Dernière extension de Hearthstone, Madness at the Darkmoon Faire fait beaucoup pour raviver mon intérêt pour le jeu de cartes dans son ensemble. L'un de mes concepts préférés dans Warcraft, après tout, était les Old Gods induisant la folie. Donc, avec le retour des grands noms sous la forme de puissants légendaires neutres, je suis très excité de voir des decks qui se concentrent sur ces derniers. Je crains qu’ils soient considérés comme «bons mais pas utiles», mais je vais rechercher des concepts là où ils fonctionnent. Cette semaine, nous allons donc examiner les decks standards de Hearthstone Darkmoon Faire qui valent la peine d'être essayés.

Ce ne seront pas nécessairement les meilleurs decks du marché, car la méta vient de commencer. Il y a un nouveau mécanisme dans Corrupt et juste une multitude de cartes vraiment intéressantes. Certains concepts semblent vraiment poussés, comme Dude-adin, mais je suis très curieux de voir si cela va vraiment marcher. Ce n’est pas parce qu’un style de jeu est poussé dans la réalité que cela ne signifie pas nécessairement qu’il sera vraiment bon dans la méta compétitive.

Comme toujours, je reviendrai et j'ajouterai plus de decks au fil du temps. Par exemple, je suis déchiré entre un deck N’Zoth Ménagerie ou simplement un deck Ménagerie qui utilise Ringmaster Whatley et ses amis pour améliorer nos Dragons / Pirates / Mechs sans le Vieux Dieu. Le deck N’Zoth est cependant beaucoup plus cher à fabriquer. Il y a tellement de decks possibles en ce moment, ce qui est vraiment excitant. Je suis vraiment enthousiasmé par plusieurs concepts, je veux donc les mettre en évidence, qu'ils soient de niveau 1 ou non.

L'une des choses que Hearthstone fait exceptionnellement bien est de rester fidèle à un thème. Le thème du cirque / foire est vraiment amusant et j'aime ce qu'il contient pour le reste de la méta. Chacun des nouveaux dieux a beaucoup de possibilités, à l’exception de C’Thun, si vous me demandez. C’Thun pourrait être vraiment puissant. Vous devez cependant invoquer ses parties avant que la carte réelle ne soit mélangée dans votre deck. En plus de cela, si l’autre joueur contre une des parties de C’Thun, vous ne pouvez pas invoquer C’Thun, le Brisé pour le reste de ce match. C’est trop dangereux pour moi. Vous n'êtes peut-être pas d'accord, et c'est très bien! Alors sans plus tarder, regardons quelques decks de la foire de Sombrelune pour Hearthstone!

Table des matières

Pirates, Mechs et Dragons, Oh mon Dieu! (Warrior Aggro Menagerie)

C'est techniquement un deck Ménagerie au lieu d'Agro Pirates. Pourquoi? Parce qu'il a une poignée de non-pirates. Nous avons quelques Mechs, un Dragon et un Murloc. Oh, et un sbire Mimic / All aussi. Circum Amalgam est un neutre fantastique pour cela car il s'agit d'une ⅘ Provocation avec Tous les types de serviteurs . De cette façon, il s'intègre littéralement dans n'importe quel deck qui nécessite un certain type de serviteur. Il vous couvre.

Tant que Skybarge sera dans les parages, Pirate Aggro sera probablement un incontournable à Hearthstone. Nous avons tellement de cartes qui rendent les pirates plus puissants / offrent des dégâts gratuits simplement pour avoir des pirates. Nous avons aussi un Dragon qui peut en théorie coûter 1 ou 0 (en tant que serviteur 5/5 Rush ). C'est un deck très simplifié, gracieuseté de Nohandsgamer, qui a produit quelque chose d'absolument brutal.

L'une des choses importantes à propos d'un deck Aggro solide, c'est qu'il doit 1. avoir des créatures efficaces et bon marché, et 2. avoir beaucoup de dégâts. Pouvoir extraire gratuitement des objets de votre deck est un bonus agréable. C’est là que Ringmaster Whatley entre en jeu, en tant que créature la plus chère du deck (5 mana). Bien sûr, Tent Trasher est également un coût de 5, mais il va presque toujours arriver à au moins un coût de 4 mana.

Mais Ringmaster Whatley vous fait également dessiner un Mech, un Dragon et un Pirate. Nous avons 4 Mechs dans le deck, 2 Dragons et 7 Pirates également. J'en ai ajouté 1 à chacun, grâce au Circus Amalgam car j'imagine qu'il peut être ramassé quoi qu'il arrive. Au fond, il s’agit toujours d’un deck de pirates, donc beaucoup de pièges familiers des pirates sont là, mais ils se combinent bien avec les nouvelles cartes. Notre objectif? Battre l'autre joueur aussi vite qu'humainement possible.

Comment ça marche?

L'une des meilleures choses dans l'aggro est de pouvoir récupérer des choses de votre deck simplement en jouant une autre carte. La plupart de tout ce que contient ce deck coûtant 1 à 3 mana, nous aurons la possibilité de déposer plusieurs cartes par tour au milieu de la partie. Nous ne voulons pas que cela aille en fin de partie. Nous recherchons des piétinements rapides.

Ce deck Warrior Aggro peut également faire un lot de buffing des cartes dans notre main. C'est beau! Nous pouvons garder un Dragon, un Pirate et un Mech en main jusqu'à ce que nous en ayons besoin, en le polissant régulièrement avec notre Bâton de Maître des Anneaux si nous le voulons. Le pirate que nous voulons laisser dans nos mains le plus longtemps possible pour mon argent est le matelot de Southsea . Cela peut être notre gagnant si nous chronométrons correctement les choses. Il a Charge si nous sommes équipés d'une arme, ce qui signifie que nous pouvons simplement attaquer le visage de l'autre joueur.

En supposant que ce soit le seul pirate en main à chaque fois que nous attaquons avec le Ringmaster's Baton il peut devenir un 8/7, avant que le Southsea Captain lui accorde + 1 / + 1 . Nous pourrions en tirer un autre + 1 / + 1, si Corsair Cache tirait le bâton au lieu de Ancharrr . Je comprends que c'est une situation vraiment idéale et improbable, mais cela peut arriver. Chaque fois que nous attaquons en tant que guerrier avec le bâton du maître des anneaux, cela donne un dragon, un méca et un pirate dans notre main + 1 / + 1.

Il est donc important de garder un de chacun en main pour recevoir le buff de manière cohérente. Ringmaster Whatley dessine un pirate, un méca et un dragon lorsque nous le jouons aussi, c'est donc une autre façon de s'assurer que cela se produit. Cela signifie-t-il que nous n'attaquons pas tant que cela ne se produira pas?

Bonté non! Bien sûr que non! Nous voulons abandonner ce Skybarge rapidement, afin que nous puissions commencer à spammer les pirates. Après avoir invoqué un pirate, il inflige 2 dégâts à un ennemi aléatoire. Si nous pouvons vider leur plateau, nous pouvons commencer à endommager le visage de l’autre joueur avec. Dans un jeu où nous pouvons jouer aux Pirates gratuitement, ou les dessiner pour pratiquement rien, cela va faire de Skybarge une menace sérieuse.

Parachute Brigand est une telle carte. Si c'est en main et que nous jouons un pirate, invoquez celui-ci aussi depuis votre main. Si nous parvenons à avoir les deux dans notre deck en main, c'est 6 dégâts gratuits de Skybarge, simplement parce que nous avons joué un pirate. Si ce pirate était Sky Raider nous ajoutons également un autre pirate aléatoire à notre main. Un Skybarge au tour 3 peut signaler la fin de la partie si nous faisons attention.

En parlant de "ajoutez une carte à votre main", passons en revue les nombreuses façons dont nous pouvons y ajouter des cartes. Cela nous aide à rester sur la courbe et à avoir constamment des menaces auxquelles il faut répondre. Vous pouvez atteindre un point où l'une de vos cartes est une menace plus grande que Skybarge, d'une manière ou d'une autre.

Rejoignez l'équipage

Un tour-1 Sky Raider est incroyable car il garantit un autre pirate. C’est aussi un pirate aléatoire, donc ça pourrait être n'importe quoi. Nous sommes susceptibles d’obtenir quelque chose d’utile que nous ne possédons pas / n’avons pas dans le deck. Corsair Cache pioche une arme et lui confère +1 en durabilité. Étant donné que nous n’utilisons que deux armes (Ringmaster’s Baton / Ancharrr), peu importe celle qui est choisie, nous allons être dans une bonne position.

En parlant de cela, l'arme Ancharrr tire un pirate de notre deck chaque fois qu'elle attaque, et sa durabilité de base est de 2. Sur le sujet des légendaires, Ringmaster Whatley dessine un Mech, un Dragon et un Pirate du jeu, donc c'est probablement le plus gros tirage en termes de valeur brute. Si nous avons le bâton en jeu, c’est encore mieux!

Toutes les cartes du jeu ne nous donnent pas quelque chose pour rien, mais assez d'entre elles le font! Tout le reste est construit autour du concept de Pirates, Mechs et Dragons. Un de mes Mechs préférés se trouve cependant dans le pont – Montgolfière . Plus cela reste en jeu, plus c'est dangereux. Il est faible du point de vue de la puissance (a ½), mais au début de votre tour, il reçoit +1 PV. Si nous n'attaquons pas avec (ou ne frappons pas des objets avec une puissance de 0), nous pouvons simplement continuer à le faire grandir.

C’est aussi une chose fantastique à voir lorsque vous utilisez le bâton de Ringmaster, donc il a plus de puissance d’attaque globale. Nos autres mechs sont le Skybarge et le Dirigeable de Sombrelune . Un 3/2 avec Bouclier divin que si vous le lancez comme corrompu (lancez quelque chose qui coûte plus cher tant qu'il est en main), il obtient également Rush . Quel que soit le robot qui tient dans notre main, nous sommes couverts.

Trent Trasher est notre seul dragon, mais c'est encore une fois, un 5/5 pour 5, mais peut coûter 1 de moins pour chaque serviteur unique que nous avons en jeu (type de serviteur). Puisque nous avons Dragon, Pirate, Mech, Murloc et All, il devrait pouvoir être abandonné pour 0 mana dans le meilleur des cas. Cela se produira rarement cependant. Mais obtenir un 5/5 (ou plus) pour 1 ou 2 mana? EZCLAP.

C'est un deck dans lequel nous jouons des créatures en courbe et nous nous balançons aussi vite que possible. Continuez les attaques de guerrier et frappez l'autre joueur au visage aussi souvent que vous le pouvez. Puisque Skybarge frappe les ennemis au hasard pendant 2 lorsque nous jouons un pirate, je sens que nous sommes en sécurité pour viser nos créatures réelles sur le visage de quelqu'un autant de fois que possible. Cela rendra ce jeu agréable et rapide.

Pirates, Mechs et Dragons, Oh mon Dieu! (Warrior Aggro Menagerie)

Decklist

Cartes de Classe:

Sky Raider (1) x2

Cache de corsaire (2) x1

Bâton du maître des anneaux (2) x2

Stage Hand (2) x2

Ancharrr (3) x1

Sybarge (3) x2

Mangeur d'épée (4) x2

Ringmaster Whatley (5) x1

Cartes de Classe:

Innervation (0) x2

Fleur de foudre (0) x2

Études de la nature (1) x2

Croissance sauvage (3) x2

Croissance excessive (4) x2

Défenseur d'Anubisath (5) x2

Familier du professeur (5) x1

Coureur du crépuscule (5) x2

Débordement (7) x1

Animaux gardiens (8) x2

Survival of the Fittest (10) x2

Cartes neutres:

Balai animé (1) x2

Batteur de lac (5) x2

Strongman (7) x2

Clown du carnaval (9) x2

Y’Shaarj, le profanateur (10) x1

Yogg-Saron, maître du destin (10) x1

Code du pont

AAECAZICBNulA5LNA53YA / zeAw3 + AeQI76ID6LoDlc0Dm84DutADvNADk9ED3tED8NQD / tsD5uEDAA ==

Dernières pensées

C'est tel un deck amusant! Je pense que les combos Carnival Clown ne sont peut-être pas de niveau 1, mais j'espère qu'ils se retrouveront là-bas. C'est une façon tellement étrange et farfelue de jouer. De plus, c'est la prochaine évolution de l'Embiggen Deck, uniquement avec Clown College à la place. Frapper soudainement le terrain avec cinq ou six serviteurs 8/8 Taunt? Vous adorez le voir (sauf si vous êtes du côté récepteur). Si nous pouvons l'associer au balai animé, cela devient soudainement un coup de fouet. Mana Ramp, installez des cartes corrompues, et riez pendant que l'autre joueur se fait défoncer le visage par d'énormes Dieux anciens en colère et leurs alliés.

Pure Dudeadin Power (Pure Paladin Aggro / Midrange)

J'adore l'idée du retour de Dude-adin. Dude-adin est un archétype Paladin construit autour des recrues Silver Hand. Nous pouvons les créer en tant que capacité de héros et à travers une variété d'autres cartes. Nous les améliorons et les rendons bien plus utiles que la normale. Cependant, le deck ne suffit pas à lui seul. C’est pourquoi nous associons cela à une autre partie amusante de la méta: Pure Paladin! Pure Paladin n'est pas non plus tout à fait des atouts en soi si vous me le demandez.

Nous rassemblons ces deux éléments en un seul jeu facile à gérer et nous réduirons les gens en morceaux. Madness at the Darkmoon Faire a des cartes qui correspondent aux deux types de decks Hearthstone. Alors pourquoi ne pas faire une petite danse fusion et les faire unir? Entre Haut Exarque Yrel et Lothraxion le Racheté nous avons tellement de pouvoir. En fait, ce deck utilise principalement de nouvelles cartes, avec une foule d’autres du reste du contenu Hearthstone de cette année. I. Amour . Ce. Deck.

Comment ça marche?

Il s'agit de jouer vos serviteurs sur la courbe la plus forte possible. Entre cela, vous voulez utiliser vos serviteurs Libram (en réduisant leur coût via Aldor Attendant / Aldor Truthseeker ). Cela rend également vos tournants ultérieurs viables, lorsque ces Librams commencent à tomber. Nous n'avons pas beaucoup de potentiel de retour, mais nous avons un peu de Consécration inflige 2 dégâts à tous les ennemis, et Zealot Lightforged vous offre 4 / 2 Arme Vraie-Argent Champion s'il n'y a pas de neutre dans la carte. Ce qu'il n'y en a pas.

Ce deck offre beaucoup de puissance d'arrêt et la possibilité de recharger notre main grâce à Lightforged Crusader . Cependant, les créatures Silver Hand Recruit sont globalement assez faibles. Ils sont un moyen solide de frapper la face ou de constituer une menace mineure. Nous avons cependant quelques moyens de les renforcer. Certains de nos effets sont temporaires . Je dis temporaire car ces effets ne se déclenchent que tant que les créatures requises sont en jeu. Carnival Barker dit «Chaque fois que vous invoquez un serviteur à 1 PV), donnez-lui + 1 / + 2.

C'est automatiquement une utilisation incontournable pour nos recrues Silver Hand. Ce n’est aussi qu’une créature à 3 manas. L'inconvénient est que l'autre joueur peut facilement gérer cela, en 3/2. Balloon Merchant a un Battlecry qui ne se déclenche que sur les Silver Hand Recruit en jeu. Cela leur donne +1 Attaque et Bouclier Divin. Nous ne voulons donc pas utiliser cela tant que nous n’en avons pas plusieurs en jeu. Nous pouvons les fabriquer avec notre Hero Power, ou. . .

Jour à la foire est un sort à 3 coûts avec Corrupt . Si nous lançons d'abord un sort plus coûteux, Jour à la foire passe de l'invocation de 3 recrues de la main d'argent à 5. Nous ne voulons pas nécessairement attendre un corrompu car nous voudrons au moins autre chose. jouer (comme Balloon Merchant ). Il est cependant possible d’attendre et de lancer quelque chose comme Zélote forgé léger ou Consécration . C’est un moyen de mettre en place des défenses / de ralentir l’autre joueur. Nous avons également Air Raid pour invoquer deux 1/1 Silver Hand Recruit avec Provocation . Un bonus spécial est qu'il s'agit d'un Twinspell, nous récupérons donc une copie de ce sort pour le lancer à nouveau!

Heureusement, nous avons également un buff permanent pour nos Silver Hand Recruit sous la forme du tout nouveau Lothraxion the Redeemed . En lançant simplement ce 5/5 pour 5, un Battlecry se déclenche qui dure toute la partie. Pour le reste de la partie, invoquez une Recrue de la Main d'Argent donnez-lui Bouclier Divin . Maintenant, ils peuvent infliger des dégâts à quelque chose et vivre assez longtemps pour recommencer! C’est ce qui rend ce deck si génial. Mais cela peut devenir encore plus fort. Les Librams s'intègrent parfaitement à nos recrues Silver Hand. Il nous suffit de faire en sorte que notre Libram de la sagesse coûte 0 (voire 1) mana! Cela donne à une créature + 1 / + 1 et Deathrattle: Ajoutez un «Libram of Wisdom» à votre main.

Cela risque de s’épuiser un jour, et c’est là que Lady Liadrin entre en jeu. Elle ajoute à notre main une copie de chaque sort que nous lançons sur des personnages amis, sous la forme d'un coût de 7 4/6. Nous récupérerons ceci et Main d'A’dal qui offre + 2 / + 2 à un serviteur et nous donne une carte à piocher.

Facilement réalisé avec une seule distribution de Aldor Truthseeker (4/6, 5-Cost, Provocation, réduit le coût de Libram de 2). Nous avons également une paire de Aldor Attendants à jouer (⅔, 2-Cost, Librams coûtent 1 moins le reste de la partie). Nous voulons l'utiliser principalement sur nos recrues de la main d'argent (Libram of Wisdom), car ce sont elles qui risquent le plus de mourir au cours de combats glorieux. De cette façon, nous pouvons continuer à le lancer pour 0 mana, les améliorer et nous assurer que nous pouvons toujours l'utiliser à nouveau.

Cela réduira également le coût de notre Libram of Hope qui restaure 8 points de vie et invoque un gardien 8/8 avec Taunt / Divine Shield . Normalement, un coût de 9, nous pouvons au moins le rendre gérable. Cela peut aussi réduire un peu le coût de 6 Libram of Justice . Nous voulons vraiment que ce soit bon marché et prêt, car il nous donne une arme ¼ et réduit la santé de tous les sbires ennemis à 1. Si nous pouvons combiner cela avec Consécration c'est une planche facile et agréable.

Nous avons deux récompenses finales pour avoir été un deck Pure Paladin. L’épée 4/2 gratuite de Lightforged Zealot est bien, mais nous pouvons faire mieux. High Exarch Yrel est un 7/5 à 8 coûts, avec un puissant Battlecry . Dans le cas où notre deck ne contient aucune carte Neutre, elle gagne Rush, Lifesteal, Provocation, Divine Shield . Si nous pouvons également y déposer Main d'A’dal Yrel devient un 9/7. Elle va mutiler tout ce qu'elle frappe et aura un coup franc au prochain tour aussi. De plus, Lightforged Crusader qui nous donne 5 cartes Paladin aléatoires dans notre main. Celles-ci valent la peine de n'avoir aucun neutre dans le jeu.

Nous voulons utiliser toutes ces recrues de la main d'argent pour frapper l'autre joueur au visage aussi souvent que possible. Une fois qu'ils commencent à obtenir le Bouclier divin / buffs, nous pouvons commencer à les utiliser pour battre librement les serviteurs ennemis, avant puis attaquer l'autre joueur au tour suivant. Je préfère viser bien le visage et attendre notre combo Consécré pour effacer le tableau.

Pure Dudeadin Power (Pure Paladin Aggro / Midrange)

Decklist

Cartes de Classe:

Aldor Attendant (1) x2

Raid aérien (2) x2

Argent Braggart (2) x2

Main d'A'dal (2) x2

Libram de la sagesse (2) x2

Carnival Barker (3) x2

Journée à la foire (3) x2

Marchand de ballons (4) x2

Consécration (4) x2

Zélote forgé-léger (4) x2

Aldor Truthseeker (5) x2

Libram of Justice (5) x2

Lothraxion le racheté (5) x1

Lady Liadrin (7) x1

Croisé Lightforged (7) x1

Haut Exarque Yrel (8) x1

Libram de l'espoir (9) x2

Code du pont

AAECAZ8FBJuuA4TBA4feA4jeAw3cA5yuA5a2A8q4A / 24A + q5A + u5A + y5A8rBA + DRA4LeA4TeA6LeAwA =

Dernières pensées

Je veux vraiment que ce deck soit un succès. Vous allez vouloir faire des métiers intelligents dans ce deck. Il ne sera pas toujours intelligent de vaincre chaque serviteur ennemi. Utilisez vos recrues Silver Hand pour échanger et vaincre les sbires qui sont la clé du succès de l'autre joueur. J'espère qu'il viendra un moment dans le jeu, où vous pourrez librement déposer des recrues Silver Hand et vous balancer directement sur le visage de l'autre joueur. Nous avons suffisamment de légendaires puissants et une bombe hilarante potentielle sous la forme de Argent Braggart . Il gagne l'attaque et la santé pour correspondre au plus haut sur le champ de bataille. On peut le jouer, puis mettre en place notre combo Consécration / Libram of Justice. Cela a un bon tempo doux, et nous devrions toujours avoir un mouvement pour faire chaque tour. Si rien d'autre, faites des recrues à main d'argent et préparez-les (ou servez-les comme pions sacrificiels).

Une puissante armée de totems (Shaman Totem Aggro)

Totem Aggro est extrêmement rapide, et si nous avons quelques tours pour faire bouger ce jeu, nous allons simplement abattre n'importe quel autre deck avec un essaim soudain de Totems améliorés. Grâce aux sorts à coût nul de Puissance totémique / Surge totémique nous pouvons larguer un Totem tôt, grâce à un lancer dur, ou grâce à la puissance des héros. Ensuite, nous le buffons avec des sorts et commençons à faire des copies. À partir de là, tout est en descente alors que nous commençons à frapper l’autre joueur au visage avec des totems. Qui a besoin de créatures réelles de toute façon? Nous en avons quelques-uns, mais ils servent tous en fin de compte le plus grand bien de la maîtrise totémique.

Cela inclut des cartes comme Diligent Notetaker qui a Spellburst : renvoyez le sort dans votre main. Alors vous Notetaker diligent et déposez une réflexion totémique pour donner un Totem + 2 / + 2, et invoquez également une copie de celui-ci! C'est un deck assez simple qui promet d'être très amusant. Bien qu'il s'agisse principalement d'un deck Pure Shaman, il y a quelques cartes neutres qui vont vraiment bien ici. En particulier, Circus Amalgam a «Tous les types» comme serviteur; cela signifie que c'est aussi un totem! Cela devrait signifier que Grand Totem Eys’or l’améliorera tour après tour, tant qu’il est en jeu.

Une autre grande partie de ce jeu est son faible coût. Il y a cinq coûts dans Bloodlust / Totem Goliath mais presque tout le reste est un 4 ou moins. Nous voulons larguer quelques totems, les buff / doubler, puis lancer Bloodlust pour nous assurer que vous infligez autant de dégâts que possible. Vous pouvez continuer à viser le visage sans lui, mais cela ne fera que vous faciliter la tâche.

Comment ça marche?

C'est un deck qui a besoin de faire boule de neige hors de contrôle et de le faire rapidement. Il y a plusieurs cartes que nous voulons soit avoir au départ, soit y piocher très tôt. Tout dépend de la façon dont vous mulligan / comment se déroule le début de partie. Vous voulez des cartes comme Réflexion totémique Guide touristique Tempête déferlante Gardien Cagematch . Il est si important d’obtenir et de conserver un totem. Le guide touristique fait que votre prochain pouvoir de héros coûte 0 mana. De cette façon, vous pouvez immédiatement déposer un totem sans mana. C’est ce qui rend une première réflexion totémique si essentielle.

Puisqu'il donne un serviteur + 2 / + 2, et comme c'est un totem, vous en obtenez également une copie, vous pouvez potentiellement faire beaucoup avec cela. Cagematch Custodian est également très utile dans la strat «Snowball out of control». Il nous permet de dessiner une arme, et bien sûr, il n’ya qu’une seule arme dans le jeu: Hache à fendre . Vous souhaiterez enregistrer en utilisant le dépositaire jusqu'à ce que vous ayez quelques totems utiles. Cette arme invoque des copies de vos totems. Honnêtement, le meilleur à avoir en jeu pour l'un ou l'autre de ces derniers est notre nouveau totem légendaire: Grand Totem Eys’or . Eys’or donne + 1 / + 1 à tous les autres Totems de votre main, de votre deck et de votre champ de bataille à la fin de votre tour.

Donc, avoir deux ou trois de ces derniers en jeu va améliorer vos totems (autres que ceux de Hero Power) à un rythme aussi profond. C'est notre meilleur totem pour mon argent, mais nous en avons quelques autres que nous pouvons lancer dur depuis notre deck.

Totem Protection

EVIL Totem est un Totem à 2 coûts 0/2 qui ajoute un Lackey à votre main à la fin de chacun de vos tours. Bien que ce ne soit pas génial c'est un moyen amusant d'ajouter plus de puissance à votre jeu en cas de problème. Mana Tide Totem est un 0/3 qui pioche une carte pour vous à la fin de chaque tour. Totem Goliath et Circus Amalgam sont ceux que nous voulons améliorer dans le deck si possible (ou via nos sorts à coût 0 / Réflexion Totémique). Totem Goliath est un ⅘ qui invoque les quatre totems de base à sa mort ( Deathrattle ), et vous surcharge également 2.

Cela signifie que vous aurez 2 mana de moins au prochain tour. Circus Amalgam d'autre part, est un ⅘ Provocation qui a tous les types de serviteurs, donc il profite d'être aussi un Totem. En ce qui concerne Totem Goliath l’utiliser puis le perdre, c’est formidable, à condition d’avoir Ey’sor en jeu ou en main. Les quatre totems qui tombent seront des statistiques de base jusqu'à ce que nous commencions à utiliser le passif de Grand Totem.

Nous pouvons également améliorer via Storm’s Wrath . Bien sûr, cela nous surcharge de 1, mais cela donne à nos serviteurs + 1 / + 1, ce qui facilite simplement l'attaque de nos totems. Même les totems de base sont excellents avec un peu de polissage. Nous voulons pouvoir lancer Puissance Totémique (+2 Santé) et Surge Totémique (+ 2 Attaque) sur nos Totems dès que nous en avons jouer. C'est tout dans le jeu Totems, donc en avoir plus, c'est mieux. Maths rapides, ça.

Une fois que nous avons deux Totems buff en jeu, le Cagematch Custodian peut être joué, pour dessiner Splitting Axe . Si nous avons le mana, jouez-le! Honnêtement, nous pouvons jouer cette créature à tout moment. Il n’équipe pas l’arme, il la tire. Nous attendrons de le lancer jusqu'à ce que nous ayons au moins un (peut-être deux) totems en jeu. Nous allons probablement vouloir simplement ignorer les sbires de l'autre joueur (sauf Raillerie). Nous voulons juste faire boule de neige et les frapper au visage jusqu'à ce qu'ils disparaissent.

L'idée ici est que nous faisons boule de neige en polissant / inondant le plateau de totems avant que l'autre joueur ne puisse réagir. Dans le match Aggro, ça va être très dur. Ils vont voir nos premiers totems et essayer de les éliminer. C’est en partie la raison pour laquelle Lightning Bloom dans le pont en premier lieu. Cela nous donne 2 cristaux de mana gratuits pour le tour, au prix d'une surcharge de 2. Le guide touristique nous aide également ici en rendant notre puissance de héros à 0, ce qui nous donne plus de mana pour faire d'autres choses.

Si nous avons affaire à des affrontements plus difficiles où le contrôle est en jeu, nous ne voudrons pas gaspiller nos sorts / hache de buff aussi librement. Attendez que nous puissions polir nos plus gros totems, et copiez-les via Réflexion totémique / Hache à fendre sur quelque chose comme le Totem Goliath . L'un des autres mouvements les plus intelligents que nous pouvons faire est Diligent Notetaker puis déclenchez n'importe quel de nos sorts – Puissance totémique, Surge totémique, Colère de la tempête, Réflexion totémique ou Soif de sang. Cela fera revenir ce sort dans notre main afin que nous puissions l'utiliser à nouveau lors d'un autre tour (ou ce tour-ci, si nous avons le mana disponible).

Une puissante armée de totems (Shaman Totem Aggro):

Decklist

Cartes de Classe:

Puissance totémique (0) x2

Surtension totémique (0) x2

Courroux de la tempête (1) x2

Tempête déferlante (1) x2

Gardien Cagematch (2) x2

Notetaker diligent (2) x2

Totem MAL (2) x2

Grand Totem Eys’or (3) x1

Instructeur Fireheart (3) x1

Totem de marée de mana (3) x2

Réflexion totémique (3) x2

Hache à fendre (4) x2

Bloodlust (5) x1

Totem Goliath (5) x1

Cartes neutres:

Fleur de foudre (0) x2

Guide touristique (1) x2

Amalgame de cirque (4) x2

Code du pont

AAECAaoIBJMJnM4DptED3 + EDDYEEvgadowPapQP5pQO1rQO2rQOWuQPhzAObzQPw1AOq3gP03wMA

Dernières pensées

Cela ressemble beaucoup à un jeu de cartes tout ou rien. Soit vous faites boule de neige tout de suite, soit tout s'écroule. J'apprécie cela cependant. C’est toujours très amusant! Vous pouvez retenir les gens avec quelques serviteurs ou des totems de provocation chanceux. À partir de là, vous attendez jusqu'à ce que vous puissiez lancer quelques sorts à la fois, doubler / améliorer un totem ou deux et revenir immédiatement au combat. Nous voulons avoir le jeu sous notre main le plus tôt possible, et dès que nous pouvons commencer à infliger des dégâts à l'autre joueur, nous voulons commencer à le faire. J’ai l’impression que le succès de ce deck est très lié au fait d’avoir les bonnes cartes dans votre tirage de départ / début.

Chasseur de gros gibier (Face Hunter Hyper-Aggro)

Face Hunter est un archétype de deck qui me plaît énormément en tant que joueur de Hearthstone. Je me fiche de m'inquiéter des sbires ennemis. Je veux juste frapper l'autre joueur au visage encore et encore jusqu'à ce que le jeu soit terminé. C'est un deck que je ne peux appeler que «Hyper-Aggro». Nous commençons à inonder le plateau avec des sbires à 1 coût tôt, laissons tomber des secrets et faisons des dégâts désagréables parce que nous sommes des chasseurs, et l'autre joueur (espérons-le) non. C’est une plate-forme qui a connu de nombreux changements au fil des ans et qui n’était pas toujours en bonne position.

Mais avec des cartes comme Rinling's Rifle Mystery Winner et Subpicuous Rider nous pouvons laisser tomber des secrets assez méchants et vraiment déranger l'autre joueur tout en aussi les frapper rapidement. Steady Shot (notre pouvoir de héros) est également un élément clé de la procession de ce deck. Il y a des decks qui donnent l'impression que le pouvoir du héros est secondaire par rapport à tout le reste. Mais quand pouvons-nous infliger 5 dégâts à un ennemi aléatoire simplement en tirant sur l'autre joueur pendant 2? Oh oui. I do believe Dragonbane lets you hit the other player in the face too, so you can wind up with 7 damage for 2 mana (or 0)!

We’re going to mix in some Secrets, some direct damage, and some minions that synergize well with our overall strategy. We have two important ways to play this deck though. If it’s an aggro mirror match up, you’ll want to dominate the early game trades, so you can snowball. Conversely, against control, you need to think a few steps ahead and manage resources wisely. You’ll probably wind up using your Hero Power more, to conserve other cards/resources that you’ll need later.

How’s It Work?

If we want to dominate with this deck, the early game is so darn important. It feels like no matter what, we need basically the same cards from the get-go. Intrepid InitiateDemon CompanionMystery Winner are all high priority cards in your starting hand. No matter what, we want as many of these at the start as possible.

Intrepid Initiate/Demon Companion are an incredible pairing, and if you can do it at the same time, even better. Our Initiate friend has Spellburst: Gain +2 Attack. So we need to trigger that with a spell immediately. Enter the 1-cost Demon Companion! We summon a random Demon companion for 1 mana, and our Hero gains +2 Attack. We can immediately use that to strike the other player.

Another fantastic turn 1 is the Mystery Winner. Their Battlecry is “Discover a Secret”. Even though this deck runs 4 styles of Secret, getting a few more can’t hurt. It’s those kinds of cards that really throw people off and make them nervous about attacking/playing cards. They have no idea what that new trigger could be! So that’s our early game: 1-cost minions. Tour GuideWolpertingerMystery WinnerIntrepid Initiate. We get these onboard and start harassing with them. We want more threats than most players can deal with at this point in the game.

We’re going to want to start setting up Secret shenanigans around this point too. After all, we have a few, and we can do a lot with them. For example, the Eaglehorn Bow gains +1 Durability whenever a Secret is revealed. As a 3/2 weapon, we can keep this out for a long time with some planning and luck. This leads me to another one of the most important cards in this deck, Phase Stalker. Whenever we use our Hero Power, cast a Secret from your deck.

Hopefully, we draw that Phase Stalker using Scavenger’s Ingenuity because we draw a Beast and give it +3/+3. We’ve only got two Beasts in the deck though. It and Wolpertingerand getting a 4/4 that makes another 4/4 would be pretty awesome too. While we don’t have a ton of Beasts in the deck, we can make more, via Snake Trap or Pack Tactics. Both are Secrets, which I’m about to get into.

Tour Guide so great and is integral to the deck. He’s a 1/1 for 1 that makes our next Hero Power cost 0 mana. As a fun fact, that 0 will hold over through turns until you use it. So you can save it for when you trigger either Phase Stalkeror even better perhaps, you have Dragonbane on the board. That’s why we want to have that 0 Mana Hero Power waiting. We want an immediate return on value for these cards. If they come into play and die before we can even use a Hero Power once, that’s a waste.

If we even get these triggers oncethey’re worth it. With Phase Stalker casting a Secret from your deck, and Dragonbane dealing 5 damage at random to an enemy, that’s straight value. Both of our weapons are Secret synergized too. We already talked about what the Eaglebow can do, but what about the new Rinling’s Rifle? Sadly, it doesn’t build Durability, so it’s only going to be out for two attacks. But it’s a 2/2 for 4, and when we attack with our Hero, Discover a Secret and cast it!

It really triggers well with Phase Stalker/Dragonbane, and also helps with Petting Zoo. That is a 3-cost spell that summons a 3/3 Strider, and then repeats for each Secret we control. All of this is why we also want an early game Inconspicuous Rider. He casts a Secret from our deck, when we play him (for 3 mana). We can Discover Secrets thanks to Mystery Winner and Rinling’s Rifle.

We can cast them from our deck via Phase Stalker’s Passive and Inconspicuous Rider’s Battlecry. But what default Secrets are we running?

  • Open the Cages (2 Mana): When your turn starts, if you control two minions, summon an Animal Companion.
  • Pack Tactics (2 Mana): When a friendly minion is attacked, summon a 3/3 copy.
  • Snake Trap (2 Mana): When one of your friendly minions is attacked, summon three 1/1 Snakes.

We have three flavors of Trap, and ways to get some we don’t actually have access to. Of course, you can mix these up however you want, or add in some Explosive Trapsor Freezing Traps depending on your needs/comfort level. As soon as you start running out of cards in your hand, you want to play the Voracious Reader. Don’t be shy about it either. At the end of your turn, if it’s in play, draw until you have 3 cards. It’s a great way to keep threat on the board. We want to keep pinging the other player with our minions, traps, and Hero Power as much as possible.

Take trades when they’re wise to do so, but focus on their face as much as you can. That’s what makes this deck so fun. You put as much pressure as you can afford on the other player, and put them on the backfoot. Let them start making mistakes, and stressing out about how much damage you can dump out; because it’s a lot. Don’t let anyone but you control the flow of gameplay. You’re going to do it through violence.

Big Game Hunter (Face Hunter Hyper-Aggro)

Decklist

Class Cards:

Mystery Winner (1) x2

Wolpertinger (1) x2

Open the Cages (2) x2

Pack Tactics (2) x2

Phase Stalker (2) x2

Scavenger’s Ingenuity (2) x2

Snake Trap (2) x1

Eaglehorn Bow (3) x2

Kill Command (3) x2

Petting Zoo (3) x2

Dragonbane (4) x1

Rinling’s Rifle (4) x1

Neutral Cards:

Demon Compnaion (1) x2

Intrepid Initiate (1) x2

Tour Guide (1) x2

Voracious Reader (2) x2

Inconspicuous Rider (3) x2

Deck Code

AAECAR8ExwOHsAOkuQOP4wMNqAL+DPuvA/+6A9zMA5vNA6LOA4LQA8bRA+jhA/LhA/PhA4TiAwA=

Final Thoughts

This is basically the only Hunter deck I have fun with. It really comes down to how you use the tools you have. It’s a deck where you want to be as aggressive as possible. You don’t want the other player to get their mid/late game spike. By the time that happens, you’ll want to be smashing their face for a glorious victory. We want to deal damage to the other player as quickly as possible with our minions, Steady Shot, and cards like Kill Command. Be aggressive, be pushy, and show that player who the boss is.

The post Hearthstone Madness at the Darkmoon Faire Decks to Try appeared first on Esports Talk.

Class Cards:

Crimson Sigil Runner (1) x2

Felosophy (1) x2

Felscream Blast (1) x2

Throw Glaive (1) x2

Twin Slice (1) x2

Blade Dance (2) x2

Chaos Strike (2) x2

Immolation Aura (2) x2

Spectral Sight (2) x2

Acrobatics (3) x1

Aldrachi Warblades (3) x2

Eye Beam (3) x2

Il’gynoth (4) x1

Skull of Gul’dan (6) x2

Neutral Cards:

Bloodmage Thalnos (2) x1

Mo’arg Artificer (2) x2

Lorekeeper Polkelt (4) x1

Deck Code

AAECAea5AwTtBfbWA9DdA9neAw2HugPXuwPgvAPpvgO6xgPHxgPZxgPVyAP8yAPO0gPd0wPH3QPL3QMA

Final Thoughts

One of the best parts about Demon Hunter decks is how cheap they are to build, relatively speaking. MOst of the good cards are either Basic Class cards (Aldrachi, Chaos Strike), or in the Common Range. We only need three Legendary cards and a handful of Epics. It’s not really too expensive, comparatively speaking – clocking in at about 8,200 dust or so. I love a weird combo deck, and this fits the bill. In a game that does not have a lot of “counterplay” so to speak, it’s pretty safe to just fort up and wait for a perfect situation. We have more than enough answers for creatures, and once we can start blasting them and the Hero at the same time? Double the fun! It’s certainly worth a try.

Druidic Clown College – Or Krusty the Druid-Clown (Druid Carnival Clown Midrange)

Okay, so that deck name could probably use a little work. But when Carnival Clown popped up as a neutral card, the answer became so clear I could see through it: Druid. You run it with Survival of the Fittest and some mana ramp. That way, we can get this going around tur ⅞, and hit the ground running with a board of 8/8 Taunt minions. It would also make Y’Shaarj, The Defiler into a 14/14, just as an aside.

Druid still has access to an absolute mountain of mana ramp too. Corruptwith that in mind, is a very powerful feature in a Druid deck. If we cast something higher than 7 mana, we can drop a 6/6 Taunt for 0, as a point of fact. One of my very first decks in all of Hearthstone was a Paladin Taunt deck. Being able to do it on a much bigger scale, for far less mana just fills me with joy.

It’s my thought that the overall gameplay of Hearthstone is going to slow down in Darkmoon Faire, and the Corrupt decks are a lot of why that might be. Since you would be foolish to cast it without Corrupting it first, the overall pace of the game goes down by a turn or so. Druid decks can roughly ignore that, thanks to cards like InnervateLightning BloomWild Growth, and Overgrowth. It’s very easy to get to that 10 mana mark so we can start dropping bombs on people’s faces.

How’s It Work?

We have so much card draw and mana ramp in this deck, it’s sickening. Imagine casting Overflow to restore 5 health to all characters, and draw 5 cards, only to follow it up with Anubisath Defender for 0 mana! We’re also going to be taking advantage of a few Corrupt cards. This is going to be fun, considering we have Y’Shaarj, The Defiler. He will add a copy of every Corrupt card we’ve played this game to our hand, and they will cost 0 this turn.

We don’t have a lot of Corrupt cards, but the ones we have are Neutral and very useful. The big game-winner for us is likely going to be Carnival Clown. It’s a 9-cost Taunt 4/4, that summons 2 copies of itself; unless it’s Corrupt. Then we fill the board with copies instead. That’s why we want to cast Survival of the Fittest first or Yogg-Saron/Y’Shaarj. Survival of the Fittest gives +4/+4 to all minions in our deck, hand, and battlefield.

Plus it makes us fill the board with annoying, 8/8 Taunt creatures. For my money, the immediate follow-up is Animated Broomstick. Keeping one of these around is going to be handy. Why you ask? It gives our other minions Rush! Now those 8/8s can attack our opponent’s creatures immediately. If you have Y’Shaarj, The Defiler in hand, we can use those as aggressively as we want. Then, when they die, we play Y’Shaarj and re-cast our Corrupt creatures.

In addition to the Carnival Clownthere’s also the 6/6 Corrupt (costs 0 if corrupt), Strongman! Normally, it’s a 7-cost. If we use Survival of the Fittest with it, it’s now a 10/10 Taunt. This is our end-game: Survival into Clowns, and just batter the other player with a host of 8/8 and 10/10s, and then finish off with the Old Gods.

Mana Ramp is a Go:

But we need mana. That’s why this is a Druid deck! We have a pair of 0-cost spells, that offer temporary Mana. Lightning Bloom is a 0-cost that gives 2 Mana Crystals for the turn, but hits us with Overload 2 the next turn (so two fewer mana that next turn). We also have Innvervate in the 0-cost slot, which gives us 1 Mana Crystal for the turn.

Wild Growth gives us 1 empty Mana Crystal for 3 Mana, and Overgrowth gives 2 empty Mana Crystals for 4 mana. We can easily use those 0-costs to bump into the early ¾ cost spells. It’s going to be a godsend to start popping off way earlier than we should. The rest of the deck is to help let us last/set up for the above combo.

We have Guardian Animals, for example, to summon two Beasts that cost 5 or less from our deck and give them Rush. Several of these are fun early picks, but for my money, Lake Thresher is the best choice. After all, It’s a 4/6 that damages the minions next to whatever it targets. Nice, wide sweep of 4 damage (minimum) across up to three targets! That is of course, provided there are two minions next to the initial target. It won’t always be the case.

Twilight Runner is another great pick though because it’s a 5/4 Stealth that has us draw 2 cards whenever it attacks. If we got two of them somehow, it’s 4 cards that turn! We’ve also got Yogg-Saron for a dose of chaos, but I’m not really sold on it. I don’t trust myself to land anything good on it. It’s definitely possible.

We want to use those mana ramp cards in the early game, to set up Survival of The Fittest. From there, we’re going to drop Carnival Clowns. The idea of flooding the board with Taunt (hopefully also Rush) minions that are also huge? Our end-game is to hold off until that’s a reality. We have so many Taunt minions in the deck, so most decks will have no choice but to slowly whittle their way through them.

When they’re low, that’s when you drop Overflow to heal up and draw more cards. This deck is mad disrespectful, and so very fun.

Druidic Clown College – Or Krusty the Druid-Clown (Druid Carnival Clown Midrange)

Decklist

Class Cards:

Innervate (0) x2

Lightning Bloom (0) x2

Nature Studies (1) x2

Wild Growth (3) x2

Overgrowth (4) x2

Anubisath defender (5) x2

Teacher’s Pet (5) x1

Twilight Runner (5) x2

Overflow (7) x1

Guardian Animals (8) x2

Survival of the Fittest (10) x2

Neutral Cards:

Animated Broomstick (1) x2

Lake Thresher (5) x2

Strongman (7) x2

Carnival Clown (9) x2

Y’Shaarj, The Defiler (10) x1

Yogg-Saron, Master of Fate (10) x1

Deck Code

AAECAZICBNulA5LNA53YA/zeAw3+AeQI76ID6LoDlc0Dm84DutADvNADk9ED3tED8NQD/tsD5uEDAA==

Final Thoughts

This is such a fun deck! I think Carnival Clown combos may not be Tier 1, but I hope they wind up there. It’s such a weird, wacky way to play. Plus it’s the next evolution of the Embiggen Deck, only with Clown College instead. Suddenly hitting the field with five or six 8/8 Taunt minions? You absolutely love to see it (unless you’re on the receiving end). If we can pair it with the Animated Broomstick, it suddenly becomes a battering. Mana Ramp, set up Corrupt cards, and laugh as the other player get their face bopped by huge, angry Old Gods and their allies.

Pure Dudeadin Power (Pure Paladin Aggro/Midrange)

I love the idea of Dude-adin coming back. Dude-adin is a Paladin archetype built around the Silver Hand Recruits. We can make them as a Hero Ability and through a variety of other cards. We buff them and make them way more useful than normal. However, the deck isn’t quite enough on its own. That’s why we pair this with another fun part of the meta: Pure Paladin! Pure Paladin is also not quite aces on its own if you ask me.

We put these two together into one easy-to-manage deck and we will mash people into bits. Madness at the Darkmoon Faire has cards that fit into both types of Hearthstone decks. So why not do a little fusion dance, and make them join forces? Between High Exarch Yrel and Lothraxion the Redeemedwe have so much power. In fact, this deck uses primarily new cards, with a host of others from the rest of this year’s Hearthstone content. I. Love. This. Deck.

How’s It Work?

It’s all about playing your minions on the strongest curve you possibly can. Between that, you want to use your Libram minions (reducing their cost via Aldor Attendant/Aldor Truthseeker). This also makes your later turns viable, for when those Librams start dropping. We don’t have a lot of comeback potential, but we do have someConsecration deals 2 damage to all enemies, and Lightforged Zealot offers you a 4/2 Truesilver Champion weapon if there are no neutrals in the card. Which there aren’t.

This deck offers quite a lot of stopping power, and the ability to recharge our hand thanks to Lightforged Crusader. However, Silver Hand Recruit creatures are pretty weak overall. They’re a solid way to hit face, or be a minor threat. We have a few ways to bolster them though. Some of our effects are temporary. I say temporary because these effects only trigger for as long as the required creatures are in play. Carnival Barker reads “Whenever you summon a 1-Health minion), give it +1/+2.

That’s automatically a must-use for our Silver Hand Recruits. It’s only a 3-mana creature, too. The downside is the other player can easily deal with this, as a 3/2. Balloon Merchant has a Battlecry that triggers only on the Silver Hand Recruits in play. It gives them +1 Attack and Divine Shield. So we don’t want to use this until we have several in play. We can make them with our Hero Power, or. . .

Day at the Faire is a 3-cost spell with Corrupt. If we cast a higher-cost spell first, Day at the Faire goes from summoning 3 Silver Hand Recruits to 5. We may not necessarily want to wait for a Corrupt since we’ll want at least something else in play (like Balloon Merchant). It’s possible to wait though and cast something like Lightforged Zealot or Consecration. It’s a way to set up some defenses/slow down the other player. We also have Air Raid to summon two 1/1 Silver Hand Recruits with Taunt. A special bonus is that it is a Twinspell, so we get a copy of this spell back to cast again!

Thankfully, we also have a permanent buff to our Silver Hand Recruitsin the form of the brand-new Lothraxion the Redeemed. Simply casting this 5/5 for 5, a Battlecry triggers that lasts the whole game. For the rest of the game, summoning a Silver Hand Recruitgive it Divine Shield. Now they can deal damage to something, and live long enough to do it again! That’s what makes this deck so great. But it can become even stronger. The Librams certainly tie neatly into our Silver Hand Recruits. We just need to make our Libram of Wisdom cost 0 (or even 1) mana! It gives a creature +1/+1 and Deathrattle: Add a ‘Libram of Wisdom’ to your hand.

This may run out one day, and that’s where Lady Liadrin comes into play. She adds a copy of each spell we cast on friendly characters this game to our hand, as a 7-cost 4/6. We’ll get this back and Hand of A’dalwhich offers +2/+2 to a minion and gives us a card to draw.

Easily done with a single cast of Aldor Truthseeker (4/6, 5-Cost, Taunt, Reduces Libram cost by 2). We also have a pair of Aldor Attendants to play (⅔, 2-Cost, Librams cost 1 less the rest of the game). We want to use this mostly on our Silver Hand Recruits (Libram of Wisdom) because they’re the ones most likely to die in glorious combat. That way, we can just keep casting it for 0 mana, buffing them, and ensuring we can always use it again.

This will also lower the cost of our Libram of Hopewhich restores 8 Health and summons an 8/8 Guardian with Taunt/Divine Shield. Normally a 9-cost, we can at least make it manageable. It can also make the 6-cost Libram of Justice down a bit. We definitely want this cheap and ready, since it gives us a ¼ Weapon, and changes all enemy minions Health down to 1. If we can combine this with Consecrationit’s a nice, easy boardwipe.

We have two final rewards for being a Pure Paladin deck. Lightforged Zealot’s free 4/2 sword is nice, but we can do better. High Exarch Yrel is an 8-cost 7/5, with a powerful Battlecry. In the event our deck has no Neutral cards in it, she gains Rush, Lifesteal, Taunt, Divine Shield. If we can drop Hand of A’dal on it as well, Yrel becomes a 9/7. She’s going to maim anything she hits and will have a free shot the next turn too. In addition, Lightforged Crusaderwhich gives us 5 random Paladin cards in our hand. These are worth having no neutrals in the deck.

We want to use all those Silver Hand Recruits to hit the other player in the face as often as possible. Once they start getting Divine Shield/buffs, we can start using them to batter the enemy minions freely, before then attacking the other player the next turn. I prefer to aim right for the face, and hold out for our Consecrate combo to board wipe.

Pure Dudeadin Power (Pure Paladin Aggro/Midrange)

Decklist

Class Cards:

Aldor Attendant (1) x2

Air Raid (2) x2

Argent Braggart (2) x2

Hand of A’dal (2) x2

Libram of Wisdom (2) x2

Carnival Barker (3) x2

Day at the Faire (3) x2

Balloon Merchant (4) x2

Consecration (4) x2

Lightforged Zealot (4) x2

Aldor Truthseeker (5) x2

Libram of Justice (5) x2

Lothraxion the Redeemed (5) x1

Lady Liadrin (7) x1

Lightforged Crusader (7) x1

High Exarch Yrel (8) x1

Libram of Hope (9) x2

Deck Code

AAECAZ8FBJuuA4TBA4feA4jeAw3cA5yuA5a2A8q4A/24A+q5A+u5A+y5A8rBA+DRA4LeA4TeA6LeAwA=

Final Thoughts

I really want this deck to be successful. You’re going to want to take smart trades in this deck. It’s not always going to be smart to defeat every enemy minion. Use your Silver Hand Recruits to trade and defeat the minions that are key to the other player’s success. There’s going to come a time in the game hopefully, where you can freely drop Silver Hand Recruits, and swing right at the other player’s face. We have enough powerful Legendaries and a potential hilarious bomb in the form of Argent Braggart. It gains the Attack and Health to match the highest on the battlefield. We can play him, then set up our Consecration/Libram of Justice combo. This has a nice smooth tempo, and we should always have a move to make each turn. If nothing else, make Silver Hand Recruits and get them ready (or serve them up as sacrificial pawns).

A Mighty Totem Army (Shaman Totem Aggro)

Totem Aggro is wildly quick, and if we’re given a few turns to get this moving, we’ll just run any other deck down with a sudden swarm of buffed Totems. Thanks to the 0-cost spells of Totemic Might/Totemic Surgewe can drop a Totem early, through hard casting, or through Hero Power. Then we buff it with spells and start making copies. From there, it’s all downhill as we start battering the other player in the face with totems. Who needs actual creatures anyway? We have a few, but they ultimately all serve the Greater Good of Totemic Mastery.

That includes cards like Diligent Notetakerwho has Spellburst: return the spell back to your hand. So you Diligent Notetakerand drop a Totemic Reflection to give a Totem +2/+2, and also summon a copy of it! It’s a pretty straight forward deck that promises to be a lot of fun. While this is mostly a Pure Shaman deck, there are a few neutral cards that really go well in here. In particular, Circus Amalgam has “All Types” as a minion; that means it’s also a Totem! That should mean Grand Totem Eys’or will buff it turn after turn, as long as it’s in play.

Another great part of this deck is how low-cost most of it is. There are a couple of five costs in Bloodlust/Totem Goliathbut most everything else is a 4-or-less. We want to drop a few totems, buff/double them, and then cast Bloodlust to make sure you deal as much damage as possible. You can keep aiming for face without it, but that’s just going to make it a bit easier.

How’s It Work?

This is a deck that needs to snowball out of control and do it quicklyh. There are several cards we either want to have at the start or draw into them very early. It’s all about how you mulligan/how the early game goes. You want cards like Totemic ReflectionTour GuideSurging TempestCagematch Custodian. It’s so important to get and keep a Totem. Tour Guide makes your next Hero Power cost 0 mana. That way, you can immediately drop a totem for no mana. That’s what makes an early Totemic Reflection so key.

Since it gives a minion +2/+2, and since it’s a totem, you also get a copy of it, you can potentially do a lot with this. Cagematch Custodian is also very useful in the “Snowball out of control” strat. It has us draw a weapon, and of course, there’s only one weapon in the deck: Splitting Axe. You’ll want to save using the Custodian until you have a few useful totems out. This weapon summons copies of your Totems. Honestly, the best one to have in play for either of these is our new legendary totem: Grand Totem Eys’or. Eys’or gives +1/+1 to all other Totems in your hand, deck, and battlefield at the end of your turn.

So having two or three of these in play is going to buff your totems (other than Hero Power ones) at such a profound rate. It is our best Totem for my money, but we have a few others we can hard cast from our deck.

Totem Protection

EVIL Totem is a 2-cost Totem 0/2 that adds a Lackey to your hand at the end of each of your turns. While these aren’t greatthey’re a fun way to add more power to your game in case things go wrong. Mana Tide Totem is a 0/3 that draws a card for you at the end of each turn. Totem Goliath and Circus Amalgam are the ones we want to be buffing in the deck if possible (or through our 0-cost spells/Totemic Reflection). Totem Goliath is a ⅘ that summons all four basic Totems when it dies (Deathrattle), and also Overloads you 2.

That means you’ll have 2 less mana next turn. Circus Amalgam on the other hand, is a ⅘ Taunt that has all minion types, so it takes advantage of also being a Totem. As far as Totem Goliath goes, using it and then losing it is great, provided we have Ey’sor either in play or in our hand. Those four totems that drop will be baseline stats until we start using Grand Totem’s passive.

We can also buff via Storm’s Wrath. Sure, it Overloads us 1, but it gives our Minions +1/+1, which just makes it easier for our Totems to attack. Even the Basic totems are great with some buffing. We want to be able to cast Totemic Might (+2 Health) and Totemic Surge (+2 Attack) on our Totems as soon as we have some in play. It’s all in play Totems, so having more is just better. Quick maths, that.

Once we have a couple of buff Totems in play, the Cagematch Custodian can be played, to draw up Splitting Axe. If we have the mana, then play it! Honestly, we can play this creature anytime. It doesn’t equip the weapon, it just draws it. We’ll wait to cast it until we have at least one (maybe two) totems in play. We’re likely going to want to just ignore the other player’s minions (barring Taunt). We just want to snowball and hit them in the face until they’re gone.

The idea here is that we snowball by buffing/flooding the board with totems before the other player can react. In the Aggro matchup, that’s going to be very hard. They’re going to see our first totems and try to take them out. That’s partly why Lightning Bloom in the deck in the first place. It gives us a free 2 mana crystals for the turn, at the cost of Overload of 2. Tour Guide also helps here by making our Hero Power cost 0, giving us more mana to do other things.

If we’re dealing with harder match-ups where control is in play, we won’t want to waste our buff spells/axe quite so freely. Wait until we can buff our bigger totems, and copy them via Totemic Reflection/Splitting Axe on something like the Totem Goliath. One of the other smartest moves we can make is Diligent Notetakerand then trigger any of our spells – Totemic Might, Totemic Surge, STorm’s Wrath, Totemic Reflection, or Bloodlust. That will make that spell return to our hand so we can use it again on another turn (or this turn, if we have the mana available).

A Mighty Totem Army (Shaman Totem Aggro):

Decklist

Class Cards:

Totemic Might (0) x2

Totemic Surge (0) x2

Storm’s Wrath (1) x2

Surging Tempest (1) x2

Cagematch Custodian (2) x2

Diligent Notetaker (2) x2

EVIL Totem (2) x2

Grand Totem Eys’or (3) x1

Instructor Fireheart (3) x1

Mana Tide Totem (3) x2

Totemic Reflection (3) x2

Splitting Axe (4) x2

Bloodlust (5) x1

Totem Goliath (5) x1

Neutral Cards:

Lightning Bloom (0) x2

Tour Guide (1) x2

Circus Amalgam (4) x2

Deck Code

AAECAaoIBJMJnM4DptED3+EDDYEEvgadowPapQP5pQO1rQO2rQOWuQPhzAObzQPw1AOq3gP03wMA

Final Thoughts

This feels very much like an all-or-nothing deck. You either snowball right away, or it all falls apart. I appreciate that though. It’s still a lot of fun! You can hold people off with a few minions or lucky Taunt Totems. From there, you just hold off until you can drop a few spells at once, double/buff a Totem or two, and get right back into the fight. We want to have the game under our thumb as early as possible, and the moment we can start dealing damage at the other player, we want to start doing so. I feel like this deck’s success is very hinged upon having the right cards in your start/early draw.

Big Game Hunter (Face Hunter Hyper-Aggro)

Face Hunter is a deck archetype that appeals to me greatly as a Hearthstone player. I don’t care to fuss with the enemy minions. I just want to hit the other player in the face again and again until the game is over. This is a deck that I can only call “Hyper-Aggro”. We start flooding the board with 1-cost minions early, drop some secrets, and do obnoxious damage because we’re Hunters, and the other player (hopefully) isn’t. It’s a deck that has seen a lot of changes over the years and wasn’t always in a good position.

But with cards like Rinling’s RifleMystery Winnerand Inconspicuous Riderwe can drop some pretty nasty secrets and really mess with the other player while also hitting them rapidly. Steady Shot (our Hero Power) is also very key to the procession of this deck. There are decks that feel like the Hero power is secondary to everything else. But when we can deal 5 damage to a random enemy simply by shooting the other player for 2? Oh yes. I do believe Dragonbane lets you hit the other player in the face too, so you can wind up with 7 damage for 2 mana (or 0)!

We’re going to mix in some Secrets, some direct damage, and some minions that synergize well with our overall strategy. We have two important ways to play this deck though. If it’s an aggro mirror match up, you’ll want to dominate the early game trades, so you can snowball. Conversely, against control, you need to think a few steps ahead and manage resources wisely. You’ll probably wind up using your Hero Power more, to conserve other cards/resources that you’ll need later.

How’s It Work?

If we want to dominate with this deck, the early game is so darn important. It feels like no matter what, we need basically the same cards from the get-go. Intrepid InitiateDemon CompanionMystery Winner are all high priority cards in your starting hand. No matter what, we want as many of these at the start as possible.

Intrepid Initiate/Demon Companion are an incredible pairing, and if you can do it at the same time, even better. Our Initiate friend has Spellburst: Gain +2 Attack. So we need to trigger that with a spell immediately. Enter the 1-cost Demon Companion! We summon a random Demon companion for 1 mana, and our Hero gains +2 Attack. We can immediately use that to strike the other player.

Another fantastic turn 1 is the Mystery Winner. Their Battlecry is “Discover a Secret”. Even though this deck runs 4 styles of Secret, getting a few more can’t hurt. It’s those kinds of cards that really throw people off and make them nervous about attacking/playing cards. They have no idea what that new trigger could be! So that’s our early game: 1-cost minions. Tour GuideWolpertingerMystery WinnerIntrepid Initiate. We get these onboard and start harassing with them. We want more threats than most players can deal with at this point in the game.

We’re going to want to start setting up Secret shenanigans around this point too. After all, we have a few, and we can do a lot with them. For example, the Eaglehorn Bow gains +1 Durability whenever a Secret is revealed. As a 3/2 weapon, we can keep this out for a long time with some planning and luck. This leads me to another one of the most important cards in this deck, Phase Stalker. Whenever we use our Hero Power, cast a Secret from your deck.

Hopefully, we draw that Phase Stalker using Scavenger’s Ingenuity because we draw a Beast and give it +3/+3. We’ve only got two Beasts in the deck though. It and Wolpertingerand getting a 4/4 that makes another 4/4 would be pretty awesome too. While we don’t have a ton of Beasts in the deck, we can make more, via Snake Trap or Pack Tactics. Both are Secrets, which I’m about to get into.

Tour Guide so great and is integral to the deck. He’s a 1/1 for 1 that makes our next Hero Power cost 0 mana. As a fun fact, that 0 will hold over through turns until you use it. So you can save it for when you trigger either Phase Stalkeror even better perhaps, you have Dragonbane on the board. That’s why we want to have that 0 Mana Hero Power waiting. We want an immediate return on value for these cards. If they come into play and die before we can even use a Hero Power once, that’s a waste.

If we even get these triggers oncethey’re worth it. With Phase Stalker casting a Secret from your deck, and Dragonbane dealing 5 damage at random to an enemy, that’s straight value. Both of our weapons are Secret synergized too. We already talked about what the Eaglebow can do, but what about the new Rinling’s Rifle? Sadly, it doesn’t build Durability, so it’s only going to be out for two attacks. But it’s a 2/2 for 4, and when we attack with our Hero, Discover a Secret and cast it!

It really triggers well with Phase Stalker/Dragonbane, and also helps with Petting Zoo. That is a 3-cost spell that summons a 3/3 Strider, and then repeats for each Secret we control. All of this is why we also want an early game Inconspicuous Rider. He casts a Secret from our deck, when we play him (for 3 mana). We can Discover Secrets thanks to Mystery Winner and Rinling’s Rifle.

We can cast them from our deck via Phase Stalker’s Passive and Inconspicuous Rider’s Battlecry. But what default Secrets are we running?

  • Open the Cages (2 Mana): When your turn starts, if you control two minions, summon an Animal Companion.
  • Pack Tactics (2 Mana): When a friendly minion is attacked, summon a 3/3 copy.
  • Snake Trap (2 Mana): When one of your friendly minions is attacked, summon three 1/1 Snakes.

We have three flavors of Trap, and ways to get some we don’t actually have access to. Of course, you can mix these up however you want, or add in some Explosive Trapsor Freezing Traps depending on your needs/comfort level. As soon as you start running out of cards in your hand, you want to play the Voracious Reader. Don’t be shy about it either. At the end of your turn, if it’s in play, draw until you have 3 cards. It’s a great way to keep threat on the board. We want to keep pinging the other player with our minions, traps, and Hero Power as much as possible.

Take trades when they’re wise to do so, but focus on their face as much as you can. That’s what makes this deck so fun. You put as much pressure as you can afford on the other player, and put them on the backfoot. Let them start making mistakes, and stressing out about how much damage you can dump out; because it’s a lot. Don’t let anyone but you control the flow of gameplay. You’re going to do it through violence.

Big Game Hunter (Face Hunter Hyper-Aggro)

Decklist

Class Cards:

Mystery Winner (1) x2

Wolpertinger (1) x2

Open the Cages (2) x2

Pack Tactics (2) x2

Phase Stalker (2) x2

Scavenger’s Ingenuity (2) x2

Snake Trap (2) x1

Eaglehorn Bow (3) x2

Kill Command (3) x2

Petting Zoo (3) x2

Dragonbane (4) x1

Rinling’s Rifle (4) x1

Neutral Cards:

Demon Compnaion (1) x2

Intrepid Initiate (1) x2

Tour Guide (1) x2

Voracious Reader (2) x2

Inconspicuous Rider (3) x2

Deck Code

AAECAR8ExwOHsAOkuQOP4wMNqAL+DPuvA/+6A9zMA5vNA6LOA4LQA8bRA+jhA/LhA/PhA4TiAwA=

Final Thoughts

This is basically the only Hunter deck I have fun with. It really comes down to how you use the tools you have. It’s a deck where you want to be as aggressive as possible. You don’t want the other player to get their mid/late game spike. By the time that happens, you’ll want to be smashing their face for a glorious victory. We want to deal damage to the other player as quickly as possible with our minions, Steady Shot, and cards like Kill Command. Be aggressive, be pushy, and show that player who the boss is.

The post Hearthstone Madness at the Darkmoon Faire Decks to Try appeared first on Esports Talk.

Tent Trasher (5*) x2

Neutral Cards:

Bloodsail Corsair (1) x2

Hot Air Balloon (1) x2

Southsea Deckhand (1) x2

Parachute Brigand (2) x2

Prize Vendor (2) x2

Darkmoon Dirigible (3) x2

Southsea Captain (3) x1

Circus Amalgam (4) x2

Deck Code

AAECAQcEqAXerQPAuQPA3gMN1AXlB9ytA92tA+mwA+qwA7XeA77eA8TeA/LfA/TfA7bhA8fhAwA=

Final Thoughts

All told, this isn’t my favorite deck, but I like that Pirate Aggro has some new friends, turning it into a Menagerie Deck. It’s going to be a lot of fun to see pop off, I think, and that’s what matters. It could very easily have the speed to hang in the meta as the next few months go on. Once some of these older cards rotate out, I think this deck will endure, thanks to the other creatures in Darkmoon Faire, and whatever comes next. I think Warrior Menagerie will continue to see support well into 2021.

Lifesteal? Haven’t Met ‘Em (Demon Hunter Il’gynoth Combo)

Out of every card revealed for Madness at the Darkmoon Faire in Hearthstone, the concept of Il’gynoth decks appealed to me the most. No matter what I say going forward, this is the deck. The idea of Lifesteal dealing damage to the enemy Hero, instead of healing you is amazing. The downside to this card is immediately apparently though: The other player is going to move Heaven and Earth to stop Il’gynoth. We have the capacity to nearly one-shot people thanks to all the dumb lifesteal we have.

We combine Lifesteal shenanigans with cards like Mo’arg Artificerwhich doubles all damage taken from spells to minions. This turns cards like Eyebeam and Felscream Blast into very potent ways to deal with an opponent. Suddenly, you deal 6 damage to a minion and also deal a free 6 damage to the enemy player. That doesn’t factor in Bloodmage Thalnos either, which increases Spell Damage. Between those, and buffing our Hero with a Lifesteal weapon? Now it’s double damage!

It’s a pretty standard Demon Hunter deck, with a few other bits and bobs thrown in to take advantage of our present situation. It also has the standard area damage/minion damage that we desperately want in a deck like this. Card draw, free damage, AOE minion damage, this deck is packing all of it and then some. If we’re really feeling spicy, we can get a few Mo’arg Artificers in play, because unlike Brann Bronzebeard, he says “Double”, and not “Twice” for his ability.

So if we get 3 of them in play, our spells go from 2x damage, to 4x damage, to 8x damage, if all goes right. That is a very ideal situation, but it could turn our Felscream Blast into an OHKO, or darn near it. That’s what makes this deck so annoying. So let’s talk lifegain! Or not.

How’s It Work?

Il’gynoth is a gimmicky sort of minion. He changes our Lifesteal into something else. Instead, it deals direct damage to the enemy Hero. It doesn’t specify what we hit with our lifesteal either. That’s why Mo’arg Artificer has so much potential in this deck. As it doubles the damage our spells do to minions, if we have both of these in play, Felscream Blast hits the enemy player for 4-6, while doing 2 to an enemy minion and its neighbors.

All of a sudden, everything we can do is dangerous. Even weapons like Aldrachi Warbladeswhich are normally sort of mediocre, are now godlevel threats. On its own, it’s just 2 damage. But if we target the enemy Hero, now it’s 4 damage. Add Twin Slice/Second Slice to the equation, it’s 12 damage. Throw a Chaos Strike on top of that, now it’s 16 damage.

Best of all, already having the Warblade equipped, and Il’gynoth in play will mean we need significantly less mana to do this. Chaos Strike/the Two Strikes only runs us 4 mana. We also have Eye Beam which deals 3 damage to a minion with Lifesteal attached. It can cost 1 if it’s an Outcast (left/right-most card in hand).

Simply having the Aldrachi Warblades/Il’gynoth in play means the game is practically over; the other player just doesn’t realize it yet. Sure, we need those cards in hand to make that happen, but this isn’t a game where we run 100 card decks. That’s our basic gameplay loop. Get Il’gynoth in hand, and wait until we have the other pieces of the puzzle. You don’t want him to just sit out too long. It’s dangerous to leave it in the position to take damage. Sure, it’s a 2/6 for 4, but that’s still not safe.

If you’re worried about not getting Il’gynoth, or Skull of Gul’dan (our biggest cards), Lorekeeper Polkelt will help. It adjusts your deck so cards are in order from highest cost to lowest. This means Skull of Gul’dan will always be an Outcast card if you draw it this way. That will give you 3 cards for 3 mana, and that’s insane value.

If we can get Bloodmage Thalnos out at the same time, that’s neat too. The +1 Spell Damage isn’t a game-breaker, but it sure helps. The whole Deathrattle: Draw a card can’t be beaten either. While Ilg’ynoth is important to the deck, so is Mo’arg Artificer.

Artificer Board Wipe

Doubling the damage we do to minions is really key. It’s for more than just the Lifesteal bombs we can drop (though let’s be honest, blasting someone in one turn with just an Eye Beam is hilarious). If we assume that Mo’arg Artificer is in play for all of this, we can do so much. Suddenly even cards like Immolation Aura (deal 1 damage to all minions twice) is a force of nature. Now it’s 2 damage to all minions twice.

If we buff ourselves (Attack Power), and then cast Blade Dance? It deals damage equal to our Hero’s Attack to 3 random enemy minions. Now it’s twice that. This also makes Throw Glaive potentially a board-clearing bomb. Now that it deals 4 damage to a minion for 1 mana, we can do it, again and again, to just melt enemy minions (potentially). If we want to double our pleasure and our fun, we have Felosophy. It copies the lowest cost Demon in our hand – we only run one in the whole deck – Mo’arg Artificer! If this was an Outcast card, it also gives them both +1/+1, making them 3/5s total.

If you’re worried about pulling cards, we’ve also got lots of card draw going on. Crimson Sigil Runner can have you draw a card if it’s an Outcast, and it’s only a 1/1 for 1 at that. Spectral Sight is in the same boat, with a 2-drop spell that draws a card, and a second card if it’s an Outcast. But the best card draw in this deck, for my money, is Acrobatics. It draws 2 cards for 3 mana, and if you use both, you draw 2 more cards.

I absolutely love it. Even if you don’t get 4 cards for 3, 2 for 3 is not so bad. Most of this deck is a very low cost too, so the odds are with you. Then our Skull of Gul’dan is another fun card draw, so it’s not like we’ll be down and out for long, at all.

This is honestly a very straight-forward, easy to set up deck. We need a 4-cost Legendary (Il’gynoth), and either creatures/weapon+weapon buffs. That’s it! The more we can stack into one turn, the easier it’s going to be to win. This is deck is more spell than creature though, so it’s not going to be one where we push to win until we’re ready. It’s not a deck that’s going to win quickly, so bear that in mind. Once we have an Aldrachi Warblade equipped, I tend to wait to swing with it until I have Il’gynoth and my buff spells (Twin Slice/Chaos Strike) ready to go.

Otherwise, I get Il’gynoth, Mo’arg (or more than one) out, and start dropping spells. A counter to this though is the other player simply not playing minions. If they realize we don’t have a lot of ways to deal damage (we can nickel and dime with those minions at least), they might slow down minion summoning.

I love this deck because it’s such a strict departure from your typical Demon Hunter aggro deck. We haven’t had this kind of alternate playstyle yet, and it’s awesome. Is it a bit risky? Bien sûr. Could we be overrun before we get moving? It could happen. But this kind of deck isn’t too stressed about Taunt, since we have so much creature damage.

It’s a deck that can still quite easily win from 1-2 life. It’s not unrealistic to see a one or two turn win. This is especially true if you go the spell damage route with a couple of Mo’arg in play. Even Felscream Blast can be a OTK if you hit 3 enemies for x8 damage. Just some food for thought.

Lifesteal? Haven’t Met ‘Em (Demon Hunter Il’gynoth Combo)

Decklist

Class Cards:

Crimson Sigil Runner (1) x2

Felosophy (1) x2

Felscream Blast (1) x2

Throw Glaive (1) x2

Twin Slice (1) x2

Blade Dance (2) x2

Chaos Strike (2) x2

Immolation Aura (2) x2

Spectral Sight (2) x2

Acrobatics (3) x1

Aldrachi Warblades (3) x2

Eye Beam (3) x2

Il’gynoth (4) x1

Skull of Gul’dan (6) x2

Neutral Cards:

Bloodmage Thalnos (2) x1

Mo’arg Artificer (2) x2

Lorekeeper Polkelt (4) x1

Deck Code

AAECAea5AwTtBfbWA9DdA9neAw2HugPXuwPgvAPpvgO6xgPHxgPZxgPVyAP8yAPO0gPd0wPH3QPL3QMA

Final Thoughts

One of the best parts about Demon Hunter decks is how cheap they are to build, relatively speaking. MOst of the good cards are either Basic Class cards (Aldrachi, Chaos Strike), or in the Common Range. We only need three Legendary cards and a handful of Epics. It’s not really too expensive, comparatively speaking – clocking in at about 8,200 dust or so. I love a weird combo deck, and this fits the bill. In a game that does not have a lot of “counterplay” so to speak, it’s pretty safe to just fort up and wait for a perfect situation. We have more than enough answers for creatures, and once we can start blasting them and the Hero at the same time? Double the fun! It’s certainly worth a try.

Druidic Clown College – Or Krusty the Druid-Clown (Druid Carnival Clown Midrange)

Okay, so that deck name could probably use a little work. But when Carnival Clown popped up as a neutral card, the answer became so clear I could see through it: Druid. You run it with Survival of the Fittest and some mana ramp. That way, we can get this going around tur ⅞, and hit the ground running with a board of 8/8 Taunt minions. It would also make Y’Shaarj, The Defiler into a 14/14, just as an aside.

Druid still has access to an absolute mountain of mana ramp too. Corruptwith that in mind, is a very powerful feature in a Druid deck. If we cast something higher than 7 mana, we can drop a 6/6 Taunt for 0, as a point of fact. One of my very first decks in all of Hearthstone was a Paladin Taunt deck. Being able to do it on a much bigger scale, for far less mana just fills me with joy.

It’s my thought that the overall gameplay of Hearthstone is going to slow down in Darkmoon Faire, and the Corrupt decks are a lot of why that might be. Since you would be foolish to cast it without Corrupting it first, the overall pace of the game goes down by a turn or so. Druid decks can roughly ignore that, thanks to cards like InnervateLightning BloomWild Growth, and Overgrowth. It’s very easy to get to that 10 mana mark so we can start dropping bombs on people’s faces.

How’s It Work?

We have so much card draw and mana ramp in this deck, it’s sickening. Imagine casting Overflow to restore 5 health to all characters, and draw 5 cards, only to follow it up with Anubisath Defender for 0 mana! We’re also going to be taking advantage of a few Corrupt cards. This is going to be fun, considering we have Y’Shaarj, The Defiler. He will add a copy of every Corrupt card we’ve played this game to our hand, and they will cost 0 this turn.

We don’t have a lot of Corrupt cards, but the ones we have are Neutral and very useful. The big game-winner for us is likely going to be Carnival Clown. It’s a 9-cost Taunt 4/4, that summons 2 copies of itself; unless it’s Corrupt. Then we fill the board with copies instead. That’s why we want to cast Survival of the Fittest first or Yogg-Saron/Y’Shaarj. Survival of the Fittest gives +4/+4 to all minions in our deck, hand, and battlefield.

Plus it makes us fill the board with annoying, 8/8 Taunt creatures. For my money, the immediate follow-up is Animated Broomstick. Keeping one of these around is going to be handy. Why you ask? It gives our other minions Rush! Now those 8/8s can attack our opponent’s creatures immediately. If you have Y’Shaarj, The Defiler in hand, we can use those as aggressively as we want. Then, when they die, we play Y’Shaarj and re-cast our Corrupt creatures.

In addition to the Carnival Clownthere’s also the 6/6 Corrupt (costs 0 if corrupt), Strongman! Normally, it’s a 7-cost. If we use Survival of the Fittest with it, it’s now a 10/10 Taunt. This is our end-game: Survival into Clowns, and just batter the other player with a host of 8/8 and 10/10s, and then finish off with the Old Gods.

Mana Ramp is a Go:

But we need mana. That’s why this is a Druid deck! We have a pair of 0-cost spells, that offer temporary Mana. Lightning Bloom is a 0-cost that gives 2 Mana Crystals for the turn, but hits us with Overload 2 the next turn (so two fewer mana that next turn). We also have Innvervate in the 0-cost slot, which gives us 1 Mana Crystal for the turn.

Wild Growth gives us 1 empty Mana Crystal for 3 Mana, and Overgrowth gives 2 empty Mana Crystals for 4 mana. We can easily use those 0-costs to bump into the early ¾ cost spells. It’s going to be a godsend to start popping off way earlier than we should. The rest of the deck is to help let us last/set up for the above combo.

We have Guardian Animals, for example, to summon two Beasts that cost 5 or less from our deck and give them Rush. Several of these are fun early picks, but for my money, Lake Thresher is the best choice. After all, It’s a 4/6 that damages the minions next to whatever it targets. Nice, wide sweep of 4 damage (minimum) across up to three targets! That is of course, provided there are two minions next to the initial target. It won’t always be the case.

Twilight Runner is another great pick though because it’s a 5/4 Stealth that has us draw 2 cards whenever it attacks. If we got two of them somehow, it’s 4 cards that turn! We’ve also got Yogg-Saron for a dose of chaos, but I’m not really sold on it. I don’t trust myself to land anything good on it. It’s definitely possible.

We want to use those mana ramp cards in the early game, to set up Survival of The Fittest. From there, we’re going to drop Carnival Clowns. The idea of flooding the board with Taunt (hopefully also Rush) minions that are also huge? Our end-game is to hold off until that’s a reality. We have so many Taunt minions in the deck, so most decks will have no choice but to slowly whittle their way through them.

When they’re low, that’s when you drop Overflow to heal up and draw more cards. This deck is mad disrespectful, and so very fun.

Druidic Clown College – Or Krusty the Druid-Clown (Druid Carnival Clown Midrange)

Decklist

Class Cards:

Innervate (0) x2

Lightning Bloom (0) x2

Nature Studies (1) x2

Wild Growth (3) x2

Overgrowth (4) x2

Anubisath defender (5) x2

Teacher’s Pet (5) x1

Twilight Runner (5) x2

Overflow (7) x1

Guardian Animals (8) x2

Survival of the Fittest (10) x2

Neutral Cards:

Animated Broomstick (1) x2

Lake Thresher (5) x2

Strongman (7) x2

Carnival Clown (9) x2

Y’Shaarj, The Defiler (10) x1

Yogg-Saron, Master of Fate (10) x1

Deck Code

AAECAZICBNulA5LNA53YA/zeAw3+AeQI76ID6LoDlc0Dm84DutADvNADk9ED3tED8NQD/tsD5uEDAA==

Final Thoughts

This is such a fun deck! I think Carnival Clown combos may not be Tier 1, but I hope they wind up there. It’s such a weird, wacky way to play. Plus it’s the next evolution of the Embiggen Deck, only with Clown College instead. Suddenly hitting the field with five or six 8/8 Taunt minions? You absolutely love to see it (unless you’re on the receiving end). If we can pair it with the Animated Broomstick, it suddenly becomes a battering. Mana Ramp, set up Corrupt cards, and laugh as the other player get their face bopped by huge, angry Old Gods and their allies.

Pure Dudeadin Power (Pure Paladin Aggro/Midrange)

I love the idea of Dude-adin coming back. Dude-adin is a Paladin archetype built around the Silver Hand Recruits. We can make them as a Hero Ability and through a variety of other cards. We buff them and make them way more useful than normal. However, the deck isn’t quite enough on its own. That’s why we pair this with another fun part of the meta: Pure Paladin! Pure Paladin is also not quite aces on its own if you ask me.

We put these two together into one easy-to-manage deck and we will mash people into bits. Madness at the Darkmoon Faire has cards that fit into both types of Hearthstone decks. So why not do a little fusion dance, and make them join forces? Between High Exarch Yrel and Lothraxion the Redeemedwe have so much power. In fact, this deck uses primarily new cards, with a host of others from the rest of this year’s Hearthstone content. I. Love. This. Deck.

How’s It Work?

It’s all about playing your minions on the strongest curve you possibly can. Between that, you want to use your Libram minions (reducing their cost via Aldor Attendant/Aldor Truthseeker). This also makes your later turns viable, for when those Librams start dropping. We don’t have a lot of comeback potential, but we do have someConsecration deals 2 damage to all enemies, and Lightforged Zealot offers you a 4/2 Truesilver Champion weapon if there are no neutrals in the card. Which there aren’t.

This deck offers quite a lot of stopping power, and the ability to recharge our hand thanks to Lightforged Crusader. However, Silver Hand Recruit creatures are pretty weak overall. They’re a solid way to hit face, or be a minor threat. We have a few ways to bolster them though. Some of our effects are temporary. I say temporary because these effects only trigger for as long as the required creatures are in play. Carnival Barker reads “Whenever you summon a 1-Health minion), give it +1/+2.

That’s automatically a must-use for our Silver Hand Recruits. It’s only a 3-mana creature, too. The downside is the other player can easily deal with this, as a 3/2. Balloon Merchant has a Battlecry that triggers only on the Silver Hand Recruits in play. It gives them +1 Attack and Divine Shield. So we don’t want to use this until we have several in play. We can make them with our Hero Power, or. . .

Day at the Faire is a 3-cost spell with Corrupt. If we cast a higher-cost spell first, Day at the Faire goes from summoning 3 Silver Hand Recruits to 5. We may not necessarily want to wait for a Corrupt since we’ll want at least something else in play (like Balloon Merchant). It’s possible to wait though and cast something like Lightforged Zealot or Consecration. It’s a way to set up some defenses/slow down the other player. We also have Air Raid to summon two 1/1 Silver Hand Recruits with Taunt. A special bonus is that it is a Twinspell, so we get a copy of this spell back to cast again!

Thankfully, we also have a permanent buff to our Silver Hand Recruitsin the form of the brand-new Lothraxion the Redeemed. Simply casting this 5/5 for 5, a Battlecry triggers that lasts the whole game. For the rest of the game, summoning a Silver Hand Recruitgive it Divine Shield. Now they can deal damage to something, and live long enough to do it again! That’s what makes this deck so great. But it can become even stronger. The Librams certainly tie neatly into our Silver Hand Recruits. We just need to make our Libram of Wisdom cost 0 (or even 1) mana! It gives a creature +1/+1 and Deathrattle: Add a ‘Libram of Wisdom’ to your hand.

This may run out one day, and that’s where Lady Liadrin comes into play. She adds a copy of each spell we cast on friendly characters this game to our hand, as a 7-cost 4/6. We’ll get this back and Hand of A’dalwhich offers +2/+2 to a minion and gives us a card to draw.

Easily done with a single cast of Aldor Truthseeker (4/6, 5-Cost, Taunt, Reduces Libram cost by 2). We also have a pair of Aldor Attendants to play (⅔, 2-Cost, Librams cost 1 less the rest of the game). We want to use this mostly on our Silver Hand Recruits (Libram of Wisdom) because they’re the ones most likely to die in glorious combat. That way, we can just keep casting it for 0 mana, buffing them, and ensuring we can always use it again.

This will also lower the cost of our Libram of Hopewhich restores 8 Health and summons an 8/8 Guardian with Taunt/Divine Shield. Normally a 9-cost, we can at least make it manageable. It can also make the 6-cost Libram of Justice down a bit. We definitely want this cheap and ready, since it gives us a ¼ Weapon, and changes all enemy minions Health down to 1. If we can combine this with Consecrationit’s a nice, easy boardwipe.

We have two final rewards for being a Pure Paladin deck. Lightforged Zealot’s free 4/2 sword is nice, but we can do better. High Exarch Yrel is an 8-cost 7/5, with a powerful Battlecry. In the event our deck has no Neutral cards in it, she gains Rush, Lifesteal, Taunt, Divine Shield. If we can drop Hand of A’dal on it as well, Yrel becomes a 9/7. She’s going to maim anything she hits and will have a free shot the next turn too. In addition, Lightforged Crusaderwhich gives us 5 random Paladin cards in our hand. These are worth having no neutrals in the deck.

We want to use all those Silver Hand Recruits to hit the other player in the face as often as possible. Once they start getting Divine Shield/buffs, we can start using them to batter the enemy minions freely, before then attacking the other player the next turn. I prefer to aim right for the face, and hold out for our Consecrate combo to board wipe.

Pure Dudeadin Power (Pure Paladin Aggro/Midrange)

Decklist

Class Cards:

Aldor Attendant (1) x2

Air Raid (2) x2

Argent Braggart (2) x2

Hand of A’dal (2) x2

Libram of Wisdom (2) x2

Carnival Barker (3) x2

Day at the Faire (3) x2

Balloon Merchant (4) x2

Consecration (4) x2

Lightforged Zealot (4) x2

Aldor Truthseeker (5) x2

Libram of Justice (5) x2

Lothraxion the Redeemed (5) x1

Lady Liadrin (7) x1

Lightforged Crusader (7) x1

High Exarch Yrel (8) x1

Libram of Hope (9) x2

Deck Code

AAECAZ8FBJuuA4TBA4feA4jeAw3cA5yuA5a2A8q4A/24A+q5A+u5A+y5A8rBA+DRA4LeA4TeA6LeAwA=

Final Thoughts

I really want this deck to be successful. You’re going to want to take smart trades in this deck. It’s not always going to be smart to defeat every enemy minion. Use your Silver Hand Recruits to trade and defeat the minions that are key to the other player’s success. There’s going to come a time in the game hopefully, where you can freely drop Silver Hand Recruits, and swing right at the other player’s face. We have enough powerful Legendaries and a potential hilarious bomb in the form of Argent Braggart. It gains the Attack and Health to match the highest on the battlefield. We can play him, then set up our Consecration/Libram of Justice combo. This has a nice smooth tempo, and we should always have a move to make each turn. If nothing else, make Silver Hand Recruits and get them ready (or serve them up as sacrificial pawns).

A Mighty Totem Army (Shaman Totem Aggro)

Totem Aggro is wildly quick, and if we’re given a few turns to get this moving, we’ll just run any other deck down with a sudden swarm of buffed Totems. Thanks to the 0-cost spells of Totemic Might/Totemic Surgewe can drop a Totem early, through hard casting, or through Hero Power. Then we buff it with spells and start making copies. From there, it’s all downhill as we start battering the other player in the face with totems. Who needs actual creatures anyway? We have a few, but they ultimately all serve the Greater Good of Totemic Mastery.

That includes cards like Diligent Notetakerwho has Spellburst: return the spell back to your hand. So you Diligent Notetakerand drop a Totemic Reflection to give a Totem +2/+2, and also summon a copy of it! It’s a pretty straight forward deck that promises to be a lot of fun. While this is mostly a Pure Shaman deck, there are a few neutral cards that really go well in here. In particular, Circus Amalgam has “All Types” as a minion; that means it’s also a Totem! That should mean Grand Totem Eys’or will buff it turn after turn, as long as it’s in play.

Another great part of this deck is how low-cost most of it is. There are a couple of five costs in Bloodlust/Totem Goliathbut most everything else is a 4-or-less. We want to drop a few totems, buff/double them, and then cast Bloodlust to make sure you deal as much damage as possible. You can keep aiming for face without it, but that’s just going to make it a bit easier.

How’s It Work?

This is a deck that needs to snowball out of control and do it quicklyh. There are several cards we either want to have at the start or draw into them very early. It’s all about how you mulligan/how the early game goes. You want cards like Totemic ReflectionTour GuideSurging TempestCagematch Custodian. It’s so important to get and keep a Totem. Tour Guide makes your next Hero Power cost 0 mana. That way, you can immediately drop a totem for no mana. That’s what makes an early Totemic Reflection so key.

Since it gives a minion +2/+2, and since it’s a totem, you also get a copy of it, you can potentially do a lot with this. Cagematch Custodian is also very useful in the “Snowball out of control” strat. It has us draw a weapon, and of course, there’s only one weapon in the deck: Splitting Axe. You’ll want to save using the Custodian until you have a few useful totems out. This weapon summons copies of your Totems. Honestly, the best one to have in play for either of these is our new legendary totem: Grand Totem Eys’or. Eys’or gives +1/+1 to all other Totems in your hand, deck, and battlefield at the end of your turn.

So having two or three of these in play is going to buff your totems (other than Hero Power ones) at such a profound rate. It is our best Totem for my money, but we have a few others we can hard cast from our deck.

Totem Protection

EVIL Totem is a 2-cost Totem 0/2 that adds a Lackey to your hand at the end of each of your turns. While these aren’t greatthey’re a fun way to add more power to your game in case things go wrong. Mana Tide Totem is a 0/3 that draws a card for you at the end of each turn. Totem Goliath and Circus Amalgam are the ones we want to be buffing in the deck if possible (or through our 0-cost spells/Totemic Reflection). Totem Goliath is a ⅘ that summons all four basic Totems when it dies (Deathrattle), and also Overloads you 2.

That means you’ll have 2 less mana next turn. Circus Amalgam on the other hand, is a ⅘ Taunt that has all minion types, so it takes advantage of also being a Totem. As far as Totem Goliath goes, using it and then losing it is great, provided we have Ey’sor either in play or in our hand. Those four totems that drop will be baseline stats until we start using Grand Totem’s passive.

We can also buff via Storm’s Wrath. Sure, it Overloads us 1, but it gives our Minions +1/+1, which just makes it easier for our Totems to attack. Even the Basic totems are great with some buffing. We want to be able to cast Totemic Might (+2 Health) and Totemic Surge (+2 Attack) on our Totems as soon as we have some in play. It’s all in play Totems, so having more is just better. Quick maths, that.

Once we have a couple of buff Totems in play, the Cagematch Custodian can be played, to draw up Splitting Axe. If we have the mana, then play it! Honestly, we can play this creature anytime. It doesn’t equip the weapon, it just draws it. We’ll wait to cast it until we have at least one (maybe two) totems in play. We’re likely going to want to just ignore the other player’s minions (barring Taunt). We just want to snowball and hit them in the face until they’re gone.

The idea here is that we snowball by buffing/flooding the board with totems before the other player can react. In the Aggro matchup, that’s going to be very hard. They’re going to see our first totems and try to take them out. That’s partly why Lightning Bloom in the deck in the first place. It gives us a free 2 mana crystals for the turn, at the cost of Overload of 2. Tour Guide also helps here by making our Hero Power cost 0, giving us more mana to do other things.

If we’re dealing with harder match-ups where control is in play, we won’t want to waste our buff spells/axe quite so freely. Wait until we can buff our bigger totems, and copy them via Totemic Reflection/Splitting Axe on something like the Totem Goliath. One of the other smartest moves we can make is Diligent Notetakerand then trigger any of our spells – Totemic Might, Totemic Surge, STorm’s Wrath, Totemic Reflection, or Bloodlust. That will make that spell return to our hand so we can use it again on another turn (or this turn, if we have the mana available).

A Mighty Totem Army (Shaman Totem Aggro):

Decklist

Class Cards:

Totemic Might (0) x2

Totemic Surge (0) x2

Storm’s Wrath (1) x2

Surging Tempest (1) x2

Cagematch Custodian (2) x2

Diligent Notetaker (2) x2

EVIL Totem (2) x2

Grand Totem Eys’or (3) x1

Instructor Fireheart (3) x1

Mana Tide Totem (3) x2

Totemic Reflection (3) x2

Splitting Axe (4) x2

Bloodlust (5) x1

Totem Goliath (5) x1

Neutral Cards:

Lightning Bloom (0) x2

Tour Guide (1) x2

Circus Amalgam (4) x2

Deck Code

AAECAaoIBJMJnM4DptED3+EDDYEEvgadowPapQP5pQO1rQO2rQOWuQPhzAObzQPw1AOq3gP03wMA

Final Thoughts

This feels very much like an all-or-nothing deck. You either snowball right away, or it all falls apart. I appreciate that though. It’s still a lot of fun! You can hold people off with a few minions or lucky Taunt Totems. From there, you just hold off until you can drop a few spells at once, double/buff a Totem or two, and get right back into the fight. We want to have the game under our thumb as early as possible, and the moment we can start dealing damage at the other player, we want to start doing so. I feel like this deck’s success is very hinged upon having the right cards in your start/early draw.

Big Game Hunter (Face Hunter Hyper-Aggro)

Face Hunter is a deck archetype that appeals to me greatly as a Hearthstone player. I don’t care to fuss with the enemy minions. I just want to hit the other player in the face again and again until the game is over. This is a deck that I can only call “Hyper-Aggro”. We start flooding the board with 1-cost minions early, drop some secrets, and do obnoxious damage because we’re Hunters, and the other player (hopefully) isn’t. It’s a deck that has seen a lot of changes over the years and wasn’t always in a good position.

But with cards like Rinling’s RifleMystery Winnerand Inconspicuous Riderwe can drop some pretty nasty secrets and really mess with the other player while also hitting them rapidly. Steady Shot (our Hero Power) is also very key to the procession of this deck. There are decks that feel like the Hero power is secondary to everything else. But when we can deal 5 damage to a random enemy simply by shooting the other player for 2? Oh yes. I do believe Dragonbane lets you hit the other player in the face too, so you can wind up with 7 damage for 2 mana (or 0)!

We’re going to mix in some Secrets, some direct damage, and some minions that synergize well with our overall strategy. We have two important ways to play this deck though. If it’s an aggro mirror match up, you’ll want to dominate the early game trades, so you can snowball. Conversely, against control, you need to think a few steps ahead and manage resources wisely. You’ll probably wind up using your Hero Power more, to conserve other cards/resources that you’ll need later.

How’s It Work?

If we want to dominate with this deck, the early game is so darn important. It feels like no matter what, we need basically the same cards from the get-go. Intrepid InitiateDemon CompanionMystery Winner are all high priority cards in your starting hand. No matter what, we want as many of these at the start as possible.

Intrepid Initiate/Demon Companion are an incredible pairing, and if you can do it at the same time, even better. Our Initiate friend has Spellburst: Gain +2 Attack. So we need to trigger that with a spell immediately. Enter the 1-cost Demon Companion! We summon a random Demon companion for 1 mana, and our Hero gains +2 Attack. We can immediately use that to strike the other player.

Another fantastic turn 1 is the Mystery Winner. Their Battlecry is “Discover a Secret”. Even though this deck runs 4 styles of Secret, getting a few more can’t hurt. It’s those kinds of cards that really throw people off and make them nervous about attacking/playing cards. They have no idea what that new trigger could be! So that’s our early game: 1-cost minions. Tour GuideWolpertingerMystery WinnerIntrepid Initiate. We get these onboard and start harassing with them. We want more threats than most players can deal with at this point in the game.

We’re going to want to start setting up Secret shenanigans around this point too. After all, we have a few, and we can do a lot with them. For example, the Eaglehorn Bow gains +1 Durability whenever a Secret is revealed. As a 3/2 weapon, we can keep this out for a long time with some planning and luck. This leads me to another one of the most important cards in this deck, Phase Stalker. Whenever we use our Hero Power, cast a Secret from your deck.

Hopefully, we draw that Phase Stalker using Scavenger’s Ingenuity because we draw a Beast and give it +3/+3. We’ve only got two Beasts in the deck though. It and Wolpertingerand getting a 4/4 that makes another 4/4 would be pretty awesome too. While we don’t have a ton of Beasts in the deck, we can make more, via Snake Trap or Pack Tactics. Both are Secrets, which I’m about to get into.

Tour Guide so great and is integral to the deck. He’s a 1/1 for 1 that makes our next Hero Power cost 0 mana. As a fun fact, that 0 will hold over through turns until you use it. So you can save it for when you trigger either Phase Stalkeror even better perhaps, you have Dragonbane on the board. That’s why we want to have that 0 Mana Hero Power waiting. We want an immediate return on value for these cards. If they come into play and die before we can even use a Hero Power once, that’s a waste.

If we even get these triggers oncethey’re worth it. With Phase Stalker casting a Secret from your deck, and Dragonbane dealing 5 damage at random to an enemy, that’s straight value. Both of our weapons are Secret synergized too. We already talked about what the Eaglebow can do, but what about the new Rinling’s Rifle? Sadly, it doesn’t build Durability, so it’s only going to be out for two attacks. But it’s a 2/2 for 4, and when we attack with our Hero, Discover a Secret and cast it!

It really triggers well with Phase Stalker/Dragonbane, and also helps with Petting Zoo. That is a 3-cost spell that summons a 3/3 Strider, and then repeats for each Secret we control. All of this is why we also want an early game Inconspicuous Rider. He casts a Secret from our deck, when we play him (for 3 mana). We can Discover Secrets thanks to Mystery Winner and Rinling’s Rifle.

We can cast them from our deck via Phase Stalker’s Passive and Inconspicuous Rider’s Battlecry. But what default Secrets are we running?

  • Open the Cages (2 Mana): When your turn starts, if you control two minions, summon an Animal Companion.
  • Pack Tactics (2 Mana): When a friendly minion is attacked, summon a 3/3 copy.
  • Snake Trap (2 Mana): When one of your friendly minions is attacked, summon three 1/1 Snakes.

We have three flavors of Trap, and ways to get some we don’t actually have access to. Of course, you can mix these up however you want, or add in some Explosive Trapsor Freezing Traps depending on your needs/comfort level. As soon as you start running out of cards in your hand, you want to play the Voracious Reader. Don’t be shy about it either. At the end of your turn, if it’s in play, draw until you have 3 cards. It’s a great way to keep threat on the board. We want to keep pinging the other player with our minions, traps, and Hero Power as much as possible.

Take trades when they’re wise to do so, but focus on their face as much as you can. That’s what makes this deck so fun. You put as much pressure as you can afford on the other player, and put them on the backfoot. Let them start making mistakes, and stressing out about how much damage you can dump out; because it’s a lot. Don’t let anyone but you control the flow of gameplay. You’re going to do it through violence.

Big Game Hunter (Face Hunter Hyper-Aggro)

Decklist

Class Cards:

Mystery Winner (1) x2

Wolpertinger (1) x2

Open the Cages (2) x2

Pack Tactics (2) x2

Phase Stalker (2) x2

Scavenger’s Ingenuity (2) x2

Snake Trap (2) x1

Eaglehorn Bow (3) x2

Kill Command (3) x2

Petting Zoo (3) x2

Dragonbane (4) x1

Rinling’s Rifle (4) x1

Neutral Cards:

Demon Compnaion (1) x2

Intrepid Initiate (1) x2

Tour Guide (1) x2

Voracious Reader (2) x2

Inconspicuous Rider (3) x2

Deck Code

AAECAR8ExwOHsAOkuQOP4wMNqAL+DPuvA/+6A9zMA5vNA6LOA4LQA8bRA+jhA/LhA/PhA4TiAwA=

Final Thoughts

This is basically the only Hunter deck I have fun with. It really comes down to how you use the tools you have. It’s a deck where you want to be as aggressive as possible. You don’t want the other player to get their mid/late game spike. By the time that happens, you’ll want to be smashing their face for a glorious victory. We want to deal damage to the other player as quickly as possible with our minions, Steady Shot, and cards like Kill Command. Be aggressive, be pushy, and show that player who the boss is.

The post Hearthstone Madness at the Darkmoon Faire Decks to Try appeared first on Esports Talk.

Tent Trasher (5*) x2

Neutral Cards:

Bloodsail Corsair (1) x2

Hot Air Balloon (1) x2

Southsea Deckhand (1) x2

Parachute Brigand (2) x2

Prize Vendor (2) x2

Darkmoon Dirigible (3) x2

Southsea Captain (3) x1

Circus Amalgam (4) x2

Deck Code

AAECAQcEqAXerQPAuQPA3gMN1AXlB9ytA92tA+mwA+qwA7XeA77eA8TeA/LfA/TfA7bhA8fhAwA=

Final Thoughts

All told, this isn’t my favorite deck, but I like that Pirate Aggro has some new friends, turning it into a Menagerie Deck. It’s going to be a lot of fun to see pop off, I think, and that’s what matters. It could very easily have the speed to hang in the meta as the next few months go on. Once some of these older cards rotate out, I think this deck will endure, thanks to the other creatures in Darkmoon Faire, and whatever comes next. I think Warrior Menagerie will continue to see support well into 2021.

Lifesteal? Haven’t Met ‘Em (Demon Hunter Il’gynoth Combo)

Out of every card revealed for Madness at the Darkmoon Faire in Hearthstone, the concept of Il’gynoth decks appealed to me the most. No matter what I say going forward, this is the deck. The idea of Lifesteal dealing damage to the enemy Hero, instead of healing you is amazing. The downside to this card is immediately apparently though: The other player is going to move Heaven and Earth to stop Il’gynoth. We have the capacity to nearly one-shot people thanks to all the dumb lifesteal we have.

We combine Lifesteal shenanigans with cards like Mo’arg Artificerwhich doubles all damage taken from spells to minions. This turns cards like Eyebeam and Felscream Blast into very potent ways to deal with an opponent. Suddenly, you deal 6 damage to a minion and also deal a free 6 damage to the enemy player. That doesn’t factor in Bloodmage Thalnos either, which increases Spell Damage. Between those, and buffing our Hero with a Lifesteal weapon? Now it’s double damage!

It’s a pretty standard Demon Hunter deck, with a few other bits and bobs thrown in to take advantage of our present situation. It also has the standard area damage/minion damage that we desperately want in a deck like this. Card draw, free damage, AOE minion damage, this deck is packing all of it and then some. If we’re really feeling spicy, we can get a few Mo’arg Artificers in play, because unlike Brann Bronzebeard, he says “Double”, and not “Twice” for his ability.

So if we get 3 of them in play, our spells go from 2x damage, to 4x damage, to 8x damage, if all goes right. That is a very ideal situation, but it could turn our Felscream Blast into an OHKO, or darn near it. That’s what makes this deck so annoying. So let’s talk lifegain! Or not.

How’s It Work?

Il’gynoth is a gimmicky sort of minion. He changes our Lifesteal into something else. Instead, it deals direct damage to the enemy Hero. It doesn’t specify what we hit with our lifesteal either. That’s why Mo’arg Artificer has so much potential in this deck. As it doubles the damage our spells do to minions, if we have both of these in play, Felscream Blast hits the enemy player for 4-6, while doing 2 to an enemy minion and its neighbors.

All of a sudden, everything we can do is dangerous. Even weapons like Aldrachi Warbladeswhich are normally sort of mediocre, are now godlevel threats. On its own, it’s just 2 damage. But if we target the enemy Hero, now it’s 4 damage. Add Twin Slice/Second Slice to the equation, it’s 12 damage. Throw a Chaos Strike on top of that, now it’s 16 damage.

Best of all, already having the Warblade equipped, and Il’gynoth in play will mean we need significantly less mana to do this. Chaos Strike/the Two Strikes only runs us 4 mana. We also have Eye Beam which deals 3 damage to a minion with Lifesteal attached. It can cost 1 if it’s an Outcast (left/right-most card in hand).

Simply having the Aldrachi Warblades/Il’gynoth in play means the game is practically over; the other player just doesn’t realize it yet. Sure, we need those cards in hand to make that happen, but this isn’t a game where we run 100 card decks. That’s our basic gameplay loop. Get Il’gynoth in hand, and wait until we have the other pieces of the puzzle. You don’t want him to just sit out too long. It’s dangerous to leave it in the position to take damage. Sure, it’s a 2/6 for 4, but that’s still not safe.

If you’re worried about not getting Il’gynoth, or Skull of Gul’dan (our biggest cards), Lorekeeper Polkelt will help. It adjusts your deck so cards are in order from highest cost to lowest. This means Skull of Gul’dan will always be an Outcast card if you draw it this way. That will give you 3 cards for 3 mana, and that’s insane value.

If we can get Bloodmage Thalnos out at the same time, that’s neat too. The +1 Spell Damage isn’t a game-breaker, but it sure helps. The whole Deathrattle: Draw a card can’t be beaten either. While Ilg’ynoth is important to the deck, so is Mo’arg Artificer.

Artificer Board Wipe

Doubling the damage we do to minions is really key. It’s for more than just the Lifesteal bombs we can drop (though let’s be honest, blasting someone in one turn with just an Eye Beam is hilarious). If we assume that Mo’arg Artificer is in play for all of this, we can do so much. Suddenly even cards like Immolation Aura (deal 1 damage to all minions twice) is a force of nature. Now it’s 2 damage to all minions twice.

If we buff ourselves (Attack Power), and then cast Blade Dance? It deals damage equal to our Hero’s Attack to 3 random enemy minions. Now it’s twice that. This also makes Throw Glaive potentially a board-clearing bomb. Now that it deals 4 damage to a minion for 1 mana, we can do it, again and again, to just melt enemy minions (potentially). If we want to double our pleasure and our fun, we have Felosophy. It copies the lowest cost Demon in our hand – we only run one in the whole deck – Mo’arg Artificer! If this was an Outcast card, it also gives them both +1/+1, making them 3/5s total.

If you’re worried about pulling cards, we’ve also got lots of card draw going on. Crimson Sigil Runner can have you draw a card if it’s an Outcast, and it’s only a 1/1 for 1 at that. Spectral Sight is in the same boat, with a 2-drop spell that draws a card, and a second card if it’s an Outcast. But the best card draw in this deck, for my money, is Acrobatics. It draws 2 cards for 3 mana, and if you use both, you draw 2 more cards.

I absolutely love it. Even if you don’t get 4 cards for 3, 2 for 3 is not so bad. Most of this deck is a very low cost too, so the odds are with you. Then our Skull of Gul’dan is another fun card draw, so it’s not like we’ll be down and out for long, at all.

This is honestly a very straight-forward, easy to set up deck. We need a 4-cost Legendary (Il’gynoth), and either creatures/weapon+weapon buffs. That’s it! The more we can stack into one turn, the easier it’s going to be to win. This is deck is more spell than creature though, so it’s not going to be one where we push to win until we’re ready. It’s not a deck that’s going to win quickly, so bear that in mind. Once we have an Aldrachi Warblade equipped, I tend to wait to swing with it until I have Il’gynoth and my buff spells (Twin Slice/Chaos Strike) ready to go.

Otherwise, I get Il’gynoth, Mo’arg (or more than one) out, and start dropping spells. A counter to this though is the other player simply not playing minions. If they realize we don’t have a lot of ways to deal damage (we can nickel and dime with those minions at least), they might slow down minion summoning.

I love this deck because it’s such a strict departure from your typical Demon Hunter aggro deck. We haven’t had this kind of alternate playstyle yet, and it’s awesome. Is it a bit risky? Bien sûr. Could we be overrun before we get moving? It could happen. But this kind of deck isn’t too stressed about Taunt, since we have so much creature damage.

It’s a deck that can still quite easily win from 1-2 life. It’s not unrealistic to see a one or two turn win. This is especially true if you go the spell damage route with a couple of Mo’arg in play. Even Felscream Blast can be a OTK if you hit 3 enemies for x8 damage. Just some food for thought.

Lifesteal? Haven’t Met ‘Em (Demon Hunter Il’gynoth Combo)

Decklist

Class Cards:

Crimson Sigil Runner (1) x2

Felosophy (1) x2

Felscream Blast (1) x2

Throw Glaive (1) x2

Twin Slice (1) x2

Blade Dance (2) x2

Chaos Strike (2) x2

Immolation Aura (2) x2

Spectral Sight (2) x2

Acrobatics (3) x1

Aldrachi Warblades (3) x2

Eye Beam (3) x2

Il’gynoth (4) x1

Skull of Gul’dan (6) x2

Neutral Cards:

Bloodmage Thalnos (2) x1

Mo’arg Artificer (2) x2

Lorekeeper Polkelt (4) x1

Deck Code

AAECAea5AwTtBfbWA9DdA9neAw2HugPXuwPgvAPpvgO6xgPHxgPZxgPVyAP8yAPO0gPd0wPH3QPL3QMA

Final Thoughts

One of the best parts about Demon Hunter decks is how cheap they are to build, relatively speaking. MOst of the good cards are either Basic Class cards (Aldrachi, Chaos Strike), or in the Common Range. We only need three Legendary cards and a handful of Epics. It’s not really too expensive, comparatively speaking – clocking in at about 8,200 dust or so. I love a weird combo deck, and this fits the bill. In a game that does not have a lot of “counterplay” so to speak, it’s pretty safe to just fort up and wait for a perfect situation. We have more than enough answers for creatures, and once we can start blasting them and the Hero at the same time? Double the fun! It’s certainly worth a try.

Druidic Clown College – Or Krusty the Druid-Clown (Druid Carnival Clown Midrange)

Okay, so that deck name could probably use a little work. But when Carnival Clown popped up as a neutral card, the answer became so clear I could see through it: Druid. You run it with Survival of the Fittest and some mana ramp. That way, we can get this going around tur ⅞, and hit the ground running with a board of 8/8 Taunt minions. It would also make Y’Shaarj, The Defiler into a 14/14, just as an aside.

Druid still has access to an absolute mountain of mana ramp too. Corruptwith that in mind, is a very powerful feature in a Druid deck. If we cast something higher than 7 mana, we can drop a 6/6 Taunt for 0, as a point of fact. One of my very first decks in all of Hearthstone was a Paladin Taunt deck. Being able to do it on a much bigger scale, for far less mana just fills me with joy.

It’s my thought that the overall gameplay of Hearthstone is going to slow down in Darkmoon Faire, and the Corrupt decks are a lot of why that might be. Since you would be foolish to cast it without Corrupting it first, the overall pace of the game goes down by a turn or so. Druid decks can roughly ignore that, thanks to cards like InnervateLightning BloomWild Growth, and Overgrowth. It’s very easy to get to that 10 mana mark so we can start dropping bombs on people’s faces.

How’s It Work?

We have so much card draw and mana ramp in this deck, it’s sickening. Imagine casting Overflow to restore 5 health to all characters, and draw 5 cards, only to follow it up with Anubisath Defender for 0 mana! We’re also going to be taking advantage of a few Corrupt cards. This is going to be fun, considering we have Y’Shaarj, The Defiler. He will add a copy of every Corrupt card we’ve played this game to our hand, and they will cost 0 this turn.

We don’t have a lot of Corrupt cards, but the ones we have are Neutral and very useful. The big game-winner for us is likely going to be Carnival Clown. It’s a 9-cost Taunt 4/4, that summons 2 copies of itself; unless it’s Corrupt. Then we fill the board with copies instead. That’s why we want to cast Survival of the Fittest first or Yogg-Saron/Y’Shaarj. Survival of the Fittest gives +4/+4 to all minions in our deck, hand, and battlefield.

Plus it makes us fill the board with annoying, 8/8 Taunt creatures. For my money, the immediate follow-up is Animated Broomstick. Keeping one of these around is going to be handy. Why you ask? It gives our other minions Rush! Now those 8/8s can attack our opponent’s creatures immediately. If you have Y’Shaarj, The Defiler in hand, we can use those as aggressively as we want. Then, when they die, we play Y’Shaarj and re-cast our Corrupt creatures.

In addition to the Carnival Clownthere’s also the 6/6 Corrupt (costs 0 if corrupt), Strongman! Normally, it’s a 7-cost. If we use Survival of the Fittest with it, it’s now a 10/10 Taunt. This is our end-game: Survival into Clowns, and just batter the other player with a host of 8/8 and 10/10s, and then finish off with the Old Gods.

Mana Ramp is a Go:

But we need mana. That’s why this is a Druid deck! We have a pair of 0-cost spells, that offer temporary Mana. Lightning Bloom is a 0-cost that gives 2 Mana Crystals for the turn, but hits us with Overload 2 the next turn (so two fewer mana that next turn). We also have Innvervate in the 0-cost slot, which gives us 1 Mana Crystal for the turn.

Wild Growth gives us 1 empty Mana Crystal for 3 Mana, and Overgrowth gives 2 empty Mana Crystals for 4 mana. We can easily use those 0-costs to bump into the early ¾ cost spells. It’s going to be a godsend to start popping off way earlier than we should. The rest of the deck is to help let us last/set up for the above combo.

We have Guardian Animals, for example, to summon two Beasts that cost 5 or less from our deck and give them Rush. Several of these are fun early picks, but for my money, Lake Thresher is the best choice. After all, It’s a 4/6 that damages the minions next to whatever it targets. Nice, wide sweep of 4 damage (minimum) across up to three targets! That is of course, provided there are two minions next to the initial target. It won’t always be the case.

Twilight Runner is another great pick though because it’s a 5/4 Stealth that has us draw 2 cards whenever it attacks. If we got two of them somehow, it’s 4 cards that turn! We’ve also got Yogg-Saron for a dose of chaos, but I’m not really sold on it. I don’t trust myself to land anything good on it. It’s definitely possible.

We want to use those mana ramp cards in the early game, to set up Survival of The Fittest. From there, we’re going to drop Carnival Clowns. The idea of flooding the board with Taunt (hopefully also Rush) minions that are also huge? Our end-game is to hold off until that’s a reality. We have so many Taunt minions in the deck, so most decks will have no choice but to slowly whittle their way through them.

When they’re low, that’s when you drop Overflow to heal up and draw more cards. This deck is mad disrespectful, and so very fun.

Druidic Clown College – Or Krusty the Druid-Clown (Druid Carnival Clown Midrange)

Decklist

Class Cards:

Innervate (0) x2

Lightning Bloom (0) x2

Nature Studies (1) x2

Wild Growth (3) x2

Overgrowth (4) x2

Anubisath defender (5) x2

Teacher’s Pet (5) x1

Twilight Runner (5) x2

Overflow (7) x1

Guardian Animals (8) x2

Survival of the Fittest (10) x2

Neutral Cards:

Animated Broomstick (1) x2

Lake Thresher (5) x2

Strongman (7) x2

Carnival Clown (9) x2

Y’Shaarj, The Defiler (10) x1

Yogg-Saron, Master of Fate (10) x1

Deck Code

AAECAZICBNulA5LNA53YA/zeAw3+AeQI76ID6LoDlc0Dm84DutADvNADk9ED3tED8NQD/tsD5uEDAA==

Final Thoughts

This is such a fun deck! I think Carnival Clown combos may not be Tier 1, but I hope they wind up there. It’s such a weird, wacky way to play. Plus it’s the next evolution of the Embiggen Deck, only with Clown College instead. Suddenly hitting the field with five or six 8/8 Taunt minions? You absolutely love to see it (unless you’re on the receiving end). If we can pair it with the Animated Broomstick, it suddenly becomes a battering. Mana Ramp, set up Corrupt cards, and laugh as the other player get their face bopped by huge, angry Old Gods and their allies.

Pure Dudeadin Power (Pure Paladin Aggro/Midrange)

I love the idea of Dude-adin coming back. Dude-adin is a Paladin archetype built around the Silver Hand Recruits. We can make them as a Hero Ability and through a variety of other cards. We buff them and make them way more useful than normal. However, the deck isn’t quite enough on its own. That’s why we pair this with another fun part of the meta: Pure Paladin! Pure Paladin is also not quite aces on its own if you ask me.

We put these two together into one easy-to-manage deck and we will mash people into bits. Madness at the Darkmoon Faire has cards that fit into both types of Hearthstone decks. So why not do a little fusion dance, and make them join forces? Between High Exarch Yrel and Lothraxion the Redeemedwe have so much power. In fact, this deck uses primarily new cards, with a host of others from the rest of this year’s Hearthstone content. I. Love. This. Deck.

How’s It Work?

It’s all about playing your minions on the strongest curve you possibly can. Between that, you want to use your Libram minions (reducing their cost via Aldor Attendant/Aldor Truthseeker). This also makes your later turns viable, for when those Librams start dropping. We don’t have a lot of comeback potential, but we do have someConsecration deals 2 damage to all enemies, and Lightforged Zealot offers you a 4/2 Truesilver Champion weapon if there are no neutrals in the card. Which there aren’t.

This deck offers quite a lot of stopping power, and the ability to recharge our hand thanks to Lightforged Crusader. However, Silver Hand Recruit creatures are pretty weak overall. They’re a solid way to hit face, or be a minor threat. We have a few ways to bolster them though. Some of our effects are temporary. I say temporary because these effects only trigger for as long as the required creatures are in play. Carnival Barker reads “Whenever you summon a 1-Health minion), give it +1/+2.

That’s automatically a must-use for our Silver Hand Recruits. It’s only a 3-mana creature, too. The downside is the other player can easily deal with this, as a 3/2. Balloon Merchant has a Battlecry that triggers only on the Silver Hand Recruits in play. It gives them +1 Attack and Divine Shield. So we don’t want to use this until we have several in play. We can make them with our Hero Power, or. . .

Day at the Faire is a 3-cost spell with Corrupt. If we cast a higher-cost spell first, Day at the Faire goes from summoning 3 Silver Hand Recruits to 5. We may not necessarily want to wait for a Corrupt since we’ll want at least something else in play (like Balloon Merchant). It’s possible to wait though and cast something like Lightforged Zealot or Consecration. It’s a way to set up some defenses/slow down the other player. We also have Air Raid to summon two 1/1 Silver Hand Recruits with Taunt. A special bonus is that it is a Twinspell, so we get a copy of this spell back to cast again!

Thankfully, we also have a permanent buff to our Silver Hand Recruitsin the form of the brand-new Lothraxion the Redeemed. Simply casting this 5/5 for 5, a Battlecry triggers that lasts the whole game. For the rest of the game, summoning a Silver Hand Recruitgive it Divine Shield. Now they can deal damage to something, and live long enough to do it again! That’s what makes this deck so great. But it can become even stronger. The Librams certainly tie neatly into our Silver Hand Recruits. We just need to make our Libram of Wisdom cost 0 (or even 1) mana! It gives a creature +1/+1 and Deathrattle: Add a ‘Libram of Wisdom’ to your hand.

This may run out one day, and that’s where Lady Liadrin comes into play. She adds a copy of each spell we cast on friendly characters this game to our hand, as a 7-cost 4/6. We’ll get this back and Hand of A’dalwhich offers +2/+2 to a minion and gives us a card to draw.

Easily done with a single cast of Aldor Truthseeker (4/6, 5-Cost, Taunt, Reduces Libram cost by 2). We also have a pair of Aldor Attendants to play (⅔, 2-Cost, Librams cost 1 less the rest of the game). We want to use this mostly on our Silver Hand Recruits (Libram of Wisdom) because they’re the ones most likely to die in glorious combat. That way, we can just keep casting it for 0 mana, buffing them, and ensuring we can always use it again.

This will also lower the cost of our Libram of Hopewhich restores 8 Health and summons an 8/8 Guardian with Taunt/Divine Shield. Normally a 9-cost, we can at least make it manageable. It can also make the 6-cost Libram of Justice down a bit. We definitely want this cheap and ready, since it gives us a ¼ Weapon, and changes all enemy minions Health down to 1. If we can combine this with Consecrationit’s a nice, easy boardwipe.

We have two final rewards for being a Pure Paladin deck. Lightforged Zealot’s free 4/2 sword is nice, but we can do better. High Exarch Yrel is an 8-cost 7/5, with a powerful Battlecry. In the event our deck has no Neutral cards in it, she gains Rush, Lifesteal, Taunt, Divine Shield. If we can drop Hand of A’dal on it as well, Yrel becomes a 9/7. She’s going to maim anything she hits and will have a free shot the next turn too. In addition, Lightforged Crusaderwhich gives us 5 random Paladin cards in our hand. These are worth having no neutrals in the deck.

We want to use all those Silver Hand Recruits to hit the other player in the face as often as possible. Once they start getting Divine Shield/buffs, we can start using them to batter the enemy minions freely, before then attacking the other player the next turn. I prefer to aim right for the face, and hold out for our Consecrate combo to board wipe.

Pure Dudeadin Power (Pure Paladin Aggro/Midrange)

Decklist

Class Cards:

Aldor Attendant (1) x2

Air Raid (2) x2

Argent Braggart (2) x2

Hand of A’dal (2) x2

Libram of Wisdom (2) x2

Carnival Barker (3) x2

Day at the Faire (3) x2

Balloon Merchant (4) x2

Consecration (4) x2

Lightforged Zealot (4) x2

Aldor Truthseeker (5) x2

Libram of Justice (5) x2

Lothraxion the Redeemed (5) x1

Lady Liadrin (7) x1

Lightforged Crusader (7) x1

High Exarch Yrel (8) x1

Libram of Hope (9) x2

Deck Code

AAECAZ8FBJuuA4TBA4feA4jeAw3cA5yuA5a2A8q4A/24A+q5A+u5A+y5A8rBA+DRA4LeA4TeA6LeAwA=

Final Thoughts

I really want this deck to be successful. You’re going to want to take smart trades in this deck. It’s not always going to be smart to defeat every enemy minion. Use your Silver Hand Recruits to trade and defeat the minions that are key to the other player’s success. There’s going to come a time in the game hopefully, where you can freely drop Silver Hand Recruits, and swing right at the other player’s face. We have enough powerful Legendaries and a potential hilarious bomb in the form of Argent Braggart. It gains the Attack and Health to match the highest on the battlefield. We can play him, then set up our Consecration/Libram of Justice combo. This has a nice smooth tempo, and we should always have a move to make each turn. If nothing else, make Silver Hand Recruits and get them ready (or serve them up as sacrificial pawns).

A Mighty Totem Army (Shaman Totem Aggro)

Totem Aggro is wildly quick, and if we’re given a few turns to get this moving, we’ll just run any other deck down with a sudden swarm of buffed Totems. Thanks to the 0-cost spells of Totemic Might/Totemic Surgewe can drop a Totem early, through hard casting, or through Hero Power. Then we buff it with spells and start making copies. From there, it’s all downhill as we start battering the other player in the face with totems. Who needs actual creatures anyway? We have a few, but they ultimately all serve the Greater Good of Totemic Mastery.

That includes cards like Diligent Notetakerwho has Spellburst: return the spell back to your hand. So you Diligent Notetakerand drop a Totemic Reflection to give a Totem +2/+2, and also summon a copy of it! It’s a pretty straight forward deck that promises to be a lot of fun. While this is mostly a Pure Shaman deck, there are a few neutral cards that really go well in here. In particular, Circus Amalgam has “All Types” as a minion; that means it’s also a Totem! That should mean Grand Totem Eys’or will buff it turn after turn, as long as it’s in play.

Another great part of this deck is how low-cost most of it is. There are a couple of five costs in Bloodlust/Totem Goliathbut most everything else is a 4-or-less. We want to drop a few totems, buff/double them, and then cast Bloodlust to make sure you deal as much damage as possible. You can keep aiming for face without it, but that’s just going to make it a bit easier.

How’s It Work?

This is a deck that needs to snowball out of control and do it quicklyh. There are several cards we either want to have at the start or draw into them very early. It’s all about how you mulligan/how the early game goes. You want cards like Totemic ReflectionTour GuideSurging TempestCagematch Custodian. It’s so important to get and keep a Totem. Tour Guide makes your next Hero Power cost 0 mana. That way, you can immediately drop a totem for no mana. That’s what makes an early Totemic Reflection so key.

Since it gives a minion +2/+2, and since it’s a totem, you also get a copy of it, you can potentially do a lot with this. Cagematch Custodian is also very useful in the “Snowball out of control” strat. It has us draw a weapon, and of course, there’s only one weapon in the deck: Splitting Axe. You’ll want to save using the Custodian until you have a few useful totems out. This weapon summons copies of your Totems. Honestly, the best one to have in play for either of these is our new legendary totem: Grand Totem Eys’or. Eys’or gives +1/+1 to all other Totems in your hand, deck, and battlefield at the end of your turn.

So having two or three of these in play is going to buff your totems (other than Hero Power ones) at such a profound rate. It is our best Totem for my money, but we have a few others we can hard cast from our deck.

Totem Protection

EVIL Totem is a 2-cost Totem 0/2 that adds a Lackey to your hand at the end of each of your turns. While these aren’t greatthey’re a fun way to add more power to your game in case things go wrong. Mana Tide Totem is a 0/3 that draws a card for you at the end of each turn. Totem Goliath and Circus Amalgam are the ones we want to be buffing in the deck if possible (or through our 0-cost spells/Totemic Reflection). Totem Goliath is a ⅘ that summons all four basic Totems when it dies (Deathrattle), and also Overloads you 2.

That means you’ll have 2 less mana next turn. Circus Amalgam on the other hand, is a ⅘ Taunt that has all minion types, so it takes advantage of also being a Totem. As far as Totem Goliath goes, using it and then losing it is great, provided we have Ey’sor either in play or in our hand. Those four totems that drop will be baseline stats until we start using Grand Totem’s passive.

We can also buff via Storm’s Wrath. Sure, it Overloads us 1, but it gives our Minions +1/+1, which just makes it easier for our Totems to attack. Even the Basic totems are great with some buffing. We want to be able to cast Totemic Might (+2 Health) and Totemic Surge (+2 Attack) on our Totems as soon as we have some in play. It’s all in play Totems, so having more is just better. Quick maths, that.

Once we have a couple of buff Totems in play, the Cagematch Custodian can be played, to draw up Splitting Axe. If we have the mana, then play it! Honestly, we can play this creature anytime. It doesn’t equip the weapon, it just draws it. We’ll wait to cast it until we have at least one (maybe two) totems in play. We’re likely going to want to just ignore the other player’s minions (barring Taunt). We just want to snowball and hit them in the face until they’re gone.

The idea here is that we snowball by buffing/flooding the board with totems before the other player can react. In the Aggro matchup, that’s going to be very hard. They’re going to see our first totems and try to take them out. That’s partly why Lightning Bloom in the deck in the first place. It gives us a free 2 mana crystals for the turn, at the cost of Overload of 2. Tour Guide also helps here by making our Hero Power cost 0, giving us more mana to do other things.

If we’re dealing with harder match-ups where control is in play, we won’t want to waste our buff spells/axe quite so freely. Wait until we can buff our bigger totems, and copy them via Totemic Reflection/Splitting Axe on something like the Totem Goliath. One of the other smartest moves we can make is Diligent Notetakerand then trigger any of our spells – Totemic Might, Totemic Surge, STorm’s Wrath, Totemic Reflection, or Bloodlust. That will make that spell return to our hand so we can use it again on another turn (or this turn, if we have the mana available).

A Mighty Totem Army (Shaman Totem Aggro):

Decklist

Class Cards:

Totemic Might (0) x2

Totemic Surge (0) x2

Storm’s Wrath (1) x2

Surging Tempest (1) x2

Cagematch Custodian (2) x2

Diligent Notetaker (2) x2

EVIL Totem (2) x2

Grand Totem Eys’or (3) x1

Instructor Fireheart (3) x1

Mana Tide Totem (3) x2

Totemic Reflection (3) x2

Splitting Axe (4) x2

Bloodlust (5) x1

Totem Goliath (5) x1

Neutral Cards:

Lightning Bloom (0) x2

Tour Guide (1) x2

Circus Amalgam (4) x2

Deck Code

AAECAaoIBJMJnM4DptED3+EDDYEEvgadowPapQP5pQO1rQO2rQOWuQPhzAObzQPw1AOq3gP03wMA

Final Thoughts

This feels very much like an all-or-nothing deck. You either snowball right away, or it all falls apart. I appreciate that though. It’s still a lot of fun! You can hold people off with a few minions or lucky Taunt Totems. From there, you just hold off until you can drop a few spells at once, double/buff a Totem or two, and get right back into the fight. We want to have the game under our thumb as early as possible, and the moment we can start dealing damage at the other player, we want to start doing so. I feel like this deck’s success is very hinged upon having the right cards in your start/early draw.

Big Game Hunter (Face Hunter Hyper-Aggro)

Face Hunter is a deck archetype that appeals to me greatly as a Hearthstone player. I don’t care to fuss with the enemy minions. I just want to hit the other player in the face again and again until the game is over. This is a deck that I can only call “Hyper-Aggro”. We start flooding the board with 1-cost minions early, drop some secrets, and do obnoxious damage because we’re Hunters, and the other player (hopefully) isn’t. It’s a deck that has seen a lot of changes over the years and wasn’t always in a good position.

But with cards like Rinling’s RifleMystery Winnerand Inconspicuous Riderwe can drop some pretty nasty secrets and really mess with the other player while also hitting them rapidly. Steady Shot (our Hero Power) is also very key to the procession of this deck. There are decks that feel like the Hero power is secondary to everything else. But when we can deal 5 damage to a random enemy simply by shooting the other player for 2? Oh yes. I do believe Dragonbane lets you hit the other player in the face too, so you can wind up with 7 damage for 2 mana (or 0)!

We’re going to mix in some Secrets, some direct damage, and some minions that synergize well with our overall strategy. We have two important ways to play this deck though. If it’s an aggro mirror match up, you’ll want to dominate the early game trades, so you can snowball. Conversely, against control, you need to think a few steps ahead and manage resources wisely. You’ll probably wind up using your Hero Power more, to conserve other cards/resources that you’ll need later.

How’s It Work?

If we want to dominate with this deck, the early game is so darn important. It feels like no matter what, we need basically the same cards from the get-go. Intrepid InitiateDemon CompanionMystery Winner are all high priority cards in your starting hand. No matter what, we want as many of these at the start as possible.

Intrepid Initiate/Demon Companion are an incredible pairing, and if you can do it at the same time, even better. Our Initiate friend has Spellburst: Gain +2 Attack. So we need to trigger that with a spell immediately. Enter the 1-cost Demon Companion! We summon a random Demon companion for 1 mana, and our Hero gains +2 Attack. We can immediately use that to strike the other player.

Another fantastic turn 1 is the Mystery Winner. Their Battlecry is “Discover a Secret”. Even though this deck runs 4 styles of Secret, getting a few more can’t hurt. It’s those kinds of cards that really throw people off and make them nervous about attacking/playing cards. They have no idea what that new trigger could be! So that’s our early game: 1-cost minions. Tour GuideWolpertingerMystery WinnerIntrepid Initiate. We get these onboard and start harassing with them. We want more threats than most players can deal with at this point in the game.

We’re going to want to start setting up Secret shenanigans around this point too. After all, we have a few, and we can do a lot with them. For example, the Eaglehorn Bow gains +1 Durability whenever a Secret is revealed. As a 3/2 weapon, we can keep this out for a long time with some planning and luck. This leads me to another one of the most important cards in this deck, Phase Stalker. Whenever we use our Hero Power, cast a Secret from your deck.

Hopefully, we draw that Phase Stalker using Scavenger’s Ingenuity because we draw a Beast and give it +3/+3. We’ve only got two Beasts in the deck though. It and Wolpertingerand getting a 4/4 that makes another 4/4 would be pretty awesome too. While we don’t have a ton of Beasts in the deck, we can make more, via Snake Trap or Pack Tactics. Both are Secrets, which I’m about to get into.

Tour Guide so great and is integral to the deck. He’s a 1/1 for 1 that makes our next Hero Power cost 0 mana. As a fun fact, that 0 will hold over through turns until you use it. So you can save it for when you trigger either Phase Stalkeror even better perhaps, you have Dragonbane on the board. That’s why we want to have that 0 Mana Hero Power waiting. We want an immediate return on value for these cards. If they come into play and die before we can even use a Hero Power once, that’s a waste.

If we even get these triggers oncethey’re worth it. With Phase Stalker casting a Secret from your deck, and Dragonbane dealing 5 damage at random to an enemy, that’s straight value. Both of our weapons are Secret synergized too. We already talked about what the Eaglebow can do, but what about the new Rinling’s Rifle? Sadly, it doesn’t build Durability, so it’s only going to be out for two attacks. But it’s a 2/2 for 4, and when we attack with our Hero, Discover a Secret and cast it!

It really triggers well with Phase Stalker/Dragonbane, and also helps with Petting Zoo. That is a 3-cost spell that summons a 3/3 Strider, and then repeats for each Secret we control. All of this is why we also want an early game Inconspicuous Rider. He casts a Secret from our deck, when we play him (for 3 mana). We can Discover Secrets thanks to Mystery Winner and Rinling’s Rifle.

We can cast them from our deck via Phase Stalker’s Passive and Inconspicuous Rider’s Battlecry. But what default Secrets are we running?

  • Open the Cages (2 Mana): When your turn starts, if you control two minions, summon an Animal Companion.
  • Pack Tactics (2 Mana): When a friendly minion is attacked, summon a 3/3 copy.
  • Snake Trap (2 Mana): When one of your friendly minions is attacked, summon three 1/1 Snakes.

We have three flavors of Trap, and ways to get some we don’t actually have access to. Of course, you can mix these up however you want, or add in some Explosive Trapsor Freezing Traps depending on your needs/comfort level. As soon as you start running out of cards in your hand, you want to play the Voracious Reader. Don’t be shy about it either. At the end of your turn, if it’s in play, draw until you have 3 cards. It’s a great way to keep threat on the board. We want to keep pinging the other player with our minions, traps, and Hero Power as much as possible.

Take trades when they’re wise to do so, but focus on their face as much as you can. That’s what makes this deck so fun. You put as much pressure as you can afford on the other player, and put them on the backfoot. Let them start making mistakes, and stressing out about how much damage you can dump out; because it’s a lot. Don’t let anyone but you control the flow of gameplay. You’re going to do it through violence.

Big Game Hunter (Face Hunter Hyper-Aggro)

Decklist

Class Cards:

Mystery Winner (1) x2

Wolpertinger (1) x2

Open the Cages (2) x2

Pack Tactics (2) x2

Phase Stalker (2) x2

Scavenger’s Ingenuity (2) x2

Snake Trap (2) x1

Eaglehorn Bow (3) x2

Kill Command (3) x2

Petting Zoo (3) x2

Dragonbane (4) x1

Rinling’s Rifle (4) x1

Neutral Cards:

Demon Compnaion (1) x2

Intrepid Initiate (1) x2

Tour Guide (1) x2

Voracious Reader (2) x2

Inconspicuous Rider (3) x2

Deck Code

AAECAR8ExwOHsAOkuQOP4wMNqAL+DPuvA/+6A9zMA5vNA6LOA4LQA8bRA+jhA/LhA/PhA4TiAwA=

Final Thoughts

This is basically the only Hunter deck I have fun with. It really comes down to how you use the tools you have. It’s a deck where you want to be as aggressive as possible. You don’t want the other player to get their mid/late game spike. By the time that happens, you’ll want to be smashing their face for a glorious victory. We want to deal damage to the other player as quickly as possible with our minions, Steady Shot, and cards like Kill Command. Be aggressive, be pushy, and show that player who the boss is.

The post Hearthstone Madness at the Darkmoon Faire Decks to Try appeared first on Esports Talk.

LAISSER UN COMMENTAIRE

S'il vous plaît entrez votre commentaire!
S'il vous plaît entrez votre nom ici