Legend Un’Goro Miracle Rogue Guide: Plants and Zombies

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Miracle Rogue has always been a great deck to play for punishing slow decks and it’s one of the oldest existing decks in Hearthstone that just managed to live through nerfs and changes to the deck over the years. With Rogue having access to an extremely powerful classic set and Gadgetzan Auctioneer to support the miracle archetype, it’s unlikely the deck is going to die out anytime soon.

Today we will take a look at a list that Eloise used to hit Rank 1 Legend on stream (decklist originally created by cross7224). I used the deck from Rank 20 to Rank 2 on Europe (ended up hitting legend with Tempo/Thief Rogue). Let’s break down the card choices and discuss the deck’s playstyle!

Card Choices


Backstab: One of the most mana efficient early game minion removals in the game, it is a staple card in pretty much every Rogue deck out there and being able to enable combo and other synergies for just 0 mana makes the card an auto-include in Miracle Rogue.

Counterfeit Coin: Counterfeit Coin wasn’t as popular before Un’goro with most people choosing to run only one copy of the card in their decks but with Tomb Pillager having moved out, it makes running 2 copies of the card a reasonable choice especially with Sherazin, Corpse Flower. 0 and 1 mana spells are extremely potent for the class and the card has yet to disappoint during the playtime I’ve had with the deck. One of the drawbacks of running multiple copies of Preparation and Counterfeit Coin is that you might end up drawing them all and have poor opening hands once in a while, which can’t really be helped.

Preparation: It is one of the most powerful spells in the game and being able to cheat out mana and setting up high tempo swings is what Rogue does best. It’s one of the core cards of the class and while not all Rogue decks need to run it based on what list they are playing, Preparation is definitely a top contender for inclusion when deckbuilding. It has great synergy in the deck with Gadgetzan Auctioneer and Sherazin. In clutch situations it can also be used as a Combo activator to get value out of your Combo cards.

Cold Blood: Cold Blood is a great tool for trading into big minions very efficiently by boosting the attack on one of your minions. It can also set up big burst turns as well to close out the game. It is an optional pick in the deck but I definitely like the value it has been getting me when dealing with big taunts or other beefy minions that are annoying to deal with.

Hallucination: Any form of card draw for Rogue is devastating in Rogue and being able to discover cards that your opponent is not prepared to play around can be really effective. It has helped me pull out answers to sticky situations quite often and the unpredictability that it offers it very effective in every matchup.

Swashburglar: Swashburglar a really strong card that makes every game different with the randomness and it also pulls out Patches the Pirate from your deck which is essentially a card draw for free and thins out your deck.

Eviscerate: A flexible removal that is able to deal with any small to mid game minions quite handily for just 2 mana. It can also be used with other spells like Backstab to chain together more damage and deal with big threats as well.

Razorpetal Lasher: A standard 2/2 minion that puts a cheap spell into your hand for cycling is quite appealing and the card has been performing greatly with Gadgetzan, Sherazin and the spell is handy when dealing with tokens on the enemy board.

Sap: A very mana efficient removal that forces your opponent to replay their big threats, with most of the decks in the current meta not choosing to run too many big threats, one copy of Sap is enough. And Vilespin Slayer is also a part of the deck, which makes running one copy of Sap enough in the current metagame since you have 2 extra hard removals to fit in anyway.

Edwin VanCleef: One of the strongest legendaries in the game ever since silence effects were nerfed in the game during the first Standard rotation. He is a powerhouse in the deck with several 0 and 1 cost spells to combo with and you can choose to go all in against specific decks early on and win on the back of the card against aggressive decks that do not run hard removal.

Fan of Knives: The card is mostly included for the cycle and it’s hardly used as a good AoE removal except against specific decks. With Azure Drake being rotated out, this is one of the best options to fill in the role in the deck.

Mimic Pod: Mimic Pod is very similar to Arcane Intellect but it draws specific cards instead of thinning out your deck, and being able to pull out an extra copy of a card can help a lot. Something like an extra Edwin VanCleef or Eviscerate can open up options for you and your opponent will not be able to play around it.

SI:7 Agent: Arguably the strongest 3 drop in the game from the classic set, it is one of the best ways to get early game board control quite easily. It’s very good against aggressive decks and with so many cheap cards in the deck, activating its combo effect is always easy.

Sherazin, Corpse Flower: It is a card a lot of us had undervalued and deemed it to be low but it turns out it’s not the case with the card making it into pretty much every Miracle list popular streamers and pros are coming up with. I have had a maximum of 8 resurrections on the minion in a single game and on an average I easily bring back the minion around 3 times quite often. If you do not have Sherazin in your collection you can consider putting in one of the other Rogue legendaries like Xaril or Shaku in your deck if you have them, or you could even consider adding Elise the Trailblazer. Violet Teacher is also an excellent option to include as well.

Vilespine Slayer: A great minion to use as hard removal and it’s definitely a card a lot of people had undervalued at first sight at launch and people expected Sap to continue dominating the hard removal slot but after trying out the minion first hand, I’ve definitely been loving it so far.

Patches the Pirate: The card that rules the meta itself, Patches the Pirate makes it into the deck to work with Swashburglar and getting him out early on thins out your deck and makes your draws a lot more consistent. A very good minion to include overall in the deck for the added draw and the ping value that it provides.

Bloodmage Thalnos: The skeleton in a dress just seems to fit into every single deck out there that runs a bunch of spells and Rogue has been including  the card pretty much since Beta. The card offers quite a bit of value through your cheap spells and the ability to cycle itself makes it a great option to include in the deck.

Gadgetzan Auctioneer: The card that defines Miracle Rogue, being able to cycle through your entire deck very rapidly in the mid to lategame and refilling your hand makes Auctioneer a core card for any Miracle Rogue build.

Arcane Giant: With so many cheap spells in the deck, you’re unlikely to pay anything remotely close to the starting cost of 12. I mostly end up playing him for free or put him out in the mid game coupled with some Counterfeit Coins to add a lot of pressure on board. With several high priority targets in the deck it is likely that you will be able to drain out enemy removal and close  out the game quite easily with two copies of Arcane Giants.

Mulligan


High Priority

  • Backstab
  • SI:7 Agent
  • Swashburglar
  • Thalnos (with Backstab/Eviscerate)
  • Hallucination

Situational picks

  • Edwin Vancleef (with cheap spells in hand)
  • Any good combination of Preparation and high value spells like Mimic Pod

Playstyle


You want to control the board with cheap spells and early game minions in the initial turns and then cycle through your deck and use removals up until the time you can setup a big Gadgetzan Auctioneer turn. You ideally want to draw at least 2 cards with Auctioneer and you need not be too greedy with your ‘miracle turns’. An early Edwin or Sherazin can be really helpful in applying pressure and you always have your pseudo draws from steal effect cards (Swashburglar and Hallucination) and the giants to back you up when you run out of steam.

Conclusion


Miracle Rogue is in a great spot and I’d definitely encourage people to try the deck out on ladder because of how much success it has been experiencing at top level play. You can go ahead and change things up with things like Questing Adventurer or more pirates thrown into the mix. Or maybe even more steal effects using and Ethereal Peddler for a more ‘Miracle + Thief’ playstyle. Hope you guys enjoy the deck and we’ll be back with new decks soon!

The post Legend Un’Goro Miracle Rogue Guide: Plants and Zombies appeared first on Hearthstone Players.

The Highest Winrate Decks For All Classes Thus Far in April – Powered by HSReplay

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The Highest Winrate Decks For All Classes Thus Far in April - Powered by HSReplay submitted by /u/Skiffington_
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New arena meta

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… No? In the sidebar, Krul is below the Footman, so he was played first.

Also, Illidan activates when you play a card, so he won’t trigger off of Krul in this situation; the fact that he activated shows that another card (the Footman) was played after Illidan was on the board.

Well Look At That, Un’Goro Has Created Hearthstone’s Best Metagame In Years – Forbes

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Forbes

Well Look At That, Un’Goro Has Created Hearthstone’s Best Metagame In Years
Forbes
I will admit I have been a little down on Hearthstone the past couple weeks, overwhelmed by the looming cost of constant expansions, and tired of being trampled to death by Quest Rogue during the opening days of the Un’Goro expansion. But now? Things …

Hey Reddit, I’m starting a new video series with Yahoo Esports to create educational content called “Dech Techs”. The first episode is Caverns Rogue!

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https://youtu.be/l7a9zSAB6kw

Hey everyone, I wanted to introduce a new educational video series I’m doing with Yahoo Esports to show beginner level players top decks of Un’Goro.

We took one deck per class and tried to break down why the cards are in there and what specific things to look for such as:

  • important cards
  • mulligans
  • combos/synergies
  • budget considerations

All decks have hit at least top 100 legend or higher. This edition was recorded a week after Un’Goro came out (as noted by my hair difference prior to the Red Bull event), so today’s lists might be slightly updated.

Caverns Rogue isn’t the most popular deck on this forum, but understand this is an effort to teach the playerbase about the meta’s current form and the variety of ways to play. I believe we’re releasing Warrior tomorrow and Mage after that.

Let me know what you guys think! I’m trying to improve the content to be even better so toss any suggestions/preferences my way either on this thread or on my Twitter.

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Journey to Un’Goro Deck Recommendations #2

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Introduction


It’s time for the second Journey to Un’Goro deck recommendations. The meta is already starting to stabilize, but we’re still getting some new decks every day. Even more, it seems that a lot of them might be viable and played in the future. So far Un’Goro is like a paradise for deck builders, because not only the new archetypes seem to work out, but most of them require a lot of playtesting & optimization, which is a very important process when building a new deck. And while the process doesn’t create new decks by itself, people who love deck building have hands full of work and the meta still feels very fresh with new builds popping out every day.

I have so many interesting decks I’d like to show you, so I’m pretty sad that I have to cut it down to 4-5. However, don’t worry, as I’ll be posting those articles every now and then!

All the decklists have been playtested by me – most likely either in Legend (mid-late season) or close to the Legend (early in the season). They were all working at the time I was writing this and in the meta I was playing, but I can’t assure that you’ll get similar results. Let’s start!

Machamp’s Midrange Murloc Paladin


Midrange Murloc Paladin
Class Cards (18)8760

2

Vilefin Inquisitor

1

2

Equality

2

2

Hydrologist

2

2

Aldor Peacekeeper

3

2

Consecration

4

2

Truesilver Champion

4

Ivory Knight

6

2

Spikeridged Steed

6

Sunkeeper Tarim

6

Ragnaros, Lightlord

8

Tirion Fordring

8

Neutral Cards (12)

Golakka Crawler

2

2

Rockpool Hunter

2

2

Murloc Warleader

3

2

Stonehill Defender

3

2

Gentle Megasaur

4

Stampeding Kodo

5

The Curator

7

Primordial Drake

8

This one is very interesting. Midrange Paladin and its variants (like Secret Paladin) was a pretty strong archetype before the 2016 Standard rotation. The thing about this class is that it always had strong mid/late game, but it struggled in the early game. Problem was “fixed” with cards like Shielded Minibot or Muster for Battle, which on the other hand made the Paladin’s early game busted. After Secret Paladin was dominating the meta so hard, it seems like Blizzard didn’t want to print more strong Paladin early game. Instead, they were printing… Murlocs. Murloc Paladin was never a thing, but surprisingly Un’Goro added enough Murloc synergy to push the deck to a viable state. Murloc fills the Paladin’s early game quite nicely – it’s not as busted as it was, but the class can have some explosive starts.

One pretty cool Paladin card was printed in WotG – Vilefin Inquisitor. While by itself it doesn’t do much, it makes Paladin’s Hero Power synergize with all the Murlocs on the board. That was enough for people to try to build the decks with Murloc Warleader (who wouldn’t want a 3/2 Hero Power?), but they didn’t work too well. However, Un’Goro pushed that synergy even further by printing 2 strong Murlocs and 1 incredible Murloc synergy card. Hydrologist is used in pretty much every Paladin deck right now, no matter if it’s Murloc list or not. The card is very powerful, because even though Paladin Secrets aren’t that impactful, Discovering the one you need when you need turned out to be quite strong. You would never put that Eye for an Eye into your deck, but it might be the best card after putting Freeze Mage down to 1 health after he just played Alexstrasza on you. Repentance is not that good, but if you know that you play against Ramp Druid with tons of huge minions, well, it might get value (like 9 damage for 1 mana). But Getaway Kodo is the MVP – bouncing back your value cards to the hand is incredible. The other two cards are Rockpool Hunter, which is nothing “special”, but it’s just a powerful drop – vanilla stats with Murloc tribe and +1/+1 buff and the Gentle Megasaur – oh boy, this one can do wonders. I mean, you summon 1/1 Murlocs with your Hero Power – adapting them all with Poisonous and then trading them into 2-3 minions, or even giving them +3 attack for better trades or tons of damage… The card delivers most of the time.

However, surprisingly, the best new card in the deck might be Stonehill Defender. The card turned out to be incredibly powerful in Paladin. Class cards have 400% offering rate, so you see one of the Paladin Taunts nearly every time. And oh boy, Paladin Taunt cards are pretty strong. Wickerflame Burnbristle, Grimestreet Protector, Tirion Fordring and the new Sunkeeper Tarim – each of those choices is very strong in the right situation. I’ve played a game with 4 Tirions in total – 1 from my deck, 2 from Stonehill Defenders and 1 from Getaway Kodo. I didn’t even have to play the last one, my opponent just conceded, for a good reason.

The deck is pretty strong. Machamp has hit #1 Legend with it, while I’ve been having a blast on the Legend ladder. If you like Paladin or Murlocs, the deck is perfect for you.

Payton’s Freeze Mage


Freeze Mage
Class Cards (22)8160

2

Arcanologist

2

2

Frostbolt

2

2

Medivh’s Valet

2

2

Primordial Glyph

2

2

Arcane Intellect

3

2

Frost Nova

3

Ice Barrier

3

2

Ice Block

3

Cone of Cold

4

2

Fireball

4

2

Blizzard

6

Archmage Antonidas

7

Pyroblast

10

Neutral Cards (8)

Bloodmage Thalnos

2

2

Doomsayer

2

Novice Engineer

2

Loot Hoarder

2

2

Acolyte of Pain

3

Alexstrasza

9

2 weeks before expansion I’ve been hearing that Freeze Mage is finally dead after losing so many cards – Emperor Thaurissan, Forgotten Torch and most importantly Ice Lance. But I’ve just calmly responded – don’t worry, Freeze Mage won’t be dead. People have been telling that since the first Beta nerfs to the deck and yet it was played in every expansion (while not necessarily a popular ladder choice, it was very common tournament choice).

The deck’s burst potential is gone. It can do 15 damage in a single turn, but not more than that (not counting some random discounted spells from Primordial Glyph). But the thing is, it doesn’t need to do more. The 25+ damage burst turns were necessary because of the previous meta. Reno Jackson was bane of this deck. Normally you’d play Alexstrasza, bring your opponent down to 15 and then kill him from that. But no, with Reno Jackson in Standard, the opponent would just heal back to full. So the burst was necessary. Right now it’s not that much.

Sure, there are still Paladins and Priests in the meta, which can heal up quite easily, but it’s not as bad as it seems. Both of those matchups are beatable unless they tech in heavily to beat you. On top of that, you’re beating most of the popular ladder choices – including Taunt Warrior. Yes, Taunt Warrior is not a counter to the new Freeze Mage like the old Control Warrior was. A lot of the builds don’t even run the Shield Block package and the only Armor gain is Hero Power + Alley Armorsmith. You of course prevent Alley Armorsmiths from attacking even a single time (like Frost Nova + Doomsayer or just Fireball them) and you can manage the 2 Armor per turn. I’m like 7-1 in this matchup and the only time I’ve lost was when my opponent had a really Armor-heavy deck (with 2x Armorsmith and 2x Shield Block, which is the list I’m also running by the way).

The new card – Arcanologist – is MVP of this deck. I’ve mentioned it in the review, the card is just nuts in any Mage deck that runs Secrets. It’s a 2/3 that draws you a card, and a 3 mana card that you can curve out with. It’s just insane and it’s one of the reasons why the deck is so consistent. If you get Arcanologist, you’ve got turn 2 and 3 covered and early game is often most awkward in the Freeze Mage. Primordial Glyph is also interesting – you have a high chance to discover a Freeze, another AoE (like Flamestrike or Meteor), Ice Block or more burn. The card is bad maybe 10-15% of the time, as in I have no good option to pick from, but even then you can at least pick the smallest thing to combo it with Antondias for an extra Fireball.

Freeze Mage is the deck I’ve hit Legend this season. From rank 3 to Legend and in Legend so far I have ~65% win rate with the deck, which is quite solid. When the vS meta snapshot comes out, I think that it will be Tier 1, especially in the higher ranks. But I’ll be honest – even though the deck is still not very easy to play, it’s much easier than the builds from previous expansions. Some hands are pretty straightforward and just auto-win you the game. If you curve out with card draw, then Freezes, then Alex into burn, some decks just can’t stop you no matter what they do.

Eloise’s Miracle Rogue


Miracle Rogue
Class Cards (24)8880

2

Backstab

0

2

Counterfeit Coin

0

2

Preparation

0

Cold Blood

1

2

Hallucination

1

2

Swashburglar

1

2

Eviscerate

2

2

Razorpetal Lasher

2

Sap

2

Edwin VanCleef

3

2

Fan of Knives

3

Mimic Pod

3

SI:7 Agent

3

Sherazin, Corpse Flower

4

2

Vilespine Slayer

5

Neutral Cards (6)

Patches the Pirate

1

Bloodmage Thalnos

2

2

Gadgetzan Auctioneer

6

2

Arcane Giant

12

You know what’s another deck people thought will be dead in this Standard rotation? Miracle Rogue. But no, obviously it didn’t happen. It’s still here and it has some new tricks. The new builds are a bit different from what we were seeing in Gadgetzan. No more early game snowballing, no more Questing Adventurer, no more Conceal shenanigans. The deck is much more focused on a long game plan right now, which – similarly to Freeze Mage – makes it much more like the old-school version.

The new Miracle Rogue is built around Sherazin, Corpse Flower. Of course, it’s not all about this one card, but it’s a very important part of the deck in every longer game. Playing it as early as possible means that you might revive it even up to 5 or 6 times. How is that even possible? That’s like 20-24 cards to do that, and you’re not reviving him every turn. Yes, that’s true, but a fun thing about this deck is that it runs much more than 30 cards. Hallucination, Swashburglar, and Mimic Pod all bring extra cards from outside of your deck, which is a great way to keep reviving the Sherazin.

Gadgetzan Auctioneer, while significantly weaker without the Conceal, is still powerful. With 2x Counterfeit Coin, 2x Preparation and tons of cheap spells, you can hit a huge draw turn even as soon as turn 7-8. Not to mention that one such turn is usually enough to also drop for free or nearly free. Tempo swings are one of the main win conditions. You want to get 3-4 big turns in a row, playing 2-3 minions and reviving Sherazin every time. Basically your opponent is forced to AoE clear or he takes too much damage and eventually dies. You repeat it until he runs out of answers. Of course, it doesn’t always work, but the deck is amazing in slow matchups. The deck still sucks against Aggro, but that’s how it always was and there is nothing you can do about it.

But Vilespine Slayer might just be the strongest Rogue card from the latest set. I mean, come on, it’s really easy to activate the combo. And then you just kill anything you want with a 3/4 body. With the right draws, you can keep opponent from playing anything for like 3-4 turns in a row. One minion you Backstab + Eviscerate, then you Sap, then you play Vilespine Slayer or two. I won some games like that and it felt really dirty. My opponent was trying to play something each turn, hoping that it will finally contest the board and.. nothing, I didn’t allow him to.

The deck is pretty hard to play, arguably it might be even harder than the Gadgetzan version. There is a lot of decision making, especially past the early game stage (which is rather simple and honestly, pretty weak). Oh and the Sherazin Miracle mirrors are just amazing. The fight for whoever brings the Sherazin back to the board more times. Nothing like the Miracle mirrors from the Gadgetzan where it was mostly about who gets a more snowbally start and rushes the opponent down.

Savjz’s Ramp Druid


Ramp Druid
Class Cards (19)12200

2

Innervate

0

Earthen Scales

1

2

Wild Growth

2

2

Wrath

2

2

Feral Rage

3

Mire Keeper

4

2

Swipe

4

2

Nourish

5

2

Moonglade Portal

6

2

Giant Anaconda

7

Tyrantus

10

Neutral Cards (11)

Ironbeak Owl

3

Barnes

4

Bright-Eyed Scout

4

The Black Knight

6

The Curator

7

2

Primordial Drake

8

Ysera

9

Deathwing

10

Deathwing, Dragonlord

10

Y’Shaarj, Rage Unbound

10

Ramp Druid was one of the first “full”, non-budget decks I’ve built in Hearthstone and it was one of my most played decks back in the 2014, so it always has a soft spot in my heart. I like to see new versions popping out every expansion. The deck is the Timmy players wet dream and I have to say that I really like playing such decks from time to time. There is just something really satisfying about being 3 mana ahead and dropping a huge minion each turn, finally overwhelming the board so much that your opponent just has to give up. Ramp Druid is exactly that kind of deck.

It’s a deck that runs almost no small minions. I mean, big is better. You want to use your early game to ramp up the mana and then drop a huge threat after huge threat. And the potential shenanigans… Innervating out a Giant Anaconda early when having Deathwing, Dragonlord in the hand. Dropping Dragonlord on the board. Your opponent kills it just to see you dropping Ysera and the normal Deathwing. Your opponent cries and concedes. Oh, oh, here’s another one. Turn 4 Barnes which pulls out Y’Shaarj, Rage Unbound, which pulls out the actual 10/10 Y’Shaarj. But there is more! Turn 2 Wild Growth, turn 3 Bright-Eyed Scout, turn 4 whatever 10 mana card you drew. Or wait, one more! Barnes pulling out a huge minion that turned into 1/1? Like Tyrantus or Deathwing? You can Silence it and have your 12/12.

That’s why the deck is so fun. There are so many cool plays you can pull off. Sure, it’s not the most consistent deck ever, but when it works, it can beat almost anything. While it, of course, struggles against decks like Pirate Warrior which just rush you down, it’s wonderful in some slower matchups. Like against Freeze Mage. Not only the deck can’t deal with so many big minions early (outside of freezing them, but it will run out of freezes), this deck has 16 Armor gain from 2x Feral Rage + a lot of extra Armor gain from Earthen Scales. You just play it on a 12/12 and gain +12 extra. With Hero Powers, that’s like +35 Armor in total throughout the whole game, not to mention +12 health gain from , which is more than enough to completely destroy Freeze Mage.

The Giant Anaconda which seemed like a bad card at first turned out to be really powerful in this kind of deck. Even 1 mana difference is huge in such big decks, not to mention 3 mana. In many matchups you just wouldn’t survive until 10 mana to drop that Y’Shaarj or Dragonlord, but if you Innervate that Anaconda out at 5 mana you can actually manage to have that big minion out a turn or two earlier than you normally would. Not to mention that it’s actually quite nice AoE protection in the slower matchups. It’s great against something like Brawl or Equality clear from Paladin, because you still end up with something on the board.

Primordial Drake also turned out to be very solid in Druid. One of the biggest Druid’s weaknesses was lack of strong AoE. Swipe is a good card, but it’s hard to qualify it as a “strong AoE” with only 1 AoE damage. Primordial Drake fills that gap a bit and lets Druid deal with the floods. And there is also Deathwing when all things go wrong – while you most likely discard a significant part of your late game, it’s still a great card in faster matchups when you’re out of options. Clearing that huge board of a Midrange deck after they blew their removals on your previous drops, then killing them with a 12/12 is the best feeling.

I’ve really enjoyed playing this deck, so far it’s one of the most fun things in this expansion. It’s not best, it’s not 100% consistent, but it’s at least viable – Savjz peaked in top 5 Legend with it as far as I remember and my score wasn’t bad at all too. I would recommend it to everyone who has big enough collection to play it. On the other hand, if you’re a lot of cards off, I wouldn’t recommend crafting it yet. I only had to craft one Giant Anaconda so it was fine, but those aren’t very safe crafts yet – the deck requires a lot of Epics and Legendaries that might not see play in the future at all. Anyway, those of you with big collection (or deep wallets), I hope that you will enjoy it as much as I did!

Closing


Do you know any fun/interesting decks that can also get you to high ranks? Some decks with non-meta choices, techs that you haven’t seen before etc.? If yes, let me know and I can include them next time! I hope that you’ve liked this batch of decks, I have played a few of those myself and I found them really cool. I’ll try my best to provide you with more fresh lists every now and then.

If you have any questions or suggestions, feel free to leave them in the comment section below. And if you want to be up to date with my articles, you can follow me on Twitter.

Good luck on the ladder and until next time!

The post Journey to Un’Goro Deck Recommendations #2 appeared first on Hearthstone Players.

A Street Fighter reference in Hearthstone? One of the newest cards yells out one of Guile’s trademark moves as it … – EventHubs

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Polygon

A Street Fighter reference in Hearthstone? One of the newest cards yells out one of Guile’s trademark moves as it
EventHubs
Not too long ago, Team 5 of Activision Blizzard released a new expansion for Hearthstone. The expansion is called Journey to Un’goro. Among the cards released, there is a card called the Stormwatcher. Whenever you click the card in preparation for …
It Costs $400 For A Full Un’goro Expansion Card Set In ‘HearthstoneForbes
We show Blizzard five of our favorite Hearthstone: Journey to Un’Goro decksPolygon
Hearthstone’s new expansion costs an average of $400 to completePC Gamer
DVS Gaming (registration) (blog) –Ubergizmo –Reddit
all 14 news articles »

Tracking More Than 500 Wins? Coming Soon to a Hearthstone Near You

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Sweet!!   Hope all our wins past 500 so far are counted!!!  Don’t care about rewards, just wanna know how many TOTAL wins with the played Hero. 




Tavern Brawl An Ancient Recipe

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This week’s Tavern Brawl is An Ancient Recipe! No deck building in this Tavern Brawl! All you have to do is pick a class and you’ll get to play the Un’Goro deck recipe from that class!

Official Description for Tavern Brawl

Un’Goro has lain dormant for eons… and it hides many delicious treats! Pick a class and we’ll cook you up the Un’Goro Deck Recipe for that hero.

List of Deck Recipes

Tavern Brawl Chalkboard

The post Tavern Brawl An Ancient Recipe appeared first on Hearthstone Top Decks.

Blizzard Rethinking Wild Pack Purchases

Via Hearthstone News from HearthPwn: http://ift.tt/2o1HEDJ


Whoa! Ben Brode was out this evening on reddit and let us know that the Hearthstone team has been thinking about the ability to purchase packs for sets that have moved to Wild.