Journey to Un’Goro Early Deck Recommendations

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Introduction


After a break, I’m restarting the series with the deck recommendations. I wanted to give the meta a few days to produce some interesting decks and oh it did, it’s been only 3 days and we’ve already seen a lot of cool and interesting decks.

In this article, I will compile the most successful decks from the early Journey to Un’Goro meta. Keep in mind that the meta is in a constant flux and the deck that are good today might not work tomorrow if it shifts. That said, there are some decks that I would still want to recommend – I’ve tested all of them between rank 5 and Legend on EU and they all worked quite well!

I’ll also focus on the “new” decks, writing about Pirate Warrior would be kinda pointless, even though it’s a rather powerful deck in the current meta.

DacianWolf’s Quest Rogue


Rogue deck utilizing The Caverns Below Quest was first popularized by Dog – hit hit #1 Legend with his own list on the Day 1. Then the deck was literally all over the ladder. But arguably, it wasn’t the best potential list – there is still a lot of room for optimization. And that’s why I’m not pasting his list here, instead I’ve found another one that seems even better.

While it lacks the burst potential of the Dog’s version, it’s more consistent, with more card draw and easier way to finish the Quest (using the Flame Elemental tokens from Fire Fly and Igneous Elemental).

If you haven’t seen the Quest Rogue yet, let me explain the basic premise of the deck. You want to start with the Quest on turn 1 and then pick your “bounce” target. Remember that you need to play it 4 times, so every time you play it, you bounce it back to your hand (or get really lucky and draw 2x Fire Fly and Igneous Elemental for example :p). The Quest is actually really easy to accomplish if you get a good hand. My record is turn 4, but I’ve seen a turn 3 Quest done on the ladder. After you finish the Quest, all your minions become 5/5. And that’s really, really strong if you can complete it in a timely manner. Most of your minions are low cost, with Battlecries, Charge etc. – you basically have tons of incredible tempo plays.

For example, Fire Fly is a 1 mana 5/5 that gives you another 1 mana 5/5. Novice Engineer is a 2 mana 5/5 that draws a card (Who needs Azure Drake?). You get it – everything is super powerful.

The main issue when playing this one are Aggro decks. Unless you put a big Edwin early, your tempo is pretty… low. Bouncing minions is generally slow, unless you get your Shadowsteps (they’re best, because they cost 0 AND give 2 mana discount, so you can replay the minion for free – e.g. bouncing something with Brewmaster and replaying it costs 3-4 mana, with Shadowstep it costs 0). That’s the problem, by the turn 5-6 when you usually finish the quest, you’re close to being dead. On the other hand, the deck is insane against a bit slower matchups. If they give you enough time to complete the Quest without putting too much pressure, you’re set. Pretty much no deck can answer 2-3 5/5’s every turn. Sure, with bad draws you can run out of steam, but with it’s much harder.

It’s still hard to say whether the deck stays in the meta after people optimize their builds, but one thing is sure – it’s pretty popular and powerful right now on the ladder.

Orange’s Midrange Beast Hunter


Midrange Hunter is looking really strong this expansion. With Aggro decks somewhat less popular in general and a few new early game tools, Hunter can stand its ground in most of the matchups. Still, it seems that the really slow Midrange Hunter versions with Dinomancy aren’t popular at all – it just seems too slow and the more aggressive version looks better. I’ll take closer look at the new Un’Goro cards, because rest of the build was already used months ago.

The first new card is Jeweled Macaw. It’s like a Webspinner, but probably even better, because it cycles itself right away instead of having to wait until it dies. So it can make for a decent late game topdeck if you get something you can play right away. Generally the 1/1 statline isn’t thrilling, but it’s a 1-drop, it’s a Beast, it cycles itself… it all makes it pretty powerful. But probably the best thing is that it curves out right into…

Crackling Razormaw. This card is nuts. A well-statted body, Beast tag AND you can Adapt any other Beast on the board. The card is really flexible. On curve you can Adapt your 1-drop to buff it and trade up or put more pressure. +3 health Adapt is amazing on 3-4 Attack stuff, let’s say getting Huffer and Adapting it with +3 health is a really powerful 5 mana play. You get 4/5 Charge and 3/2, both Beasts. You can also Adapt a slower, bigger Beast and either make it harder to remove (e.g. give it “Can’t be targeted by spells” or Stealth) or push for a lot of damage. I’ve pulled the Windfury Adapt on Swamp King Dred once and it was amazing – 20 damage with 2 hits + Hero Power. And in the end it can also be dropped on curve as a 2-drop even if you don’t hit any Adapts.

Golakka Crawler is a tech card. Even though Aggro decks are less popular for the time being, Pirates are still there. Not only the Pirate Warrior, but other decks also use the Pirate Core – e.g. Rogue decks use Swashburglars and Southsea Deckhands and even some Zoo builds run Bloodsail Corsair with Patches the Pirate – om nom nom. If you hit something, not only you get a bigger body (3/4 2-drops are great) but also some tempo from killing the Pirate.

Nesting Roc is another interesting tech. I didn’t see the card as powerful at first, but since it’s a Beast, the Hunter found its way to put it into the deck. Not only it’s a 4/7 body for 5 mana, which is as good as it gets, it also gets a Taunt if you have 2 other minions on the board. And that’s not hard for this deck, because you run a lot of small stuff and tokens – most of the time it’s a better Druid of the Claw‘s Taunt Form (too bad it can’t Charge). And in the slower matchups you don’t care about Taunt as much and you can drop is as a vanilla 4/7. Oh, and the Houndmaster synergy is insane. You can turn it into a 6/9 Taunt on turn 6, that can win you the game right away.

And last, but not least – Swamp King Dred. People are generally still 50/50 about putting this card into the deck. It’s actually too slow against Aggro decks and Control decks can answer it with direct removal… but when it works, it works REALLY well. It won me some games already. It’s an amazing card if you’re at least a bit ahead. I’ve seen opponents skipping their whole turn and throwing in 3 or 4 cards just to kill it. Yes, it can get countered by something like Poisonous, but you can’t really help that. The card is definitely not a staple, so if you didn’t open him, don’t worry, you can easily play something else and it will still be fine.

Same goes for The Black Knight – Taunt Warrior seems to be really popular, at least in Legend (I don’t know how many people play it at lower ranks, though) and TBK is a great tempo move against them. Not to mention that it works amazingly well against other decks like Handlock, Jade Druid (some people still play it), even in the mirrors (you can hit those Rocs and Houndmaster’d Beasts).

Overall the deck is quite strong and if you like the on-curve play + powerful, proactive moves, then it should suit your play style.

RayC’s Taunt Warrior


Well, that’s probably the most popular build of Taunt Warrior currently on the ladder, but there are more. It’s probably one of the most diverse decks – each pro has its own version of it. It’s hard to say which one is absolutely best yet, so I’m going with the most popular one. The decks will definitely be more optimized as the time goes, but Taunt Warrior looks to be really strong. Multiple players are using the deck in high Legend with rather good results.

The deck is a completely new things. Sure, Blizzard has tried to push the Taunt Warrior before, but it failed. The synergies weren’t enough to justify running a bunch of Taunt minions that are generally understatted. But the new Quest – Fire Plume’s Heart – is a whole another thing. That Quest actually lets you run a bunch of Taunts / “weaker” minions (Taunts usually don’t give you tons of value and don’t have powerful effects) while still having a huge late game win condition in a form of Rag Hero Power. 8 random damage every turn is really powerful – while it can be played around to a certain extent, it still either kills a minion every turn or pushes for 8 face damage. It’s especially powerful in slower matchups, where the opponent just can’t flood the board with small stuff.

Taunt Warrior builds generally run 3 things – removal, cycle and Taunts. Removal to keep control of the board, cycle to draw the Taunts and removal faster and Taunts, well, to complete the Quest and stall the game. The decks are naturally quite strong against Aggro decks, because running a bunch of Taunts makes much harder to kill. It’s not like it auto-wins against Aggro, it’s not 2014 where a bunch of Taunts was enough to stop Aggro. Remember that Pirate Warrior is a deck that can consistently clear Doomsayer on turn 2, so yeah, going through the Taunts is not that hard. However, they should stop the decks enough to give you some time to stabilize.

And then in the slower matchups, you aim to finish your Quest as quickly as possible. Of course, it’s not always that easy, but getting it done BEFORE getting rushed down is generally your #1 goal. You try to curve out with Taunts, clear everything opponent plays and then enjoy your new, fiery Hero Power. Normally a deck full of Taunts would have no late game staying power, but it has – each turn you play another Taunt to protect your health and then deal 8 damage. Repeat every turn. Brawl is also very powerful after you finish the Quest – you either get a full board clear (after Hero Power hits the last minion standing) or you nearly clear the board and put pressure. Slower decks want to play proactively against you and you simply don’t let them.

I’d say that the MVP of this deck was surprisingly a . 1/4 Taunt is not strong, but the fact that you can discover another one of your choice not only gives +2 to the Quest in total, but also lets you pick the right Taunt for the situation. You can pick a low attack, high health Taunt if you need one. You can pick Alley Armorsmith if you need more Armor. You can pick Primordial Drake if you want more AoE. You can pick something small if you want to fill your curve. Very versatile and strong.

Also, Primordial Drake has been performing better than I’ve expected. 4/8 Taunt for 8 didn’t seem that strong, but the 2 AoE damage is really useful A LOT of the time. You often have an empty board so damaging your own minions is not a problem. And then dealing 2 damage to every opposing minion and putting a big Taunt on the board is strong in certain scenarios. You can also combo it with Whirlwind for a 3 damage AoE (it’s a bit similar to Abyssal Enforcer then, but a little bit more expensive and with Taunt) or even with Sleep with the Fishes for a huge 5 damage AoE. The last combo saved my life many times.

The deck is really fun to play and if you like the Control decks play style, you should probably enjoy this one. It doesn’t remind me of the old Control Warrior a lot, it’s something different, but still very fun to play.

Savjz’s Elemental Paladin


And that’s really cool and unexpected. Savjz took a mechanic that completely flopped in Gadgetzan (Handbuffs), another mechanic that wasn’t meant to be played in Paladin (Elementals), combined it together and boom – a pretty powerful deck. While sure, it’s not the best thing ever, played it A LOT on Saturday and hit quite high Legend rank with it (I think it was top 20).

How does this deck even work? Well, it doesn’t look like something that could dominate the game, but it sometimes does. First of all – handbuffs. The deck runs a lot of stuff that work really well with handbuffs. Fire Fly and Igneous Elemental flood your hand with 1/2 1-drops, which have insane synergy with buffing. After just 2 handbuffs, which isn’t that uncommon, they’re suddenly 3/4 for 1 mana. You can tempo out really well with those. Tar Creeper becomes even bigger – I’ve seen a let’s say 5/7 for 3 (on the opponent’s turn) – good luck passing through that. Tol’vir Stoneshaper has Taunt and Divine Shield, another thing that combos with buffs. Same for the Wickerflame Burnbristle – it even heals you for as much as the damage it deals, so hey, buffing it to 5 means that you’ll most likely heal for at least 10.

Then the Elementals provide the mid/late game value. Servant of Kalimos can get you something big quite consistently, Blazecaller is a nice board control or burst tool and Paladin has quite powerful late game already – Ragnaros, Lightlord (which is also an Elemental, by the way) and Tirion Fordring is an amazing 8 mana duo.

However, the card I’m most surprised with is Hydrologist. I thought that it will be meh, not that powerful. But as it turns out, getting the Secret you need for the given situation is pretty solid. With only 5 Secrets, you have 60% to find the one you want at any given time – that’s A LOT for a random effect like Discover. Secret that was performing best for me was Getaway Kodo. I wouldn’t put it into the deck, but getting it from Hydrologist is amazing. Against Aggro play a Taunt and then Getaway Kodo – once it’s dead (because let’s be honest, it will be), you get it back and you can just replay it. Later in the game you can play a bigger minion like Blazecaller, Tirion or Rag and bounce it back once it’s dead. And if your opponent doesn’t want to kill it, sure, you don’t mind that either. Redemption is another great Secret when you have either Burnbristle or Tirion on the board, especially the latter. For just 1 mana you get a 6/1 with Divine Shield and Taunt, not to mention that it refreshes your weapon if it doesn’t die right away. Oh, and I won a game against OTK Mage by picking Eye for an Eye after getting them down to 1 and before their Combo turn (I would lose the game otherwise, because they most likely had the combo ready) and against Warrior when they were under 8 health – I just hoped that the Hero Power would hit face and it did. Isn’t that cool?

Savjz is a great deck builder and he likes to experiment with less straightforward and more “interesting build”. Right now he’s playing a Control Priest with Lyra the Sunshard and it actually looks quite powerful too. This deck might not become a part of the meta, but I really recommend trying it out – it’s really fun to play and it seeing a playable Paladin build simply makes me happy.

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!

Running Wild: Give Me a Quest! (Mage, Shaman, Rogue)

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Introduction


Greetings, dear readers, and welcome to another ”Running Wild” article and the second of our 3 part mini series regarding quest cards in the wild format. Last time we’ve explored the druid, priest and warrior quests and today we’re going explore shaman, mage and rogue quests. Ever since the expansion came out a few days ago I’ve been trying and testing out different quest decks in the wild format and now I’m ready to share what I’ve made!

Sit back, relax, and let’s dive right into this! :)

Opinion On Quest Cards


So, the expansion has been out for a couple of days and people have been trying various quest cards with very interesting results. One thing that I did not expect, not even in my wildest dreams, is that the rogue quest, The Caverns Below, is considered the most overpowered quest in the game. This is, in my opinion, blown completely out of proportion. Yes, the rogue quest is powerful at the moment but please, before saying that it is overpowered, take into consideration that the expansion has been out for only a couple of days and that there was always, with no exceptions, an aggro deck that came out of nowhere during the first days of the expansion, wrecked everybody who had played against it, and then was shut down as soon as the actual meta had began forming. The Caverns Below is powerful now but I would advise against crafting it, unless you really want to, because I strongly believe that it will be phased out of the ladder play as soon as the new meta starts forming and fully optimized decks appear.

Regarding other quest cards, well, I’ve been reading a lot about them on different forums and I’ve noticed that people have been quiet upset with the quality, or the lack off, of various quest cards. It is my belief that quest cards are really powerful but that players still don’t know how to build a deck which is supposed to use them. It is still waaaay to early in to exclude the quests from ladder play. Another problem is that most player’s that I’ve seen don’t really know how to build a quest deck. A quest is your end game reward which is set to come naturally. Forcing your deck to complete the quest as soon as possible just makes your deck bad and as a result you’re going to deem the quest bad. Quests are not here to be completed ASAP. They are not here to be your primary win condition. They are here as an extra tool in case that the game goes on for longer than expected and that you need something to wrap it up.

Now, let’s take a look at some wild decks :)

Shaman Quest Deck


Shaman quest is amazing! I honestly didn’t expect much out of, I didn’t think that murloc shaman, out of all things, a deck that the developers have been trying to push for years, will ever be playable but to my surprise it is one of the better quest decks out there, especially in standard. It is incredibly easier to complete than most other quests (hunter’s comes to mind) and you don’t need to cripple your deck in order to finish the quest as soon as possible. So, let’s take a look at the deck, shall we?

In order to complete the quest, Unite the Murlocs, what you need to do is to summon ten murlocs. Summon is the key part here and it is the sole reason as to why is this quest so easy to complete. If it were ”play” ten murlocs than the quest wouldn’t be garbage but it would be a lot worse than it is in its current iteration. This is what’s been bugging me with some of these quests. Most of them would have been a lot better if they had required you to summon minions instead of playing them (I’m looking at you, Fire Plume’s Heart, you fiend!), although in that case one would need to increase the number of required minions from seven to ten so that the quests won’t be too easy to complete.

Ok, what helps us summon ten murlocs? Turns out that Primalfin Totem is an amazing card for completing this quest. It guarantees a summon, for the quest, at the end of your every turn which will speed up the whole quest completion process. Other cards that help us complete the quest are Call in the Finishers, which gives 4 quest triggers, Murloc Tidehunter which gives 2 quest triggers and Finja, the Flying Star which turned out be a lot better card than I thought it would be when I first saw it. To be completely honest, it is a lot better than probably anyone thought it would be.

Now that we know how to get our quest done, what do we do with it? The biggest issue that murloc decks have had, up until this point, is the card draw. This is why the murloc warlock deck, way back in the closed beta, was the absolute best murlock deck ever made (march of the murlocs type of deck, not the combo murlocs deck). What Megafin does is that it solves the card draw problem. By the time that you complete your quest you’ve probably already played every card (or almost every card) in your hand. Megafin refills your hand with murlocs which is, thanks to the strong synergy that murlocs have, incredibly good. You don’t need to rely on your topdeck and hope to get something that will buff your murlocs and win you the game. Now you can probably, hopefully, get it alongside a 8/8 murloc monstrosity for 5 mana.

Last but not the least are the buff cards. I’m a fan of Everyfin is Awesome and I think that, thanks to the Primalfin Totem, nowadays it is a lot easier to cast this spell. For a more reliable buff there is Gentle Megasaur which is not a bad card, not at all, if you have a board filled with murlocs (which should be your goal when you’re playing this deck). All in all, the deck is quite good and I wouldn’t write it off so quickly. It is by far the best version of murloc shaman that we’ve ever had so that is at least something :)

Rogue Quest Deck


I finally get to talk about this quest! The Caverns Below has been a hot topic among the players in the last couple of days and people have been really upset with the supposed power of this card. I’m not saying that the card is not powerful, far from that, but I believe that, like most quests, the format where it truly gets to shine is indeed the wild format. What I’m going to show you here is the deck that I’ve tried and I’m quite happy with the way that it turned out. It is not your typical The Caverns Below below but it is certainly more fun than what you’re seeing now in the standard format.

Ok, this is a very weird one so let me explain. What you want to do with this deck is to complete your quest, play Crystal Core and then beat your opponent with an army of 5/5 Patches the Pirate. However, achieving that with this deck is a bit harder, most likely because this is the current version that I’m using and I know that there are ways of improvement but I didn’t get to test them out yet.

The first thing that comes to mind is summoning Patches the Pirate and then casting Gang Up on it twice to get your army of 5/5 chargers. If you think that this is the most important step for you to take when playing this deck then you’re absolutely correctly. However, there is a problem with that. The original version of the deck was more-less a pirate deck in which you do exactly what I’ve just described but the real problem here is that you don’t want to pull your other copies of Patches the Pirate until they become 5/5 minions and towards that end we’re playing a very small amount of pirates in this deck and we can’t bounce our pirates back into our hands because that will trigger the army of Patches the Pirate to come out before they become 5/5 minions. What we need to do is find something else to bounce back.

Coldlight Oracle is a great target because it allows us to dig for more ways to bounce it back. Yes, there is always a chance to draw a copy of Patches the Pirate but because it is a 1 mana minion it really isn’t much of an issue. Another minion that we’ll be glad to bounce back is Antique Healbot, a card that is supposed to keep us alive until everything is ready, but I honestly don’t think that it is too reliable for completing the quest because we’re running only a single copy of it. The last minion, and probably the best, to bounce is SI:7 Agent.

Once you’ve managed to play Crystal Core and summon your army of 5/5 charging demonic squids, or squid like demons, which ever you prefer more, all the hard work is going to pay off because there is nothing unsatisfying about slamming your opponent with a sudden lethal ? you’re in CHARRRRRRRRRGE now!

Mage Quest Deck


Last but not the least is the mage deck. Mage is my least played class. I’m not joking, I only have 169 ranked wins with mage and that is not because I suck at playing mage and I can’t win games but because I’ve never found this class to be too interesting to me. Most people have at least a single class that they don’t like playing. Mine were rogue and mage, for the longest time, but then I’ve started playing rogue a lot more in order to get the golden portrait ? Regardless, Open the Waygate has got me playing mage like crazy. The reward is super sweet and I believe that we will see a lot of different quest mage decks popping up as expansions come and go. For now, this might be the best one to play in the wild format.

Back when Open the Waygate was revealed I wasn’t too sure how it worked and I thought that in order to enable it you’re going to have to play some insanely complicated deck. In reality, however, completing this quest is the easiest thing to do, especially in the wild format. So, what is our goal with this quest?

First and foremost we need to complete Open the Waygate. In order to do so we are going to need some cards that put random spells in our hand or discover spells. Luckily we’ve got our Babbling BookPrimordial GlyphCabalist’s Tome and Ethereal Conjurer to help us out here so getting 6 spells that we didn’t originally have in our deck has just been made a little bit easier. I was considering putting Spellslinger into this deck as well because it will almost most certainly give you a spell that not only you don’t have in your deck but you don’t have in your class as well. However, the card also gives a random spell to your opponent and I’m the type of player who prefers knowing or at least being able to predict what are my opponents playing so giving them a completely random spell which can be any spell in the game is not something that I’m keen on doing but if you’re, for whatever reason, having trouble at getting those 6 spells that you need to complete the quest than maybe adding a single copy of Spellslinger is not such a bad idea.

Ok, what’s the next step? We need a way to survive until we complete the quest. No worries, we have plenty of things to help us achieve just that. We’re running the standard Frost Nova and Doomsayer combo, a single copy of Blizzard which we can either use as a removal option or as a substitution for Frost Nova in case that we don’t have it in hand but we’ve managed to draw our DoomsayerFlamestrike is an amazing board clear, especially now when we’re having a lot of decks which love to flood the board (looking at you, quest hunter) running around. Last but not the least is Ice Block, two copies of it, which is our only secret so that we have an easy time pulling it out with Mad Scientist. All in all I would say that we’re well prepared for survival, wouldn’t you?

Ok, what’s the next step? The next step is to win the game, of course. How do we do that? We’re going to cast Time Warp to get an extra turn, then cast two copies of Arcane Giant for free, then cast a Molten Reflection on one of them and on the following turn we’re going to cast Alexstrasza to get our opponent in the lethal range. Sounds like a lot of stuff to do? Yes, because it is and that is why we’re also running Archmage Antonidas to provide us with a secondary win condition. This is a fun combo to pull off but don’t expect a flawless execution 100% of the time so it doesn’t hurt to have a secondary win condition. Throw the ol’ archmage in your deck. You’ll be thankful to him when you run into a control warrior that doesn’t care much about you setting its life to 15.

All in all, Open the Waygate is a fun quest to play and I encourage people to try it out in both formats. In my honest opinion it is one of both better and more fun quests to play :) now it is time to get some more wins with my Medhiv!

Conclusion


We’ve reached the end of the second part of the 3 part ”Running Wild” quest deck based aritcle miniseries. I must admit that it is quite fun to both write about different quest decks and to explore them. I really like this mechanic and I hope that we will eventually see it come back, maybe not next year, but eventually, once enough time has passed after its rotation into the wild format (which means in about 5-6 years :/). If you like this article miniseries then be sure to swing by next week when I’m going to tackle the remaining quests, warlock, hunter and paladin ones, the ones that I consider the worst quests (after the warrior one!).

So, what do you think about these wild quest decks? Which one is your favorite? Have you already given some quests a go in the wild format or are you currently just trying them out in the standard format? Leave your feedback in the comment section below and I will replay to it as soon as I can (I’m a little busy at the moment so my apologies if it takes me a day or two to reply). Also, if you will, please tell me which quest do you consider to be the most powerful one, in either format, and why? I would love to hear your opinion on this.

As always  if you’ve liked this article do consider following me on twitter https://twitter.com/Eternal_HS. There you can ask me all sorts of Hearthstone questions (unrelated to this article) and I’ll gladly answer them as best as I can!

Un’goro Brews: Elemental Shaman

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Shaman has always been about the Elementals and with the new Elemental tag being added to already existing cards to all sets, synergies are stronger than ever before with Un’goro cards putting together some really solid cards that reward a lot of the classes for playing Elementals in their decks. We put together our own take of what an Elemental Shaman deck would look like, we hope you enjoy the deck and try it out once the expansion launches.

Fire Fly: With early game Shaman cards moving out, it’s time to make way for new cards like Fire Fly that add Elemental synergy and act as cheap activators for cards that require you to play Elementals in previous turns.

Fire Plume Harbinger: It is a high value card if you run a lot of Elementals in your deck that can offer a decent discount to your cards and reward you for playing a bunch of elementals in your deck.

Hot Spring Guardian: A very good anti-aggro tool that allows you to stabilize your health pool and block incoming damage at the same. It has the potential to become a staple in Shaman decks if aggressive decks continue to rule.

Tol’vir Stoneshaper: A solid taunt minion with great elemental synergies. It can shut down aggressive decks quite handily and eat up resources from your opponent’s side. Considering silence effects are not even used anymore in Hearthstone, this card can prove to be a powerhouse in Shaman decks.

Servant of Kalimos: A great discover minion that can churn out powerful elementals for you. Servant of Kalimos is an Elemental himself, which means if you follow up with another conditional effect Elemental from this card and play it in the following turn, it is bound to get its full value off.

Blazecaller: It is one of the strongest Elementals on paper and the sheer amount of value you get from the card if you play an Elemental the turn prior to playing Blazecaller is incredible.

Stone Sentinel: Another solid lategame minion that spreads across 3 different bodies and can potentially be very effective at keeping your bigger minions free from being traded off on the board by setting up the double taunts. It is essentially a card that packs in a free Feral Spirit if you pull off its effect.

Kalimos, Primal Lord: A solid all round legendary and the fact that you can choose which of the 4 effects you want makes it a must include in any Elemental Shaman deck.

Overall, Elemental Shaman might be one of the best decks to come out of Un’goro and we are definitely hyped for the deck. Despite some of the best cards moving out of rotation, Shaman still seems to be in contention for being at the top of the hierarchy in Hearthstone.

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Un’goro Brews: Cavern Rogue

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The Rogue quest is one of the most seemingly difficult to pull off but the reward is extremely interesting. Unlike the other quests that are extremely linear, the Rogue quest is quite unique. We barely need any Un’goro cards to get the quest completed with most tools to support the quest being already available to us!

However, while playing the deck you need to be wary of which cards you want to play 4 copies of. Even if you do not manage to pull it off successfully you also have the Razorpetals to rely on as the deck can generate at least 6 Razorpetals even without bouncing your minions.

Razorpetal Volley and Razorpetal Lasher: Both of these cards can easily get your quest completed if you draw them in time and you will not need to rely on the bounce effects as much.

Vilespine Slayer: It might be the best Rogue card in the set with it being able to destroy anything at all even if it cannot be targeted by spells. It is definitely a good hard removal option for the class that otherwise struggles to deal with big minions.

The Caverns Below: Since this card is a spell, it has synergy with Preparation and you can theoretically get your quest done as early as turn 4 if you have an extremely quest favored opening hand. With plenty of high value charge minions that you can bounce back to your hand and replay for a ton of damage, The Caverns Below is definitely one of the most interesting quest cards and we can’t wait to get our hands on it.

We hope you enjoy the deck and if you have any suggestions, do let us know in the comments below. With only a day remaining for Un’goro to release – it’s finally time to try out all of the craziness the expansion has to offer.

The post Un’goro Brews: Cavern Rogue appeared first on Hearthstone Players.

Un’Goro Brews: Marsh Queen Hunter

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Hunter has been in a weak spot in the recent past but with the new expansion knocking at our doors, it’s time to get hyped because the class is receiving some really great cards that are very likely to shake up the meta for the class. Here’s our take on a Hunter deck that is built around The Marsh Queen quest and has some explosive lategame to boot.

Jeweled Macaw: A Battlecry version of the extremely potent Webspinner, this card can shake things up for the class even if the quest doesn’t because of the value it offers to the class. For a class that has no proper card draw, this is as close as it gets and considering you are going to run a lot of 1 drops, you will need fuel to play the long game as well – making Jeweled Macaw a great pick in the deck and any Hunter deck whatsoever.

Small Raptor: Small Raptor is a great tool to get the quest done and it also adds more 1 drops to play in your deck, allowing the completion of your quest more likely. The only concerning part of the card is that Hunter does not have enough to ensure the quest is completed in time.

Tol’vir Warden: Hunter has always been at an awkward spot in the 5 mana slot and it’s good to see good 5 drops being added to the class to help out. Tol’vir Warden has synergy with the Hunter Quest as well and it draws you 2 1 drops from the deck. Even if your quest is completed, it helps you get to the Raptors that Queen Carnassa shuffles into your deck to cycle into more cards.

Fire Fly: While it doesn’t have any Hunter synergies attached, it allows you to complete your quest very quickly because of it allowing you to draw into another 1 drop to your hand. We definitely will be trying out Fire Fly in our Marsh Queen Hunter deck to finish off our quest as early as possible.

The Marsh Queen: The Quest card that is the cornerstone of the deck and allows you to gain 1 mana 3/2s that have “Battlecry: Draw a Card” when you play them. Ideally you will be able to finish your quest early enough and keep drawing Raptors into more Raptors and thin out your deck to reach your lategame or you could simply setup explosive turns with Tundra Rhino for a lot of burst damage.

The Hunter quest seems very interesting and it would be great if new Un’goro cards put Hunter back into the meta. What do you think of our take on the Hunter quest deck, do leave your feedback below!

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Running Wild: Give Me a Quest! (Druid/Priest/Warrior)

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Introduction


Ah, greetings, travelers! Today I will be covering the different quests from Journey To Un’Goro, the newest Hearthstone set which launcher today in the US and some time later in EU. I know that there has been some confusion as to when will the expansion launch in the EU and, don’t take my word as an absolute truth, but I think that it usually launched around 02:00 CET. I’m pretty sure that the expansions don’t launch on midnight but I might be wrong. Regardless, a newest set is upon us and this one brings a completely new types of cards, quest cards. Today we’re going to explore some of them, 3 to be exact, some that I’m personally more interested in and that I’ve tried to make work (on paper, of course) and next time two times we’ll covering the remaining quests.

Sit back, relax, and let’s dive right into this! :)

Why wild?


The first thing that I want to address is why am I writing about quest cards in the wild format when we’re about to get a fresh new metagame in the standard format? Well, besides me being the ”guy who writes about the wild format”, I’ve taken a closer look at all of these quests and originally I did plan to make a quest guide for the standard format but halfway through I came to a sudden realization. It is not that the quest cards are bad, far from it, but it is that they work extremely better in the wild format. The first quest deck that I set out to do was the druid quest deck, Jungle Giants, which is my favorite quest by far and a godsend to someone like me who is missing only about 30 wins for a gold hero and doesn’t want to play jade idol druid anymore. This is the first card that I will craft once the expansion comes out today and I can’t wait to try it out. However, while I was working on a deck for the standard format I’ve noticed that I’ve been struggling to make it work. I could make it work, I could fit in seven 5 attack minions, although not the best ones, but the payoff would have been minimal because most of the 5 attack or more minions in the format are those super late game minions that you want to play for free in the late game.

Frustrated, I’ve decided to make a priest deck focusing on the Awaken the Makers but I’ve ran into a similar problem. Standard format just does not offer as much support for quest cards as the wild format does. Eventually I’ve gave up and I’ve decided to try to make some wild quest oriented decks and I was extremely happy with the results. I’m bringing in 3 decks today and hopefully 3 or more the next week because I’ve only figured these ones out (yes, I should be ashamed of myself) and I want to test the others out before writing guides on them. So, today I’m covering druid, priest and, as a punishment for making only 3 deck guides…the warrior quest deck :/

Jungle Giants Deck


I love ramp druid. I’ve probably mentioned this before but I love playing ramp decks and this quest got me super excited to once more give a ramp druid a chance and try to climb to legend rank by playing only this deck, which probably won’t happen, but when I’ve got to making this deck I ran into some issues that I’ll be covering in the deck guide. Turns out that the druid quest might not be as good as I thought that it would be.

I’ve mentioned this problem just a little while ago but I feel the need to mention it again because it stick with you regardless of the format in which you’re playing your deck. There is a huge lack of 5 attack minions that are both good and not super late game minions. The whole point of the quest is to make it so that you can slam your powerful end game legendary minions for 0 mana but the problem is that the best 5 attack or more minions in the format are exactly those legendary minions so what we’re going to have to do here is improvise and see how can we make this deck work while keeping the goal of playing our huge late game legendary minions for 0 mana.

First and foremost, we need 5 attack or more fodder. Luckily we’ve got this covered thanks to Tortollan Forager and Shellshifter who provide us with 4 5 attack or more minions. This is good because it means that there are only 3 slots left to fill. What can we put in those slots that isn’t a late game legendary minions? We can use Sylvanas WindrunnerLoatheb as a tech card and a good 5 attack minion and I’ve even put in the newest Elise, Elise the Trailblazer, because I believe that the card is really good against control matchups and it is another cheap 5 attack minion. Last but not the least are two copies of Ancient of War. So, we’ve covered the seven 7 attack minions that we need to play to activate the quest. What are the big minions that we want to play after we’ve completed the quest? We’ve got the usual suspects, Dr. BoomRagnaros the Firelord and Ysera, and I’ve even thrown in Cenarius for good measure.

So, what do I think about this deck? I think that this is probably the best test version that I’ve came up with but there are some improvements that can be made. The biggest issue is, once again, if you’ve already drawn multiple of these late game minions and then your quest reward doesn’t mean as much as you’ve wanted it to mean. There is another version of the deck, something that I’ve had on my mind for a very long time, but I didn’t want to put it here just in case if someone sees it and decides to test it out, the deck turn out to be bad, and then I’ll be the one to blame. This doesn’t stop me from talking about it ?

The idea that I’ve been having for a quest druid deck actually revolves around playing none other than Hemet, Jungle Hunter as your last minion that you need in order to complete the quest. Once you’ve completed the quest you don’t want to draw your early game cards, right? You want to draw you big minions. What Hemet, Jungle Hunter is supposed to do is to get rid of all those early game cards before the cost of all minions becomes 0. This way you’ve thinned a large portion of your deck and you can be quite sure that you’re going to start drawing minions after minions (with a few exceptions here and there). This is, at least, what I believe will be the best use of Hemet, Jungle Hunter and I might be crazy enough to craft it once the expansion rolls in and give it a shot :)

Awaken the Makers Deck


The second deck on my list if the priest quest deck, the Awaken the Makers deck, and this deck has been talked about in the wild community ever since the card was spoiled a long time ago. Although standard players are struggling to make this quest deck work, we wild players are going to have a blast with this card. Unlike the previous quest, this one is far easier to complete and you don’t need to rush it into completion in order to win the deck. Nope, you play the game normally and the quest will resolve itself naturally as the game goes on. Let’s see what I’ve brewed for this quest!

Dear readers, I present you with the ultimate resident sleeper deck! This one is for all of you who love playing extremely long games (and for those of you who love playing Reno decks). I’m very proud of this creation and I think that this will be the staple Awaken the Makers deck in the wild format. Let’s explore it!

First and foremost is your game plan. For all purposes you’re playing a Reno deck with Amara, Warden of Hope being your second Reno Jackson. The difference between this quest and the previous druid quest is that you don’t need to rush your quest completion. The problem, however, is that you’re going to need to play all of your minions with deathrattle effects in order to get your quest completed, which can happen in the extreme late game, so naturally this deck is going to be extremely slow. It is a shame though because I’ve always thought that playing Amara, Warden of Hope and playing Reno Jackson second is the ultimate combo wombo but the more I dig into these quests the more I find them to be difficult to complete. The only tip that I have for completing this quest is telling you to keep in mind that Dr. Boom summons two minions with deathrattle which adds 2 quest completion counters. This means that you don’t need to play every deathrattle minion in your deck to get the quest done. Also look out for Brann Bronzebeard and Museum Curator play in order to get an additional deathrattle minion. Why did I include dragons? Priest has a extremely strong dragon synergy so it felt weird to leave it out. Besides, Drakonid Operative might be able to snatch you a deathrattle minion and Netherspite Historian might get you Chillmaw so there is a way for dragons to help you finish your quest.

Last but not the least is you win condition. You’re playing the most late game deck in the entire game, the ultimate fatigue deck, the deck that has 3 health bars! What do you do with such a deck? You drain your opponent from all of its resources. You play your minions, they are forced to remove them with either spells or their own minions, you remove their board and play Reno Jackson (best case is that you play Amara, Warden of Hope first), you once again force them to use up their resources, clear the board, finish the quest, play Amara, Warden of Hope, prolong the game until you’re sure that your opponent has no more board clears and then just drop N’Zoth, the Corruptor and win the game. Sure, it might be a 30min game but the payoff is great :)

Fire Plume’s Heart deck


There, I’ve forced myself to build a deck around Fire Plume’s Heart. Instead of going for a full taunt warrior, I’ve been listening to feedback from pro players who claim that this is a great control card so I went a built a control warrior that just happens to run 7 taunt minions, although you really shouldn’t be doing that but you should be playing good cards instead. Well, no way of avoiding this now…here’s Fire Plume’s Heart deck -.-

I really can’t stand Fire Plume’s Heart. I can’t stress this enough! Nevertheless, I went out of my way to make this deck for you and I hope that you will enjoy playing it because I certainly won’t. The main idea of the deck is to play it like you would play any other control warrior deck but this time you have an alternate win condition in Ragnaros the Firelord hero power which can close games really quickly. The problem is that you need to play 7 taunt minions and there are only 4 actually good ones so we need to put in 3 more taunt minions.

Ok, let’s see. All of the minions that I’m going to mention here might be a good fit for the deck but I’ve decided not to go with them because I want you to try the newest cards. Dirty Rat is a good option and you should consider it if Reno decks don’t fall in popularity any time soon. I usually wouldn’t recommend playing both Dirty Rat and Deathlord but we need to find 3 more taunt minions and Dirty Rat is one of the better ones. Another card that you can go with is Second-Rate Bruiser which is not a bad taunt minion. It is no Sludge Belcher but it is still better than most…you know what, scratch that. The original version of this deck ran two copies of Direhorn Hatchling and a Tar Lord but you…you deserve better than that! You deserve that I put some effort into making this deck work! Ok, those cards are out and instead of them this deck is going to run two copies of Second-Rate Bruiser because I assure you that hunter quest decks are going to be everywhere for the first month and I’ve decided to go with Primordial Drake. I usually go for Baron Geddon as a 7 drop and Primordial Drake has a similar effect and taunt so why not?

Last thing that I want to mention is that this deck doesn’t run any Elise because the quest reward alone will win you the game vs control decks. If you’re really feeling like it you can remove any non taunt card and add Ragnaros the Firelord because of overkill ?

Conclusion


We’ve reached the end of the first 3 part ”Running Wild” article mini series which revolves around quests. What have I learned from this? I’ve learned that despite these quests seem to be easy to fulfill they are most certainly not. I’ve had to bend over backwards to find the necessary types of minions in a required high number to make the deck work without ruining the deck. Yes, some quests are a lot easier to fulfill than others (like the mage quest for example…or the shaman one) but I don’t really mind that very much. I like that we have some quests that are very hard to build a deck around without ruining the deck as long as the reward is a game ending reward. Druid’s quest reward is brutal, priest’s is extremely annoying and warrior’s would have been perfect if the requirement wasn’t to play one of the worst decks in the entire game. Ok, I’m being too hard on the warrior quest. There is another quest which forces you to play a even worse deck that taunt warrior and that quest is the paladin one. Cast spells on 7 minions? That is crazy! I must tackle that in the near future.

So, tell me, what do you think about these decks? Do you have any better suggestions for taunt minions for the warrior deck? Do you have any suggestions for above 5 attack minions for the druid quest deck? If you have any of those I would love to hear them so feel free to leave your feedback in the comment section below as I read everything that you post and I always try to reply as soon as I’m available.

As always  if you’ve liked this article do consider following me on twitter https://twitter.com/Eternal_HS. There you can ask me all sorts of Hearthstone questions (unrelated to this article) and I’ll gladly answer them as best as I can…and one more thing before I go, regarding the twitter account. I’ve noticed that some of you have followed me there and I’m very glad that you’ve decided to do so :) I’ve briefly wanted to mention, because the article will reach more of you than my twitter account would, that I’ve finally got an high speed internet…or I will have it once the cable guy decided to show up, which means that I might do some wild streaming from time to time (hopefully starting next week). If any of you are interested into watching me experiment live with Un’Goro wild decks be sure to follow me on twitter so that you can get updates as to when I’ll be streaming! That’s all, have a good day :)

Un’Goro Decks From the Pros for Dinos, Elementals, and Turtles of All Shapes and Sizes

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Journey to Un’Goro has launched in all regions now and to celebrate we’ve rounded up decks from Hearthstone’s seasoned veterans to share with you. Find some new lists to play within!

[NA] Server Issues Megathread

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Everyone is attempting to access the server at the same time. Please be patient, or if you can’t, complain here!

Known bugs:

  • Mass Disenchant displaying the wrong amount of dust.

  • "All tables full!" not displaying a queue time.

  • Kripp’s pack opening rate

Please do not create new posts about the above known issues.

Blizzard Response

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Un’Goro decklists from streamers and players. Continuously updated!

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(Update2: Looks like we got another Legend Rank 1 deck! This time from Macchamp on the Asia server, piloting Elemental Jade Shaman!)

(Update: Sorry, had to step out for a few hours. Adding all those decklists now and thanks to those who posted links to those that I missed!)

Hey all,

I am not a great deck builder but I want to jump into the Un’Goro expansion with a somewhat coherent deck instead of just a pile of cards. So I’ll be following Twitter and Twitch of some of the top players/streamers and share their decklists here, for those who are interested or share the same challenge as me.

If you have a deck that’s working out quite well or I missed a streamer’s decklist that you think it should be shared, leave a comment with the list (or where to find it) and I will add it to the op!

Hope you guys find it useful!

Note: For future reference, you can always find the latest decklists from top players and streamers here.

(The lists are sorted by class, then latest)

Druid

Hunter

Mage

Paladin

Priest

Rogue

Shaman

Warlock

Warrior

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PSA: Amara DOES NOT work like Alexstrasza

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The text of Amara, Warden of Hope (the Priest quest reward) is identical to that of Alexstrasza, the only other card that directly sets a character’s health. Amara, however, does not have the same effect: instead of directly setting your health to 40, she sets the maximum to 40 and then heals you by 40 points.

This means that playing Amara onto a board with Auchenai Soulpriest already present is suicide. Don’t repeat my mistakes.

submitted by /u/ch4rb0nne
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