Pokies Wild Quest Druid

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We will be contributing the write-ups and analysis for the report, backed up by the statistics for which Vicious Syndicate has become famous. The data presented in this article is based on 40, games. The release of Knights of the Frozen Throne has shaken up the wild metagame, with most classes getting new tools to put into their already pre-existing powerful decks. Additional decks have appeared from new card combinations and synergies.

Please note that this report is based mostly on data collected before the change in the interaction between Naga Sea Witch and the giants. Therefore, we unfortunately do not have enough numerical data about the giant decks that we can present at the moment.

We will be able to provide empirical data on the giants decks in our next Data Reaper Report, along with the new balance changes that were just recently announced.

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  • Wild Frozen Quest Druid. Last updated Oct 20, (Triggered); Edit; |. Delete. Wild. 16 Minions; 13 Spells. Deck Type: Ranked Deck; Deck Archetype: Barnabus Druid; Crafting Cost: ; Dust Needed:?? Created: 4/2/ (Aggro Downfall). View Similar Decks View in Deck Builder. Copied to Clipboard. Copy Deck coinsluckyz.comg: pokies.
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The meta significantly shifted when new cards came into the metagame. First and foremost, Pirate Warrior has finally been dethroned as the most played deck in the meta, being surpassed by none other than Reno Priest. With so many archetypes in flux and in various stages of refinement, our initial observation is that there has been a significant uptick in Reno Priest and Druid as a whole. However, the Wild metagame remains diverse with a robust assortment of archetypes seeing consistent play.

Druid is currently the most popular class from Rank 5 to Legend. Jade Druid has a lead on Token Druid in play percentage, but they are both fairly represented on ladder which is a change from last expansion, where the aggressive archetype was more popular. Other archetypes to note that have popped up are Ramp Druid Giants Druidand a more midrange variant of token druid. Pirate Warrior has maintained a play rate comparable to last expansion, which brings to light two things to ponder.

Due to the vast increase in play of Druid and Priest, this is most likely not the case anymore, with you being more likely to run into a Reno Priest on ladder than Pirate Warrior.

Secondly, the ability of this deck to remain popular, Pokies Winner Medical Supplies after not receiving any new cards from the expansion, shows how powerful the deck was last expansion. Outside of these three power classes, we begin to see a lot more diversity in most of the other classes besides Warlock and Hunter. Midrange Recruit Paladin remains the most dominant, but compared to the previous expansion it has decreased in play a bit, mostly due to the fact that it is unfavorable Pokies Wild Quest Druid Jade druid, Aggro Druid and breaks even against Pirate Warrior.

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The goal is to put up a fight for the board early. Once your buff cards come into play, the deck starts to show its worth.

Murloc Paladinon the other hand, has seen an uptick in play, most likely due to it being favored against Jade Druid. Running many new cards, Control Paladin has seen a doubling in play since last expansion resulting in it surpassing Secret Paladin as the third most played variant of Paladin. Mage, like Paladin, has quite a diverse archetype split, headed by Reno Mage.

Shaman sees a remarkable collapse in Control Shamans from our last Report, with Token Shaman leading in popularity over Aggro Shaman and Murloc Shamanwhich gained the most from the new expansion.

Warlock and Hunter are one trick ponies, with both of their classes primarily made up of Renolock and Midrange Hunter respectively.

Renolock is being played a bit more than it had last expansion, but Midrange Hunter has stayed around the same. Both Hunter and Rogue significantly fall off in popularity at higher levels of play. While no longer the most played deck in the format, Pirate Warrior is atop our power rankings due to its strength against most of the decks on ladder. In fact, there are no unfavorable matchups for Pirate Warrior, only even ones. With no direct counter, the deck is as strong as it has been in the past, especially with less decks teching in Golakka Crawlers.

Druid is also a strong class with a double Pokies Wild Quest Druid on our tier list. Aggro Druid is slightly more favored than Jade Druid, but both are very strong against the field.

Recruit Paladin is a tier 1 deck at lower levels of play, but as soon as you turn the corner and start pushing for legend, it drops to tier 2. This is mostly because of its poor matchup against Jade Druid, largely due to Spreading Plague. In the lower ranks, when Jade Druid is less prevalent, the deck is a very good choice, but when Jade Druid comes out to play, Paladin goes away. Reno Priest is the exact opposite of Recruit Paladin.

The archetype is well positioned against the popular meta decks and does better against Jade Druid than its Standard highlander iteration. With nerfs locked onto Spreading Plague and Innervate, how well existing Wild decks will weather the nerfs is still a mystery. Jade Druid continues to be the ultimate late-game deck, picking up Malfurious, The Lich King, and Ultimate Infestation to seriously up its late-game inevitability.

Aggro Druid rebuilds itself around Crypt Lord, a seemingly invulnerable taunt that protects its wide boards before it buffs them into a win. Giants Druid has seen a little refinement since initial lists began popping up; going from 6 to 8 giants makes it more consistent at finding an early combo.

This deck was popularized by Reynad and is arguably the most consistent version of the Giants deck. Overall, the set provided few standout cards to the class, and Reno Mage, once the strongest Reno deck, is now the worst-performing, all the way down in tier 4.

With Druid set to lose out on some Igt Pokies Celebs For Trump after the upcoming nerfs, Reno Mage may become a better option. Tempo Mage and Secret Mage occupy similar niches, with Tempo actually seeing slightly more play than Secret, while the latter is showing more potential to do well.

With Knights of the Frozen Throne, Paladin has been dethroned from tier 1 at the highest ranks, but maintains a respectable showing with two decks at the top of tier two. With the incoming nerf to Murloc Warleader, however, we may see a resurgence of either midrange or control forms of Anyfin Paladin.

The incoming Druid nerfs to Innervate and Spreading Plague may bring Recruit Paladin back into tier 1, weakening its worst matchup. It has the ability to apply pressure in the mid-game, but also contains an overwhelming late-game arsenal. Pokies Wild Quest Druid

(Barely) Stomping With Barnabus (Quest Druid)

The deck is quite difficult to play but can be very rewarding. Not only is it the most popular meta deck across all ranks, but it has risen to Tier 1 at the highest levels of play.

Prior to Knights of the Frozen Throne, Reno Priest had been a Tier 4 deck that saw less and less play at better ranks. Previously, Priest struggled to close out games, lacking any sort of burst to finish opponents. The combination of Shadowreaper Anduin and Raza the Chained creates a new zero-cost hero power, Voidform, which enables Priest to win previously-unwinnable games it. Most lists now include Spawn of Shadows or Prophet Velen to take advantage of their synergy with Voidform, thereby giving Priest the burst it needs to finish off strong opponents.

Untouched by the upcoming nerfs, Reno Priest should continue to thrive in the meta. Big Priest is a new archetype to emerge from Knights of the Frozen Throne. The introduction of Eternal Servitude, Shadow Essence, and Obsidian Statue allows for strong mid-game turns that can outright win you the game against any deck.

While it is vulnerable Pokies Wild Quest Druid more aggressive decks such as Pirate Warrior, upcoming nerfs to the Warrior and Druid classes could potentially push the metagame to favor slower decks, a meta Big Priest would be ripe to exploit.

Winter has come to Hearthstone with the latest expansion, and even a Pokies Wild Quest Druid Valeera struggles to traverse the harsh new climate effectively. These weaknesses also inherently make expensive cards near unplayable in Rogue, because the class is simply not intended to grind out long games. In that light, Knights of the Frozen Throne was never going to offer scoundrels and thieves the tools or environments they thrive in. A set based around long, grindy games to promote the expensive and game-warping Death Knights is a death-knell to tempo focused strategies from the very conception.

This card has been the flagship bomb in the resurgence of Mill Roguea Pokies Australia Day 2018 Melbourne that preys on control with degeneracy comparable to our dearly departed Quest Rogue may it rest in peace.

Valeera and a couple of other KFT cards have given the archetype a notable shot in the arm, working to the exact parameters and goals the deck already had in mind. Doubling up on defensive cards like Sludge Belcher and Antique Healbot are unprecedented defensive options for Rogue, and stacking up Coldlight Oracles for lethal is obviously very effective.

This is even without mentioning how effective Vanish and Doomsayer are with Valeera, completely taking over the flow of the game if assembled. With this oppressive power comes sacrifice, though, and unfortunately for Mill Rogue the baseline price is a near unwinnable match up against the best deck in the metagame, on top of many of the other Tier 1 decks.

Mill Rogue has but a few slots for tech cards, and not nearly enough to address its numerous bad match ups, with natural weaknesses to both aggro and burst OTK decks.

That being said, Mill Rogue performs well against slower control decks such as Reno Priest. Not all Rogue archetypes were able to effectively implement many KFT cards, however.

Miracle Rogue has struggled to find almost any purchase in the frozen wastes of the KFT meta. With essentially no new tools and frightful odds, Miracle has all but disappeared from the metagame.

Of the little success that can be reported about the archetype, Questing Adventurer variants stand out as the most successful. Many popular and high tier decks do not have consistent access to removal for huge minions in early turns of the game, and QA can cheese wins out with about the same consistency as it ever has. Just about every upcoming nerf is a boon for Rogue, though some more than others; there is one in particular that Rogue players should be jumping for joy about.

The death of Fiery Win Axe will change Wild dramatically, and no one is more excited about it than Rogue. While other aggro decks are already ready to fill the void left behind, Rogue should see a noticeable resurgence as the meta slows down. The other notable good balance change for Rogues is the Innervate change. While dedicated ramp decks will still pose a threat to the less defensive Rogue decks, the lack of explosive power of Innervate will significantly affect the texture of those match ups.

Preparation is going into the next era of Hearthstone with a cheeky smile. With the upcoming nerfs, expect Aggro Shaman to make a strong recovery as the premier Aggro deck once again.

Token Shaman has remained relatively strong against a wide portion of the field, however its few poor matchups are against each of the Tier 1 decks. While the rest of the expansion was fairly mute for most Shaman archetypes, Murloc Shaman gained the hidden gem of the expansion, Ice Fishing. Ice Fishing is an extremely powerful tutor for the deck, allowing it to more consistently activate Unite the Murlocs while running fewer murlocs.

Whatever science was previously done to the archetype by bright-eyed Pokies Win Nz Jewellery Images will Pokies Wild Quest Druid fall apart, though, as the deck is considerably hit by the upcoming nerf to Murloc Warleader.

Once a top deck, Control Shaman fell rapidly in popularity after the KFT expansion, although the deck had some success at high Legend. Prior to the expansion, it had been hovering at the top of Tier 3, which, while not exceptional, meant the deck was still viable along with being active in the meta. Post-expansion, Renolock is still seeing a fair amount of play, but has fallen into the middle of Tier 4. The most substantial new threat to Renolock is Shadowreaper Anduin.

Reno Priest has always been a popular Wild meta deck and, fortunately for Renolock players, the matchup used to be quite favorable. Traditionally, Reno Priest was unable to punish Jaraxxus. Renolock could play an Infernal every turn, eventually exhausting the Priest. Now that Priest is able to finish games with the Voidform hero power, the Jaraxxus win condition no longer exists and the matchup has become unfavorable.

The other big hindrance to Renolock is the presence of Jade Druid in Wild. The upcoming patch from Blizzard should help Renolock. Without the power of Innervate, Renolock will have more time to play out its demons and provide an opportunity for a winning turn with Kruul or Bloodreaver Guldan.

As expected, the play rate of Zoolock has gone down a lot and there is very little information on the various decklists players are trying. Sanguine Reveler and Archus veteran especially after the Abusive Sergeant nerf are also notable cards for Zoolock decks running Nerubian Egg.

To summarize, Zoolock, which had weathered various expansions, seems to be slowly withering this year.

Wild Druid Pokies Quest easiest

What your specific goals are Pokies Free Spin Png Images was initially intended

  1. Wild quest druid. Last updated Aug 1, (Quest Rogue Nerf); Edit; |. Delete. Wild. 18 Minions; 12 Spells. Deck Type: Ranked Deck; Deck Archetype: Barnabus Druid; Crafting Cost: ; Dust Needed:?? Created: 8/1/ (Quest Rogue Nerf). View Similar Decks View in Deck Builder. Copied to Clipboard. Copy Deck  Missing: pokies.:
    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. Hello all, I'm asking for a hand refining a Wild deck, primarily asking for help from those who own and have at least toyed with the Paladin Quest. Kings is a decent one-of, I agree on cutting it, now you have 2 slots for Shredders. . -Not quite fast enough to handle Jade Druid if they get a good draw. I have a dragon priest,midrange elemental shaman, highlander mage,murloc paladin, janky N'zoth rogue, quest druid, renoucelock and a quest hunter. . Control Mage Wild Egg Druid Demon Zoo Blood Warrior Token Paladin Reno Warlock I made a bid for legend last season, so my current deck slots are.
  2. Unlike in the days when Wild was new and the meta mirrored Standard exactly, it takes a lot for the robust Wild meta to change now. Realizing this, it really shows how powerful some of the cards in this expansion really are, especially when Druid was not represented in Tier 1, ever, in the history of our meta.:
    TL;DR: got legend for the first time with reno quest priest in wild; mulligan guide: throw away quest vs. Hunter and Warrior, keep it against other classes, keep Reno vs. Hunter, Mage, Aggro and Anyfin Pala and Warrior, look for early game; matchups: Druid, Zoolock, Dragon Priest, Midrange Pala - board. The power level of Aggro Druid is amplified in Wild by the assortment of older cards such as Jeeves and Living Roots. . card has been the flagship bomb in the resurgence of Mill Rogue, a deck that preys on control with degeneracy comparable to our dearly departed Quest Rogue (may it rest in peace).
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Keep monitor your Pokies Wild Quest Druid method old age twinkle For

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I have a big variety of things I play so not sure what I have as of this moment. I'll edit when I load the game. I have a dragon priest,midrange elemental shaman, highlander mage,murloc paladin, janky N'zoth rogue, quest druid, renoucelock and a quest hunter. The highlander mage, rogue and druid are by far the most fun. Just gets run over hard by midrange hunter tho. Jade druid Freeze mage Quest mage Miracle rogue Quest warrior. I play all the classes quest decks.

I also have 1 meta deck for each class to go along my quest decks. Mostly I follow the quests to determine which class to play, and have done quite a few arenas over the last few weeks. But my most common decks last season all standard order of usage: The obvious pairing is with Galvadon, but there are so few Battlecries that I can't justify him, never mind the fact Galvadon is usually played before turn 8 anyways.

Just because something makes sense doesn't make it work like Brann. In my opinion Primalfin Champion is a key-piece in the deck. Having two of them is a must. They speed up the quest completion significantly when you are using cheap spells like adaptation and blessing of might. However, they get hard-countered by Shaman's Devolve and Hex as well as Mage's Polymorph, so you should not over-buff them against those classes.

The Voraxx is also a very good card in the deck. Combining it with Dinosize and Spikeridged steed is awesome, but it also provides very good value with Seal of Champions. One good way to get buffs on it is turn 5: The same goes for Primalfin Champion turn 3 play.

In the current meta, early game is extremely important, so having minions that stick is crucial. I am considering putting a wild quest deck together but using the Murloc package, Anyfin and Hemet as back up if Kaleidosaur flops.

The main flaw is dropping Primalfin. The spare part synergy is an interesting idea that is worth consideration. I don't own Hemet or Primalfin yet but will have a crack this afternoon with Voraxx and mechs to get a feel for the deck. They speed up the quest completion significantly when you are using cheap spells like adaptation and blessing of might.. While I don't inherently disagree, Rozen brings up the point that in a Divine Favor deck, it is very difficult to simply wait for combo pieces.

Dinosize would also be very hard to justify. I also don't disagree when he says the Primalfin isn't great; I've been playing the deck a bit, and I find I'm drawing much less value from the Primalfin than I thought I would be.

Unless you have a deck list that makes Dinosize and Primalfins work? I had suggested a Divine Favor setup, but if you have a later game deck that does not use Divine Favor and can go into the later game, post the deck; I'll run it for a game or two.

Early on in Un'Goro i messed about with the Pally quest quite a bit. I tried a more controlly version, which ran spikeridged steeds, BoK, a dinosize , an adaptation worked well with pyro with poisonous sometimes and blessing of wisdom for draw. This deck did alright , but the whole quest thing was pretty irrelevant most of the time as i often won without needing Galvadon, turns out control paladin is pretty good , even when you make it worse by adding the quest.

Against Tempo Mage you will probably drop in life heavily once when they hit a good Flamewaker turn. Remove the Flamewaker as quickly as possible and you should be able to make it to Reno or Amara and stabilize.

Against Freeze Mage it is important to complete the quest as quickly as possible. This matchup is only about life points and not about value. Look for potions that give you armor with Kazakus. Probably the 10 Mana potions will be tough to cast, so go for the 5 Mana potions. If you manage to get Reno and Amara in time you are in a good spot. Against Reno Mage you just play the value game. This matchup always goes to fatigue. Try to play around their Kazakus potions a bit and you should be golden.

As they draw more cards than you and you have way more heal with Amara and Reno they should lose in fatigue sooner or later. Shadow Visions normally gets you an additional Elise pack. Keep the quest in this matchup. They are not as fast as Hunter or Pirate Warrior except if they play Murloc Aggro and have a fast start , so you should be able to Awaken the Makers in time.

As always, look for your early game. Until midgame you might struggle a bit in this matchup. Your life is a resource, so use it as such. If you know they are on Anyfin Combo or a very aggressive build look for Reno too. This Matchup often goes to fatigue where you should outvalue them.

Shadow Vision often finds a second Shadow Word: Death to deal with their second or third Tirion or Ragnaros. Against Anyfin Paladin Amara and Reno are key. Stay as high in health as possible. When they are approaching their combo turns try to float 2 mass removal, Amara and Reno in your hand.

So you need to stay above that. If they have a Truesilver or Ashbringer equipped you need to stay above 27 or 28 health respectively or keep a taunt minion up. This is a tough matchup but not unwinnable. Against other Reno Priest decks without quest the game plays out similarly to Reno Mage. They just lose the fatigue battle due to you having the extra Amara heal. The only thing you might be a bit cautious with is Lyra, for which you might want to save your Shadow Word: This is no easy matchup and they will pressure you hard in the early to midgame as neither Dragonfire Potion nor Lightbomb are doing much against them.

Shadow Visions almost always finds another Shadow Word: Death and Shadow Word: Pain should be kept for Twilight Guardian or Lyra if they play it. Sylvanas is very good against them.

Should you manage to get to the late game against them you might be able to bring it home. Again, keep the quest and look for your early game.

If you have some early game cards already you can consider keeping Shadow Visions to look for Lightbomb later in the game or for Shadow Word: Death against an early Edwin. Traditionally this is a very bad matchup for Priest.

Against Quest Rogue you should pressure them as much as you can. If you manage to get them down to a relatively low life total before they finish and play their quest you might be able to finish them of. So the game plan is: Lightbomb deals with stealthed minions which is important as Conceal is still a card in Wild.

This is definitely a life point matchup. Try to stay as high in health as possible and remove whatever threat they bring your way. Death in your opening hand to deal with an early Edwin.

I keep the quest against them, but that might very well be wrong. Against Aggro or Midrange Shaman try not to let them get a big board at any point after turn 4 as Bloodlust is a scary card. So your measly 1 Shadow Word: Pain might look a bit embarrassing. Trade as efficiently as possible until turn 5 or 6 and then clear the board with your Dragonfire Potion or Kazakus Potion. Lightbomb is not very good against them as Feral Spirits, Totem Golems and Totems are rather unimpressed by it, so try to get a second Dragonfire Potion or Shadow Word: Death with your Shadow Visions.

This deck is tough to beat for you. Probably one of the worst matchups for this deck. However, the longer the game goes the better for you. The nature of their deck leaves them with potent, but very few threats. Still, this is not a great matchup for you. If you run into a lot of them Entomb and maybe a Big Game Hunter could be valuable tech choices.

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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? 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? Now, one thing I wonder. If Malorne dies after Barnabus is played, will it still be Zero mana when it comes back out of the deck? My suspicion is yes. Will be curious to see if that is the case. And you know what, I messed with it in Standard to complete the quest to get the new Rogue hero , and it held its own, even against a Hunter running The Marsh Queen. I look forward to trying it in Wild with Sludge Belchers.

I even have this crazy idea of trying to use it with Majordomo Executus…. Limited Time Offer from Amazon! Home Druid Decks Running Wild: Give Me a Quest! Table of Contents Comments. Introduction Ah, greetings, travelers! Rumble in the Jungle. Class Cards 22 2. Neutral Cards 8 2. The Ultimate Resident Sleeper. Class Cards 15 Class Cards 18 2. Neutral Cards 12 2. Give it an upvote! Communications expert and an aspiring community manager with a deep passion for card games and a writing.

TCG veteran with competitive experience in almost every card game. Hearhtstone experimenter, researcher, wild format enthusiast and theory crafter. Hearthstone Coaching Become Legend!

Always keep the quest and look for your early game and Reno in your opening hand. Against Tempo Mage you will probably drop in life heavily once when they hit a good Flamewaker turn. Remove the Flamewaker as quickly as possible and you should be able to make it to Reno or Amara and stabilize. Against Freeze Mage it is important to complete the quest as quickly as possible. This matchup is only about life points and not about value. Look for potions that give you armor with Kazakus.

Probably the 10 Mana potions will be tough to cast, so go for the 5 Mana potions. If you manage to get Reno and Amara in time you are in a good spot. Against Reno Mage you just play the value game.

This matchup always goes to fatigue. Try to play around their Kazakus potions a bit and you should be golden. As they draw more cards than you and you have way more heal with Amara and Reno they should lose in fatigue sooner or later. Shadow Visions normally gets you an additional Elise pack. Keep the quest in this matchup. They are not as fast as Hunter or Pirate Warrior except if they play Murloc Aggro and have a fast start , so you should be able to Awaken the Makers in time.

As always, look for your early game. Until midgame you might struggle a bit in this matchup. Your life is a resource, so use it as such. If you know they are on Anyfin Combo or a very aggressive build look for Reno too. This Matchup often goes to fatigue where you should outvalue them.

Shadow Vision often finds a second Shadow Word: Death to deal with their second or third Tirion or Ragnaros. Against Anyfin Paladin Amara and Reno are key. Stay as high in health as possible. When they are approaching their combo turns try to float 2 mass removal, Amara and Reno in your hand. So you need to stay above that. If they have a Truesilver or Ashbringer equipped you need to stay above 27 or 28 health respectively or keep a taunt minion up.

This is a tough matchup but not unwinnable. Against other Reno Priest decks without quest the game plays out similarly to Reno Mage. They just lose the fatigue battle due to you having the extra Amara heal.

The only thing you might be a bit cautious with is Lyra, for which you might want to save your Shadow Word: This is no easy matchup and they will pressure you hard in the early to midgame as neither Dragonfire Potion nor Lightbomb are doing much against them.

Shadow Visions almost always finds another Shadow Word: Death and Shadow Word: Pain should be kept for Twilight Guardian or Lyra if they play it.

Sylvanas is very good against them. Should you manage to get to the late game against them you might be able to bring it home. Again, keep the quest and look for your early game. If you have some early game cards already you can consider keeping Shadow Visions to look for Lightbomb later in the game or for Shadow Word: Death against an early Edwin.

Traditionally this is a very bad matchup for Priest. Against Quest Rogue you should pressure them as much as you can. If you manage to get them down to a relatively low life total before they finish and play their quest you might be able to finish them of. So the game plan is: Lightbomb deals with stealthed minions which is important as Conceal is still a card in Wild.

This is definitely a life point matchup. Try to stay as high in health as possible and remove whatever threat they bring your way.

Death in your opening hand to deal with an early Edwin. I keep the quest against them, but that might very well be wrong. Against Aggro or Midrange Shaman try not to let them get a big board at any point after turn 4 as Bloodlust is a scary card. So your measly 1 Shadow Word: Pain might look a bit embarrassing. Trade as efficiently as possible until turn 5 or 6 and then clear the board with your Dragonfire Potion or Kazakus Potion.

Lightbomb is not very good against them as Feral Spirits, Totem Golems and Totems are rather unimpressed by it, so try to get a second Dragonfire Potion or Shadow Word: Death with your Shadow Visions. This deck is tough to beat for you. Probably one of the worst matchups for this deck. However, the longer the game goes the better for you. The nature of their deck leaves them with potent, but very few threats. Still, this is not a great matchup for you.

If you run into a lot of them Entomb and maybe a Big Game Hunter could be valuable tech choices. Always keep the quest against Warlock. Against Renolock you will probably be able to establish a good board presence in the early and midgame which the Warlock will deal with again and again. Your main goal is to delay Jaraxxus as long as possible.

Try to create the board as awkward as possible for them to drop Jaraxxus. At some point during the game they will drop Jaraxxus. However, if you managed to delay them you have very good chances to have them lose in fatigue to you and your friends Amara and Reno. Keep Lightbomb for the late game when they played Jaraxxus.

Look for an additional Lightbomb with Shadow Visions. Pressure them with your Shadowform hero power. Once they are in Jaraxxus form, use your health as a resource and clear the board once the pressure they put on you is too much.

On average you should be able to let them die to fatigue after you cleared their filthy Infernals for the second or third time. As said above, Amara helps you stabilizing. The class I played most against. In the dark, always throw the quest back into your deck. For the rest look for your early game as usual and always keep Reno. However, you have quite some game against them, Potion of Madness is great, and you can easily gear your deck more towards that matchup with teching in Golakka Crawler, Gluttonous Ooze and Doomsayer for example.

Against Quest Warrior your chances depend a bit on how quick they manage to get their quest finished. Your goal is to put as much pressure on them as you can to draw the two brawls they normally play.

Use your health as a resource and only play Amara and then Reno once you are in immediate danger to die on their next turn. Remember that Amara and Reno pretty much buy you 10 turns worth of their hero power in face damage.

Museum Curator — helps to fill out the curve, draws a card, can be fit into a Brann turn and provides some weak early game body. Shadow Visions — love the card, gives you toolbox potential, especially with the limited amount of spells in the deck. Barnes — even though he seems to be best friends with Mirage Caller, pulling a Sylvanas or Cairne is big game and helps the quest.

Boom — was in there in an earlier iteration, but only really improves the control matchup which is already quite good imo; got cut for some early game. Hunter and Warrior, keep it against other classes, keep Reno vs. Makes me want to craft the quest and Elise only cards I'm missing. For example no azure or entomb assume just no space for it Thanks for the list though.

Might have to try this as I already have a wild priest reno deck I enjoy and this looks to be an interesting direction for it.

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However, I made a crude deck in the aims of bringing Galvadon out early by supplementing buffs with Spare Parts and Before I decided to use mechs, I found most games were decided way before Galvadon ever hit the field, but with this crude deck I'd thrown together in Wild, Galvadon began becoming relevant earlier.

It just needs work. So before I continue, the deck, in its crude, unrefined glory: I figured I'd go back to the GvG meta on this one, trying to include all the easily accessible mechs in order to max spare part gain. The end result is Galvadon is usually active and ready to go around turn 6 or 7 with remarkable consistency, and without having a totally helpless early game. Wanted more mechs for consistency, but need to keep mana costs low, making me hesitant to include Shredder, and I'm not sure about Harvest Golem.

Muster is amazing for making sure at least one thing gets a buff, but feels like I need more. Haunted Creeper instead of Hydrologist? Maybe axe a buff to make room? I think it could replace Blessing of Kings, which is typically too hard to play anyways. It's really dang useful because of the low curve, but it's limiting what I can put in the deck. Acolyte of Pain might make sense? Paladin's best cards, but I simply have no room, and they have synergy with neither Mechs nor Buffs.

I wanted this guy in here because of his unique interaction with buffs, but never found the room. The obvious pairing is with Galvadon, but there are so few Battlecries that I can't justify him, never mind the fact Galvadon is usually played before turn 8 anyways. Just because something makes sense doesn't make it work like Brann.

In my opinion Primalfin Champion is a key-piece in the deck. Having two of them is a must. They speed up the quest completion significantly when you are using cheap spells like adaptation and blessing of might. However, they get hard-countered by Shaman's Devolve and Hex as well as Mage's Polymorph, so you should not over-buff them against those classes. The Voraxx is also a very good card in the deck. Combining it with Dinosize and Spikeridged steed is awesome, but it also provides very good value with Seal of Champions.

One good way to get buffs on it is turn 5: 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. First and foremost is your game plan. Why did I include dragons? Priest has a extremely strong dragon synergy so it felt weird to leave it out. Last but not the least is you win condition. What do you do with such a deck? You drain your opponent from all of its resources.

Sure, it might be a 30min game but the payoff is great. 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. You deserve that I put some effort into making this deck work! What have I learned from this? 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.

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? 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? Now, one thing I wonder. Not all Rogue archetypes were able to effectively implement many KFT cards, however. Miracle Rogue has struggled to find almost any purchase in the frozen wastes of the KFT meta. With essentially no new tools and frightful odds, Miracle has all but disappeared from the metagame.

Of the little success that can be reported about the archetype, Questing Adventurer variants stand out as the most successful. Many popular and high tier decks do not have consistent access to removal for huge minions in early turns of the game, and QA can cheese wins out with about the same consistency as it ever has.

Just about every upcoming nerf is a boon for Rogue, though some more than others; there is one in particular that Rogue players should be jumping for joy about. The death of Fiery Win Axe will change Wild dramatically, and no one is more excited about it than Rogue. While other aggro decks are already ready to fill the void left behind, Rogue should see a noticeable resurgence as the meta slows down.

The other notable good balance change for Rogues is the Innervate change. While dedicated ramp decks will still pose a threat to the less defensive Rogue decks, the lack of explosive power of Innervate will significantly affect the texture of those match ups. Preparation is going into the next era of Hearthstone with a cheeky smile. With the upcoming nerfs, expect Aggro Shaman to make a strong recovery as the premier Aggro deck once again. Token Shaman has remained relatively strong against a wide portion of the field, however its few poor matchups are against each of the Tier 1 decks.

While the rest of the expansion was fairly mute for most Shaman archetypes, Murloc Shaman gained the hidden gem of the expansion, Ice Fishing. Ice Fishing is an extremely powerful tutor for the deck, allowing it to more consistently activate Unite the Murlocs while running fewer murlocs. Whatever science was previously done to the archetype by bright-eyed experimenters will likely fall apart, though, as the deck is considerably hit by the upcoming nerf to Murloc Warleader.

Once a top deck, Control Shaman fell rapidly in popularity after the KFT expansion, although the deck had some success at high Legend. Prior to the expansion, it had been hovering at the top of Tier 3, which, while not exceptional, meant the deck was still viable along with being active in the meta. Post-expansion, Renolock is still seeing a fair amount of play, but has fallen into the middle of Tier 4. The most substantial new threat to Renolock is Shadowreaper Anduin.

Reno Priest has always been a popular Wild meta deck and, fortunately for Renolock players, the matchup used to be quite favorable. Traditionally, Reno Priest was unable to punish Jaraxxus. Renolock could play an Infernal every turn, eventually exhausting the Priest. Now that Priest is able to finish games with the Voidform hero power, the Jaraxxus win condition no longer exists and the matchup has become unfavorable.

The other big hindrance to Renolock is the presence of Jade Druid in Wild. The upcoming patch from Blizzard should help Renolock. Without the power of Innervate, Renolock will have more time to play out its demons and provide an opportunity for a winning turn with Kruul or Bloodreaver Guldan.

As expected, the play rate of Zoolock has gone down a lot and there is very little information on the various decklists players are trying. Sanguine Reveler and Archus veteran especially after the Abusive Sergeant nerf are also notable cards for Zoolock decks running Nerubian Egg. To summarize, Zoolock, which had weathered various expansions, seems to be slowly withering this year.

However, there might still be hope with the patch announced, depending on how the meta shifts,. While gaining no new cards, Pirate Warrior continues to maintain its dominance of the format. The new Giants package filtering into the meta is soft to Pirate Warrior, which finds lethal before a Giants player can effectively swing the board. With Giants becoming more prevalent, Control Warrior becomes an interesting counter, with Brawl being of one of the best answers to an on-curve flood of Giants.

Here are all the people that participated in bringing you this edition of the [Wild] vS Data Reaper Report:. So all match-ups for Pirate Warrior are from Even to Dominating.

said that

I also have 1 meta deck for each class to go along my quest decks. Mostly I follow the quests to determine which class to play, and have done quite a few arenas over the last few weeks. But my most common decks last season all standard order of usage: Value Plant Rogue just built it, haven't refined it yet.

Reno N'zoth C'thun Plant Rogue. Ancestor's Call Charged Devilsaur Shaman. Usually I'm running 18 decks but I purged a few so that I could have space for theorycrafting some decks for the new expansion.

I've seen pretty decent success with all of those decks. RenoLock Quest N'zoth Priest. Mostly play standard, I've a few fun wild decks but most of those are specialized decks to complete a play 50 cards of class x type decks.

So, what do I think about this deck? You want to draw you big minions. Although standard players are struggling to make this quest deck work, we wild players are going to have a blast with this card.

Nope, you play the game normally and the quest will resolve itself naturally as the game goes on. 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.

First and foremost is your game plan. Why did I include dragons? Priest has a extremely strong dragon synergy so it felt weird to leave it out. Last but not the least is you win condition. What do you do with such a deck? You drain your opponent from all of its resources.

Sure, it might be a 30min game but the payoff is great. 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. You deserve that I put some effort into making this deck work! What have I learned from this? 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. 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? I must tackle that in the near future. Aggro Druid is slightly more favored than Jade Druid, but both are very strong against the field. Recruit Paladin is a tier 1 deck at lower levels of play, but as soon as you turn the corner and start pushing for legend, it drops to tier 2. This is mostly because of its poor matchup against Jade Druid, largely due to Spreading Plague.

In the lower ranks, when Jade Druid is less prevalent, the deck is a very good choice, but when Jade Druid comes out to play, Paladin goes away. Reno Priest is the exact opposite of Recruit Paladin. The archetype is well positioned against the popular meta decks and does better against Jade Druid than its Standard highlander iteration. With nerfs locked onto Spreading Plague and Innervate, how well existing Wild decks will weather the nerfs is still a mystery.

Jade Druid continues to be the ultimate late-game deck, picking up Malfurious, The Lich King, and Ultimate Infestation to seriously up its late-game inevitability.

Aggro Druid rebuilds itself around Crypt Lord, a seemingly invulnerable taunt that protects its wide boards before it buffs them into a win. Giants Druid has seen a little refinement since initial lists began popping up; going from 6 to 8 giants makes it more consistent at finding an early combo.

This deck was popularized by Reynad and is arguably the most consistent version of the Giants deck. Overall, the set provided few standout cards to the class, and Reno Mage, once the strongest Reno deck, is now the worst-performing, all the way down in tier 4. With Druid set to lose out on some power after the upcoming nerfs, Reno Mage may become a better option. Tempo Mage and Secret Mage occupy similar niches, with Tempo actually seeing slightly more play than Secret, while the latter is showing more potential to do well.

With Knights of the Frozen Throne, Paladin has been dethroned from tier 1 at the highest ranks, but maintains a respectable showing with two decks at the top of tier two. With the incoming nerf to Murloc Warleader, however, we may see a resurgence of either midrange or control forms of Anyfin Paladin.

The incoming Druid nerfs to Innervate and Spreading Plague may bring Recruit Paladin back into tier 1, weakening its worst matchup. It has the ability to apply pressure in the mid-game, but also contains an overwhelming late-game arsenal. The deck is quite difficult to play but can be very rewarding. Not only is it the most popular meta deck across all ranks, but it has risen to Tier 1 at the highest levels of play.

Prior to Knights of the Frozen Throne, Reno Priest had been a Tier 4 deck that saw less and less play at better ranks. Previously, Priest struggled to close out games, lacking any sort of burst to finish opponents.

The combination of Shadowreaper Anduin and Raza the Chained creates a new zero-cost hero power, Voidform, which enables Priest to win previously-unwinnable games it.

Most lists now include Spawn of Shadows or Prophet Velen to take advantage of their synergy with Voidform, thereby giving Priest the burst it needs to finish off strong opponents. Untouched by the upcoming nerfs, Reno Priest should continue to thrive in the meta. Big Priest is a new archetype to emerge from Knights of the Frozen Throne. The introduction of Eternal Servitude, Shadow Essence, and Obsidian Statue allows for strong mid-game turns that can outright win you the game against any deck.

While it is vulnerable to more aggressive decks such as Pirate Warrior, upcoming nerfs to the Warrior and Druid classes could potentially push the metagame to favor slower decks, a meta Big Priest would be ripe to exploit. Winter has come to Hearthstone with the latest expansion, and even a new Valeera struggles to traverse the harsh new climate effectively.

These weaknesses also inherently make expensive cards near unplayable in Rogue, because the class is simply not intended to grind out long games.

In that light, Knights of the Frozen Throne was never going to offer scoundrels and thieves the tools or environments they thrive in. A set based around long, grindy games to promote the expensive and game-warping Death Knights is a death-knell to tempo focused strategies from the very conception.

This card has been the flagship bomb in the resurgence of Mill Rogue , a deck that preys on control with degeneracy comparable to our dearly departed Quest Rogue may it rest in peace.

Valeera and a couple of other KFT cards have given the archetype a notable shot in the arm, working to the exact parameters and goals the deck already had in mind. Doubling up on defensive cards like Sludge Belcher and Antique Healbot are unprecedented defensive options for Rogue, and stacking up Coldlight Oracles for lethal is obviously very effective.

This is even without mentioning how effective Vanish and Doomsayer are with Valeera, completely taking over the flow of the game if assembled.

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Knights of the Frozen Throne [DAY 25] Savjz Quest Druid vs Jade Druid