Tier 1 decks November. The best decks of October. Hearthstone deck flood
The main types of decks in Hearthstone
Attention! The division of archetypes into "basic" and "additional" is conditional. It is quite widespread, but you may find a different classification on other Hearthstone resources. In other words, the division is subjective, and if you can offer us your classification, we will only be happy.
There are three main types of decks. Each type has certain distinguishing features. First of all, we are talking about the speed of the game (tempo). Tempo determines the deck's role in each fight. In addition, decks differ from each other in the average cost of cards, the balance between attacking and defensive cards, conditions for winning, etc. Let's start with the simplest type:
Hearthstone aggro decks
Aggro decks are, as the name suggests, aggressive. They contain a large number of small creatures providing a powerful start. The main goal when playing an aggro deck is to kill the enemy as quickly as possible. Aggro decks have a low mana curve as they need to develop the board from the very first turn, and a large number of small creatures guarantees options. Aggro decks are able to increase the advantage if the enemy has nothing to remove their small creatures from the board (for example, tunnel trogg, Manasmey, Councilman of Darkwood). In addition to ordinary creatures, aggro decks contain spells for dealing explosive damage. With these spells, you can finish off the enemy without prior preparation, even if the table is completely empty. Examples are Fire ball and Lava Burst. Sometimes the role of spells is played by creatures with jerks (for example, the Silver Rider, Kor "kron warrior) or weapons (for example, Eaglehorn Bow, Doomhammer), however, unlike spells, creatures and weapons are greatly interfered with by provocateurs. Aggro decks prefer to take the initiative regardless of the type of opponent, since they only have spells as a defensive card, and even those are usually designed to deal damage to the face. In aggro decks, rehabilitation mechanisms are almost completely absent. If the enemy takes over them, all that remains is to pray that they come into the hand desired cards for finishing.
When playing an aggro deck, the cards in your hand run out very quickly. To avoid this, various draw mechanisms are used, however, given the low cost of cards, aggro decks rarely manage to win in a long fight. Therefore, they try to play creatures as quickly as possible, deal as much damage as possible with them, and then seal the victory with spells. As a rule, if one of the opponents plays an aggro deck, the match ends by turn 5-8 (depending on the specific composition of the deck). If both opponents are playing aggro decks, by this point one of them is killing the other, and if one of them is playing a control deck, the other is running out of resources by this point.
Hearthstone Deck Control
Control decks are the exact opposite of aggro decks. True to their name, control decks aim to have complete control of the board. Of course, most fights can't be won by crowd control alone, so these decks often feature large creatures that allow you to finish off the enemy after stabilizing. Control decks often lack 1-crystal creatures (for comparison, aggro decks can have 8-10 such creatures). They don't want to develop the board until they get rid of all the threats. To do this, they need AoE spells to deal with the flow of enemy creatures. Almost all control decks have mechanics that allow you to rehabilitate after slow first moves (for example, Equality+ Consecration, Brawl, Twisting Nether). They are also designed to gain advantage on the cards, because. destroy multiple creatures at the same time.
Control decks often use valuable but slow cards - for example, Servant of Pain(possesses questionable stats for its value, but provides card advantage) or Eliza Stargazer(weak creature, benefits some time later). Of course, these slow maps are complemented by faster maps to adapt to the meta. However, the style of control deck play can be described as reactionary. It should also be noted that many control decks do not have direct damage spells (except in cases where these spells are intended to provide a win condition). Instead of creatures with jerks, they use provocateurs that block aggression. In addition, control decks require various tools to survive (healing effects, armor, freeze, etc.)
The main goal when playing a control deck is to control the board (no matter how trite it may sound) and add victory conditions (large creatures or combo cards). In a battle with aggressors, you must survive at all costs, waiting until the enemy runs out of cards. If this happens, you will be able to win in the next few turns. In a battle with slow opponents, you need to play valuable cards, making full use of their potential. Most likely, such a match will end in fatigue, so cards should be spent wisely. Play for time and remember that it works for you.
Mid-range Hearthstone decks
Mid decks in Hearthstone are a cross between aggro and control decks. These are the hardest to classify because the fastest ones are very similar to aggro decks and the slowest ones are very similar to control decks. Mid decks are able to adapt to the game situation and play the right role on demand. In the battle with the aggressors, they try to control the situation, eliminating all threats. They play strong minions and AoE spells to prolong the fight. Mid decks tend to lack healing spells and other defensive cards, but valuable minions make up for this. In a fight with control opponents, mid decks show aggression, exerting maximum pressure on them with the help of mid-cost creatures. At the same time, they do not act too quickly and cannot kill the enemy by 5-6 moves. However, mid decks can afford to play long enough to keep the edge on the board. enemy AoE spells are mostly ineffective against their minions). The best mid decks are incredibly flexible and able to perform at their best in any situation.
Unlike aggro decks, mid decks don't focus too much on small creatures. They can afford to miss the first move or even two and then still win. For them, the curve at the intermediate stage of the game is more important, i.e. actions on 3-5 moves in accordance with a clear plan. Mid decks usually win by putting pressure on the enemy with creatures with 5 or more attack power, forcing them to use spells, and then putting new creatures on the field. They also include board-clearing spells designed to deter early aggression (such as scope, Evil eye).
As already noted, mid decks are an intermediate option between aggro and control decks, and therefore are considered the most "consistent". In fact, mid-decks are universal and in the hands of a competent player can lead to success in any situation. That is why they are so often used in rating battles.
Additional deck types in Hearthstone
Almost any deck can be attributed to one of the above types. Even though some of them have traits that are inherent in different types (for example, zoo-lock can be considered as both an aggro and a mid deck), the general idea is still traceable. With additional types (subtypes), the situation is more complicated. A single deck may belong to several subtypes or not belong to them at all. Below we list the most common subtypes, but it is worth remembering that this is far from all. Some subtypes can be seen at every turn, some were popular in the past, and now they are almost never found.
Hearthstone deck tempo
If you do not know what "tempo" is in Hearthstone, I recommend that you familiarize yourself with the previous guide from the series. Oddly enough, tempo decks often play far from their maximum tempo - for example, they are surpassed by some aggro decks. Tempo Mages and Tempo Warriors play more like mid decks, i.e. if necessary, they can act rather slowly. At the same time, they use cards that give an increase in pace, tend to get ahead of the enemy and take away his advantage. In other words, they are capable of making powerful moves that turn the tide of the game.
For example, tempo mages use combos with Pyro for such moves. A typical fourth turn looks like this: Pyro + Coin + 2x Arcane Missiles. As a result, the mage deals 12 damage. damage and puts a 2/4 creature on the field. Tempo Warriors turn the game around with weapons, Whirlwind effects, and execution, clearing the enemy board and exposing your creatures in the process.
Any move that allows you to eliminate an enemy creature and expose your own creature at the same time is incredibly important.
As such, tempo decks are generally associated with mid decks, the main purpose of which is to maintain an advantage or regain it if the advantage is on the opponent's side.
Combo decks Hearthstone
All combo decks have a distinct win condition. Combo decks include cards that are frankly weak individually and incredibly powerful in combination. Most combo decks have a damage combo that is used in the final turn to finish off the enemy. For example, combo locks with Reno use a combination Leeroy Jenkins + Overwhelming Power+ A faceless manipulator that deals 20 damage. damage. Some combo decks focus on damage not "from the hand", but "from the table" - for example, a warrior with Grim Regular. As a rule, combo decks are mid- or control-type with the addition of draw mechanisms that allow you to get the right cards for combos.
Often used in combo decks Emperor Thaurissan, which reduces the cost of cards. If the combo costs more than 10 crystals, Emperor Thaurissan is simply irreplaceable. The standard combo cost should not exceed 12 crystals, otherwise it will be very difficult to collect the necessary cards and influence them with Thaurissan.
Decks without specific combos that have end-turn cards (such as control warriors with Grommash Hellscream) and activator cards usually do not fall into the combo subtype.
Hearthstone deck flood
Flood decks aim to fill the board with small creatures as quickly as possible. They value quantity over quality and strive to spend as few resources as possible on board development. Since this tactic is typical of aggro decks, almost all flood decks are of this type, but sometimes there are also flood mid decks. When playing a flood deck, the main goal is to discourage the opponent by instantly replenishing the board after clearing (for example, using the Forbidden Ritual). In addition, flood decks use "sticky" creatures that do not disappear immediately after the enemy casts an AoE spell (for example, Squire of the Vanguard, The Possessed Peasant). Currently, flood decks are quite rare in standard mode, because they key cards(Possessed crawler, Call to battle and Merciless Blast) are not available in this mode. However, you can still encounter zoolocks and aggro paladins. Mid-shamans, who are guided by their totems, belong to the same type.
Fatig/mill Hearthstone decks
Although these terms describe different concepts, they are often used to describe the same decks. The condition for victory when playing fatig decks is the fatigue of the opponent, i.e. they want to prolong the fight and gain a health or card advantage in the process. Fatig decks do not force opponents to draw cards on purpose, mill decks do this. In fact, they also strive to bring the enemy to fatigue, however, they deliberately speed up this process. In mill decks, there are cards like Vashj "irsky oracle and closeness to nature facilitating forced recruitment. Mill and fatig decks use the same win condition, but can be drastically different from each other. For example, a fatig warrior is very slow and actively uses spells to drag out the fight. He gains armor with the help of Marielle Trueheart and lives long after his deck runs out of cards. Mill Robbers, on the other hand, play very fast. He forces the opponent to draw cards with the help of the Vashj "irsky oracle, and then shuffles this creature into the deck with gathering. In the best case scenario, he has 8 copies of the Vashj "Ir oracle and 6 extra cards in the deck. As a result, fatigue overtakes the enemy at turn 7-8, while the robber sits with a full deck. Previously, in rating games, a mill druid was often encountered, who forced the opponent to draw cards, but at the same time slowed down the game in every way, because he could not, like a robber, copy oracles.
Mill Druid disappeared from standard mode along with the Lord of Death, however, he can still be seen in Wild Mode.
Hearthstone deck ramp
Ramp decks try to change the mana curve by getting extra crystals (temporary or permanent). Currently, ramp decks are mostly used by druids. Although there are cards in the game that allow other classes to control the mana curve (for example, Dwarf Summoner, Unstable Portal Sea Witch, and Emperor Thaurissan), all attempts to build a viable deck out of them end in failure. Perhaps in the future the situation will change, but so far in this subtype we are talking only about druids. They use Insight, Wild Growth, Swamp Keeper and Gift of Nature to get more crystals, and then they start to expose large creatures, while the enemy has no way to deal with them.
Some players classify hand locks as ramp decks that can play huge Mountain Giant and Twilight dragon on the 4th move, i.e. outside the curve (this cannot be done without special effects). However, this approach raises some doubts, because a deck with two ramp cards cannot yet be called a ramp deck.
Good day, dear readers website! Has begun new season, which means that the players are again fighting for getting into legend starting from low ranks. In such conditions, already at the sixteenth rank, a beginner can meet a professional. As a rule of thumb, in any meta, most players choose fast decks early in the season in order to quickly catch a win streak and fly through the low ranks quickly. Already closer to 5-1 ranks, you can take something more stable and slow, bringing a higher percentage of wins.
It is true that often even the best aggro decks do not bring the maximum win percentage, the same Midrange Shaman or Malygos Druid- much more reliable and efficient, but they are very slow for low ranks. Agree, it's better to play three fast games in 5-6 moves, even with some chance of losing one of them, than winning a single game with a slightly higher chance, but spending the same amount of time on it, since the game will go deep into the late stage. Therefore, at the beginning of the season it is better to use it best aggro decks, they will help you quickly and confidently pass the low ranking gap, leaving behind most of the players.
Top deckFace Hunter
One of the most disliked archetypes throughout history Hearthstone reappeared in the ladder even after numerous map nerfs. This time he got a bunch of Stealth Hunter and a few secrets that breathed life into a previously unpopular archetype. The strength of this deck is in the ladder - good matchup with Midrange Hunter, which is already enough to take a good place in the meta.
The game plan is very simple.: at the start hang on the table by using cheap creatures, they can be protected by weapons and spells. Early mid game secret hunter and a few secrets will help get ahead of the pace, strengthen the Keeper of Secrets, as well as force your opponent to seriously think about how beat your traps. A mistake on his part is an easy win for you. Against aggressive decks, you can get behind in tempo at some point, then Explosive Trap and Release the Dogs will help. The last spell you can use with Dire Wolf Leader to produce profitable exchanges. Don't forget that Eaglehorn Bow can be used more than twice if one of the secrets is activated while the weapon is in your hands. try maximize usage your hero powers, starting in the mid game so you don't run out of resources quickly and increase your damage output in the long run if needed. To middle stage you will often lose control of the table, there is nothing to worry about, you can finish off the enemy by using dash creatures and spells, which Tracking will help you find.
Mulligan: Look for a good mana curve, i.e. suitable cards for 1-2-3 turns, you will need all the first drops, Granny, as well as Focus Catus (against classes with a lot of spells at an early stage, for example, Druid), Fire Rate (against Mage , Warlock, Shaman, Hunter), Stealth Hunter and Eaglehorn Bow (if you already have turns 1 and 2)
Profitable matchups: Secret Hunter, Midrange Hunter, Freeze Mage, Murloc Paladin, Control Priest, Miracle Rogue, Malygos Rogue, Midrange Shaman, Renolock
Unfavorable matchups: Beast Druid, Dragon Priest, Zoo, Control Warrior, C'Thun Warrior, Dragon Warrior, Aggro Warrior
Detailed article: There is no actual article on this archetype at the moment, since the new Face Hunter appeared in the meta not so long ago, but you can learn something useful for yourself from the guide for and the guide for .
Top deckAggro Warrior
Another archetype that has become popular only in the last month, replacing Aggro Shaman. Even the fact that most decks these days use Harrison Jones or Acid Ooze doesn't weaken the Aggro Warrior who has too many weapons at his disposal.
Use your weapon as early as possible and hit "in the face" every turn. If you don't spend mana crystals on weapons, fill the board with pirates, dash minions, and aggressive cheap mana curve minions. Early in the game, you can afford to clear the board with weapons to protect your minions. You can exchange them only to protect other stronger creatures. By the mid game, forget about the opponent's board, if you don't see taunts on it, just send all your resources straight to the enemy hero. With the help of Sir Finley Mrrgglton, you can get the Hero Power of another class, the priority of choice is: Hunter, Warlock, Mage, Druid, Rogue (you can take this Hero Power if you do not have a weapon in your hand, but there are cards that strengthen it), Paladin .
Mulligan: Look for Sir Finley Mrrgleton, N'Zoth's First Mate, Fireaxe, 2 mana minions. If you already have the first and second moves, you can leave the third drop as well. Don't forget that the Dread Corsair gets cheaper depending on the attack value of your weapon, sometimes you can leave it if you manage to set it for 2-3 turns.
Profitable matchups: any Hunter archetype, Freeze Mage, Tempo Mage, Murloc Paladin, Control Priest, Miracle Rogue, Malygos Rogue, C'Thun Warrior
Unfavorable matchups: Reno Mage, Dragon Priest, Midrange Shaman, Renolock, Zoolock, Control Warrior, Dragon Warrior
Detailed article: There is no guide for the current Agro Warrior, but you can track his status and basic information in the meta reports from .
Top deckAggro Paladin
It has been around for a very long time, but it has always lacked something to become the best aggro deck on the ladder.
Aggro Paladin has an excellent first turn, but on the second it is difficult for him to put up something worthy, as a rule, all creatures for 2 mana crystals in his deck are situational and interact only with those already put up. Then it gets better, weapons appear, buffs of cheap creatures, even an AoE effect that allows you to surprise the enemy. Aggro Paladin's strength is in divine shields, which make his minions incredibly hard to kill, and can be traded favorably to help capture the board. But most importantly, creatures with a divine shield can be strengthened with Seal of Might, Rallying Blade, Seal of Kings, Argus' Guardian and Uldaman's Guardian, which means they will become much more dangerous. Unlike most aggro decks, Paladin can replenish his resources with Divine Grace if he uses cards in his hand faster than his opponent, which is not so difficult to do given their cost.
The Aggro Paladin deck can be played slower than the other best aggro decks as you will always have a great draw source and a stable 1/1 token thanks to Hero Power. You can afford to trade a divine shield for an opponent's minion, especially if it's easy to knock down your opponent (eg Mage).
Mulligan: always look for a couple of creatures on the first turn, and only if they are already there, you can leave the second and third drops. You can leave Guardian Uldaman in case you are playing against a Druid.
Profitable matchups: Control Priest, Midrange Hunter, Secret Hunter, Control Warrior, Token Druid, Murloc Paladin, Renolock
Unfavorable matchups: Tempo Mage, Miracle Rogue, Malygos Rogue, Midrange Shaman, Zoolock
Top deckzooloka
One of the oldest archetypes in Hearthstone history that will probably never leave the meta even though it's having a hard time right now due to Midrange Shaman. Nevertheless, Zoolok is a great aggro deck for the ladder, as it copes well with other archetypes, and it has decent chances with the leader.
Your first priority when playing as Zoolock will be to capture the table from the first moves, after that do not loosen your grip, but at the same time make profitable exchanges, lowering the enemy’s health gradually. Life Tap will help you to always replenish resources in the mid and late stages of the game. Overwhelming Power or Soul Fire can end the game unexpectedly quickly in your favor. For this, there is also the Guardian of Horror, but sometimes it can also be used as a tool to turn the situation on the table, exchanging. Don't be afraid to make profitable trades (your weak creatures for strong opponents, your creatures that won't die when attacking enemy creatures that won't survive the trade), you're not playing as a face deck, so don't try to mindlessly go "in the face". Clear the table whenever possible, because once you give up control of it, you are unlikely to regain it, and without a table, it will be difficult to deal lethal damage. Don't forget about proper positioning on the table: you should beat the Dire Wolf Leader and the Defender of Argus in such a way that their placement will bring you the maximum benefit. The leader of a gang of demons should always be placed as far as possible to the left, and other sticky creatures should be placed at the edges on both sides.
Mulligan: First of all, look for creatures for one mana crystal, if they are available, you can leave the Black Archaeologist, Juggler with daggers. If there is a second move, you can think about the Leader of the gang of imps or the Councilman of Darkwood. Soulfire can be left against Shaman, as well as with Imp Malchezaar and Tableware Golem.
Profitable matchups: C'Thun Druid, Malygos Druid, Token Druid, Midrange Hunter, Tempo Mage, Aggro Paladin, N'Zoth Paladin, Aggro Warrior
Unfavorable matchups: Agro Freeze Mage, Freeze Mage, Control Shaman, Midrange Shaman, C'Thun Warrior, Control Warrior, Dragon Warrior.
Top deckBurn Tempo Maga
Tempo Mage is not considered an aggressive deck, but one of his builds, the so-called Burn Tempo Mage (from the word Burn - to burn, that is, to deal damage to a hero with spells), plays aggressively with many decks in the current meta (Shamans, Hunters, Zoo , Robbers and others). It's all about the presence of a huge amount of damage with the help of spells, which are sent to search for many cards sorting through the deck. So already in the middle stage of the game, you will often act like a classic aggro deck, that is, attack the enemy hero with all the resources available to you.
Your task at the start of the game will be to expose several early creatures for 1-2 mana crystals, then all the threats that have appeared should be neutralized with the help of spells, of which there are a sufficient number in the deck. You should avoid trading your minions with enemy minions as there are not many of them in your deck. Larger ones often synergize well with spells, either empowering them or being empowered by them. To replenish resources, you have a significant number of creatures and spells that draw cards, you will need them in order to find possible lethal damage. Profitable trades will often not be your main goal if you see that you will soon be able to finish the game - in this case, start hitting the creatures “in the face”, and when board control is lost, spells will come to the rescue that will finish off the damaged enemy hero. This strategy is especially useful in cases where your opponent does not have the opportunity to restore the health of his hero, but against archetype control you will have to play from the table and count on winning with the help of creatures, that is, in the classic midrange deck style, and not aggressive.
Mulligan: Look for Manaswyrm, Cultist Witch, and Sorcerer's Apprentice first. With them, you can leave Mirror Copies, Arcane Blast, Arcane Missiles. Frostbolt can be left against Warlock, Shaman, Mage and Hunter. Third drops will come in handy if you have a very good start in the first two turns and/or Coin.
Profitable matchups: Aggro Freeze Mage, Freeze Mage, Murloc Paladin, N'Zoth Paladin, Aggro Paladin, Control Priest, Control Shaman, Renolock, Midrange Shaman
Unfavorable matchups: Malygos Druid, Secret Hunter, Zoo, Dragon Warrior, Aggro Warrior
Budget Decks
Not everyone has the necessary legendary cards and all the wings of adventure, a section has been specially allocated for them with the best budget aggro decks that do not contain epic and legendary cards, as well as adventure maps. With their help, you will not achieve the same results as full-fledged aggro decks, but you will still show a decent result and climb high on the ladder at the beginning of the season.
Conclusion
With these top aggro decks, you can easily and confidently move up the ranks at the beginning of the season, they have all stood the test of time and ladder and proved their worth. As you reach higher ranks, don't forget to switch to something more reliable in order to maintain a high percentage of wins against experienced players.
Thanks for reading, good luck on the ladder!
Prepared redsnapper , designed Hemlock .
Tier 1 from the most popular meta reporting site, Tempostorm.
1st Place – Midrange Shaman
(Place in the previous report - 1)
The meta has matured and is barely moving, so we continue to see the advantage of Midrange Shaman. This deck has it all: early game, late game, good point and mass removal, card draw, and the ability to regain control of the table, which seemed hopelessly lost. Some Midrange Shamans added and , which improved the win rate in the worst matchups (with Freeze Mage). In general, there are a lot of variations of Midrange Shamans, some add to the deck \ , Amnesiac took it to his deck at Blizzcon. The deck we're showing today is from player Rosty, and it's notable primarily for his preference over , as this card works better in mirror matches and is still good against Warriors and Hunters. Another interesting find is , which, in combination with, helps to make excellent exchanges, and generally increases the win rate in mirror matches. And the last relatively uncommon card - , it helps to improve matchups with Warriors. If you are interested in taking the Legend with minimal effort, choose Midrange Shaman.
Negative matchups: Control Warrior 45%, Freeze Mage 30%, Face Hunter 45%
Positive matchups: Zoolock 60%, Tempo Mage 55%, Token Druid 60%, Dragonborn 60%, Malygos Druid 65%, Secret Hunter 60%, Malygos Rogue 60%,
2nd Place - Malygos Druid
(Place in the previous report - 2)
October in Hearthstone started with some card changes, all to challenge the dominance of the individual decks occupying the championships. The changes have affected ours as well (although they are still relevant), so there is a good reason to try something new. Moreover, on October 8, the European stage of the Last Chance tournament took place, where you could take a look at the updated top heroes. This time, the absolute leader was determined - the shaman (yes, Blizzard, you did not succeed)! Time for aggressive tactics.
Balanced Shaman by Pavel (Midrange Shaman)
Spirit Claws x2
Lightning x2
Tunnel Trogg x2
Portal: whirlpool x2
Flametongue Totem x2
Totem Golem x2
Thunderstorm x2
Wild Wolf Spirit x2
Evil eye x2
Mana Tide Totem x2
Thunder Bluff Knight x2
Something from the Deep x2
fire elemental
Blood Mage Thalnos
Azure Dragon x2
Ragnaros
It should be noted that playing a shaman in the final Pavel failed, but we'll still stick with the recipe from the winner of the tournament. Various variations will be very common - according to rumors, at the rank of Legend, a third of the population plays on a similar shaman. A counter deck could be a hit!
The assembly is really balanced, it uses all the possible features of the hero: it turns totems, magic and overload in its favor. Having successfully placed "Tunnel Trogg" at the beginning of the match, you will use cards with overload with joy.
Thing from the Deep (a 5/5 minion that costs less per totem deployed over the course of the game) gave a class skill a new lease of life, as did the combination of Ghost Claws with a Spell Power Totem. The first allows you to set up a powerful creature on turn 3-4 without losing pace, and the +2 bonus to attack on Claws makes the owner the master of the table already on the second turn. But here, of course, you should be lucky with the call: the chance is 1d3 that the right one will fall out. The remaining representatives of the branded shamanic branch of the "golem" type are good on their own, and as a result, there are a lot of totems. So, it's time for "Thunder Bluff Knight", generously distributing an increase in attack to all creatures of this subtype.
You can't get around the topic of spells: a few good AoE hits will take any warlock out of your way. They come with magic buffs like Azure Drake and Mage Thalnos, which will also provide enough card draw speed. The abundance of buff minions justifies the addition of a strong Barnes + Ragnaros combo. Barnes will summon a 1/1 copy of a random minion from the deck and more than half the time it will do something useful. Recall: "Ragnaros" 1/1 spits fire on all the same 8 and on the fourth move can be extremely dangerous.
And everything with the shaman is like this: every action has several positive consequences. You put Talnos, you get a bonus to spell power, and, therefore, to Ghost Claws. Attack with triple the enemy's power and use Lightning Storm, it frees the table, and the overload effect enhances the Tunnel Trogg ... Brilliant! Even the death of Talnos will please us.
Key cards: you can't do without Ghost Claws and Thing from the Deep, the rest is relatively replaceable, but the scheme above is the best. You need a lot of totems and spells.
Basic tactics: It's easy to play as a shaman. When choosing a starting hand, it is enough to focus simply on the cost, and in the future there is practically no need to hold cards (except for the Evil Eye and the second Thunderstorm, of course), just use them as they become available. The ultimate trick is not to waste claw durability when there is no spell power bonus on the board. The deck is aggressive enough to force the opponent to react to their decisions, rather than the other way around, and keep them under control until death on the eighth turn.
Secret Hunter by Bunnyhoppor
Tracking x2
Hunter's Mark
fire bat
Explosive trap x2
snake trap
Frost Trap x2
Rate of fire x2
Focus-Cotus x2
Grandmother x2
Eaglehorn Bow x2
Command "Get!" x2
Release the dogs x2
Stealth Hunter x2
Squire of the Vanguard x2
Keeper of Secrets x2
Silver Rider x2
Leeroy Jenkins
After the weakening of Yogg-Saron, the hunter pushed the druids out of the popularity ratings. True, it is difficult to say for sure which archetype is better - with secrets or a balanced-aggressive hunter. But for a change, let's try the first option. In addition, such a hunter costs a little less, and infuriates opponents to hysteria with their insidious spells.
First key feature: Secrets, as many as 7 cards, including the brand new Focus Cut, which summons a 4/2 panther in disguise when an opponent casts a spell. The secrets are accompanied by the Eagle Horn Bow, the main weapon of the hunter, which plays in any deck, but here it becomes simply endless: each opening of the trap increases the strength of the bow by one, and if used correctly, it simply does not break. But the key to the effectiveness of the assembly is, of course, the Stealth Hunter, which allows you to use the secrets for free all the time that it is on the table. Even a single trap is profitable for free, and even a few give an incomparable advantage. Well, the "Keeper of Secrets" is simply created for such decks.
And while the secrets allow you to gain a foothold on the board (note that half of them summon creatures), the rest of the cards work for the immediate annihilation of the enemy. More expensive than three mana only "Leeroy Jenkins", designed to finish off the last health, probably on the fifth turn. The hunter is designed to shoot directly at enemies, here his aggressive potential is fully revealed.
At the same time, a viscous, clinging to the battlefield with all sorts of "Snake traps" and "Grandmothers", and an evil, fast deck with the "Catch!" Command and "Let the dogs go" have only one significant drawback: there is nowhere to take cards from. Cheap little animals will quickly go to waste, the hand will be empty literally by the fifth move. And if your opponent is still alive, it's easier to give up and not waste your nerves. But what a rapid progress in the ranking, even losing almost no time is wasted.
Key Cards: It doesn't make any sense to build a deck without secrets and support "Stealth Hunter" and "Eagle Horn Bow", and without the "Catch!" command, it is completely dangerous to leave the house.
Basic tactics: The principles of the game are quite intuitive. If there is a choice - to clean the table or attack the enemy hero, then it is better to attack, let him deal with your monsters himself. The class skill must be actively used, and with the Bow of the Eagle Horn it is also better to shoot directly at the enemy. Just make sure that it does not break, put secrets.
Rogue Spellcaster (Miracle) by RDU
Preparation x2
Backstab x2
Disguise x2
Path through the depths
Deadly Poison x2
Coolness x2
Stagger x2
Eviscerate x2
Fan of Blades x2
Shadow Strike
SI:7 Agent
Edwin vanCleef
Tomb Raider x2
Blood Mage Thalnos
Adventurer x2
Azure Dragon x2
Leeroy Jenkins
Goblin Auctioneer x2
In third place could be a warlock, but it exists in two guises: a deck for discarding cards, the simplest, effective and cheap, and in the form of a cunning slow one with a dozen legendary monsters. There is a lot of certainty with the robber: she will be with spells. In addition, the deck is very nostalgic, known since the days of closed testing, when the Auctioneer was cheaper, and the Adventurer was scary to the point of horror. At the "Last Chance" tournament, five people preferred the robber, and the lower popularity among ordinary players is most likely due to the greater difficulty of the relative same warlock with a reset.
The deck is all about building a killer combo like Leeroy while under the influence of Cold Blood (preferably two), which does 10 damage slightly worse than the mage's Pyroblast, but cheaper. The enemy is weakened by the beefy "Adventurers" and "Edwin van Cleef". A set of cheap and even free rogue spells allows you to use a lot of cards per turn. But where can you get them? You need a special combo with Auctioneer Goblin, which allows you to draw a card for each spell you play. The rest of the creatures work to recruit (and receive coins), but Azure Dragons with Talnos are especially chic, since there are a lot of combat magic and a robber.
There are many variations, if in the Malygos deck, then the emphasis is shifted to damaging spells like Insidious Strike. Imperator Thaurissan performs well, facilitating mass ejection of cards on the table.
Key cards: Everything is built around the “Auctioneer Goblin”. Zero mana cards, coins, stealing - all to put it on the table and feed it with a ton of spells, and then return it to your hand. Or hide. Or leave to be torn apart by the enemy, but take revenge on the next move. The second question is what exactly in the deck you need to find. Somewhere there must be a killer combination with Leeroy, or at least a couple of Magic Giants or Adventurers. For "Malygos" the corresponding retinue of spells is collected.
Basic tactics: All the dangers of the first moves will have to be faced with a 1/2 class knife and hope that the "Deadly Poison" is about to come. Entertainment starts from the sixth move ("The Auctioneer" even in starting hand quite suitable), you just need to survive. You also need to kill the enemy quickly, practically ignoring the creatures on the table, your health ends.
There are a lot of decks in the game now, we have discussed only the most beloved and popular ones. Feel free to experiment, maybe your idea will blow up the rating?