Damien

[Archived] S20 Hearthstone Low Budget Warlock Aggro Deck

Sign in to follow this  

19 posts in this topic

This thread is for comments about our Low Budget Warlock Aggro Deck.

Share this post


Link to post
Share on other sites

i tried to use this deck against common pubs and i feel this deck has to many minion card and less spell. It is every easy to counter. Is there any advice on how to use this deck properly? 

Share this post


Link to post
Share on other sites

i tried to use this deck against common pubs and i feel this deck has to many minion card and less spell. It is every easy to counter. Is there any advice on how to use this deck properly? 

This deck is extremely aggressive and it relies on your early game. The lack of spells, as you may see it, should not effect your game play - you have only a few and they will always have great impact on the game - either they will serve as outstanding finishers or they will simply help you maintain pressure on the board.

Regarding the game plan, its fairly simple. Make efficient minion trades in order to maintain early board control, put your opponent under pressure and don't be afraid to use your hero power to replenish your hand once you pass early game.

Share this post


Link to post
Share on other sites

Hello,

 

I have Lord Jaraxxus and Doomguard x2 (well, I also have Twisting Nether but I think it does not make sense in this deck).

Oh! And I also have Faceless Manipulator, Leeroy Jenkins and Grull (I do not even mention Millhouse Manastorm because I think it's a pretty bad card)

Should I include any of those cards in the deck? Which card(s) should I remove from the deck then?

 

Thanks!

Share this post


Link to post
Share on other sites

Hello,

 

I have Lord Jaraxxus and Doomguard x2 (well, I also have Twisting Nether but I think it does not make sense in this deck).

Oh! And I also have Faceless Manipulator, Leeroy Jenkins and Grull (I do not even mention Millhouse Manastorm because I think it's a pretty bad card)

Should I include any of those cards in the deck? Which card(s) should I remove from the deck then?

 

Thanks!

 

This deck is very aggressive. The highest-costing card costs 6 mana. It relies pretty heavily on overpowering the opponent.

 

For this reason, Lord Jaraxxus is not very good because if you get it in your starting hand, or if you draw it after that for the first 8 turns, it is a dead card. This means that even if you make it to turn 9, the fact that you've had a dead card in your hand the whole time might mean it's too late for it to matter. So, I wouldn't really advise using Jaraxxus.

 

Leeroy Jenkins works great in any aggressive deck, and that's true here too. Pair it with Power Overwhelming and you've got a very sick finisher. To include Leeroy, I'd remove one Shadowflame.

 

Faceless Manipulator may work alright, but I feel it's a bit too slow too. The only combo you might be able to make with it is something like Leeroy + Power Overwhelming + Faceless Mainpulator, but it's pretty hard to get that.

 

Gruul is much too slow, and Manastorm is just bad :)

Share this post


Link to post
Share on other sites

This deck is very aggressive. The highest-costing card costs 6 mana. It relies pretty heavily on overpowering the opponent.

 

For this reason, Lord Jaraxxus is not very good because if you get it in your starting hand, or if you draw it after that for the first 8 turns, it is a dead card. This means that even if you make it to turn 9, the fact that you've had a dead card in your hand the whole time might mean it's too late for it to matter. So, I wouldn't really advise using Jaraxxus.

 

Leeroy Jenkins works great in any aggressive deck, and that's true here too. Pair it with Power Overwhelming and you've got a very sick finisher. To include Leeroy, I'd remove one Shadowflame.

 

Faceless Manipulator may work alright, but I feel it's a bit too slow too. The only combo you might be able to make with it is something like Leeroy + Power Overwhelming + Faceless Mainpulator, but it's pretty hard to get that.

 

Gruul is much too slow, and Manastorm is just bad smile.png

 

Thank you very much! It was so helpful indeed wink.png Now I see how the deck works clearly and I agree with you, Leeroy is the chosen one because of the strategy. I'll remove one Shadowflame, as you said.

Keep up the good work!

Share this post


Link to post
Share on other sites

Thank you very much! It was so helpful indeed wink.png Now I see how the deck works clearly and I agree with you, Leeroy is the chosen one because of the strategy. I'll remove one Shadowflame, as you said.

Keep up the good work!

Thank you!

Share this post


Link to post
Share on other sites

I've reworked this deck. Do you think it's a good set?

 

so here's the deck

 

Blvi85LCQAAqPog.png

 

is it good to replace:

argent commander x1-> Reckless Rocketeer x1

Defender of Argus x1-> Sen'jin Shieldmasta x1

Arcane Golem x1-> Wolfrider x1

Harvest Golem x2-> Razorfen Hunter x2

Shadowflame x2 -> Hellfire x2

Power Overwhelming x1  -> Mortal Coil x1

 

 

i did replacement because I lacked certain cards :/

 

Any suggestions/Ideas? I only got some cards tho. (newb me)

Share this post


Link to post
Share on other sites

Hey, i know this thread is sort of old but I have hope someone experienced can help me

 

My question is: can defender of argus be integrated in this deck? If so, how?

Share this post


Link to post
Share on other sites

Hey, i know this thread is sort of old but I have hope someone experienced can help me

 

My question is: can defender of argus be integrated in this deck? If so, how?

You can easily use Defender of Argus in any minion heavy deck as it provides quite a lot of value. You can easily take out 2x Arcane Golem for 2x Argus.

Share this post


Link to post
Share on other sites

Hey guys, just a heads up to say thanks for your guides. They have been very helpful for me in all things WoW and HS.
 

Question. This deck - if played properly what rank do you think it could achieve?

I've been playing it for a few hours and am slowing down at around 16-15. Can this go much higher?. I ask because I want to know if the reason why I'm slowing down is because of me and my choices or the deck itself just not being strong enough?

 

Also, I'm considering replacing the faerie dragons with something else as I've found there have been times when I'm left with just the faerie card and a buff card which I can't use, and it has stopped me from winning matches. I was considering oozes or maybe mad bomber... or possibly scarlet crusader?

Thanks in advance.

 

Share this post


Link to post
Share on other sites

I'm running icy-veins low budget decks on all heroes, and this warlock deck is the only one I can't manage to win with: 25% winrate in 50 games playing on rank 12-14. Not missing any cards from the deck.

 

I've tried playing it a few different ways, trying to control the board or attacking face more, tapping more or tapping less, but nothing seems to work. Most games seem pretty close but I always seem to lose by a few hp. Just tried playing expert AI hunter too a few times and barely can even beat that.

 

Any tips/pointers?

Share this post


Link to post
Share on other sites

The Meta for this deck is pretty well known, and right now most decks run to heavy-duty rushing... regular rush Warlocks are pretty low end of the spectrum compared to rush paladins, warriors, Warlock murlocs, and hardcore warriors.
Also the popular rushing has made the response meta favor low-end AOE's, which are pretty critically horrific to this particular version... priests are always lugging mass dispel, Mages usually deploy taunters almost instantly, which can be crippling.

Frankly, warlock rushes are SO well known, that almost no one anymore holds back removal out of worry you will play a big guy. That means that their removal is played early, and often... voidwalkers get frogged, flame imps get iced, senjins get instantly dispelled or removed. No one is worried about you playing a big taunter or even a little one, they will mulligan BGH or deploy it as a counterminion, and have absolutely NO fear of your late game.

I have developed a (sort of) answer that I think kind of answers the lack of late game by allowing you to shift dynamics on the fly... If they are ready for your short game, you can shift quickly to the long game without any real dead cards.

BTW- Mages and priests HATE this deck. Most stuff has synergy with other stuff and it has a steep learning curve, not to mention minion POSITION is highly important.



2x Soulfire
2x mortal coil
2x Power Overwhelming
2x Blood imp
2x Flame Imp
2x Leper Gnome
2x Void Walker

2x Demonfire
2x Direwolf Alpha
2x Ironbeak Owl

2x Felguard
2x harvest Golem
2x Scarlet Crusader
2x Void Terror

2x Hellfire


It is important that you remember a couple of things:

Power Overwhelming is meant to synergize with leper Gnomes and Void terrors. Sometimes Blood imps are more useful as void terror fuel or attackers... hitting them with demonfire makes them perfectly acceptable 2/3 minions, and power overhwleming will turn them into sizzling 4/5 chargers/ terror fuel. If a minion is standing next to a dire wolf, and you let the void terror eat it, you get double the effect as the minion's bonus gets absorbed into the void terror and the terror replaces the minion's position, getting another +1 bonus.

Play the scarlet crusaders and golems as you can. The golems are fantastic terror fuel since you can pump them up for an attack with Power overwhelming, and then they still have a presence on the board. It is also important to scare you opponent into blowing off his removal as quickly as possible, and both will do so easily while leaving you in a good position.

 

In most instances, you do NOT want to pay any attention to his minions unless it is mandatory. your card advantage is your health pool, your board advantage is his fear factor... you have a very limited amount of time to kill him since you have no healing in the deck and even your taunting is more aggressive. You can stop rush decks, but you will only need to do so long enough to bring in the big guy and clear removal.

Traps are still a problem, but most of the worst ones are almost irrelevant since you are not stacking up 1/1/ rushers.
 

Share this post


Link to post
Share on other sites

The latest update description talks about Dark Iron Dwarf, but I don't see that in the card list. Is that supposed to be in this deck and if so what can it replace?

Share this post


Link to post
Share on other sites

The latest update description talks about Dark Iron Dwarf, but I don't see that in the card list. Is that supposed to be in this deck and if so what can it replace?

Thanks for pointing that out. I've rectified it. Dark Iron Dwarf was never meant to be in the deck :)

  • Like 1

Share this post


Link to post
Share on other sites

Hi i'm just starting to build up my decks after getting the just of this game...i have Pit Lord and Void Terror is there anyway i can put these into the deck or would they be better to disenchant? I'm missing a few from this deck just trying to use what i have 

Share this post


Link to post
Share on other sites

Hi i'm just starting to build up my decks after getting the just of this game...i have Pit Lord and Void Terror is there anyway i can put these into the deck or would they be better to disenchant? I'm missing a few from this deck just trying to use what i have 

Hey, Layiahma

Void Terror can potentially work if you would play 2x Power Overwhelming. You buff your minion, take out one of your opponent's and consume it with Void Terror, however in most situations, it will simply be too complicated to execute.

I would play without them, but surely, before you disenchant Pitlord you should give it a try - the damage you take is often too much to justify the value gain compared to Chillwind Yeti.

Hope this helps

Share this post


Link to post
Share on other sites

Great deck. I'm still month by month trying to move higher up the rankings. This deck got me to my highest yet, rank 7. The hunter aggro was the deck that did the most for me, getting me to rank 9, but I couldn't seem to move past rank 9 with hunter. This deck was able to get me from 9-7.

 

I realised something about meta, though. Sometimes with a deck I'll have a good run of wins and other times a bad run of losses (around the same level). Assuming my skill level is the same at both times, just have to wait for a favourable meta to the deck I'm playing with.

 

What I do now (not sure if there's any science in it!), is to wait to win 3 consecutive times in casual mode with a deck and then move it to rank (which usually seems to bag me a couple of wins). After I lose couple consecutive games, I take a break. 

 

So sometimes in casual my aggro hunter deck struggles but my aggro warlock deck wins easy. Then I reckon its warlock time. Sometimes all the aggros are struggling, but my druid or priest control wins easy, then its time for that deck.

 

Is there any merit in this thinking?

Edited by BR0

Share this post


Link to post
Share on other sites

This is my basically my first non basic deck and i really like it. It's very easy to overwhelm your opponent early. This is a good cheap deck that fills it's purpose very well. It's a good starting deck. 

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina

      Shadowreaper Anduin can machinegun his enemies down at a proper speed.
      Patch 9.2, which went live yesterday, broke poor Shadowreaper Anduin, causing a huge delay when refreshing his Hero Power. This bug was quickly fixed today with a hotfix that can be donwloaded to your Hearthstone client:
      mdonais
      We are currently deploying a Hotfix to fix the speed of Shadowreaper Anduin's hero power.
      It slowed down in the patch yesterday. I don't know exactly why since I am not one of the engineers that fixed it but it sounds like it is a side effects of the unity upgrade we did. We have to rebuild a some things when we do a unity upgrade.
      Thanks!
      Mike. (source)
    • By Aleco

      Which decks have emerged as the top dogs in the post-patch metagame?
      A lot has changed since patch 9.1 hit the ladder. In the latest meta report we cover the top new decks, the tech of the week, and some budget-friendly options you can use to dominate the ladder.
      It’s been a healthy amount of time since I wrote the first meta report for Icy Veins, and the current metagame could hardly be more different than the last I reported on. Patch 9.1 hit the ladder a few weeks ago to end the era of Druid dominance that plagued the early Knights of the Frozen Throne meta, and I believe that Blizzard deserves a good deal of credit for handling the Druid situation in a firm yet fair way. Druid was successfully knocked down a peg by the nerfs and the metagame is no longer plagued an overwhelming number of overpowered Jade Golems, yet the class itself was far from destroyed by the nerfs and remains a solid option for the competitive ladder.
      Now that the competitive ladder is once again a fun and safe environment to experiment in, it’s the perfect time to revisit the metagame to see how we can best attack it. In today’s article I’ll cover the top dogs of the format to take a look at why you should play them and how you can beat them, detail the tech card which are most likely to earn you some win percentage in the current metagame, and wrap things up by highlighting the top budget decks for the post-nerf ladder.
      The Top Decks
      Note: I will be using the vS Data Reaper Live Report for all of the statistics in this article.
      #1 - Tempo Rogue
      2x Backstab 2x Shadowstep 2x Cold Blood 2x Fire Fly 1x Hallucination 1x Patches the Pirate 2x Southsea Deckhand 2x Swashburglar 1x Prince Keleseth 1x Edwin VanCleef 2x SI:7 Agent 1x Shaku, the Collector 2x Southsea Captain 1x Tar Creeper 1x Spellbreaker 1x Xaril, Poisoned Mind 1x Leeroy Jenkins 1x Shadowcaster 2x Vilespine Slayer 2x Bonemare The new king of the meta is a deck which very few would have expected to become as dominant as it has. Tempo Rogue was just starting to gain momentum before the nerfs hit, yet it now boasts the top overall win percentage across all levels of play and has made Rogue the most played class at rank 5 and above.
      Most would have pegged Highlander Priest to wear the “best deck in standard” crown after the nerfs as it was the second best deck and was left untouched by Blizzard in Patch 9.1. Though it’s still a great deck (and we’ll be talking much more about a bit later), the metagame has shaped up to be a tad more aggressive than Highlander Priests would have hoped for. With aggro and aggressively-slanted midrange decks making up roughly half of the top 16 decks in the format, it stands to reason that the deck with the highest number of favorable matchups against these aggressive decks would be an in excellent position to take over the meta.
      Sure enough, Tempo Rogue boasts even or positive winrates against all but two of the decks on the Reaper report. All but two. Though that might seem like Jade Druid levels of domination, the key difference between Tempo Rogue and the previous king of the meta is that it is much easier to beat the deck if you’re planning for it. It’s vulnerable to wide boards that are backed up by effects such as Bloodlust and Savage Roar, plays seven or more Pirates which can be gobbled up by a Golakka Crawler, and its worst matchup is against Highlander Priest, the second most popular deck in the format.
      The power of the deck lies in the massive amount of two for ones, and is capable of generating massive amounts of value on a card per card basis. SI:7 Agent, Fire Plume Phoenix, Blazecaller, and Vilespine Slayer develop the board while going 187 on the opponent’s minions, and more aggressively-minded cards such as Cobalt Scalebane, Bittertide Hydra, and Bonemare are capable of generating a board out of nowhere. These highly efficient cards afford the deck the ability to play greedier cards like Cold Blood and Leeroy Jenkins to help them go underneath the bigger control decks. The final piece of the puzzle which puts it over the top is Prince Keleseth, a card which makes it’s already highly efficient creatures even more cost-effective and is particularly deadly in combination with Shadowstep.
      Tempo Rogue’s incredible flexibility and ability to pivot between roles are what make it such a dominant force in the current meta. It can comfortably play the role of the control deck against decks the likes of Zoo Warlock and Pirate Warrior, yet maintains a healthy number of tools which allow it to favorably play the role of Aggro against the likes of Jade Druid and Control Warlock. It seems that the way to take advantage of it is to capitalize on the fact that it doesn’t run several historically crucial Rogue cards. Without neither Vanish nor Bloodmage Thalnos + Fan of Knives at their disposal, the deck can struggle a bit to regain initiative against cards which create a wide board. Living Mana is a living nightmare for Tempo Rogue to deal with, and a big part of the reason that Aggro Druid is one of the two popular decks which has a favorable matchup against it (along with Highlander Priest). Though the Reaper report claims that Tempo Rogue is currently favored against Token Shaman, I’d imagine that some slight tuning could turn the tides towards Shaman’s favor.
      #2 - Highlander Priest
      1x Silence 1x Holy Smite 1x Northshire Cleric 1x Pint-Size Potion 1x Potion of Madness 1x Power Word: Shield 1x Bloodmage Thalnos 1x Dirty Rat 1x Golakka Crawler 1x Loot Hoarder 1x Mind Blast 1x Novice Engineer 1x Radiant Elemental 1x Shadow Visions 1x Shadow Word: Pain 1x Spirit Lash 1x Wild Pyromancer 1x Acolyte of Pain 1x Curious Glimmerroot 1x Kabal Talonpriest 1x Shadow Word: Death 1x Kazakus 1x Priest of the Feast 1x Shadow Word: Horror 1x Lyra the Sunshard 1x Raza the Chained 1x Dragonfire Potion 1x Holy Fire 1x Prophet Velen 1x Shadowreaper Anduin Fret not Priest fans, the age of Anduin is alive and well. Raza and Shadowreaper Anduin teamed up to make Highlander Priest the only deck played by 100% of the field at the HCT Summer Championships. It feels nearly impossible to beat a perfect draw from Highlander Priest, and the relatively high degree of skill which the deck requires to play affords more talented players the opportunity to outplay opponent’s in games which go long. It has a very tough time closing out games if it doesn’t draw Shadowreaper Anduin and Raza the Chained, but the huge amount of card draw the deck packs makes that a relatively rare occurrence.
      I don’t need to spend too much time discussing the strengths of the deck as it has been around for a while and it’s upsides are quite obvious. Early iterations of the deck had it masquerading as a control deck that just happened to play a game ending combo, but the Hearthstone community has since discovered that it’s much better to fully embrace the combo nature of the deck. Highlander Priest can now be best described as a pile of the top Priest spells, two extremely powerful Highlander cards (Raza and Kazakus), and a bunch of card draw spells. The downside of Highlander decks are that they can often feel inconsistent due to the one-of deckbuilding restriction, yet Highlander Priest is able to largely avoid this pitfall by reducing its effective deck size with all of its card draw.
      Highlander Priest is undeniably powerful and has certain draws that feel outright unbeatable, yet it still has several exploitable weaknesses. The most obvious of these weaknesses is the Highlander nature of the deck which prevents it from running more than one copy of Priest’s key defensive spells. It gets to run both Dragonfire Potion and Pint-Size Potion + Shadow Word: Horror to deal with boards that attempt to go wide, but it only gets to run one copy of Shadow Word: Death to kill larger minions and typically struggles against boards that can go big early. Shadowreaper Anduin gets to clear away multiple 5+ power minions with its battlecry effect, but efficient beaters like Bittertide Hydra and Cobalt Scalebane (which also dodges Dragonfire Potion) come down on Turn 5 and threaten to end the game before the powerful Death Knight has the opportunity to say anything about it. Barring a strong turn 5 play, not overcommitting your 5+ power minions into a Shadowreaper Anduin battlecry trigger can set up a game winning follow-up play before the upgraded Hero Power has time to burst your life down to 0. The lack of removal for large minions also means that the deck does miserably against both Jade Druid and Big Priest. At the end of the day Highlander Priest has just about as many negative matchups as positive ones, and it’s overall winrate on the Reaper report is a very modest 50%.
      #3 - Zoo Warlock
      A perfect example of addition by subtraction, the best aggro deck for the current standard meta is the one that didn’t get hit by the nerfs in patch 9.1. Pirate Warrior was dealt a massive blow with the nerf to Fiery War Axe and Aggro Druids are still adjusting to the loss of Innervate. These nerfs, along with the nerf to Spreading Plague, has opened up the door for a new aggro deck to emerge as a tool for punishing the slower and greedier decks of the format. Though the decklist for Zoo Warlock has remaind basically unchanged from the pre-nerf meta, the downgrade to normalcy for the top dogs of the previous format is what has allowed Zoo Warlock to become a highly competitive deck.
      The greatest strength of the deck is its remarkable consistency to curve out with 1 drops. It gets to run more 1 drops than any of the other top Aggro deck thanks Warlock’s two awesome Imps and Voidwalker, all of which are Demons for the extremely powerful one-card game-ender that is Bloodreaver Gul'dan. The deck's massive number of 1 drops allows it to squeeze minions onto the board at every spot in the curve while Life Tapping whenever possible to pressure the opponent with a stream of threats. Its also the aggro deck that has the lowest opportunity cost for running Prince Keleseth, as the deck would likely only consider Darkshire Librarian and Dire Wolf Alpha at the two drop slot and is perfectly content with Life Tap or two one drops on turn two. An early Keleseth makes Zoo’s already aggressively-statted minions a nightmare to deal with for control players and a huge problem for other aggro opponents as the game goes long. All of these factors add up to a deck which currently has only four negative matchups on the Reaper report and the second best overall win percentage in the meta.
      The weakness of Zoo Warlock is its relative inability to regain control over the board once it has been lost. The deck’s only ways to immediately deal with threats are Doomguard and Soulfire, both of which discard cards from hand and can potentially put the Warlock at a huge disadvantage. Getting a large Taunt minion to stick on board is likely too much for a Zoo Warlock to overcome, which is a big part of the reason that Big Priest is the deck’s worst matchup. Control decks can prey on Zoo Warlock by sticking a Doomsayer and following it up with heavy board presence. Other Aggro decks can can punish Zoo by getting on the board early and fighting tooth and nail to not surrender control of the board. As the Warlock is likely to pressure it’s own life total with Life Tap and Flame Imp, it shouldn’t be too difficult to turn the corner and quickly end the game once the opportunity presents itself.
      Tech of the Week - Golakka Crawler
      Despite a massive drop in the playrate of Pirate Warrior, Patches the Pirate and Southsea Captain are enjoying all-time highs in terms of deck representation. Half of the top ten decks on the Reaper report run Patches, while the top deck in the format (Tempo Rogue) is running up to nine Pirates! As much as I would love to suggest a sexier tech card, the prevalence of pirates in the present patch make Golakka Crawler the tech of the week. I’d currently recommend cramming two copies of the crab into control or midrange deck with the flex spots to support it.
      Budget Beater #1 - Midrange Hunter
      2x Alleycat 2x Tracking 2x Crackling Razormaw 2x Golakka Crawler 2x Scavenging Hyena 2x Animal Companion 1x Deadly Shot 2x Eaglehorn Bow 2x Kill Command 2x Stitched Tracker 2x Unleash the Hounds 2x Houndmaster 2x Infested Wolf 1x Tundra Rhino 2x Savannah Highmane 2x Bonemare The time of the Hunter is upon us! One of the weakest classes in Journey to Un’Goro, Hunter has emerged as an effective choice in the current meta for all the same reasons that Zoo Warlock has. Midrange Hunter has some terrible aggro matchups, but it’s sticky creatures are problematic for nearly all of the top control decks in the format. This extremely budget-friendly deck is currently capable of carrying skilled or experienced Hunter pilots all the way to Legend, just be wary of aggro-heavy local metagames during your climb.
      Budget Beater #2 - Secret Mage
      Note: Requires One Night in Karazhan and 4 Epics.
      2x Mana Wyrm 2x Arcanologist 2x Frostbolt 2x Medivh's Valet 2x Primordial Glyph 2x Sorcerer's Apprentice 2x Arcane Intellect 2x Counterspell 2x Kirin Tor Mage 2x Mirror Entity 2x Fireball 2x Bittertide Hydra 2x Kabal Crystal Runner 2x Bonemare 2x Firelands Portal I’m including a second budget beater this week because Midrange Hunter decks are so commonly recommended as budget options. Secret Mage is a very well positioned deck in the current meta and a deck I played heavily during my own climb to Legend last month. It quietly boasts a better overall winrate than Highlander Priest despite having some of the most polarizing matchups in the entire game. It performs horribly against most of the current aggro decks while completely running over all of the popular control decks. The thing I love most about Secret Mage is that it’s fairly skill intensive. It takes a ton of thought to pilot the deck to it’s maximum potential, which is a bag part of what makes the deck such a blast to play.
       
      Conclusion
      The Hearthstone metagame is as healthy as it's been since the last rotation, and it's a great time to jump back on the competitive ladder if you previously scared off by the brief age of DruidStone. Fans of every single class have at least one solid deck for climbing the ladder, and no individual deck feels as though it's power level is beyond reproach.
      Good luck out there, and I'll see you all next time!
      - Aleco
    • By Zadina

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

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

      Starting from October 17, the new Warlock hero can be obtained from Fireside Gatherings.
      Her looks already betrayed that she's nothing like the evil Gul'dan, but now her voice emotes prove that Nemsy Necrofizzle is surprisingly cute for a Warlock!
      You can obtain the Gnome heroine by participating in a Fireside Brawl at an established Fireside Gathering Tavern. Pay attention to that last part: these places have already hosted 3 Fireside Gatherings in the past and have earned the Tavern banner. So, since a lot of Fireside Gatherings have popped up since Nemsy was announced, make sure you attend one in a proper Tavern!
      Blizzard Entertainment
      Beginning October 17, attend a Fireside Gathering Tavern near you and play in a Fireside Brawl to add Hearthstone’s newest Warlock Hero to your collection: Nemsy Necrofizzle!

      Don’t let Nemsy Necrofizzle’s small size and penchant for peaches fool you: behind those pigtails and goggles hides one of the most powerful Warlocks alive. Nemsy is utterly fearless, sharp as a razor, and she’s always cool under pressure. After all, you can’t command fel energies or summon horrifying demons from the twisting nether just by being nice. She’s your perky little pal—and a bonafide fel-flinging, soul-destroying mistress of dark forces!

      Nemsy loves it when her foes underestimate her. Appearances can be deceiving, and she knows that it’s what lies beneath the surface that counts.
       

      Join forces with Nemsy Necrofizzle and show your opponents just how adorable soul-devouring destruction can be! From October 17 onward, simply participate in a Fireside Brawl at an established Fireside Gatherings Tavern to add her to your collection.
      Find a Tavern
      Fireside Gatherings Taverns
      Fireside Gathering Innkeepers who have hosted at least one Fireside Gathering with checked-in guests can found a Tavern on the Fireside Gatherings website. Taverns have unique names and Tavern signs that perfectly embody the spirit of their communities. Taverns also persist between Gatherings, so they need your attendance and support to grow!
       

      If you’re wondering whether the Fireside Gathering you’re planning to attend is at an established Tavern, just check the event page! Each Tavern has a tavern sign associated with it, while other Fireside Gatherings use a Fireside Gatherings lantern instead.
      Learn More
      Fireside Brawls
      Fireside Brawls are special Tavern Brawls that can only be played at Fireside Gatherings! Each month there will be a different Fireside Brawl to try—check the Fireside Gatherings website to find out about the brawl that’s running this month.
      These special brawls run the whole month with no breaks, and they co-exist with the weekly Tavern Brawls. (source)
    • By Damien
      This thread is for comments about our Junkrat build guide for Heroes of the Storm.