Damien

Curse of Naxxramas Frostwyrm Lair

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This thread is for comments about our boss guides for the Frostwyrm Lair of the Curse of Naxxramas.

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This deck is very 'doable' and one if not the best deck with the highest prospect of beating the encounter with the least amount of games. This boss is as difficult to win against as any of the others that were very difficult to me (and many others) such as Gluth or Gothic the Harvester etc. Besides the few fortunate players that got the benefit of the perfect RNG in their first or second games, these bosses WILL take several to many (for those that did not get the right draws/topdecks sooner than others) runs to prevail, thus patience is a virtue here. However playing with this deck and losing does not feel (to me) as degrading and/or undoable as say Gluth does when you lose turn 3. The reason seems that this encounter is forgiving enough with this deck that you will be able to play out the game and survive for many turns and you can at least see the path to victory in your draws, even if you get them to late to actually carry it out. Those are just my thoughts of encouragement to those that are just seeing this and are about to start their attempts or for those that have just not been able, after many, many tries to get it done and are here to try this deck. This deck is capable of winning, though it may take a lot of attempts. I believe that this encounter will allow you the time to substitute the 0 mana Silences for the 4 mana mass dispel/draw a card. That spell will be especially beneficial once you have you win condition minion (your best shot is the death lord because of its 3 mana cost and 8 starting health, but mostly important coinciding with it having taunt which will be the life saver before & especially after he changes his hero power. The starting attack of the minion you choose to use as your win condition does not matter nearly as much as its starting health, as with the use of power word shield into divine spirit into inner fire (the preferred option as if possible you can use the combo on a later minion to give you a second late game win condition minion). That is where the 4 mana mass dispel will shine you to a win if say your first or even your second buffed minion gets mind controlled. You can then cast a mass dispel, hopefully dispelling the 2 5/5 taunt guardians along with a sludge belcher, dark cultist, acolyte of pain etc. One more tip to keep in mind is be mindful of his board when you are about to break his shield bringing the 5/5 taunter guardians to the board, if his board is full (best case scenario with mostly the low attack minions) it is possible to 'burn' those taunts out of play with say using smite/mind blast to break his shield. Of course in hindsight I know that it is possible, but I did not think about it until it happened in a game that I ended up winning. The same can be done in certain situations when you know your Deathlord is about to die. You can be pro active in killing it yourself and 'burn' the card that would have become a minion on his board as a result of his death rattle. Lastly after playing against this boss many games since the first win, I learned that my win chance greatly increased when I waited to put a win condition minion on the board until I could get at least one health buff on it the same turn as even if you have a clear board, he has spells that he can use to negate what would have been the crucial first step in building you win condition minion. 

 

 

TL:DR Try using the 4 mana Mass Dispel spell card in place of the 0 mana cost silences as this encounter is forgiving enough to allow you to get late enough into the game for it to be HIGHLY beneficial (against his 2 5/5 taunters as well as sludge belches, dark cultist, acolytes of pain AND possibly one of YOUR buffed 'win condition' minions. In the case that he does mind control your buffed minion, you still have the cards to give you the chance to build a second 'win condition' minion if you do not put all your eggs in one basket. The late game with this deck is basically a race to beat him before he kills you (or mind controls the minions that can give you a win)

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This deck is very 'doable' and one if not the best deck with the highest prospect of beating the encounter with the least amount of games. This boss is as difficult to win against as any of the others that were very difficult to me (and many others) such as Gluth or Gothic the Harvester etc. Besides the few fortunate players that got the benefit of the perfect RNG in their first or second games, these bosses WILL take several to many (for those that did not get the right draws/topdecks sooner than others) runs to prevail, thus patience is a virtue here. However playing with this deck and losing does not feel (to me) as degrading and/or undoable as say Gluth does when you lose turn 3. The reason seems that this encounter is forgiving enough with this deck that you will be able to play out the game and survive for many turns and you can at least see the path to victory in your draws, even if you get them to late to actually carry it out. Those are just my thoughts of encouragement to those that are just seeing this and are about to start their attempts or for those that have just not been able, after many, many tries to get it done and are here to try this deck. This deck is capable of winning, though it may take a lot of attempts. I believe that this encounter will allow you the time to substitute the 0 mana Silences for the 4 mana mass dispel/draw a card. That spell will be especially beneficial once you have you win condition minion (your best shot is the death lord because of its 3 mana cost and 8 starting health, but mostly important coinciding with it having taunt which will be the life saver before & especially after he changes his hero power. The starting attack of the minion you choose to use as your win condition does not matter nearly as much as its starting health, as with the use of power word shield into divine spirit into inner fire (the preferred option as if possible you can use the combo on a later minion to give you a second late game win condition minion). That is where the 4 mana mass dispel will shine you to a win if say your first or even your second buffed minion gets mind controlled. You can then cast a mass dispel, hopefully dispelling the 2 5/5 taunt guardians along with a sludge belcher, dark cultist, acolyte of pain etc. One more tip to keep in mind is be mindful of his board when you are about to break his shield bringing the 5/5 taunter guardians to the board, if his board is full (best case scenario with mostly the low attack minions) it is possible to 'burn' those taunts out of play with say using smite/mind blast to break his shield. Of course in hindsight I know that it is possible, but I did not think about it until it happened in a game that I ended up winning. The same can be done in certain situations when you know your Deathlord is about to die. You can be pro active in killing it yourself and 'burn' the card that would have become a minion on his board as a result of his death rattle. Lastly after playing against this boss many games since the first win, I learned that my win chance greatly increased when I waited to put a win condition minion on the board until I could get at least one health buff on it the same turn as even if you have a clear board, he has spells that he can use to negate what would have been the crucial first step in building you win condition minion. 

 

 

TL:DR Try using the 4 mana Mass Dispel spell card in place of the 0 mana cost silences as this encounter is forgiving enough to allow you to get late enough into the game for it to be HIGHLY beneficial (against his 2 5/5 taunters as well as sludge belches, dark cultist, acolytes of pain AND possibly one of YOUR buffed 'win condition' minions. In the case that he does mind control your buffed minion, you still have the cards to give you the chance to build a second 'win condition' minion if you do not put all your eggs in one basket. The late game with this deck is basically a race to beat him before he kills you (or mind controls the minions that can give you a win)

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Haven't tried this yet but I was so happy to finally see a deck posted that I actually have all of the cards. I'm equally happy that Alextrazza is not allowed, since I don't have it!

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This deck is doable, but seriously , Im pretty sure blizzard is fucking with me! everytime I get a strong minion then it is the first that Kel'Thuzzard takes with his hero power when I reach the second phase.. it has happened 5 or 6 times now!! seriously, am I really this unlucky, or does the hero power just secretly say "Take control of the strongest enemy minion" !?!??! fack.. !

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A GvG update would be appreciated. smile.png

 

I simply replaced the two Deathlords with Hobgoblins in the Priest Deck. Defeated him in the first try after the Deathlord replacement(was pretty close, though -> make sure you attack with as many minions as possible when you destroy his shield! Almost lost because I missed out on 2 dmg)

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These are the F2P decks I beat the Heroic Frostwyrm Lair with.

Sapphiron
http://www.icy-veins.com/hearthstone/sapphiron-guide-for-the-curse-of-naxxramas

Sapphiron's Hero Power will destroy any attempt of building up board presence.
This is the hardest fight for any F2P-deck as it is a permanent fight for board control and a damage race at the same time. You have to be very lucky using only a basic deck. Especially hope for the appropriate cards (as always), optimal minion positioning (Necroknight) and no Pure Cold.

F2P Warrior (0 Dust)
Difficulty: hard (may take more than 10 tries and the fights will last quite long)
Source:



2x Execute
2x Whirlwind
2x Cleave
2x Fiery War Axe
2x Heroic Strike
2x Nerubian Egg
2x Charge
2x Magma Rager
2x Shield Block
2x Wolfrider
2x Death's Bite
2x Kor'kron Elite
2x Arcanite Reaper
Feugen & Stalagg
2x Reckless Rocketeer

Mulligan for Fiery Waraxe, Cleave and Wolfrider.
Combine Magma Rager and Charge to kill Necroknight.
Warrior's weapons and charge minions could kill Sapphiron by turn 8 (with a perfect draw), as Sapphiron has only 45 HP. However, by turn 8 Sapphiron's minions will likely have killed you already, and Sapphiron is able to freeze you.
That is why you have to try to summon 2 copies of Thaddius on turn 10. Assuming you achieve this, you will only have to deal 23 damage to Sapphiron's face using weapons.
Sapphiron has Blizzard, which he only uses while you still have a minion on the board he cannot kill otherwise. Since he destroys any of your minions on the start of his turn, he will almost always be able to use Blizzard against a newly spawned Thaddius. Avoid this by playing Nerubian Egg on an empty board to lure Blizzard beforehand. You can tell it is in Sapphiron's hand, when he has at least 5 mana left and does not spend it on his remaining card (his most expensive card beside Blizzard only costs 5 mana).


---

Kel'Thuzad
http://www.icy-veins.com/hearthstone/kel-thuzad-guide-for-the-curse-of-naxxramas

In phase 1 Kel'Thuzad's main damage source is his 3 damage Hero Power, which will always hit your hero. You can let your health drop to 10, while you fight for the board.
The minions Kel'Thuzad plays will be only minor threats, except Abomination and Spectral Knight.
Once his shield of 20 HP is down (or when 10-15 turns are played), phase 2 will start. When this happens, Kel'Thuzad will end your turn by force, so use up all your mana and try to deal as much damage as possible with a single blow while his shield is at 1 HP.
Consider: Twisting Nether costs 8 mana and Kel'Thuzad will use it, if he has no minion on the board on turn 8. Destroying his shield will spawn 2 5/5 Taunts. So destroying the shield/entering phase 2 on your turn 8 will prevent a board clear.
Deal damage to Kel'Thuzad while keeping one or two of his low-damage minions the board (Zombie Chow, Acolyte of Pain or Stoneskin Gargoyle, not counting mind controlled totems!) to further prevent Twisting Nether.
In phase 2 Kel'Thuzad's hero ability will change from Frostblast to Chains, mind controlling your minions completely at random for 8 mana. He should not be able to hit you, but only fight for board control.
Playing as many minions as you can will leave Kel'Thuzad far behind, once his taunts are out of the way because of the high cost of his new Hero Power. Blizzard and Cone of Cold will then be your only problems.

F2P Shaman (0 Dust)
Difficulty: medium (may take up to 10 tries)
Source:


2x Frost Shock
2x Rockbiter Weapon
2x Flametongue Totem
2x Windfury
2x Razorfen Hunter
2x Shattered Sun Cleric
2x Wolfrider
2x Chillwind Yeti
2x Dragonling Mechanic
2x Sen'jin Shieldmasta
2x Windspeaker
2x Bloodlust
2x Darkscale Healer
2x Fire Elemental
2x Stormwind Champion

Cheerio,
Bob

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BipsyScott's Normal Kel'thuzad Mage deck, as listed and shown on YouTube, won for me on my third try. The cards in the deck are from the Basic set but include cards won from the previous Naxxramas bosses and from the Naxxramas Mage challenge (Duplicate). It is not necessary for your flight to imitate the pattern that is shown on the YouTube video, but it does help to watch the video several times in order to pick up a few tips and tricks. Good Luck!

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TGT Update:

 

With this list i got him on the second try. Try to survive the early game with removal an heals und after he got his mind-control ability feed him with northshire clerics/lightwells/soulspriests/tournament medics

 

The 1 circle of healing is basically the finisher of the deck. You can easily kill him in 1 strike after he gained control of 2 clerics. 

 

Wait with the power word: glory after he got his first acolyte of pain or tournament medic.

 

Here is the List:

 

1 Circle of Healing

2 Flash Heal (to kill the belchers with Auchenai Soulpriest)

1 Holy Smite

2 Power Word: Glory (TGT)

2 Northshire Cleric

2 Shadow Word: Pain

2 Lightwell

2 Shadow Word: Death

2 Thoughtsteal (to get the 4 mana Removal/Acolytes/Belchers)

2 Schadow Madness (best use is to steal Shadow of Naxx to kill the 4/3 skeleton)

2 Auchenai Soul Priest

2 Tournament Medic (TGT)

2 Holy Nova

2 Antique Healbot

1 Lightbomb (good for the transition phase)

1 Justiciar Trueheart (TGT, makes life easier with 4 healing)

 

 

 

 

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Heroic Sapphiron vs low-budget Mage

 

I was missing quite a few of the cards recommended by Icy Veins for the three class decks. I did my best to construct each of them, but they all looked pretty close to "basic" when I was done. I successfully defeated Sapphiron on my 5th attempt with mage; 9th overall attempt (including 2 attempts with hunter and 2 attempts with warrior). I was pleasantly surprised with my relatively short road to victory, so decided to share my decklist in hopes that it may help others who are looking for card replacements.

 

hOvJzZg.png

 

1x Arcane Missles

2x Frostbolt

2x Bluegill Warrior

2x Mad Scientist

2x Nerubian Egg

2x Arcane Intellect

2x Duplicate

2x Effigy (TGT rare)

2x Frost Nova

1x Ice Barrier (Classic common)

1x Saboteur (TGT rare)

2x Wolfrider

2x Fireball

1x Antique Healbot (GvG common)

1x Feugen

1x Stalagg

2x Reckless Rocketeer

2x Flamestrike

 

I thought Saboteur would allow itself and possibly another minion played on the same turn to survive. I found out that it only buys time by preventing Sapphiron from playing other things. He will ALWAYS use his hero power before he does anything else. The first time I played Saboteur, he actually used The Coin just so he'd have enough mana to use the hero power, even though it meant playing nothing else. After that, I'd try to mulligan for Saboteur. It never happened, but in the end, didn't really matter.

 

As for secrets, my idea was to use Duplicate with Feugen and Stalagg, and Effigy with Thaddius. I didn't manage the Duplicate, but I did have an Effigy. It gave me Varian Wrynn...but Sapphiron used Blizzard on him next turn, so he was useless, Lol. My two Duplicates actually worked out very well. One duplicated Antique Healbot, so I had plenty of heals to keep me afloat. (I had 12 hp left at the end.) The other came out at the very end and duplicated my Nerubian Egg. As it turned out, I had already won without the extra eggs, but it was great to have them in my hand as "backup". smile.png

 

My Fireballs were reserved for Necroknights. To maximize your kill efficiency, I suggest waiting until the Necroknight has a minion to either side of it before you kill it, unless delaying would put you in a position of certain death the following turn.

 

I know Arcane Missles is really weak in this fight. The only reason I included it is because I had, literally, nothing else of use to include. However, in my win, it did come in very handy. I played a Flamestrike against four minions, and the last one standing was a Spectral Knight. Luck was with me, and two of the three missiles hit the knight, finishing him off. So even Arcane Missles played a role. wink.png

Edited by CaptLando

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Heroic Kel'Thuzad vs Shaman

 

I did not build a deck specifically for this fight. With my "daily use" shaman deck, I defeated KT on my 4th attempt. On my first try, I didn't even come close, but each subsequent attempt was a significant improvement over the previous.

 

Yg98dXp.png

 

The point at which I noticed lethal. Flametongue Totem between Loatheb and Haunted Creeper + Rockbiter Weapon = 17 dmg

 

2x Totemic Might

2x Rockbiter Weapon

2x Zombie Chow

1x Ancestral Knowledge

2x Flametongue Totem

1x Garrison Commander

2x Haunted Creeper

2x Totem Golem

1x Elemental Destruction

1x Healing Wave

2x Hex

1x Silver Hand Regent

2x Tuskarr Totemic

1x Draenei Totemcarver

1x Bloodlust

1x Loatheb

1x Nexus-Champion Saraad

2x Sludge Belcher

1x Thunder Bluff Valiant

2x Fire Elemental

 

I was tempted to use Elemental Destruction the turn after his shift from phase 1 to 2, however, I decided against it, feeling that clearing my board as well would actually leave me in a worse position. Even though I didn't make use of it, it's still a nice card to have as "insurance". I prefer to use Hex on Abomination, but I think it's foolish to sit on it when there are other immediate threats on the board. It would be a good idea to include a second Bloodlust. It's the one card I kept hoping I'd draw, but it never came.

 

I read a tip from a post above to allow a couple of non-threatening minions to remain on KT's board. The reason for this is to prevent him from casting Twisting Nether. I let him keep a couple Acolytes of Pain for the duration of phase 2. Good advice!

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Useless guide for beginners... how should I win this with my cards? Im sure your guide works. But why should someone need a guide if he aleady has all the cards and is really experienced?

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Useless guide for beginners... how should I win this with my cards? Im sure your guide works. But why should someone need a guide if he aleady has all the cards and is really experienced?

Is the guide unclear to you? Which part do you not understand? I will try my best to help you.

 

Having a lot of cards doesn't mean the player is experienced. This is why you face a lot of high budget decks in lower ranks. These are exactly the players that use these high-budget Solo Adventures decks.

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Useless guide for beginners... how should I win this with my cards? Im sure your guide works. But why should someone need a guide if he aleady has all the cards and is really experienced?

Is the guide unclear to you? Which part do you not understand? I will try my best to help you.

 

Having a lot of cards doesn't mean the player is experienced. This is why you face a lot of high budget decks in lower ranks. These are exactly the players that use these high-budget Solo Adventures decks.

 

I was going to say the same thing as him, albeit less aggressively.

 

His point is that if you have all those cards, you must have been playing for a long time or at least have paid a lot of money. I have very few of those cards. I started playing during beta, played for few months after that before stopping for over a year, then came back about 2 weeks ago. I've got the other cards from Naxx including all the class challenges so far. Other than that, I just have classic cards - and even then, nowhere near all of them.

 

I think what's he's getting at is if you already have all those cards, you don't really need any help. You have a lot of great cards and months of experience that led to you gaining those cards in the first place. People that actually need help, like me and him, don't have those cards at all and so the guide is unfortunately pointless for us. It's like having a moneymaking guide that involves having $500,000 to begin with. I guess it's basically for people that have a ton of cards but don't know what they're doing, like they just spent a lot of money on the game without playing it much.

 

To try to be more positive, is there a possible deck you might offer for players in our position? How flexible can the player be in this battle?

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To try to be more positive, is there a possible deck you might offer for players in our position? How flexible can the player be in this battle?

 

Hi Matroska,

 

you might want to have a look at my post from May 29. The decks I used to beat Heroic Naxxramas with were all completely free to play.

 

Heroic Sapphiron: F2P Warrior (0 Dust)

Difficulty: medium (may take up to 10 tries, but the fights will last quite long)

2x Execute

2x Whirlwind

2x Cleave

2x Fiery War Axe

2x Heroic Strike

2x Nerubian Egg

2x Charge

2x Magma Rager

2x Shield Block

2x Wolfrider

2x Death's Bite

2x Kor'kron Elite

2x Arcanite Reaper

Feugen & Stalagg

2x Reckless Rocketeer

 

Heroic Kel'Thuzad: F2P Shaman (0 Dust)

Difficulty: medium (may take up to 10 tries)

2x Frost Shock

2x Rockbiter Weapon

2x Flametongue Totem

2x Windfury

2x Razorfen Hunter

2x Shattered Sun Cleric

2x Wolfrider

2x Chillwind Yeti

2x Dragonling Mechanic

2x Sen'jin Shieldmasta

2x Windspeaker

2x Bloodlust

2x Darkscale Healer

2x Fire Elemental

2x Stormwind Champion

 

Cheerio,

Bob

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Yoh, struggled vs KT (rnjesus cursed me)

 

tried a few decks, budget and not so budget with no success until I went back to my most recent shaman control. Took him out 2nd try with it, first try I tried to clear his board every turn but not enough face damage to go to phase 2 before death came knocking.

2nd time took him into P2 asap then continuously built up bored with totems and wearing him down with flametongue combos and ping till eventually he got in range for bloodlust (OTK from 18hp)

 

2x Rockbiter Weapon

2x Abusive Sergeant

2x Lowly Squire

2x Ancestral Knowledge

2x Flametongue Totem

2x Totem Golem

2x Hex

2x Lightning Storm

1x Mana Tide Totem

2x Tuskarr Totemic

2x Arcane Nullifier X-21 (can still get mind controlled)

1x Elise Starseeker

2x Bloodlust

2x Sludge Belcher

1x Emperor Thaurissan

2x Fire Elemental

1x Dr. Boom

 

took 1 fatigue damage on my last turn but managed to scrape by biggrin.png

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Upvote for the deck above my commend. Its a great deck. Got it on second try. Try to mulligan couple with flametongue totem and you will be fine smile.png

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Your Paladin deck for Kel'Thuzad is a waste of time, given all the Mage cards you've got in it!

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8 minutes ago, Guest Cam said:

Your Paladin deck for Kel'Thuzad is a waste of time, given all the Mage cards you've got in it!

Thanks for pointing it out, we will be fixing it shortly.

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I don't know if this is an artifact of the reintroduction, but at least in normal mode, Alexstrasza works fine against Kel'Thuzad.

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48 minutes ago, Guest Alexstrasza said:

I don't know if this is an artifact of the reintroduction, but at least in normal mode, Alexstrasza works fine against Kel'Thuzad.

While Alexstrasza works fine in normal, she is immediately destroyed without her battlecry taking place in heroic mode.

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      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.
    • By L0rinda

      The HCT Summer Championship took place from 13-15 October 2017. The top four players advanced to the World Championship in January.
      After three days of competition the winner was   Surrender, who joins Planet Odd teammate Hoej at the World Championship. Surrender won a tense final 3-2 against   Orange, with the final game being a Highlander Priest mirror. In that game, Orange chose to mill Surrender for five cards to attempt to burn the combo, but the attempt failed. The VoD of the final can be found here.
      Listed below are the other finishing positions, and the number of packs you will receive for picking each player as your champion in the "Choose your Champion" promotion.
      Finalists, 4 Packs: Surrender, Orange. 
      Semi-Finalists, 3 Packs: JasonZhou, Purple
      Quarter-Finalists, 2 Packs: Empanizado, OldBoy, Pavel, Tom60229
      All other players were worth 1 Pack.
      All of the decks from the event can be found on our new esports section here.