Sign in to follow this  
Followers 0
Sottle

hearthstone Sottle's Weekly Hearthstone Meta Analysis for Week of 03/12/2015 - 10/12/2015

1 post in this topic

9139-sottles-weekly-hearthstone-meta-ana


Hearthstone Meta Analysis: 07/12/2014 - 14/12/2014

 

Hello again friends! Now that the GvG meta has had a little time to settle and normalise, I can return to these weekly articles where I discuss what's hot, what's not and how you should be building decks to fight back against the meta.

 

Common Decks and Cards.

 

Firstly, let's discuss the elephant in the room. Dr. Boom is almost ever present in the current meta, being played as a win condition in Aggro decks, as well as a Control tool, or potential finisher in late-game decks. The card is incredible versatile, functioning as a catch up or AoE tool for when you are behind on the board, a swing in your favour for boards that are even, and as a way to further dominate a board that is in your favour. Essentially, if you have 7 Mana, and Dr. Boom in your hand, it is pretty rare for Boom not to be a good play, this is pretty unique as far as Hearthstone cards go, and goes some way to explaining its power. If you don't have this card available to you, you should make it a very high crafting priority.

 

Secondly, let's address the effect that Boom's presence has had on the rest of the meta. Big Game Hunter is included in many decks currently, since even against Aggro decks it is unlikely to be a dead card due to the presence of Boom. Many of the greedier decks such as Handlock and Control Warrior are including two BGH in their builds due to the current power of the card.

 

Mind Control Tech is also making a comeback due to Dr. Boom. Since Boom immediately places 3 minions onto the board, the chances for Mind Control Tech to hit are dramatically increased. If you are able to combine Mind Control Tech and Big Game Hunter against an opponent's Boom, that is perhaps one of the only truly efficient methods of dealing with the problem Boom creates.

 

Another card having a big impact in the game currently is Zombie Chow. Since Goblins vs Gnomes has not resulted in the death of Undertaker decks, and has in fact introduced a whole new type of disgusting start through Mechwarper, Zombie Chow is pretty much essential in many decks to fight back against these aggressive starts.

 

Outside of these specific common cards, the meta is in a healthy place in terms of variety. The old ladder mainstays of Zoo and various breeds of Hunter are still common, but every class is represented to some extent, with most receiving new powerful options to improve their versatility.

 

Card and Deck Choices

 

As outlined above, cards like Big Game Hunter and Zombie Chow are almost essential to include in your deck right now. However, there is a way to respond to this and get ahead of the game a little. For example, when building a Control deck, you can choose to build it in a way that omits all BGH targets entirely. Filling your late-game instead with cards like Kel'Thuzad and Ysera, will leave your opponent with a BGH sitting dead in the their hand as they wait for your inevitable Dr. Boom that is never coming. 

 

Outside of specifics like this, when building a deck for ladder right now, you need to have a fine balance of early game stability and late-game power. Decks like Hunter and Zoo are still around to punish people for getting too greedy with their builds, but there is also a significant amount of late-game Control decks, that will simply outlast and dominate you in the late-game if you are not set to compete with them.

 

Class Power Rankings

 

Since the meta is still fairly new, and the classes are fairly balanced against each other, instead of the usual numerical rankings, I will simply discuss the classes in alphabetical order and talk about the common ways to play them right now. Remember, the classes are all fairly close in terms of power right now, so even a class I describe as weak is perfectly viable for ladder purposes if you build it correctly.

 

Druid

 

250px-Malfurion_Stormrage-f.png?version=

 

Druid is in a strong place right now. The common Fast Druid decks that were popular before GvG are still very strong, especially with the addition of new hard to remove cards like Piloted Sky Golem and Piloted Shredder. Ramp Druid has also come back with a vengeance in recent days as it is an excellent deck for fighting back against Aggro if built correctly, while also being a fantastic deck to build without including a Big Game Hunter target. The Black Knight is still fairly uncommon in ladder decks right now, meaning that high value Druid Taunt minions like Druid of the Claw and Ancient of War are more likely than ever to get full value. Mill Druid has also made a splash recently. For those of you unfamiliar with the concept of Mill, it aims to overdraw the opponent, burning cards that they are unable to hold in their hand and then eventually finishing the opponent with fatigue. Although this deck is a lot of fun, and is competitive on ladder up to a certain point, it's still a little way off being a top level deck. 

 

 

Hunter

 

250px-Rexxar-f.png?version=3f80009401aa5

 

Hunters are still around, terrorising the ladder as always. The two main variations you will see right now are the outright Facerush Hunter, which has not changed much, if at all, since the release of GvG, and the less all-in, but still aggressive Deathrattle Hunter. The latter has a few variations, following a curve all the way up to Dr. Boom in some cases. New Deathrattle cards like Piloted Shredder have extended the value of Undertaker beyond the opening turns and allowed Hunter to get value out of it in the mid-game. Some people, myself included have experimented with Control Hunter decks which look to use Feign Death to get huge value out of late-game Deathrattle minions, but for now, the class seems to be inferior to others as a Control choice. 

 

Mage

 

250px-Jaina_Proudmoore-f.png?version=8f6

 

Mage has emerged as a very versatile class since the release of GvG. It is now able to effectively play either an Aggro or Control game and compete against other decks effectively. Prior to the GvG release, Mage was in a difficult spot where any way you could build it was simply done better by another class. This is no longer the case, Mage is one of the best homes for the aggro Mech deck, due to the outstanding power of Goblin Blastmage, while Echo of Medivh has opened up even more possibilities for deck building by being able to refill your hand in an Aggro deck, or create extra copies of high value cards in a Control Deck.

 

Paladin

 

250px-Uther_Lightbringer-f.png?version=a

 

Paladin has also seen a vast improvement thanks to Goblins vs Gnomes. With cards like Shielded Minibot and Muster for Battle providing Paladin with one of the most oppressive early games of all the classes, Paladins can build their decks in a variety in ways, safe in the knowledge that they will secure the early game turns. Midrange Paladin is still being built in a vast variety of ways, from buff focused decks with cards like Dark Iron Dwarf and Blessing of Kings, to decks featuring cards like Bomb Lobber and Captain Greenskin to dominate the mid-game. Many Paladin players have even cut Equality from their deck completely, since their board presence is often so strong, they don't need access to the emergency board clears. Control Paladin has fallen away recently, with most people favouring the more midrange focused lists.

 

Priest

 

250px-Anduin_Wrynn-f.png?version=dcf2a67

 

 

Priest is one of the weaker classes currently, although it is extremely well equipped to deal with Aggro, it does suffer still when faced with other Control decks. Although Vol'jin has gone some way to increase the decks power against other late game decks, it is still left lagging behind, since so many of its cards are reactive and require specific situations to be good. Both Deathrattle and Control Priest decks are very viable options, and despite my assertion that Priest is one of the weaker classes currently, a friend of mine who goes by Pesty achieved Rank 1 Legend with Control Priest earlier this week. This goes to show that even the decks that are on the weaker side right now are still extremely competitive.

 

Rogue

 

250px-Valeera_Sanguinar-f.png?version=1f

 

Rogue is still in the process of finding its feet in the GvG Meta. Early experiments with Tempo based Mech Rogue didn't lead to too many spectacular results, although the deck is still strong enough to achieve Legend rank, while Miracle Rogue players have been trying to adjust to the Gadgetzan Auctioneer nerf. The primary solution that has been found to this is outright Control Rogue, which replaces Gadgetzan with Sprint, and plays more standard finishers like Ragnaros and Dr. Boom to seal the game. These decks have been effective so far, but are perhaps still missing one or two key ingredients that will push them over the edge to a top level deck.

 

Shaman

 

250px-Thrall-f.png?version=55cd557d01b07

 

Shaman is another of the weaker classes currently. Experiments from players have so far failed to create another particularly viable archetype other than the standard Midrange Shaman builds. Aggressive Mech based decks have been tried, but seem to fit better in Mage or Rogue for now, and extreme late-game grindy Shaman decks are outclassed my Mages, Druids, or Warriors doing the same thing. Neptulon was at first viewed as a very powerful card for Shaman, since it gave you the ability to refill your hand in the late-game, even if it was just with relatively low power Murlocs. However, due to how common Big Game Hunter is, Neptulon is a 10 Mana investment, Overload included, that simply dies to BGH.

 

Warlock

 

250px-Guldan-f.png?version=4bc860759dd1a

 

Warlock is strong as ever. Due to the strength of the Warlock Hero Power, the class will probably remain powerful no matter how many new cards get added. The reason for this is that any powerful neutral cards you add to the game, Warlock has access to them more often than any other class, because they draw more cards per game. With that said, the two classic Warlock decks are still out in force, namely Zoo and Handlock. Both have reacted to the nerf of Soulfire, with Handlock substituting in Darkbomb, and Zoo favouring Imp-losion. Handlocks have also benefited greatly from the addition of Antique Healbot, with the increased life gain potential leaving them favoured against even the dreaded Hunter matchup. Due to the ever presence of Big Game Hunter in the meta however, Handlock can struggle to dominate the board with their early giants. In terms of new developments, Demonlock decks, and Warlock decks that aim to stall the game with large amounts of removal into a one turn kill finish using Arcane Golem combos have both been making an appearance, but are yet to establish themselves as a dominant force.

 

Warrior

 

250px-Garrosh_Hellscream-f.png?version=a

 

Not much to say on Warrior. The class is still powerful, but still very one dimensional. The go-to way to play the class remains Control Warrior, with any experiments with Aggro decks, or Mech based Tempo decks proving unsuccessful.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By L0rinda

      The Americas Spring Playoffs and Championship were played over the weekend of May 28-29.
      The new Americas Champion is Muzzy.  Muzzy has long been touted as one of the best ladder players in the world, but has previously not converted this into any big wins. He will go to the World Spring Championship in Shanghai in July, alongside DiegoDias, Ant, and Kuonet who rounded out the top four.
      The tournament was a grueling one, with many players bringing Control Decks, and some of the rounds of Swiss lasting over 3 hours. The archetypes brought by the top four are listed below:
        Muzzy: Control Paladin, Giant Miracle Rogue, Jade Shaman, Quest Warrior
        DiegoDias: Jade Druid, Murloc Paladin, Quest Rogue, Quest Warrior
        Ant: Aggro Druid, Secret Mage, Murloc Paladin, Pirate Warrior
        Kuonet: Discover Mage, Control Paladin, Evolve Shaman, Quest Warrior
      As you can see, the meta seems to be healthy, with many viable options.
      Next week is the APAC Spring Playoffs, at which point all sixteen qualifiers for the World Spring Championship will have been decided.
    • By L0rinda

      The Americas Region HCT Spring Playoffs will take place over the weekend of 27-28 May 2017.
      The HCT Spring playoffs for the Europe region was completed last weekend, with Hoej, Kolento, Neirea, and Rdu qualifying for the Global Championship next month.
      This weekend is the turn of the Americas region, and the reaction last week is that many players have submitted very greedy control decks in their lists. The players who have submitted the greediest lists will be well placed in the control mirror matches, but those same players will need to dodge the handful of Aggro lineups that are out there.
      To find out if your favourite player has qualified, you can check the standings here. The top 64 and ties made it to the main event, along with 8 Tavern Heroes. The event can be seen on the official Twitch channel from 8am PDT on Day One and 9am PDT on Day Two.
    • By Starym

       
      A new mini-series of funny shorts has started, and we already have 2 episodes out! Mulligans sees an ordinary guy complete the quests that everyday life throws his way with the help of some unusual friends: Uther, Jaina, and Gul’dan. See them battle printer problems and who gets to ride shotgun in the first two episodes:
       
    • By L0rinda

      The Europe Spring Playoffs and Championship took place over the weekend of May 20-21, which decided not only the new Europe Champion, but also the four players who would represent Europe at the Global Spring Championship in Shanghai next month.
      After seven rounds of Swiss, the top eight players cut to a knockout phase. The results of which were as follows:
        Hoej beat   FibEli3
        Neirea beat   INER
        Rdu beat   Casie
        Kolento beat   StanCifka
      This means that Hoej, Neirea, Rdu, and Kolento will represent Europe in the Global Championship. The top eight being so strong is a sign that the metagame is in a healthy place. All of the players were already known to be among the best in Europe, and despite their lineups differing substantially, they were still able to make it through.
      Hoej went on to take the title, beating Kolento 3-0 in the final. Hoej has been touted as one of the best players in Europe for some time, but traditionally has brought Control decks to major events. This time around, he brought a very aggressive lineup, and was rewarded for his willingness to adapt his style to the meta.
      The deck archetypes that each player brought to the event are listed below:
      Hoej: Aggro Druid, Secret Mage, Murloc Paladin, Pirate Warrior
      Kolento: Jade Druid, Midrange Paladin, Quest Rogue, Quest Warrior
      Neirea: Jade Druid, Discover Mage, Quest Rogue, Quest Warrior
      Rdu: Aggro Druid, Face Hunter, Aggro Shaman, Pirate Warrior
      The next four players to qualify for the Global Championship will be decided next week, with the Americas Spring Championships.
    • By L0rinda

      The Hearthstone Championship Tour (HCT) European Spring Playoffs will take place this weekend, 20-21 May 2017.
      This will be the first playoff event since Journey to Un'Goro was released, and so if anyone has saved any surprise deck tech, this is the event where it will be revealed.
      The top 64 point earners, and ties, from the EU server will be joined by 8 Tavern Hero tournament qualifiers for the event, which will be played in esports bars across Europe. If you want to attend one of the events to cheer on your local favourite, the list of locations can be found here. There will be side events for anyone wishing to attend, with Blizzard prizes available for winners, and the Power Core cardback for all attendees.
      The point standings, showing the top 64, can be found here. As usual the event is stacked with many of the big names from the region. The top four will advance to the HCT Spring Global finals next month.