Sottle

Sottle's Weekly Hearthstone Meta Analysis for Week of 11/01/15 - 18/01/15

1 post in this topic

9994-sottles-weekly-hearthstone-meta-ana

 

Hearthstone Meta Analysis: 11/01/2015 - 18/01/2015

 

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.

 

First and foremost, let's cover the things that haven't changed in the past week. Dr. Boom is still ever present, featuring in everything from Control and Midrange decks all the way through to Aggro. Due to this, Big Game Hunter (BGH) is still also in most decks as a response.

 

As a reaction to this, many players have started to build their decks without BGH targets. Cards like Kel'Thuzad, Ysera, and Sneed's Old Shredder are being used in Control decks in place of the usual cards like Ragnaros in order to avoid BGH altogether, leaving the opponent stuck with a dead card in their hand for the entire game. This is an interesting look into a "self policing" meta, where a card like Dr. Boom has proven so good, it is included in almost every deck, leading to a natural counter being included to replace it, and in response, Dr. Boom, although still an incredibly powerful card, is then being removed. In other words, some decks are choosing not to play Boom because it is so good, that the meta is designed to beat it.  

 

The other big development this week has been the emergence of Fatigue decks. These decks, led mostly by Mage, play no real win conditions and feature very little board presence. Instead, they load up on removal, healing, and Taunt, and aim simply to remove every threat the opponent is able to play until they are left helplessly drawing fatigue cards. As mentioned, although Fatigue Mage is the most popular of these decks, Druid and Priest also have viable builds of the same concept. It will be interesting to see how Blizzard reacts to this trend if it continues, since this type of deck, cheap, non-interactive, and slow, is the exact type of thing that they have chosen to nerf in the past.

 

Druid has been one of the big winners this week, with both Ramp and Fast Druid builds proving highly effective. The Fast Druid decks are able to outpace the heavy Control decks, while Ramp Druid is able to compete in the late-game against other Control decks without including BGH targets.

 

Aggro has been on a downswing this week, with the faster decks like Zoo and Hunter finding themselves outmatched by the huge Taunts of Ramp Druid, or the efficient clearance and life gain of Control Warrior or Priest. Despite this, both are still common choices on ladder, due to how fast the games are. For people who are fixated on climbing, often sheer quantity of games is more important than winrate.

 

Class Power Rankings

 

Although this week we do return to the classic ranking system of the earlier meta reviews, it should be noted again that the classes are still very close together, and even the classes as low as 6 and 7 are still very powerful.

 

For an alternative way to view the Tier List, you can group the classes into groups as follows.

 

A: Druid, Warrior, Paladin

B: Mage, Warlock, Hunter

C: Rogue, Shaman, Priest

 

1. Druid

 

250px-Malfurion_Stormrage-f.png?version=

 

Druid has made a huge splash this week. On Team Archon's talk show recently, World Champion Firebat stated that he was facing 40% Druid on Ladder, which is a huge proportion of the total field. The versatility of the class is part of what leads to this popularity, with the faster double combo Druids being heavily favoured against Warrior, while Ramp Druids are incredibly versatile against the field. While the class can suffer against extremely fast decks like Hunter and Zoo, the fact that those decks are at a low point currently further plays into the strength of Druid.

 

2. Warrior

 

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

 

 

As always, there is not a great deal to say about Warrior. It remains one of the most stagnant classes in the game, with only one high level archetype proving viable. However, the strength of this build, alongside the flexibility to build the deck differently versus different types of decks, means that Warrior remains strong as always. By including extra late-game cards, Warrior becomes the ultimate late-game deck, capable of outlasting most other decks completely. Alternatively, by cutting a late-game card for additional early game options like Ironbeak Owl or Unstable Ghoul, you can effectively counter Aggro by answering their early threats and then simply surviving through armour gain.

 

3. Paladin

 

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

 

Paladin remains powerful this week and has maintained much of the momentum it gained from the release of GvG. While the traditional midrange Paladin lists that have been popular for several weeks are still very common, some players have started experimenting with Control Paladin decks again. Liquid Savjz recently reached #1 Legend with an extremely slow Paladin deck that featured double Lay on Hands. With many decks cutting BGH targets from their deck, some classes find themselves light on removal for high priority targets with less than 7 attack. Since Paladin has access to one of the most effective board clears in the game with Equality, they can bypass this problem entirely.

 

4. Mage

 

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

 

Mage has seen a huge boost in power since the advent of GvG. The previous problem Mage had of not having a unique build that was strong enough against the field is now a complete thing of the past. Mage now offers three or more highly viable builds in Fatigue Mage, Freeze Mage, and Mech Mage, that are all highly effective on ladder. Further experimentation has been undertaken with various Echo of Medivh builds, but for now, the above 3 builds seem to be the mainstays of the class. Kolento recently achieved Rank 1 Legend on the EU server using Fatigue Mage, contributing heavily to its popularity.

 

5. Warlock

 

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

 

Warlock is for once, at a low point this week. The ever presence of Big Game Hunter is damaging players that wish to play Handlock, however, Handlock is one of the better decks for dealing with this problem, since they play such a high number of BGH targets, they can often afford to lose one of their threats and still have enough power left in the deck to seal the game. Zoo on the other hand is struggling to find a foothold in the current meta, with so many decks being built right now with survival in mind, Zoo can struggle to seal the game before the opponent can gain control of the game. With this said, both builds are still extremely strong, and perfectly viable choices for climbing ladder, they are just not at their most powerful at this point.

 

6. Hunter

 

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

 

Hunter, much like Zoo is struggling to find a foothold in a meta that is currently so heavily focused on survival. With even its previously strong matchups like Handlock now packing extra survivability, Hunter can struggle to close out the game before the opponent gains too much of an advantage to come back from. Although the unbeatable Undertaker starts can still happen, without them, Hunter struggles to output enough damage in some matchups. The nemesis of Hunter, Antique Healbot is still very common, which lets Control decks seal the game when they are already ahead on board. Due to all of this, outright Face Hunter is a weak choice, with more robust Aggro decks that feature Savannah Highmanes and even Dr. Boom are a better choice, since they are able to compete in the late-game once Control decks begin to stabilise.

 

7. Rogue

 

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

 

 

Rogue is still lacking a little punch in the post GvG Meta. Early and recent experiments with Mech tempo decks have proven fairly unsuccessful, with the decks simply lacking power against what everyone else is doing. The only Rogue deck to show any real promise so far, is the Control Rogue build that has replaced the old Miracle Rogue archetype. Despite this promise, the deck is still found wanting against several of the powerful decks in the format.

 

8. Shaman

 

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

 

Shaman is sitll floundering for a foothold in the GvG meta, and it will probably take a major breakthrough for Shaman to really become a force to be reckoned with. Without any major innovation, Shamans are stuck playing the standard Midrange formula that has proven somewhat successful for the class in the past, but failing to be able to react to what the rest of the meta is doing. Some experimentation has been put into an Ancestor's Call deck, that uses the card to rush a Malygos out onto the board and burn the opponent out with a volley of spells, however, this deck so far, proves inconsistent and situational.

 

9. Priest

 

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

 

Unfortunately for the class, Priest has fallen back into its old niche of being an excellent Aggro counter, while suffering when faced with other Control decks. Since many of the other Control decks are now equally well placed to deal with Aggro, Priest struggles to offer a legitimate reason to favour it as a ladder deck over many other viable choices. 

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


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      We kicked off this new series by analyzing a tricky situation which had only one optimal line of play. In episode two we'll take a look at a very different kind of situation, one where there might not be a perfect move at all.
      Please let us know in the comments what you would have done in this situation! One of the primary goals of this series is to foster improvement at Hearthstone by generating discussions. We would also love to hear your feedback on the video itself, as the series is still very new and has plenty room to improve on its format.
      - Aleco
    • By Stan

      In the latest Hearthstone update, Blizzard made adjustments to several cards. The patch is now live now on desktop and it should become available on mobile devices in the coming hours.
      Philosophy and reasons behind these changes can be found here.
      Blizzard (Source)
      Card Changes
      Innervate now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
      Fiery War Axe now costs 3 mana.  (Up from 2)
      Hex now costs 4 mana. (Up from 3)
      Murloc Warleader now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
      Spreading Plague now costs 6 mana. (Up from 5) 
    • By Zadina

      A new Brawl has landed in the Tavern.
      Just like with the previous expansions, it's time to try out the deck recipes of Knights of the Frozen Throne in this week's Tavern Brawl. The archetypes for each deck recipe are the following:
      Druid: I guess the best name for this deck is Midrange Druid. It has Ultimate Infestation and Spreading Plague, so... PROFIT?! Deathrattle Hunter Elemental Mage Divine Shield Paladin Control Priest (you've probably seen variations of it in ladder) Jade Deathrattle Rogue Freeze Shaman Zoolock Control Warrior with Enrage minions This is a good opportunity to try out cards that you don't own. Good luck and have fun!
    • By Zadina

      The balance patch is arriving in the beginning of the next week.
      The wait is over! The anticipated card balance changes will arrive on September 18th and hopefully freshen up the meta a little bit. As the case always is with balance patches, for the next two weeks if you disenchant Spreading Plague and/or Murloc Warleader, you will get their full value in Arcane Dust.
      Daxxarri
      In the recent Upcoming Balance Changes – Update 9.1 blog, we discussed the details and philosophy behind balance updates that are coming to several Hearthstone cards:
       
      Innervate - Now reads: Gain 1 Mana Crystal this turn only. (Down from 2) Fiery War Axe - Now costs 3 mana. (Up from 2) Hex - Now costs 4 mana. (Up from 3) Murloc Warleader - Now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health) Spreading Plague - Now costs 6 mana. (Up from 5)
      This patch is currently targeted for September 18th PDT. Please note that updates for mobile devices may take a few additional hours to propagate.

      Once these card changes are live, players will be able to disenchant cards that are not Basic (Murloc Warleader and Spreading Plague) for their full Arcane Dust value for two weeks. Basic cards cannot be disenchanted and will not be available for an Arcane Dust refund. (source)
    • By Damien
      This thread is for comments about our HCT Americas Summer Playoffs coverage.