

 

Book of Specters Elemental Mage

 

Book of Specters736915954da5dab9b0d7533699ebce47.pngArchmage Arugal

 

 

Big Spells Mage

 

Arcane Keysmitha7ff2f54671767f4a17af3a609343864.pngVoodoo Doll

 

 

Quest Paladin

 

Rebuke402a00ed6f5e6e524f2fd775a9f5ee6f.pngSound the Bells!

 

  • Link to deck on Hearthpwn
  • Deck code: AAECAZ8FBrnBAozHAuXLAsjOAuPjAsPqAgynBa8H4gfdCojHAorHAtjHAuPLAu3SAp3sAvnsAv7zAgA=
  • This list is based on Savjz's list from the Kobolds & Catacombs meta, which rotates very few cards.
  • I did the obvious thing to do here, which is cut the cards that rotated for new cards from The Witchwood which seemed strong for the archetype. If the new cards prove to be effective, Quest Paladin could be in a really good spot in the early Witchwood meta.
  • This deck might be called "Quest Paladin", but it is equally built around Lynessa Sunsorrow. Zola the Gorgon is excellent with both Galvadon and Lynessa, and should be rarely be used on anything else. Rebuke is included to protect both Galvadon and Lynessa for a turn so they can actually get a chance to attack and potentially end the game on the following turn.

 

Midrange Paladin

 

The Glass Knight5a65814d23f3aacbcc826aca152fa8f0.pngCountess Ashmore

 

  • Link to deck on Hearthpwn.
  • Deck code: AAECAZ8FCvoGucEC78ICws4C99AC0OICt+kCw+oCm/AC6/cCCvUF2QexCJvCAuPLAvjSAtblApboAsvvAuCHAwA=
  • I'll be honest, I tried really hard to make a Cathedral Gargoyle work but I couldn't quite find a dragon package that made sense to me. I kind of liked one deck I was fiddling with that had Ebon Dragonsmith and Vinecleaver in it, but at the end of the day I felt like I was making too many sacrifices to my deck to make Cathedral Gargoyle good and opted to build something else.
  • Last I checked, Call to Arms and Sunkeeper Tarim are still two of the most powerful cards in all of Hearthstone, and any deck built to maximize their effectiveness will probably be powerful as well. Too many key Murloc and "Dude" cards rotated for me to see an obvious Aggro Pally deck, but a midrange deck with Corpsetaker and Countess Ashmore kind of built itself. This deck gets to play all of Paladin's heavy hitters, and I'd be very surprised if a version of Midrange Paladin wasn't one of the top performers from week 1 of The Witchwood.
  • I might have gotten a bit too cute by including Bolvar, Fireblood and The Glass Knight in this list. Both cards can be replaced with cheaper alternatives at similar spots in the curve, such as Cobalt Scalebane.

 

Miracle Priest

 

Vivid Nightmare969bd5549a33cdc1f1f2c107d7812cc7.pngSandbinder

 

  • Link to deck on Hearthpwn.
  • Deck code: AAECAa0GAu4EvsgCDvgC5QSkB/YHpQnRCtIK8gz7DNHBAtjBAuXMAp7wAoL3AgA=
  • Before we get into anything else, I need to briefly mention some of the key cards that Priest is losing with this rotation. First we have dragon variants, which lose Drakonid Operative, Netherspite Historian, Book Wyrm, and Dragonfire Potion. The best 3 drop in Kabal Talonpriest is also gone, and an important tool in Potion of Madness is out. Priest's best healing cards, Priest of the Feast and Greater Healing Potion are done. You'd be hard pressed to find a Priest deck from the previous meta that didn't at least two or three of these cards, which means that Priest will have to look in some new directions if they wish to remain viable in The Year of the Raven.
  • My list is 100% inspired by this one, which goes into great detail about the Vivid Nightmare archetype. I'll defer any kind of strategic advice that I would have to offer to salmonella_dub, the author of the deck I linked above.
  • Dragon Soul might warrant some testing in this list, but I certainly wouldn't recommend crafting it just to do so.

 

Spiteful Dragon Lady

 

Lady in White3d9ca5a05c13410464cc83e366c5dab4.pngWyrmguard

 

  • Link to deck on Hearthpwn.
  • Deck code: AAECAa0GCKIJ2cECmcgC0OcCju4CjO8CifECsPsCCwjhBI0I8gzKwwLKywLOzALL5gL86gLX6wLy8QIA
  • My goal with Lady in White was to find a deck where she should would be naturally strong, not design a deck entirely around her. I think I found that deck with Spiteful Dragon Priest. It might look like this deck is doing a lot of stuff at once, but what I like about it is that it doesn't have to make sacrifices to make Lady in White good. It runs good cards, and those good cards get even better after Lady in White is played.
  • Chameleos could warrant testing in here, but I view this as much more of a tempo deck than a control deck so I didn't include him in the initial build.
  • There are some cards in this deck that have anti-synergy with Lady in White. If Lady in White ends up being one of the strongest cards in this deck, then Twilight Drake should probably be swapped for Nightmare Amalgam.

 

Burgle Rogue

Caution: This deck is hot garbage. You were warned!

 

Pick Pocketbcc861f376d32a37cb156b50d37cfa7c.pngTess Greymane

 

 

  • Link to deck on Hearthpwn.
  • Deck code: AAECAaIHCLIC7QWCwgKb8ALr8ALq8wLv8wK39QILtAGbBYgH3Qj9wQKBwgKbyALb4wLF7ALf7wLH+AIA
  • I don't expect this deck to be any good. I could easily be wrong, but it just doesn't feel like these "burgle" cards are strong enough to win games if you can't find your Tess Greymane. I included this list mainly for people who opened up these Legendaries cards and were looking for a deck to try them out in, and would not recommend that you spend your hard earned dust on any of these new cards until we know for certain if they are strong.

 

Tempo Rogue

 

Cursed Castawayf709cadda0d0fdbde7d74623698961c8.pngLifedrinker

 

 

  • Link to deck on Hearthpwn.
  • Deck code: AAECAaIHCLICrwSbywLCzgLP4QKc4gLf7wLv8QILtAGMAu0C3QiBwgKswgLrwgLKwwLIxwLKywLb4wIA
  • The last round of nerfs hit this deck way harder than rotation ever could. It loses basically nothing in The Year of the Raven, but it didn't exactly gain a lot either. Cursed Castaway is a welcome addition, and I believe that Lifedrinker is one of a few cards from The Witchwood that deserves to be tested in tempo decks.
  • This list is a very safe bet for day 1 of the new expansion, and requires almost no dust to construct if you already had Tempo Rogue built from last expansion.

 

Shudderwock OTK

 

Shudderwock837289f978593e3dc4b98864d29475ee.pngLifedrinker

 

Midrange Elemental

 

Hagatha the Witch3647bfa649b47fa74981d2df8c32fbe7 (1).pngEarthen Might

 

  • Link to the deck on Hearthpwn.
  • Deck code: AAECAaoIBO0F88ICq+cCp+4CDb0B9QT+BZPBAsfBAqzCAuvCAsLDAsrDAofEAsjHArDwAvbwAgA=
  • Elemental Shaman hasn't really been a thing since Journey to Un'Goro, but The Witchwood has provided the archetype with some exciting new tools. Hagatha the Witch and Earthen Might are perfect cards for a deck which is looking to win games by out-valuing their opponents.
  • I'm not exactly sold on the Fire Plume Harbingers, but this deck was short on good 2 drops. If Earthen Might turns out to be a flop, there's an argument for running Prince Keleseth in this deck instead of its current 2 drops.
  • I don't think you could pull this deck off without Kalimos, but you could probably make it work without Grumble.

 

Abusive Zoo

 

Glinda Crowskinf384220d486b06509c2e0ffb5613ceb6.pngWitchwood Imp

 

 

Cubelock

 

Lord Godfrey655e098afb16db6f633bcea63bc63ac6.pngRatcatcher

 

    • Link to deck on Hearthpwn.
    • Deck code: AAECAf0GBJfTAtvpApvwApz4Ag2TBPcEtgfhB+fLAvLQAvjQAojSAovhAvzlAujnAtjuArfxAgA=
    • Cubelock has been one of the better decks in Standard since the release of Kobolds & Catacombs, and I don't The Witchwood will change that. The deck only lost Mistress of Mixtures to rotation while picking up several powerful new cards. Countess Ashmore grabs Lesser Amethyst Spellstone and Voidlord or Possessed Lackey without making any changes to existing Cubelock lists, and will draw a third card in Ratcatcher in new Cubelock. Ratcatcher gives the deck an alternative to Dark Pact which does an excellent job of playing to the board. If Ratcatcher ends up being a staple of Cubelock decks, then surely Countess Ashmore will become a staple as well.
    • The other major pickup for this deck is Lord Godfrey, who looks to be one of the more powerful cards in the entire expansion.
    • I included Voodoo Dolls in this list, but I wouldn't be surprised if they don't end up making the cut in Warlock decks. I certainly wouldn't go out of my way to craft them just so I could test them out in Cubelock.

     

    Tempo Rush

     

    Town Crier0c08566c68dd7cb7becf5dce18f4ac17.pngWoodcutter's Axe

     

    • Link to deck on Hearthpwn.
    • Deck code: AAECAQcGpAPyBZ/TAs3vApvwApvzAgwckAPUBPwEjgX7DMrLArrsAoXtAp3wApfzAtH1AgA=
    • All of these new Rush cards for Warrior were begging to get put into a tempo deck. Unfortunately, there are a ton of question marks surrounding this deck as it heavily relies on many new cards which we have yet to see in action. If I don't open up Darius Crowley in one of my packs, I'm likely going to be spending my dust elsewhere and would recommend you do the same.
    • The Countess AshmoreCairne Bloodhoof package doesn't feel necessary, and could easily be cut for budget reasons.

     

    Fatigue Warrior

     

    Blackhowl Gunspirec485855726fe77a7e630839630b8b335.pngWarpath

     

    • Link to the deck on Hearthpwn.
    • Deck code: AAECAQcGn9MC8dMC/ecCw+oCge0Ct/ECDEuQA9QE/ASRBv8Hsgj7DMzNAo7OAs/nApvzAgA=
    • There's no denying that the loss of Coldlight Oracle was a massive blow to Fatigue Warrior, but the deck might still be viable if it can find an alternative win condition in the late game.  The goal with this build of Fatigue Warrior is to create multiple copies of Blackhowl Gunspire with Dead Man's Hand and Zola the Gorgon, then recruit them for massive swing turns using Woecleaver. Warpath allows us to trigger a Blackhowl Gunspire 5 times in a single turn, which deals 15 face damage against an empty board. Two Gunspires could deal 30 damage, which should hopefully be enough to end the game.
    • If Blackhowl Gunspire is a better win condition than I expect it to be, Sudden Genesis could be worth a spot in this deck.

     

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    Fantastic effort Aleco, thanks very much. And thanks all you guys for all the update articles, and the community for the interesting discussion.

    Tempo warrior and minion Mage are the two decks I’ve been mentally trying to build so might try out one of yours to begin with. If I can resist the Shudderwock shenanigans. Guess it depends on packs too. Chameleos dropping would push me towards Priest, but might hold off on crafting that one in case it’s not as good as I hope.

     

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    Trump made a very good point about Tess.  If you get a single decent sized body off her effect she is very strong.  Meaning she fits into tempo rogue with blink fox, face collector and hallucination.

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    This is completely INCREDIBLE work. Thank you! Really curious to see if my 50 packs will let me actually build any of these decks though...

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    Great list! I got a bit sad when i logged in and the first legendary was blackhowl gunspire, but it changed when I started opening my packs and got: Glinda, face collector, houndmaster shaw, countess ashmore and a golden town crier:)

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    3 minutes ago, Kincayd said:

    Great guide, but in the Zoo deck, Bloodfury potion is meanstreets and not usable.

    Thanks for the catch!

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    I ended up with every warrior card except the tower, so started out with tempo warrior. I spent a while looking at Countess Ashmore as I got her too, but with no good lifesteal options I abandoned that and went with a more aggressive build than yours with arcanite reapers, cruel taskmaster, Leeroy, etc, in place of your draw/whirlwind effects.

    Went 5-2 so far. Town Crier is great. Rush package feels strong, I liked the wasp despite it being rated pretty low generally. Darius was a bit hit and miss. Had one game where he just charged into an auctioneer which felt bad, but ultimately a good trade I guess. I was running spellstones as late game, might cut one or both of those, though they did win me one game they were clunky in others. Also was running the 3/3 that gains +1/+1 when hero attacks, not sold on that either.

    1 hour ago, Hanz39 said:

    Meta right now in EU is 100% face hunter die by turn 6 no matter what.

    Seems nobody have found a counter still.

     

    One of my losses was to Baku Face Hunter. It was close, I ended up with the board but lost the race to lethal thanks to his Leeroy.

    My feeling is a defensive druid build would destroy him if there’s a viable one for the rest of the meta. Or maybe a Baku Warrior.

    51 minutes ago, ClaudetteRaymond said:

    Sadly i can't play a lot of these decks. I opened 40 packs today and got only 3 Legendary 

    It takes time yeah. Save your dust and use it well!

    3 legendary from 40 packs is actually pretty good. You’re guaranteed one in the first ten, beyond that you’re guaranteed 1 every 40 packs since your previous one (while the average in the long run is 1 from 20 packs).

    Edited by Bozonik
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    I got 5 legendaries and 11 epics out of 73 packs, including my free legendary =/.  All of the epics were pretty bad, and I got emeriss, splintergraft, and aviana >.>.  At least I got godfrey and tess though.

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    I know, more is always better but looks like you are close to the average one legend in 20 packs.

    But I feel ya, I got a shit load of duplicate epics and not the good ones. Also the legends are I got are those most likely to be never any good, but who knows.

    At least it can only get better from here ;)

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    Just tried an elemental Mage. Pretty similar to yours, but with polymorph rather than fireballs, and a few different minion choices.

    I did win some games by virtue of the death knight but in general it struggled. Against Aggro there’s not much in the way of answers unless you get lucky with glyph or the spellstone, until Jaina comes down anyway. And even with the polys cubelock felt completely unwinnable.

    You have huge value, but just can’t get it in play fast enough. Arugal+Specters Combo is pretty much unplayable because your hand just gets too full. I think it either needs to be much more aggressive somehow or go down the big spells/spiteful route for some big tempo plays. But ultimately just not convinced the elemental synergies are good enough.

    Edited by Bozonik
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    That's pretty much what I said a day ago:

    On 11.4.2018 at 11:19 AM, Caldyrvan said:

    I was toying around a bit with a more minion based ele mage deck and it sucks. The new cards will make little difference. You already have a good supply of card and minion generation getting even more you can't play will not help. The elementals are, besides their battlecry, a low threat for their mana cost and without spells you have a hard time to keep the board in check.

    Aggro decks will just overrun you before you can get a serious board and control decks will just laugh.

    You don't have the aggressive potential like paladin or hunter. No board clear and defensive/healing potential like priest. You have no minion buffs, besides very few neutral options.

    Maybe you can try to play a huge number of strong neutral minions instead, maybe with a lot of taunts but I never liked such neutral and/or pure taunt decks and other classes can do that much better.

    It's ofc possible that I am doing something wrong or I am just a bad player. We will see if the card draw and minion generation with the new cards will change it but maybe, as I said, this will do better outside of an ele deck.

     

    Edited by Caldyrvan

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    7 hours ago, VaraTreledees said:

    I got 5 legendaries and 11 epics out of 73 packs, including my free legendary =/.  All of the epics were pretty bad, and I got emeriss, splintergraft, and aviana >.>.  At least I got godfrey and tess though.

    I just want one time the "bad luck" of you guys.
    Just in one expansion.
    I don't expect your good luck, no, I don't ask for this.
    But is it seriously too much to ask to get at least the amount of epics / legendaries you guys consider as bad luck?

    In one single expansion???

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    Playing around with a different Zoo than Aleco posted. I don't have Glinda Crowskin and I am not going to craft cards this early, especially not legends :D And it's overall a bit cheaper and in case you don't have Gul'dan, it's not too bad if you just want to try it out :)

    Maybe the late game can be a bit weak but the early and mid game stages are nice so far.

    Dust Cost: 3720 or  2120 without Gul'dan.

    2x (1) Blood Imp
    2x (1) Flame Imp
    2x (1) Kobold Librarian
    1x (1) Mortal Coil
    2x (1) Voidwalker
    2x (1) Witchwood Imp
    2x (2) Curse of Weakness
    2x (2) Demonfire
    2x (2) Vulgar Homunculus
    2x (3) Duskbat
    2x (3) Marsh Drake
    2x (3) Ratcatcher
    2x (4) Blood Witch
    2x (5) Despicable Dreadlord
    2x (5) Fungalmancer
    1x (10) Bloodreaver Gul'dan

    Deck Code: AAECAf0GAsQIl9MCDjDVA8II9gj3zQLx0ALy0ALR4QK47gLY7gKe8QLD8wL38wLO9AIA

    Since Malchezaar's Imp rotated out I decided to cut the discard, Soulfire and Doomguard. I know those are strong even without the imp but I wanted to try different things anyway.

    Ratcatcher is doing a good job and has synergy with Witchwood Imp which is also doing nicely with Marsh Drake, a turn 2 (if you are on the coin) 5/6 is pretty good imo. Curse of Weakness allows for some incredible trades but it's definitely a situational card. I am not convinced I will keep Duskbat and Blood Witch, sometimes they do well sometimes not, we will see.

    Edited by Caldyrvan

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    on the spiteful dragon lady deck, I replaced the twilight drakes with two swamp dragon eggs, they've been doing great so far, they can die to duskbreakers and become 1 mana 3/3 if lady in white is played. additionally it can get buffed by cobalt scalebane or shadow ascendant. I am actually impressed at how good a 1drop this is in this build and I recommend it greatly. one thing I did notice is there only being 3 big spells for the two summoners and the single archivist. I have noticed the chance to run out of spells in your deck is noticable. not that it happens often, but often enough to get annoyed. I think I'll try run one more free from amber to be sure. I can also easily see a cabal shadow priest in this for a really good legendary steal combo with twilight acolyte, not running this myself atm.. Lady in white is pretty insane if you can play her early. to the point where you're just gonna keep dropping 1 mana 3/3, 5 mana 12/12, 7 mana 9/9 or 11/11 and half of those will have taunt. its pretty crazy

    EDIT: I decided to cut the twilight acolytes for a second free from amber and one nightmare amalgam. the acolytes kinda get wrecked a bit when buffed with lady. just made this change now, after completing the quest with a total of 11-2 w/l now

    Edited by Shine
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    Been trying the Big Spells Mage deck with some tweaks and i am amazed by the fluidity of play until late game arrives.Then...it just goes AWOL!Fun AWOL!Gonna test to the ladder later to see how it behaves again other strong new entries!Thx a lot for the amazing work @Aleco!

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    8 hours ago, Caldyrvan said:

    That's pretty much what I said a day ago:

     

    Yeah, think you called all that spot on. Elementals just seem too weak. They mostly just provide card draw/creation which means book of specters tends to be overkill on that front, and blazecaller is just a good firelands portal really. They need something like a duskbreaker type effect.

    I was quite chuffed to get a golden Arugal but really struggle to see where it will be good. Seems like it and Book should be powerful but where? Elemental doesn’t need draw. Big Spells/Spiteful doesn’t want Book. Not sold on an Aggro minion mage, and why draw three Aggro minions for two mana when you can play Paladin and put them all on the board for an extra two mana? OTK Mage maybe? 

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    Maybe if you run a lot cheaper minions/eles so you can actually play what you draw but even then you lack the ability to support your minions, no buffs, no heal, no (not enough) removal. All the minion decks that are strong have support either with spells, weapons or with minions to do the job.

    With the pre-rotation elemental mage I always had my hand full of spells and minions even with the mana cost reduction from Leyline Manipulator it was too slow.

    The really sad thing is, for me, that a potentially nice to play midrange deck like ele mage has no place when most players you face are either playing aggro or heavy control. Somehow I feel sorry for the devs, all the nice cards they create and no one is able to seriously use them.

    Edited by Caldyrvan

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    13 hours ago, Elfomal said:

    The OTK shaman is amazing!!! Thanks for sharing!

    It sure is annoying to play against...  I've played a couple of them already, and one of my games took nearly 40 minutes (they just Grumbled out Shudderwocks over, and over, and over, and over again).  They may have to nerf Shudderwock just to keep the ladder moving... :-)

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    40 minutes ago, KnoxPurdue said:

    It sure is annoying to play against...  I've played a couple of them already, and one of my games took nearly 40 minutes (they just Grumbled out Shudderwocks over, and over, and over, and over again).  They may have to nerf Shudderwock just to keep the ladder moving... :-)

    The trick against them is to concede the moment first Shudderwock hits the board. Just like in quest mage.

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      • By Stan
        Blizzard encountered a bug where the client would disconnect after using Heart of Vir'naal and minions with the Invoke keyword, so they disabled Galakrond animations in Hearthstone until further notice.
        Blizzard (Source)
        Hey Folks,
        We are currently in the process of rolling out a hotfix that will disable the animations for Galakrond. The reason for this:
        We’ve found multiple occurrences in which Galakrond’s animations can cause the Hearthstone client to disconnect. The primary occurrence: when playing Quest Galakrond Shaman, we encountered (as well as received word) a bug where the client would disconnect after using Heart of Vir’naal + minions with the Invoke keyword.
        This is just a temporary solution that will fix the client disconnects. We are aiming to ship a client patch within the next week that will be the long-term fix for this issue.
        The team is continuing to keep an eye out for issues, so please do let us know if you encounter more pesky bugs 
        Cheers,
        Chris_Attalus
        Related News
        Hearthstone Update 16.0 Patch Notes List of Known Issues (Update 16.0) Descent of Dragons Update Notes Galakrond Priest Hotfix All Descent of Dragons Cards Revealed
      • By Stan
        A hotfix went live for a bug that caused the game to become unresponsive when using Fate Reaver and Galakrond in Priest decks.
        Blizzard (Source)
        Quick hotfix note for this evening. A bug that was causing the game to become unresponsive when using Galakrond and Fate Weaver in Priest decks has been resolved. Related News
        Hearthstone Update 16.0 Patch Notes List of Known Issues (Update 16.0) Descent of Dragons Update Notes All Descent of Dragons Cards Revealed
      • By Stan
        Descent of Dragons is here and we've updated our decks for Hearthstone's latest expansion.
        Related News
        Hearthstone Update 16.0 Patch Notes List of Known Issues (Update 16.0) All Descent of Dragons Cards Revealed Blizzard (Source)
        DESCENT OF DRAGONS IS NOW LIVE!
        It has come to this. Rafaam and his League of E.V.I.L. have set the final stage of their plan into motion: to resurrect Galakrond, the progenitor of all dragonkind. But the League of Explorers is hot on their heels...and they're bringing a few dragons of their own.
        Take to the skies — Descent of Dragons is now live!
        WHAT'S INCLUDED
        Galakrond
        Those aligned with E.V.I.L. have the opportunity to resurrect Galakrond, who will manifest into one of five variations based on your class. Best of all, when you go to open your first Descent of Dragons card pack, you’ll recieve all five Galakrond cards for free! Learn more about Galakrond in our Draconic Details blog.

        New Keyword: Invoke
        A newly awakened proto-dragon is frightening enough on its own, but Galakrond's strength grows as his followers Invoke him.
        Playing any card with the Invoke keyword will enhance Galakrond's power and enable even greater devastation.
        Sidequests
        You may be familiar with quests, which provide rewards for completing specific objectives during your matches. Sidequests follow that tradition, but have shorter, easier-to-complete objectives to allow you to earn victory more quickly — or even complete multiple sidequests in one game.
        New Spells: Dragon Breath
        The mightiest dragons come with the mightiest dragon breaths. Gain the upper hand over your enemies with these powerful spells that become more powerful if you're holding a dragon.
        Login Rewards and Legendary Quests
        All players who log in to Hearthstone during Descent of Dragons will receive the five Galakrond cards above as well as two Shield of Galakrond cards.
        In addition, a new legendary quest line will be available starting today, granting Descent of Dragon packs, packs from Rise of Shadows and Saviors of Uldum, and a 200 Gold reward.
        Arena Rotation
        A new arena rotation awaits! As of today, the arena now includes cards from the following sets:
        Basic Classic Blackrock Mountain The Grand Tournament One Night in Karazhan Knights of the Frozen Throne Rastakhan's Rumble Descent of Dragons COMING SOON
        Galakrond's Awakening
        The final battle in the Year of the Dragon's solo adventure story arc is Galakrond's Awakening, coming this January! We won't spoil too much, but we hope you're ready to battle E.V.I.L. (or good) and collect 35 new cards! More details on Galakrond's Awakening will be coming soon.

      • By Stan
        The Descent of Dragons content update launched with a few bugs that will be fixed in the near future. Namely, Sathrovarr was not intended to become unplayable, some cards are not working at all or showing a system error screen after trying to disenchant them.
        Blizzard (Source)
        Quick updates on where a few of the outstanding issues are:
        Sathrovarr : As a confirmation, Sathrovarr was absolutely not intended to become unplayable with the patch on Thursday. We know what caused this, and it’s going to require us to put a fix in to the launch of Descent of Dragons next Tuesday. As of right now, we expect Sathrovarr to be back to normal on Tuesday.
        Disenchanting Cards: Right now, some cards are showing a system error screen after trying to disenchant them. This is something we can fix on our side, and we’re working to get that out today before the weekend.
        [Hearthstone Battlegrounds] Rafaam’s Hero Power: Last night, we resolved an issue where Rafaam’s Hero Power wasn’t properly allowing a golden upgrade until after buying something. This should be working normally as of right now.
        Missing Cards / Deck Codes: We’ve seen a lot of varying reports of things with cards not working, and there are a few different things at play. We noted previously that as the “Treasures from the Tomb” wild event ended, decks containing the temporary wild cards are going to be unusable, but they may not clearly denote why. If a deck code isn’t working, that’s the first thing to check. Sathrovarr is also likely to cause some issues until we correct that next week. Finally, the team is currently investigating some reports that Treasures from the Tomb cards that were owned in a player’s collection may have disappeared after the event ended. As a reminder, all cards from that event were granted as temporary event cards - they were never actually added to your collection, but simply lived there as separate, special versions of those cards, even if you already had them in your collection. Those event cards are now gone, but anything that was in your collection before the event should still be there. If it isn’t, we’d appreciate more info on what cards you’re missing to help us track this one down.
      • By Stan
        Blizzard has released a patch for Descent of Dragons that will launch on December 10. It comes with the standard Battlegrounds updates, the Tyrande Priest Hero and Card Back that you can claim in the new in-game shop, the Sylvanas Windrunner Hunter Hero and Card Back that will be available for $9.99, and more.
        Earlier today, we posted all Descent of Dragons cards and we reported about a Battlegrounds MMR change which wasn't supposed to go live. You can find more details about the update in the notes below.
        Blizzard (Source)
        The skies above Dragonblight stir with tension as the League of E.V.I.L. eagerly seeks to resurrect Galakrond, Progenitor of all Dragonkind, and use his great power as a tool of destruction in their sinister plans. To answer the impending threat, the League of Explorers are calling upon powerful allies, the same Dragon Aspects who defeated Galakrond once before. To turn the skies in their favor, both good and E.V.I.L. are unveiling some fresh tactics of their own…
        Read on for the full details of what’s coming to the tavern with the Descent of Dragons expansion, including a major update to Battlegrounds, and how to claim the Tyrande Priest Hero and Card Back for free with the launch of the new in-game shop!
        Descent of Dragons – Launching December 10
        Galakrond

        There are 5 new legendary Galakrond Hero Cards, one for each League of E.V.I.L. Class: Rogue, Warrior, Warlock, Shaman, and Priest. Over the course of a game, Galakrond can be powered up in three stages – each doubling the strength of his Battlecry, with his final form additionally equipping a 5/2 Claw weapon!
        New Keyword: Invoke
        When it comes to maximizing Galakrond’s potential, Invoke is an essential mechanic. Each time you play a card with the Invoke keyword, you will gain a class-specific bonus, wherever Galakrond is. Invoking Galakrond twice will upgrade his base form to “Galakrond, The Apocalypse”. From there, Invoking two more times will earn you his ultimate form, “Galakrond, Azeroth’s End”.
        Sidequests
        While the forces of E.V.I.L. are busy invoking the might of Galakrond, the heroes of good can take on new Sidequests to earn advantages of their own! Unlike the Legendary Quests you would typically build a deck around, Sidequests offer a more lightweight objective with moderate rewards that can fit into varying styles of play. Another key difference from Legendary Quests is that you can put 2 copies of a Sidequest in your deck.
        Legendary Dragons
        The Dragon Aspects are here in a way you’ve never seen before, along with powerful new Proto-Dragons and Togwaggle’s own candle creation, Waxadred! There’s a total of ten new Legendary Dragons joining the fight – one specific to each class, and the neutral Dragonqueen Alexstrasza. Each class-specific dragon will also have a corresponding Dragon Breath – these cards gain significant bonuses while holding a Dragon. So, remember to keep your friends close, but keep your Dragons closer!
        Kronx Dragonhoof
        Kronx Dragonhoof, The Herald of Galakrond, can earn you a sizeable advantage whether you have already become Galakrond, or if he is still in your deck. Use Kronx to pull a fully upgraded Galakrond, or if you’ve already become Galakrond, you’ll be able to choose one of four game-changing Devastations to unleash on the battlefield!
            Login Bonuses:
        Spread your wings and soar into battle as the ultimate dragon! Log into Hearthstone any time within the first 90 days of the launch of Descent of Dragons and receive 3 Descent of Dragons Card Packs, plus 2 copies of Shield of Galakrond to get Invoking straight away. Additionally, when you go to open your packs, you’ll receive all 5 Legendary Galakrond Hero Cards. Now that you’re well equipped for a draconic conquest, embark on a new Legendary Quest Chain to earn gold and even more packs!
        Pre-Purchase:
        Descend in style with these bonuses when you pre-purchase a Descent of Dragons bundle through December 9!
        Standard Bundle: Includes 60 Descent of Dragons Card Packs, the Shattering Card Back, and a random Descent of Dragons Golden Legendary.
        Mega Bundle: Includes 100 Descent of Dragons Card Packs, the new Deathwing Warrior Hero, The Shattering Card Back, and a random Descent of Dragons Golden Legendary.
        PRE-PURCHASE NOW
        Coming Soon – Galakrond’s Awakening:
        The final battle in the Year of the Dragon’s solo adventure story is Galakrond’s Awakening, coming this January! We won’t spoil too much, but we hope you’re ready to battle E.V.I.L. (or good) and collect 35 new cards! More details on Galakrond’s Awakening will be coming soon.
        Hearthstone Battlegrounds Updates
        New Heroes:

        Edwin Vancleef Sharpen Blades Costs 1. Give a minion +1/+1 for each minion you’ve bought this turn. Sylvanas Windrunner Banshee’s Blessing Costs 0. Remove a friendly minion to give adjacent minions +1/+1. Arch-Villain Rafaam I’ll Take That! Costs 1. Next combat, add a plain copy of the first minion you kill to your hand. (Note: this is an unbuffed, non-golden copy.) Heroes leaving:
        Patches the Pirate Bartendotron Pyramad Professor Putricide Trade Prince Gallywix Heroes returning:
        Millificent Manastorm Lich Baz’hial New Minions:
          *Please note the above image features the Golden version stats and card text
        King Bagurgle 6 Attack. 4 Health. Battlecry and Deathrattle: Give your other Murlocs +2/+2 Floating Watcher 4 Attack. 4 Health. Whenever your hero takes damage on your turn, gain +2/+2. Balance Changes:
        Minions Lightfang Enforcer At the end of your turn, give a friendly Mech, Beast, Murloc and Demon +2/+2. → At the end of your turn, give a friendly Mech, Beast, Murloc and Demon +2/+1. Heroes Millificent Manastorm Tinker All Mechs in Bob's Tavern get +1/+1. → All Mechs in Bob's Tavern get +1 Attack. Patchwerk All Patched Up Starts at 60 Health. → Starts at 50 Health. A. F. Kay Procrastinate Skip your first 2 turns. Start with a minion from Tavern Tier 3 and Tavern Tier 4. → Start with two minions from Tavern Tier 3. The Rat King King of Beasts Whenever you Hire a Beast give it +1/+2. Swaps type each turn. → Whenever you Hire a Beast give it +1/+1. Swaps type each turn. Lich Baz’hial Graveyard Shift Get a Coin and take 3 damage. → Get a Coin and take 2 damage. The Great Akazamzarak Prestidigitation Will now be harder to get Ice Block consecutively. Removed Hand of Salvation as a possible secret. Advanced Stats v1:

        Advanced Stats are now live for players who own 10 or more Descent of Dragons Card Packs, which will retroactively include data from matches played since November 5. From the Battlegrounds lobby screen, advanced stats can be accessed by clicking “More”. We’ll be continuing to add more features and stats with future updates!
        A Note on Performance:
        With this update, players on low-end devices may experience degraded performance. We’re continuing our efforts to address this issue and optimize Hearthstone Battlegrounds – and we’ll have more to share soon.
        Features and Events
        New In-game Shop
        Hearthstone’s in-game shop is being redesigned to improve navigation and accessibility, with these changes rolling out globally December 9-10. In the new shop, you’ll find bundles, Card Packs, Alternate Heroes, and more together in a single location – additionally, Adventures and Wild Card Packs are being added, with the option to purchase Wild Card Packs using gold.
        Claim the Tyrande Whisperwind Priest Hero and Card Back for free!
        On December 10, we’re bringing back fan favorite Tyrande for everyone! Stop by the new in-game shop to claim the Tyrande Priest Hero and Card Back for free!

        Sylvanas Windrunner Hunter Hero and Card Back
        Also coming to the shop on December 10 for a limited time, the Sylvanas Windrunner Hunter Hero and Card Back will be available for $9.99!

        Heroes rotating from the shop
        On December 10, we’ll be rotating the current lineup of Heroes available in the shop – they may return at a later date, but for now, be sure to take advantage of the current Hero sale featuring Magni, Medivh, and Alleria!
        Special event cards moving back to Wild
        During the Doom in the Tomb event, 23 cards from Wild were released to be playable in Standard. On December 5, these cards will return to Wild, and any temporarily granted copies will be removed.
        Winter Veil Celebration
        Snowy cheer will be filling the tavern starting on December 11, with festive board dressings and the return of Winter Veil emotes! Grab your favorite ornament…al axe and wreak havoc in the Decorating Dalaran tavern brawl to earn the Winter Veil Treat Card Back!

        Looking for the perfect gift for your favorite Hearthstone pal? Celebrate the season with the new Winter Veil Wonder Bundle, available from December 19 until January 7 for $24.99! Included in this bundle:
        The new Dame Hazelbark Druid Hero and Card Back 30 Card Packs – 6 packs each from Saviors of Uldum, Rise of Shadows, The Witchwood, The Boomsday Project, and Rastakhan’s Rumble
        The Arena draft pool has been updated: Basic Classic Blackrock Mountain The Grand Tournament One Night in Karazhan Knights of the Frozen Throne Rastakhan's Rumble Descent of Dragons Game Improvements and Bug Fixes
        Echo Copies of cards with the Echo keyword can no longer cost less than (1). Full Arcane Dust refunds will be available for the following cards until December 19: SN1P-SN4P (Normal Only) Glinda Crowskin (Normal and Golden) Sound the Bells (Normal and Golden) Dev Comment: This change is targeted at a very popular deck in Wild that utilizes SN1P-SN4P along with the Echo mechanic to generate extremely large minions or near infinite damage. This change should put a stop to that interaction while having very limited impact on the average use case for Echo cards. Glinda, SN1P-SN4P, and Sound the Bells were the three cards that took advantage of generating 0-cost copies through Echo, so we've opted to refund all three of those cards as a result. Zephrys improvements Fixed a bug where minions with both Stealth and Taunt (such as Wardruid Loti) weren’t properly accounted for. Fixed a bug where weapons would sometimes be offered as a removal option against Stealthed minions. Druid Choose One cards now account for having the ‘Choose Both’ effect Fixed a bug where Starfall could be offered as removal against a single minion. Fixed a bug where Earth Shock was incorrectly offered as removal against targets that were reduced to 1 health by Shrink Ray or Equality. Adjusted how Zephrys values enemy Deathrattles. Fixed a bug with lethal calculations including Rush minions not eligible to attack heroes. Fixed several bugs involving certain cards not being offered: King Krush Faceless Manipulator Shadow Madness Doomhammer Battlegrounds Fixed an issue where tripling Replicating Menace could add the incorrect stats to the target Mech when magnetized. Fixed an issue where tripling Replicating Menace did not double its card effects. Fixed an issue where Ice Block could trigger during the Recruit phase. Fixed an issue where players could sometimes not recruit a minion during their first Recruit phase. Fixed an issue where Poisoned Blade would get replaced by Ancient Blades instead of getting +1 Attack. Shirvallah is now discounted by spells that get countered, but will no longer be discounted by spells that are paid for with health. Fixed an issue where minions summoned from Deathrattle effects would sometimes not appear in the correct position. Fixed an issue where taking Fatigue damage would improperly extend the current turn. Shadow Reflections generated by Valeera the Hollow now function properly if discarded and then created by Soulwarden. Fixed an issue where shapeshifted Druid cards had a last known in-hand cost equal to 0, which triggered Darklight Torch when looking at even cost cards. Shapeshifted Druid cards now retain their pre-transformed cost. Buffs made to C'thun while it is still in the deck (and not from Ritual cards) now count towards all "If your C'thun as at least 10 attack..." effects. Fixed an issue with Curator, in the One Night in Karazhan Adventure, where Rush minions would forget to check if the opposing hero had Taunt when looking for valid targets. Fixed an issue where the client was not considering cards that read a value from a variable rather than the card text when determining spell damage. The damage itself was calculated correctly but the visual indication of spell damage was missing.
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