Climbing the Ladder: Close the Season Strongly
31.05.2016 um 13:21
The last day of ladder can be stressful. Whether you're looking to master Zoolock or Midrange Shaman, trying to wrap your head around Tempo Warrior, or just looking to play something a little different before the reset tonight, we've got a few decks for you to try.
Though these decks aren't optimized to win. That isn't to say they can't, they're just not what you'd expect to encounter when playing.
If you're not only looking for a new deck to pilot, but want information on exactly how you should be doing so, we've found a few diamonds among the latest uploads to Hearthhead.
If you can't beat them, join them, right? Well for those of you who neglected Shaman while it was on the bottom of the pile, now's the time to start learning! Many pros have recently suggested that Midrange is even stronger than the more aggressive version of the class which lacks many of the mid-late game tools that this one is armed with.
Shaman has finally made its triumphant return to the meta! The class struggled for a while being only able to play extreme aggro variants like Mech Shaman, and more recently Aggro Shaman. While the Aggro deck still exists, Midrange Shaman is a bit more rounded and allows you to play more of a board control game. This deck can still be very burst-y with cards like Bloodlust, Doomhammer, and Rockbiter Weapon, but can also hang with Control decks because of things like Hex.
This particular Midrange Shaman deck list is centered around totem synergy. It uses Primal Fusion, Thunder Bluff Valiant, and Thing from Below to take advantage of your Hero Power and the rest of the totems in your deck.
Mirae techs in a since they've been encountering so many large, pesky minions. Outside of that this is the typical Zoo you'll encounter on ladder with cards that were long forgotten prior to standard like .
This is a slightly more aggressive zoo. Most of the time you want to control your opponent, but you also have some nice aggressive options such as Power Overwhelming and Leeroy or Abusive Sergeants.
More or less your goal is to slowly lower your opponent's health until you can use Leeroy + Power Overwhelming for 10 dmg and anything you have on board. Sometimes, due to Dark Peddler, you might have even 4 power overwhelmings, which is ridiculously strong with Leeroy as it allows you to create a 22 damage combo and noone expects that.
feature a Beast Druid guide after seeing how in depth it was. Though many consider the Druid class to now be struggling, those who have long been pushing for this archetype to be a competitive reality are more than happy. Though it hasn't really surged in power rather, the rest of the class' archetypes were brought down with the largest wave of Hearthstone card nerfs since the beta.
Beast Druid is a take on the aggressive form of Druid that aims to take board control and then finish the game with burst damage from Savage Roar. Previously, it offered no real benefits over the standard build of the deck, but with the release of Standard format, many of the options that made other Druid decks superior choices have been taken away, leaving this deck in a good spot.
Unlike most Druid decks, Beast Druid does not choose to include Wild Growth in their deck. The reason for this is that you play a reduced amount of late-game when compared to a regular Druid deck, and you play a more consistent curve of minions to play out on the board. With this in mind, you would prefer to play out a minion on each turn and not skip your turn 2 just to accelerate your Mana.
Even without Wild Growth, the deck still features Innervate as it is too powerful an effect not to include. Using Innervate to get out an early Fandral Staghelm or Savage Combatant can simply carry the game for you, and it also has excellent utility in the mid-game with Violet Teacher and Azure Drake in order to activate Spell combos.
Tempo Warrior is a completely new archetype that many, some of our staff included, really haven't been able to wrap their heads around. For so long all Warrior has been able to do was control, control, control. But now it can not only go aggressive (in large part due to ), but also play a balanced Tempo game as well? We're glad to hear it, but might need a few dozen games before we start doing anything but losing. Hopefully you've been able to pick it up more quickly.
Your early turns will function much the same as standard Control Warrior. You will look to kill your opponent's early minions using Fiery War Axe, Slam, and Blood To Ichor and stall out the game into the later turns. You also have multiple removal cards and early game minions at your disposal to help you to navigate your way through these early turns.
Going into the mid-game, you start to create more proactive turns with cards like Bloodhoof Brave and Frothing Berserker. Your best play is usually simply developing the board into the best position that you can with your available resources. Cards like Battle Rage can help you to refill your hand on options, but it is less often correct to take the low-tempo play of drawing cards when you have a strong board development play available. If you are able to maintain board dominance with your powerful minions, then you can usually wait until a turn where you do not have powerful play using all your mana to activate a big Battle Rage. There is of course the possibility of a Battle Rage that is too good to pass up and if you can draw 3 or 4 cards on a turn, then it is usually never far from correct do so.
That's it for this roundup, but if you find any deck guides you think are worth highlighting, make sure to send them our way!
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