![]() Master Oakheart and Hadronox are your lynch pins to victory in the late game, when combined with everyone’s favorite dessert, the famous Carnivorous Cube. If this is dropped in the early game, you can almost sit back and play the rest in cruise control. With the right ramping and card draw, you’ll get the lovely combo of Ironwood Golem and Oaken Summons off pretty regularly. ![]() Right now, they’re not seen as much play with the prevalence of fast aggressive decks out there. It’s a hot and cold deck since single minion removal, and even taunt minion removal specifically, see a strong variance in how often they’re played. You’re Going to Have to Get Through Malfurioun FirstĪ druid archetype that finds itself regularly in and out of the meta is the Taunt Druid. Keep the board control, and you’ll be taking the victory. After that it’s big threat after big threat, and you’ll still have a lot of outs for their counter threats. Just stay alive and in relatively good shape for four to six turns. They are going to be spending a lot of resources to eliminate your threats, so keep the pressure high in the mid and late game.Įasy mode? Seriously. Simply pay the big threats that make the most sense for the current board state and keep the pressure up on your opponent. There are no specific cards that carry the keys to victory. Mid and late game are standard, but consistent with this Warrior variation. Use them freely, you’re going to need them. Whirlwind and Sleep with the Fishes will help control the litany of fast and aggressive decks out there. Just like a lot of the decks in this article (and in the entire meta for that matter), your goal here is to use your early game cards to survive and win board control. However, if this Kobolds and Catacombs meta is showing us anything, it’s that the meta is well on it’s way to opening up and going wider.īig warrior is going to play as a Midrange / Control deck for the most part. ![]() Warrior has taken a nose dive in viability since then. In the glory days of the first standard set, Wallet Warrior was one of the top decks out there. Garrosh needs some love from the Hearthstone community. The run down? Keep the board clear early and build up Lesser Emerald Spellstone, unleash it’s power on turn 4 or 5, then use your end game threats combined with your hero ability to close the games out. Rhok’delar and To My Side provide significant end game threats and game finishers. Mid and late game are all yours if you’ve kept the board clear throughout the early game. Drop this on turn 5 (or 4 with a coin) while it’s fully charged, and your win rate is almost 100%. Your secrets will help power up Lesser Emerald Spellstone, which is one of your win conditions. Candleshot and Wandering Monster help keep the board empty and in your favor throughout the early game. Standard gameplay strategy is to survive the early game. Taking advantage of cards like Lesser Emerald Spellstone and Rhok’delar, this lethal combination has taken hunter in a completely different direction. This archetype of Hunter was developed shortly after Kobolds and Catacombs release, and has not only survived the May 22 nd balance changes, but it grew in strength. There is just too much agro stopping ability out there, it’s no longer viable to run the Face Hunter builds. Most significantly, it took away the ever-popular versions of the class, the Face Hunter variations. Kobolds and Catacombs rocked the meta for the Hunter class in many ways. I’ll repeat myself: A Hunter deck without minions. Spell HunterĪ Hunter deck without minions. Here we’ll lay out the 12 best decks in the current meta, with a brief guide to optimize your game play with each. These balance changes were necessary to the game, but the meta shift can be hard to wrap your head around. It’s as natural as peanut butter and jelly. We experienced a drastic balance change on May 22 nd. Card changes, balance tweaks, and out right game changes are easily implemented. Changing seemingly as often as the average gamer changes his bed sheets (not nearly often enough, but often enough to cause a stink). The card has been nerfed, and no longer holds the value, or game play potential, it once did. The next, you’re taking it out of your Paladin decks, deciding whether to disenchant it for dust or not. One day you’re casting Call to Arms, sending opponents into a blind rage in real life due to its insane impact it has on the game.
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