18 Witchwood Decks For Day 1

41 posts in this topic


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.
  • 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






Quest Hunter


Toxmonger08d1d43f6c44117f8b852658d64901ef.pngDire Frenzy


  • Link to deck on Hearthpwn.
  • 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




  • 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




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





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

    Seems nobody have found a counter still.


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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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    13 hours ago, ClaudetteRaymond said:

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

    Only 3 lol? I opened everything and only got 2...


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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 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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        The lore of The Boomsday Project begins to unfold in this digital comic!
        Dr. Boom is the star of Hearthstone's upcoming expansion and it's time to take an inside look into his labs. What are his motivations? Who are the scientists helping him? And who is his greatest love, apart from himself? You can find all of this if you read here.

        The comic reveals the names for the Legendary minions for Hunter and Priest: Boommaster Flark and Zerek the Cloner. Their names definitely provide small hints about the card abilities. According to the reveal schedule teasers, the latter might be revealed on the 27th of July. Stay tuned, as the reveal season begins tomorrow with the reveal livestream!
      • By positiv2
        This is a list of Questions for Hearthstone sorted by their category. Any feedback and suggestions are very welcome.
        Hearthstone Common Questions
        Should I play Standard or Wild in Hearthstone? Economy
        Can Hearthstone daily quests be completed in Practice mode? Is there a way to trade cards with other players in Hearthstone? What are the rewards from Hearthstone Ranked Chests? What Hearthstone packs to buy? Where to get cards in Hearthstone? Where to spend gold in Hearthstone? Where to start in Hearthstone? Which Hearthstone cards to disenchant? Tavern Brawl
        When is Tavern Brawl open in Hearthstone? Technical
        Can Hearthstone be played offline? How do I multibox in Hearthstone? Why can't I use my Standard Hearthstone deck in Standard mode? Other
        Are there achievements in Hearthstone? What decides who goes first in Hearthstone? Where to change card back in Hearthstone? Which Hearthstone class is the best?
      • By positiv2
        Hearthstone's main constructed modes are Wild and Standard. While Wild allows for all cards that were released in a constructed set, Standard decks can only utilise cards that were printed during this or previous year, alongside Classic and Basic sets.
        Occasionally, a deck is not available for Standard play even when it should be. You need to make sure Standard is selected as the deckbuilding mode, as even when the deck contains only Standard cards, it has to be set to Standard before it can be used. When wild is used, the artwork for the collection changes slightly. You can change the mode when you open the deck in your collection, hover over or tap its "header" and select Convert to Standard. If the deck is already set to Standard, you will see Convert to Wild instead.

        If the deck contained any Wild cards, their colour will change to Red. These cards need to be swapped for Standard cards before the deck can be used in standard.

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

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

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

        You had a grand plan. It was perfect. A flawless combination all but set up, waiting for that last crucial card—and then you realize that your opponent will win, unless you expend one of your key cards to stay in the game. Fear not! All is not necessarily lost, and Esteban “AKAWonder” Serrano of SK Gaming—a fixture of the European pro Hearthstone scene—will help you understand how to navigate what’s left when your deck’s win condition is scattered to the wind.
        Regardless of your deck style, AKAWonder says you must look for a new strategy if your original one has been derailed. “When you lose your win condition, you need to find an alternative plan to win the game," he says. "Most likely, your chances to win are lower than they were.” But so long as they aren't zero, you have a chance. He suggests looking for every point of win percentage you can, by any means possible.
        “In order to find an alternative plan, I think about different situations—denying my opponent their win condition, going to fatigue, or just creating pressure using minions,” AKAWonder says. He adds that certain cards can offer new outs all their own, like The Lich King.
        It’s not always easy, but practice helps. He says, “You need to find a new way to win—and the more you play a deck, the more alternative game plans you will discover for different matchups.” If you’re newer to Hearthstone, he says this is actually a valuable lesson to learn: “Your win condition is important, but not if you lose with it in your hand. Go for an alternative plan if the situation forces you to!”
        Sounds like AKAWonder recommends a whole string of keywords: you need to Discover new ways to play and Adapt to the situation! Every game is different, so playing with that in mind just makes sense.
        Part Five: Playing to Your Outs [Return to Top]
        Blizzard (Source)

        There’s a surprisingly wide gulf between winning and not losing yet. A very kind Jace “DrJikininki” Garthright, best known for his 2017 Americas Winter Playoffs victory, lends us his guidance today to distinguish between the two, helping you to “play to your outs”—making sure you’re still working towards a game-winning play.
        “It’s important to ask yourself every turn—how can I win this game?” DrJikininki says. “Some games, you may have a very slim chance to win, but recognizing when you are in that situation and adapting is a very important skill.” He cautions against what may seem instinctual, which is to make the "safe" play each turn. “All players have a tendency to make plays that would be considered safer,” he says. “Plays as simple as trading into minions on the board to live for an extra turn.”
        But the concept of playing to live isn’t how you should play. “Use critical thinking about the potential reach in your opponent’s deck,” DrJikininki says. “Taking slim percentage chances is what you have to do sometimes!” His advice makes sense—evaluating how a given line of play sets you up to win later is incredibly important.
        Getting there takes time, so DrJikininki echoes what others have said: practice. “Next time you play a game and are in a losing position, ask yourself—what hands can you beat? What play with your hand leads to you winning the most often? This will help you out more than just playing a large number of games.” He notes that understanding the variables—your deck’s reach, your opponent’s deck’s reach, whether or not either deck can afford to play a value game, and more—all factor into those questions.
        That’s it! We hope you’ve enjoyed this series of educational snippets from pro players across the competitive Hearthstone landscape, and that Midgame Week inspires you to take your game to the next level.
        Which of this week’s skills do you think is most important? What advice would you offer other players looking to learn more about how to level up their play? Offer up your thoughts in the comments and stay tuned for even more pro player insight right here on
      • By Stan
        Blizzard posted changes to game mechanics that will be implemented with with the Boomsday Project 12.0 patch.
        Ghostly Charger will no longer have the Beast tag. Ixlid, Fungal Lord is losing the Elemental tag. Shifter Zerus, Molten Blade, and Shifting Scroll will no longer keep any enchantments when they transform. Voodoo Doll's curse will be broken if you transform the minion that's already been cursed by Voodoo Doll. The transformed (formerly cursed) minion will not be killed when Voodoo Doll dies. Shadowboxer will be updated to deal 1 damage to a random enemy, whenever a minion is healed. Players will be able to disenchant the card for its full Arcane Dust value for two weeks after 12.0 goes live. Blizzard (Source)
        Dr. Boom’s bringing more than just mayhem to the Netherstorm. The 12.0 update will also come with several rule changes to Hearthstone’s gameplay. Read on to learn about another minion Type update, the copy a card rule change and the transform rule change.
        More Minion Type Changes
        There was a ton of feedback following the last minion Type update we posted, and after reviewing all of it, we realized that there were a couple more minions that needed changing. Here are our decisions following the full review of your feedback.
        Ghostly Charger

        We made a decision that, at least by default, spectral/undead/ghost/spirit versions of animals are not considered Beasts in Hearthstone. There are quite a lot of these sort of cards, most of which are already not Beasts, and changing them would have extensive balance implications.
        Ghostly Charger is one of those cards. Clearly a ghost in both its name and art, its Beast tag has also not been relevant in any significantly used interaction. As a result, we’re planning to remove the Beast tag in a future update.
        In the much rarer case of spectral/undead/ghost/spirit versions of Dragons, Murlocs, Pirates, and Elementals, they will still remain their Type. There aren’t a whole lot of these cards, but there are a few, and they’re already consistently their type. Examples of these are Ghost Light Angler, Cursed Castaway, Bone Drake.
        Ixlid, Fungal Lord

        World of Warcraft uses a looser definition of Elemental than what we decided to standardize on for Hearthstone. In Hearthstone, an elemental is something that has been brought to life by being inhabited by an elemental spirit, but is otherwise not alive. These are easy to recognize: a Fire Elemental looks like a living creature made out of fire; A Water Elemental looks like a living creature made out of water.
        One of the biggest outliers to this definition are plant creatures. There are a ton of minions in Hearthstone that are some sort of plant. We’ve decided that these do not count as Elementals in Hearthstone. Examples of these include The Voraxx, Fen Creeper, Biteweed, Vilespine Slayer, Rotten Applebaum.
        Ixlid, Fungal Lord, is by this definition, a plant creature. Although we’re committed to consistency, there are also other criteria that we consider when changing card Types. One of them is how often a card’s current Type matters when it comes to interacting with other cards. Ixlid’s Elemental tag is not significantly used in current decks, so we’ve decided to remove it in a future update.
        We also looked at the following minions but decided against making any changes. We’ve included our thought process as to how we came to our decisions with these cards.
        Kindly Grandmother
        Kindly Grandmother/Big Bad Wolf looks like a Worgen (which are not considered Beasts) but is actually some other sort of wolf-like creature that is a Beast. The Beast tag is also extremely relevant to its gameplay, and defines most of the card’s intended usage. With this in mind, we will not be changing Kindly Grandmother’s/Big Bad Wolf’s Type. In the future, we’ll be more careful to make the art clear when it comes to Worgen or similar races.
        Arcane Giant  & Arcane Golem
        On top of Elementals and plant creatures, there’s another category of things that have been brought to life via magical animation. These are creatures like War Golem, Arcane Giant, and Avian Watcher—which are not Elementals.
        Arcane Giant, Arcane Golem, and The Curator are all examples of another sort of creature collectively referred to as Arcane Golems. These mechanical constructs utilize arcane energy as a power source, with The Curator being a Mech Type as part of his character in the One Night in Karazhan Adventure. This is actually subtly different from something like War Golem, which is carved from stone and then magically animated. While the “golem” definition refers to something that has been magically animated and is therefore neither a Mech nor Elemental, both Arcane Giant and Arcane Golem’s card art don’t clearly show them to be one or the other. Since the correct type for these creatures is so unclear, we will be leaving them unchanged for now, but would love to hear what you think.
        Bogshaper seems to be the same type of creature as Ixlid or Fen Creeper, and that would logically lead to removal of its Elemental tag. However, as mentioned above, we look at more than just the fantasy of a card when determining if it needs a Type change. While Bogshaper’s fantasy criteria checkbox is filled, it’s currently heavily utilized in the meta, and features in many decks, including that of the 2018 Summer Champion, Bunnyhoppor.
        We are holding off on changing Bogshaper's Type for now, but would love to hear what the community thinks we should do in this case. We’re also considering making this sort of change when a card rotates to Wild.
        Copy A Card Rule Change

        Card copies currently only retain enchantments when both the original card and its copy are in play—think Molten Reflection. In Update 12.0, this rule will be updated to match the one regarding enchantments being retained when a card transitions zones.
        Zones in Hearthstone are defined as areas where cards are hosted: your deck, your hand, in play, and in the graveyard. In Hearthstone, there is a general forward-moving flow through zones. Whenever a card moves forward in that flow (Deck -> Hand, Hand -> Play, Deck -> Play), it retains enchantments. If a card moves backwards in zones (Play -> Hand, Hand -> Deck, Play -> Deck, Play/Hand/Deck -> Graveyard and Graveyard -> Play/Hand/Deck), it loses enchantments.
        With this update, card copies will retain enchantments in the following scenarios.
        Cards that are resurrected currently do not and will continue not to retain any enchantments, unless specifically stated otherwise. If you copy a card from a deck to a deck, the copy retains enchantments. (eg. Archbishop Benedictus) If you copy a card from a hand to a hand, the copy retains enchantments. (eg. Mind Vision) If you copy a card from play to play, the copy retains enchantments. (eg. Molten Reflection) If you copy a card from a deck to a hand, the copy retains enchantments. (eg. Thoughtsteal) If you copy a card from a deck to play, the copy retains enchantments. (eg. Mindgames) If you copy a card from hand to play, the copy retains enchantments. (eg. Kobold Illusionist) Transform Rule Change
        When transformed, a Hearthstone card typically loses all of its enchantment. Most cards in game already obey this rule. However, there are four cards that we are changing to keep in line with the rule, as part of this consistency pass.

        Shifter Zerus, Molten Blade, and Shifting Scroll all transform in your hand at the start of every turn. Following the 12.0 update, they will no longer keep any enchantments when they transform. This includes things like hand buffs and Emperor Thaurissan mana-cost discounts.

        The impact on Voodoo Doll is a little different with the update. If you transform the minion that’s already been cursed by Voodoo Doll, the curse will be broken, and the transformed (and formerly cursed) minion will not be killed when Voodoo Doll dies. Silencing the cursed minion will also break the curse, in addition to silencing the Voodoo Doll.
        Shadowboxer Update

        Since the creation of the Lifesteal keyword, Shadowboxer has been a high risk card, in that it can trigger off of itself and deal up to 30 damage in one turn if you ever give it Lifesteal. Because of this, we have changed it to: Whenever a minion is healed, deal 1 damage to a random enemy.
        Once Shadowboxer's card change is live with Update 12.0, players will be able to disenchant it for its full Arcane Dust value for two weeks.
        These are all the changes that you’ll see come into effect with Update 12.0, in line with our commitment to consistency within the game. Let us know what you think in the comments below, or via Facebook and Twitter!