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We would like to thank these top legend players who had taken part in giving us their expert opinions: RenoJackson, Illusionist, Hijodaikan, Memnarch, 燁魔, xtuliop, Goku, SmellyHuffer, Eddetektor, and ksr. Their Twitters are to be listed at the end of the report.
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Welcome to the Eleventh Edition of Team Rankstar’s Wild Meta Snapshot for 2019! In this meta report, we will be going through a tier list of 67 decks we’ve seen frequently on ladder, explain the method of computing the tier list, break down the meta and analyze the decks as detailed as they need to be. In this report, we have included a Meta Ranking and will be further discussing the state of each class in terms of power and diversity. Also, we’re including some Rankstar special decklists that were made by none other than our experts!
We collected our experts’ opinions through a spreadsheet, where our Top Wild legend players will rate the given decks with a corresponding score from 1 to 4 in increments of 0.5 (with 1 being top Tier 1 and 4 being bottom Tier 4). We then collect the result, standardize and categorize them in 4 different Tiers. This is what they mean:
Tier 0 (Absolute oppression)
The one deck to beat. You either play it or play decks that can beat it.
Tier 1 (Meta-defining)
Highly-optimized decks with extreme raw power that are very well positioned in the meta.
Tier 2 (Legend-viable)
Competitive decks that are not as well-rounded, but can snatch games off of Tier 1 decks or prey on their direct counters.
Tier 3 (Average)
Fringe decks that can capitalize on pocket metas that allow it, however, are either suboptimal or outmeta.
Tier 4 (Underwhelming)
Decks at a weaker power level that require an extensive understanding to be able to pilot well, however, are not recommended for ladder experience.
Tier 5 (Meme)
Decks that aren’t typically played to get for the purpose of climbing ladder, but still have a decent enough presence to be included in the report.
Within each tier, decks are categorized to either High tier, Mid tier or Low tier to further differentiate their power level.
For Meta Ranking analysis, we allocate points to each deck from Tier 0 to Tier 3 then sum them up. The point system for rating a single deck is as below:
Tier 0: 22
Tier 1: 18 (High), 15 (Mid), 12 (Low)
Tier 2: 9 (High), 7 (Mid), 5 (Low)
Tier 3: 3 (High), 2 (Mid), 1 (Low)
Each deck is also assigned a popularity ranking and a respective coefficient multiplier based on its popularity. The highest multiplier is 12 and the lowest is 7. For example, if Odd Paladin is High Tier 1 and has a multiplier of 12, it will bring the class an additional 216 points.
Therefore, a class can be placed highly on the Ranking system based on one (or both) of these elements: having a few strong decks (deck power) or having many decks (class diversity). If classes share the same score, the class with more top decks will be ranked higher.
You might be asking yourself these questions: Why is Odd Rogue Tier 1 when I can easily counter it with Deck X, and why is Treachery Warlock Tier 1 when it’s destroyed by Deck Y, Z, and W? It is worth noting that the Tierlist reflects deck power in relation to OTHER decks in the meta, not decks in past metas. While Odd Rogue might seem like it is nowhere near as dominant and powerful as, say, Reno Priest pre-nerf or Thunder Bluff Midrange Shaman, it earns its spot because there is NO OTHER deck that is currently stronger than it. Similarly, decks that have many counters like Odd Warrior or decks that are just generally decent against the field like Jade Druid are to be compared to their adversaries, not to how dominant decks in similar spots have been in previous reports.
It is easy to pinpoint the strongest decks when there are only a few decks that are clearly stronger than the rest. However, when the playing field has been levelled, there is generally much more leniency towards categorizing a deck in a certain tier.
Another issue that we have seen others brought up was the difference between our opinion and the pocket meta people see at their respective ranks. People will always have their takes and form their own opinions of the meta, and it is completely fine to disagree partly or wholly with our opinions. We would also like to point out that our experts spend most of their Hearthstone time inside Legend. It’s been seen from time to time that the High Legend meta and Rank 5/10 meta have discrepancies in frequency of decks being played and skill levels; thus, leading to a different experience. We try our best to reflect a truthful and informational representation of the data we have. In some cases, our tierlist might be more indicative of the Top Legend meta than of ladder as a whole.
This is a single screenshot taken from our spreadsheet if you find the tierlist infographics too long (you can open the photo in another tab to see the full-size picture).
Ranked: 1 (0)
SN1P-SN4P Warlock is a fast combo deck that relies on reducing key combo pieces to 0 mana to play an infinite amount of mechs (SN1P-SN4P or Zilliax/Skaterbot with Glinda Crowskin). Enabled by Mechwarper and Summoning Portal, a SN1P-SN4P Warlock can build a huge mech board as early as Turn 5, and every mech left on board can be weaponized to become a lethal weapon.
SN1P-SN4P Warlock is up there with some of the most oppressive decks to ever grace the game, like Jade Druid, Beta Miracle Rogue, and Midrange Shaman. The status of SN1P-SN4P being Tier 0 is almost indisputable, irrefutable, and widely accepted.
The meta has started to develop to combat the influx of SN1Plock now that people have caught on. Zephrys decks, Druids, and specific tech cards like Swamp King Dred went some way to restrain’s SN1P-SN4P’s domination. But even with those, having a positive winrate against SN1P-SN4P is already a huge success. People are joking about actually maindecking Nozdormu. Who would’ve thought the turn timer might be Wild’s saving grace at the moment? Maybe Blizzard actually thought ahead when they slapped the 15-second effect on Nozzy.
Decks like SN1P-SN4P Warlock have historically been bad for the health of the game, and for good reasons. It leads to very stale meta-games where other decks desperately try to beat them; it’s even more miserable when there isn’t a tech card or a specific playstyle that can extinguish the deck completely.
Jack’s #1 Legend Mecha’thun SN1P-SN4P Warlock
Hijodaikan’s #3 Legend SN1P-SN4P Warlock
Ranked: 2 (+1)
Secret Mage is a variant of Aluneth Aggro Mage. It seizes control of the board in the early game by playing discounted secrets along with highly synergistic secret build-around cards. The deck has the ability to both tutor secrets and deal burn damage, while Aluneth provides a way to utilize all of its value in the most tempo-efficient manner.
Secret Mage is the second strongest deck in the format, but it suffers from too many problems to become the force that SN1P-SN4P is. As consistent as they might be tutored, Secret Mage still needs to hit and play the right secrets at the right time. Also, since it’s not possible to target SN1P-SN4P Warlock, people tech secret hate instead. That results in the Mage losing games they should be winning otherwise.
Secret Mage has seen a slightly better prospect as the Eater of Secrets crazy has died down a bit. To combat a slower meta where Zephrys decks and SN1P Warlock floods the meta, Secret Mages are cutting Flame Wards for more burn, Potion of Polymorph, and Polymorph: Boar.
Pure’s #6 Legend Secret Mage
Corbett’s #3 Legend Secret Mage
Ranked: 3 (0)
Mech Handbuff Paladin is a premier aggro deck that maximizes the highroll potential of efficient mech and handbuff cards. Early handbuff cards like Smuggler’s Run and Grimestreet Outfitter buffs up other mechs, who retain their buffed stats when magnetized on existing minions. Mechwarper and Galvanizer allow for really early swarm boards.
Mechbuff Paladin is one of the most consistent aggro decks in the game, as well as being one of the most explosive. Indeed, if you can reliably draw your buff cards and buff your minions up in the early game, and then your buffed up minions can directly go face if there’s another one on board, then you’re usually at a pretty good spot. Mechbuff synergy often relies on snowballing very early, and mechs are the perfect targets for that. Flying Machine can ensure the game ends really quickly before your opponents can draw into their answers.
Mech and Handbuff cards work together like morning cereal and milk. One thing that offset Handbuff was how reactive it is and how slow it is to translate piles of stats into tempo. Magnetic minions and Skaterbot changed that. Because the big piles of stats often connect immediately when they come into play, it makes Handbuffed cards incredibly lethal.
A weakness of this deck is that it’s really vulnerable to silence effects or early board-clears. Therefore, Even Shamans with Devolves, Reno Priests with Hysteria and Mass Dispel, and Druids with Poison Seeds can effectively deal with an explosive early game. Watch out for Divine Favor though.
Hijodaikan’s #10 Legend Handbuff Paladin
Yami’s #7 Legend Handbuff Paladin
Ranked: 4 (+7)
Reno Warlock is a Highlander deck that relies on not having duplicate cards to activate power spikes such as Reno Jackson, Kazakus, and Zephrys the Great. The Warlock core is different from other Reno decks in that it usually revolves around Demon synergies. There is a multitude of ways to build Reno Warlock, but not every Highlander Warlock will be listed under Reno Warlock. A Reno Warlock deck is listed under Renolock if the Highlander cards are a crucial part in their gameplan.
Renolock is more consistent than ever with the new power cards. Many would rank Zephrys as the strongest card if they were asked to rank between Reno, Kazakus and Zephrys. Zephrys can win games like no other card can: creating sudden burst damage, swinging the board against Demons and Murlocs, feeding Tirions for N’Zoth, destroying secrets, etc. It can do everything, whenever you want! Reno Warlock shot up in playrate comes Uldum, and with Zephrys, it attains a reasonable matchup spread as well. A card that has been more silent, but just as impressive, is Khartut Defender. This sticky taunt doubles up on the deathrattle with N’Zoth, and has replaced Sludge Belcher to become an integral part of many Deathrattle based decks like Reno Warlock, Taunt Druid or N’Zoth Reno Mage.
The craze around Tempo Reno Warlock has died down, but then a couple of people got this genius idea of slotting a SN1P-SN4P combo in Renolock, because why not? Compared to traditional SN1P Warlock, Reno SN1Plock relies a lot more on Highlander special cards for stabilization since it cut one Defile and one Plague of Flames. Sipiwi94 – the deck creator – claims that its good matchup against the OG SN1P Warlock is a reason to play this deck. Because, what’s better at beating SN1Plock than another SN1Plock?
Traditional Reno Warlock has a bit of trouble beating Reno Mages, Handbuff Paladin, SN1P Warlock and Evolve Shaman, but is generally comfortable into every other deck. This is the reason it has climbed onto Tier 1 in this snapshot.
GetMeowth’s #17 Legend Reno Warlock
Hijodaikan’s #7 Legend Tempo Reno Warlock
sipiwi94’s #12 Legend SN1P-SN4P Reno Warlock
Ranked: 4 (+2)
Odd Rogue is a tempo-midrange deck which gained its name for playing only odd-costed cards. Powered by Baku the Mooneater’s Start of Game effect, the Rogue gains access to a 2/2 weapon at any stage in the game. This gives the Rogue an incredibly consistent damage output as well as early board control, and allows it to play a variety of synergistic Combo and Pirate cards.
Having a relatively linear gameplan with not as many power spikes, along with a lack of mobility in tech choices, many Odd and Even decks are knocked off of Tier 1. Unlike Odd Paladin that lacks flexibility or Even Shaman that has to choose the right package into the meta, Odd Rogue’s standard package is solid enough to withstand any decks thrown at it.
Odd Rogue is still among the best decks in the game for its consistency, a consistency that allows it to beat all the sub-optimal decks in the meta. Coincidentally, people play a lot of janky decks in Wild, so Odd Rogue capitalizes on that. When having to face Tier 1 decks, the Rogue shows its weaknesses. Odd Rogue is unfavorable into every other Tier 1 deck, except for Reno Warlock IF it plays Beneath the Grounds.
Beneath the Grounds and History Buff are being heavily tested to combat the meta. The snowball potential of History Buff seems to have been underrated, while Beneath the Grounds can shut down a Reno deck if drawn early.
iskambil’s #18 Legend Beneath the Grounds Odd Rogue
Alb987’s #2 Legend Owl Odd Rogue
Awedragon’s #10 Legend History Buff Odd Rogue
Ranked: 6 (-2)
Reno Mage is a Highlander deck that relies on not having duplicate cards to activate power spikes such as Reno Jackson, Reno the Relicologist, Kazakus, and Zephrys the Great. Reno Mage differs from other Reno deck in one or a few of its packages: Elemental package, Galaxy minion package, Time Warp package or Secret package.
After a few months of anomaly, Reno Mage returns to where it belongs: behind Reno Warlock. Time Warp Reno Mage starts to show its weak side of still not being resilient enough to consistently ward off aggression and tempo-swing turns (although it’s much more consistent than the non-Reno version for sure).
With significantly weaker boardclears, Reno Mage can’t expect to play the defensive, grindy playstyle like other Reno decks. That’s led to Jaina being cut from almost every single Reno builds. The only build that has introduced Jaina again is the Galaxy minion build. Galaxy Reno Mage welcomes Jaina as a late-game heal engine when used alongside Siamat, Ragnaros and Cloud Prince. Some version are using Leyline Manipulator and copy cards like Zola and Barista Lynchen to deal significant damage with Brann Bronzebeard (unfortunately, we were not able to retrieve that decklist from its owner). Oh, the magic of 1-mana minions.
The Kabal classes are enjoying the height of their power. All of the original Kabal Reno decks are played incredibly high in this report. If there will be another expansion dedicated to highlander decks, don’t be surprised to see one of them inside Tier 0.
Hijodaikan’s #3 Legend Quest Reno Mage
Vlue’s #1 Legend Galaxy Reno Mage
Ranked: 7 (+9)
Reno Priest is a Highlander deck that relies on not having duplicate cards to activate power spikes such as Reno Jackson, Raza the Chained, Kazakus, and Zephrys the Great. Reno Priest differs from other Reno decks by being able to utilize the ‘machine-gun’ hero power from Shadowreaper Anduin and/or play a value-heavy Deathrattle package and Archbishop Benedictus. The deck was notorious for an in-built combo, but has recently leaned towards a more fatigue-based approach.
The most popular build of Reno Priest right now is the best fatigue-style deck there currently is. Its value comes from a N’Zoth core (which at the same time power-up Amara as a survival condition) and from just simply stealing other decks win-conditions. Zola and Seance can be used on multiple targets, such as Amara, Madame Lazul, Zephrys, N’Zoth, and Benedictus. Lazul is surprisingly strong against other value decks for it very often burgles a high value card from your opponent, and Benedictus puts you ahead in the fatigue game. Annoying survival cards like Amara, Psychic Scream and Khartut Defender makes it so the Priest can comfortably use these greedy cards. With access to Mass Hysteria, Zephrys, Anduin, and Mass Dispel, Reno Priest is the best Reno deck to queue into SN1P-SN4P.
People have been questioning Raza, the Chained’s role in the newer version of Reno Priest. Since the main gameplan doesn’t rely on Anduin anymore, Raza doesn’t contribute to the main win-condition. Raza has always been lackluster without Anduin, and it might not be nonsense to cut the 5 drop in favor of other cards.
The main weakness of Reno Priest is itself. Its card are either very high-value, or very good against certain aggro/combo board states, or is Dirty Rat. Reno Priest don’t have as good a draw engine as other Reno decks, so sometimes you just draw all the wrong stuff at the wrong time.
Illusionist’s #13 Legend Amara Reno Priest
Noway’s #18 Legend Combo Reno Priest
Ranked: 8 (-3)
Cube Warlock is a midrange-value deck that flourishes off of high-value Carnivorous Cube deathrattles. It snowballs out of control using Skull of the Man’ari/Voidcaller then playing Cube on these targets, before finishing off the game with N’Zoth and Bloodreaver Gul’dan. Plague of Flames provide yet another option for early stabilization, leading to the deck being able to play non-reactive Eggs early on.
Turns out Cubelock only really shines when you play Eggs. It doesn’t make sense when one of the strongest removals in the game was printed and you don’t take absolute advantage of it. Plague of Flames has made triggering eggs much easier and much more rewarding, allowing the Cubelock can do what it does best: swing the game with incredible tempo. The inclusion of Expired Merchant helps a lot in the value department, converts the deck into a fine mixture of tempo and value – the recipe for success.
The thing about Cubelock is that as it looks to shore up its early game, Zephrys decks are more well-equipped to deal with its onslaughts. Cubelock loses hard to SN1P Warlock, and the early eggs still can’t guarantee a consistent early game. The deck’s inconsistency keeps it away from Tier 1 for now.
Hijodaikan’s #3 Legend Taldaram Egg Cube Warlock
Ranked: 8 (+4)
Evolve Shaman is any Midrange Shaman that relies on an Evolve core to create huge boards from cheap high-costed minions. The deck usually explodes around Turn 4 to Turn 7, where Evolves and Mutates allow for multiple board refills with minions that should never be on board so early. Mogu Fleshshaper, Desert Hare, and Doppelgangster are a few of the deck’s favorite Evolve targets.
Our prediction proves to be correct: Evolve Shaman is now the strongest Shaman deck. New cards like Mogu Fleshshaper, Mutate and Desert Hare has made it more consistent than ever to get a huge board early on, while still has enough fuel to support another wave. As such, Evolve Shaman can both pressure early and has ridiculous value enough to grind out long Control games. However, it can’t beat SN1P-SN4P consistently even with Devolves, as the evolved minions often don’t have charge, then they die to Plague of Flames.
The card draw issue in Evolve Shaman is solved with Spirit of the Frog. Unstable Evolution provides excellent chain draw options, all the way from Mutate to Far Sight/Hex. Some people are tinkering with optional draws like Octosari as well, but they were ultimately deemed inferior.
Multiple people have reached as high as #2 Legend with Evolve Shaman. It is a deck that relies on insane RNG often, so sometimes you can lose the game when the RNGGod isn’t on your side.
HiddenPants’ #8 Legend Evolve Shaman
Rankstar’s Shudderwock Evolve Shaman
Ranked: 10 (+5)
Shudderwock Shaman is any Control , Value or Midrange deck that relies on Shudderwock as its main win-condition. A deck can have Shudderwock in it, but won’t be classified as Shudderwock if it’s not the pivotal aspect of the gameplan (see Evolve Shaman with Shudderwock as top end and N’Zoth Shaman). In Shudderwock Shaman, the Shudderwock can most often threaten lethal or being able to return itself to hand to be replayed indefinitely.
There are two versions of Shudderwock that have been seeing enough success to warrant a jump to Top of Tier 2. The majority of Shudderwock players have shifted to the Reno Shudderwock version, deeming Zephrys and Reno the much-needed resources to aid against a highly aggro/combo-heavy meta. Reno Shudderwock Shaman has been refined by the Wild veteran Hijodaikan, and now it’s become more consistent than ever. Loatheb is the arch-nemesis of so many playstyles; sometimes you can just keep bouncing him again and again and that would be enough to stop Mages on their track.
Another version that has been seeing success incorporates a mill + evolve package in addition to the Quest, Corrupt the Waters. This makes sense, as we know Evolve is a very tempo heavy package. Meanwhile, this is one of the better meta to mill cards, with an abundance of Reno decks and combo decks. SN1P-SN4P Warlocks often keep around 9 cards on their hand, which means it’s very possible to mill some of their key combo pieces.
Hijodaikan’s #9 Legend Reno Shudderwock Shaman
RenoJackson’s #19 Legend Evolve Reno Shudderwock Shaman
lulnenko’s #3 Legend Mill Shudderwock Shaman
Ranked: 11 (-4)
Even Shaman is the midrange deck that got its name from playing only Even-costed cards. Powered by Genn Greymane, the Even Shaman can spam early totems to power up highly-synergistic cards like Vessina, Thing from Below and Draenei Totemcarver. The deck overwhelms opponent in the mid-game with overstatted Overload card which can activate many high-tempo cards such as Likkim and Thunderhead.
While everyone else moves forward, Even Shaman stays where it is. There’s a big problem with Even Shaman that prevents it from entering Tier 1. It’s still one of the most effective decks in the game if your tech choices are right. You really want Windfury and big boys against Reno decks and SN1P-SN4P Warlock, but if you’re playing a deck with Thunderhead, that card does nothing but harm you often. But if you choose to omit Thunderhead and Zap!, you risk losing the mirror and tempo-based matchups.
Vessina has become the mainstay in every Even Shaman build. It’s understandable, a Savage Roar on a stick is too powerful not to include. You win games much more often with a timely Vessina. A card that’s worth trying to include is Ancestral Knowledge, one that can buff up Likkim, Vessina while reloading your hand.
Even Shaman loyalists are claiming that the deck is criminally underrated. It has a good matchup against the new annoying neighbor – Evolve Shaman – and can handle aggro effectively. Even Shaman’s biggest problem is the disastrous matchups against Kabal Reno decks, and a somewhat difficult matchup into SN1P Warlock.
Alb987’s #4 Legend Even Shaman
Rankstar Windfury Even Shaman
Ranked: 11 (+5)
Mecha’thun Warlock is a Control-Combo deck that revolves around cycling until you run out of cards and finish off your opponent with Mecha’thun + Bloodbloom + Cataclysm, with an Emperor tick on the former two. The most popular version of Mecha’thun Warlock utilizes a Voidlord package for survival, but there have been versions that play many low-costed cards so Hemet, Jungle Hunter can get rid of them all.
Mecha’thun Warlock is back on the menu as a delicious choice against Reno decks. There are simply way too many combo pieces in Mecha’thun Warlock for Dirty Rat to consistently hit, as with SN1P-SN4P Warlock.
The most popular Mecha’thun version right now plays Hemet, Jungle Hunter to accelerate into the combo turn against Control, it’s main prey on ladder. Other than that, the fact that many secret mages cut Potion of Polymorph actually worked in Mecha’thun Warlock’s favour since it can go for the classic Turn 4 Voidlord shutdown fairly regularly.
Mecha’thun Warlock finds it hard to clear SN1P-SN4P minions, however. Of course, they can always make taunt walls then deal with a huge board with Twisting Nether or Zephrys. Mecha’thun players advised that Twisting Nether is a card that cannot be omitted in this meta, and for good reasons.
bmking69’s #13 Legend Mecha’thun Warlock
Ranked: 12 (+19)
Aggro Shaman is a burn-based deck that relies on getting on board early before dealing massive damage with undercosted overload burn cards. Historically, there have been many builds of Aggro Shaman, for example, a Doomhammer package or an Evolve package. But an indispensable part of Aggro Shaman is the inclusion of burn damage in Lightning Bolt, Crackle and Lava Burst.
Aggro Shaman has gotten a massive upgrade in the form of an Evolve package. Wild veteran Corbett has figured out that if Evolve, Desert Hare, Mutate, and Mogu Fleshshaper can be fit into a deck, they should be fit into a deck. With these cards being included, Aggro Shaman can very often stick a decent board to deliver much-needed damage before the burn cards arrive to finish the opponent off.
Aggro Shaman is decent against the Reno decks that have a hard time managing the board and their life total together, and can out-tempo other aggro decks. Devolve gives the deck a good chance against SN1P-SN4P Warlock and Handbuff Paladin. This is the deck to watch in the foreseeable future, at least until Descent of Dragons is released.
Corbett’s #10 Legend Even Shaman
Ranked: 14 (-6)
Jade Druid is a Control-Fatigue deck that aims to outlast its opponents by generating infinite Jade Golems. Jade Idol allows for this Fatigue-heavy playstyle, while access to various stall cards and board clears like Malfurion, the Pestilent, Poison Seeds, Ferocious Howl, and Spreading Plague means the Druid can often comfortably gets there. The deck reloads by late-game card draws such as Ultimate Infestation and Overflow. Jade Druid can comfortably goes to fatigue, but oftentimes it just wins by surviving.
Jade Druid is still the strongest Druid deck and is the only non-Reno Control deck worth playing right now. However, it has dropped a few ranks following the reintroduction of Skulking Geist in many Reno decks.
The new mini big Spells + 0 cost minions have combo have gotten a whole lot more consistent with the introduction of Anubi’sath Defender and Overflow. It has made deckbuilding more liberated as well: you can either keep the Vargoth + Oaken package for an anti-aggro focused strategy, or you actually cut Vargoth (yes, cut Vargoth) and go for the ultimate Jade cycle with Keeper Stalladris. Used early on, Stalladris is a pseudo-Aya with Jade Idol, while he can turn your Idols into absolute beasts in the late game.
A card that has been heavily tested was King Phaoris, who yielded good results against control decks even after you’ve been Geisted. Anubi’sath Defender, Arcane Tyrant and Spreading Plague seems to be good enough against aggro on their own so that you can freely go full-on on the offensive while not missing Vargoth all that much. The traditional version is picking up Naturalize again to attempt to mill crucial combo pieces and remove big Handbuff minions.
Jade Druid doesn’t have a great matchup into SN1P Warlock, although it is one of the better decks to queue into it. Even though it can gain armor, the deck only has two Poison Seeds to deal with a big SN1P-SN4P turn.
Eis’ #3 Legend Jade Druid
RenoJackson’s #36 Legend King Phaoris Jade Druid
Ranked: 14 (+2)
Odd Paladin is a tempo-midrange deck which gained its name for playing only odd-costed cards. Powered by Baku the Mooneater’s Start of Game effect, the Paladin can summon two 1/1 recruits at any stage in the game. This gives the Paladin an incredibly consistent board presence that synergizes with cards like Quartermaster, Warhorse Trainer and Steward of Darkshire.
One might have not expected to see the day that Odd Paladin is dangerously close from falling from Tier 2. Its gameplan is too one-dimensional and is easy to counter; you know exactly what the Odd Paladin is going to do. Odd Paladin needs 5 turns to execute a heavy blow, and you don’t have 5 turns to just tap the button that often anymore. Not to mention it loses to many cards: Defile, Plague of Flames, Arcane Flakmage, Dark Iron Skulker, Devolve to name a few.
There hasn’t been many, if any, changes to the deck itself; it seems like the community has given up on it. Odd Paladin has been around for far too long and doesn’t offer a unique playstyle; therefore, it’s understandable that it’s abandoned once it’s no longer powerful.
Kingsbounty’s #18 Legend Odd Paladin
Rankstar’s Brazen Zealodd Paladin
Inner Fire Priest
Ranked: 16 (-7)
Inner Fire Priest is any variant of Combo Priest that uses its namesake card – Inner Fire – as the main win-condition. Utilizing high health cards like High Priest Amet and Deathlord, the Priest buffs them up with Power Word: Shield, Divine Spirit and other cards to create a huge Inner Fire minion. Northshire Cleric serves as an excellent draw engine, sometimes can even draw the Priest a full hand in a single turn.
Inner Fire Priest is not welcoming the recent rise of Shamans. The existence of Devolve is one thing, but the Priest also cannot deal with a huge Evolve board. The fact that many decks are packing anti SN1P-SN4P Silence effects also affected the Priest greatly, as their minions rely on being buffed up to go for the kill.
Inner Fire Priest still has plenty of bombs though. The inclusion of High Priest Amet has allowed the Priest to stick on board while waiting for their combo pieces, and Injured Tol’vir is a perfect draw engine when combined with Northshire Cleric. Inner Fire Priest is one of the few decks that can kill a Warlock earlier than they can execute their combo. The deck will probably hover around Tier 2 for the foreseeable future.
Corbett’s #19 Legend Inner Fire Priest
Ranked: 17 (-5)
Kingsbane Rogue is a deck revolves around buffing a Kingsbane to repeatedly hit face with it. Since Kingsbane retains their enchantment, the Rogue can keep tutoring it back onto their hand for a very consistent damage output every turn. Pirate is the main way to build Kingsbane Rogue at the moment for their heavy synergy with weapons, but there has been Mill versions of the deck in the past.
Whether you like it or not, Kingsbane is back. Being a weapon-based deck that can reliably get its weapon (unlike Warrior) and has access to Saps, Kingsbane is a decent choice into SN1P-SN4P Warlock. The problem with Kingsbane is, as it has always been, other aggro decks. It’s even more susceptible to aggro now that Preparation and Raiding Party has been nerfed. Raiding Party being at 4 makes it very difficult to couple up with other cards, so you’ll have a harder time tutoring your Kingsbane. So beware of Handbuff Paladins and Secret Mages.
Kingsbane has always been a ridiculous card. Unless there’s a direct nerf to the card itself, the deck will be here to stay.
Kohai’s #5 Legend Kingsbane Rogue
RenoJackson’s #22 Legend Minstrel Kingsbane Rogue
Ranked: 18 (+3)
Reno Hunter is a Highlander deck that relies on not having duplicate cards to activate power spikes such as Reno Jackson, Dinotamer Brann, and Zephrys the Great. Reno Hunters are usually built pretty aggressively and revolves around playing either small beasts or big beasts. But generally, the Hunter’s gameplan involves much more pressure than other Reno decks.
I’ll show ya how it’s done! Reno Hunter finally breaks into Tier 2 and saves Hunter from embarrassment, with an impressive pressuring gameplan. Even with your Secrets eaten, you can pressure pretty effectively with Rexxar, Zul’jin and Dinotamer Brann. You have plenty of bombs in the deck, and you can fetch for more with Stitched Tracker, create multiple King Krushes with Brann and Zola, and make huge beasts by tapping your hero power. Reno Hunter, despite its Highlander nature, can effectively put in steady pressure, hence it finds itself in Tier 2.
Reno and Zephrys shores up Hunter’s weaknesses. While Reno is much-needed healing, Zephrys acts as Hunter’s only boardclear in many situations. N’Zoth and the Big Beast package is being favored in Hunter to allow for massive pressure from Turn 7 to Turn 10. But the card has been the buzz lately is Swamp King Dred. If you manage to survive against SN1P Warlock until Dred arrives, he can win you the game on his own by not allowing the Warlock to stick any minion on board. Dred is also effective against decks that have many utility minions like Secret Mage or Evolve Shaman. Its 7-cost might be a problem, but Reno Hunter is usually good enough to get to turn 7 without issue.
Duwin’s #17 Legend Reno Hunter
RenoJackson’s #17 Legend N’Zoth Reno Hunter
Time Warp Mage
Ranked: 19 (+12)
Time Warp Mage gets its namesake from the card Time Warp, the reward of the Mage quest Open the Waygate. The Mage tries to complete the quest quickly to pump out either Flamewakers, Arcane Giants, or both, and try to kill their opponents in the extra turn allowed. Archmage Vargoth is sometimes used to give the Mage another turn to comfortable set up for lethal.
Time Warp Mage is weakened but is never truly gone. There isn’t a whole lot of innovation within the deck, with a few tried Questing Explorer as a draw option. One thing about Questing Explorer is that she’s only really good if you draw her before you finish your quest, so that might be the reason people haven’t been utilizing her too much. Time Warp Mage loyalists are claiming that the Secret Mage matchup is actually better now since Flame Ward and Arcane Flakmage are ‘harmless’ against Mage; but even if that is correct, the deck is absolutely horrendous against SN1P Warlock.
Other than that, the deck itself can still deliver extremely explosive blows. Even if a few of its combo pieces are somehow removed, Mana Cyclone can generate huge value that can pull wins out of nowhere. Some people have voiced concern about the deck’s inconsistency – sometimes you just hit useless spells after spells and just die to everything. Everything seems so broken until you play it.
很星爆你知道嗎’s #132 Legend Quest Mage
Snusmumriken’s #62 Legend Leyline Quest Mage
Ranked: 20 (-6)
Murloc Shaman is an aggro deck that focuses on a heavy Murloc synergy. Underbelly Angler, Murloc Warleader and Murloc Tidecaller are some of the staple murlocs that can snowball out of control really quickly. The deck looks to get on board early before delivering lethal with Warleader, Gentle Megasaur, and Everyfin is Awesome.
Murlocs’ glory days are over. With no more Big Priest to bully and Flakmage plus Zephrys everywhere, Murloc Shaman’s stock has fallen gradually over the past week. The archetype only received Murmy, which is negligible compares to all the upgrades other decks received. Even Shaman and Odd Rogue still being fairly popular is not something Murloc wants to see, as these two decks can effectively deal with the swarmy early game fairly often.
Murloc Shaman doesn’t see much play due to its vulnerable matchup against Secret Mage, and is one of the few decks that would rather get matched against SN1P-SN4P than Secret. However, Yami has recently found some success with it, playing Mogu Fleshshaper in the deck. It’s incredibly easy to get a 0 mana 3/4 rush in a deck that goes wide so early.
Yami’s #20 Legend Mogu Murloc Shaman
Darkest Hour Warlock
Ranked: 20 (+2)
Darkest Hour is a highroll deck that aims to cast Darkest Hour to destroy spell-generated tokens and summon that many high-value minions from their deck. Some big drops in the deck include Ragnaros, the Firelord, the demon package, The Lich King, and the very important Nerubian Unraveler to lock any potential boardclear.
Remember when people said Plague of Flames alone is going to make Darkest Hour the strongest deck in Wild? Well, people were wrong. Darkest Hour does have a slight upgrade, but Plague of Flames not being that strong means that it’s still kinda the same coinflippy deck as before. Some decks are even playing Sinister Deal, so they get more tokens to feed their Plague of Flames.
However, the deck is still capable of winning in some matchups even without drawing Darkest Hour – the Voidcaller package can just win games on its own sometimes. It’s a decent deck, but certainly not the best Warlock right now.
bmking69 ‘s #10 Legend Darkest Hour Warlock
CONCERNEDMOM’s #29 Legend Darkest Hour Warlock
Rank 1 (0) – 604 points
We thought that it wasn’t possible, but Warlocks gained even MORE points compared to last month’s meta rankings. A class accumulating more than 600 points is unprecedented, and we’re not sure if this record is going to get beaten ever. The Wild meta hasn’t seen a tip of balance this large in a long time, and it’s really hurting diversity and player experience.
People have started to find semi-viable tech options against SN1P-SN4P, which says that the deck is not that unbeatable after all. Druids and Odd Warriors can out-armor the SN1Plock combo and Poison Seeds the remaining board, but there’s nothing they can do if the deck plays Mecha’thun. Reno Hunter can manage to steal games if their Swamp King Dred stall the game enough and/or they get a good Bloodstinger pull. Zephrys is a common point among all Reno decks, including Reno Priest with a plethora of boardclears and Reno Druid with Poison Seeds and a Malygos burst package that can put the SN1Plock on the clock. But even with the meta trying to beat it, SN1P-SN4P still boasts an incredible winrate, well worthy of Tier 0.
Reno Warlock is a well-rounded deck. It boasts good winrate against aggro while rely on Dirty Rat to win against SN1P-SN4P and Mecha’thun. The rise of Evolve decks in the future might prove to be a stumbling block as Reno Warlock is ill-equipped to deal with huge early boards, but apart from that, it’s enjoying a decent position in the meta.
Cubelock has seen its stock fallen a bit, but the Egg package still proves a really strong option for ladder. Plague of Flames is one of the main offenders in the uprising of Warlock, for it managed to pull another deck into Tier 1. It’s no myth that Plague of Flames is probably one of the strongest conditional removal tools ever printed, allowing you to remove a number of minions to develop your own board as well.
Traditional Mecha’thun Warlock (not SN1Plock with Mecha’thun) is climbing steadily, being a really solid option against Reno decks. Its time in the limelight is far gone, as with Treachery Warlock, but it’s far from non-salvageable.
There’s no redeeming quality to playing Even Warlock at the moment. Your big minions die to Plague of Flames, you kill yourself tapping against Mages, your first giants get killed by a generated Shadow Word: Death from Zephrys. Even Warlock is so weak, it’s shocking to see it once reigned over Wild.
Zoo Warlock has seen a surprising surge in play, with a particular archetype being distinct enough to be listed separately: Dinomancer Warlock. Zoolocks, in general, capitalize on the element of surprise, since most decks don’t mulligan against an early minion curve. Dinomancer Warlock is a very interesting deck in that the curve stops at only 6 mana; thus, allow for precise Dinomancer discards from Expired Merchant for infinite value. Umbra into Dinomancer makes an instant full board, and the sheer annoyance of the deck can launch it into the higher tiers in the future.
Rank 2 (+1) – 320 points
The general rule is that if a deck dominates Standard, it’s going to find a way into Wild somehow. Indeed, even though Mogu + Evolve isn’t that great in Wild (not SN1P turn 5 kind of great at least), it enabled a few powerful decks in Evolve Shaman and Aggro Shaman with the Evolve package. The fact that both of these decks found themselves in Tier 2 has gained Shaman a bigger jump than any other classes in this month’s standings.
Evolve Shaman is a newcomer, but has been proving itself as the strongest Shaman deck. Many people have climbed to Top legend with it, suggesting that the deck is not only explosive but might be much more consistent than before. This is understandable, given access to both new Evolve cards (Mutate) and Evolve targets (Mogu Fleshshaper, Desert Hare). The Evolve package is so strong that they’re even used in a more burn-based Aggro Shaman, using the Evolve package to establish a good board before finishing your opponent off with Lava Bursts.
There is a multitude of ways to build Shudderwock: with a Reno package, with an Evolve + Mill package, or just the conventional version. Shudderwock builds now have enough value and flexibility to overcome many decks, while the abundance of strong board clears mean, like Reno Priest, you can slot in many answers without being afraid of losing consistency. Shudderwock Reno Shaman is comfortable into many decks at the moment.
Even Shaman moved in the opposite direction – to the middle of Tier 2. It is a bit too fair in this meta, with Vessina being the only extreme power spike. Murloc Shamans can’t prey on passive decks like Big Priest anymore, and just straight up lose to an early Zephrys. These Shamans struggle against both Reno Mage and Secret Mage with Flame Wards.
Jade Shaman got a huge boost with the introduction of Corrupt the Waters, meaning that creating 15/15 Jades are a walk in the park for it now. Jade Shaman can confidently outvalue many decks in the format, as long as it can complete its quest early. Therefore, we advise thinning the spells in the deck to make room for early battlecries like the Lackey package and Fire Fly, since they speed up the quest, while spells don’t.
Rank 3 (-1) – 314 points
A lack of deck diversity might prove to become Mage’s kryptonite as it’s overthrown by Shaman. Mage loses some points, with Freeze Mage and Time Warp Mage being underplayed and a drop in Reno Mage’s ranking.
The crazy to tech against Secret Mages have died off a bit, but the deck still can’t take off. Maybe people have come to the realization that Secret Mage is just not that great. It’s pretty good, but it’s nowhere the oppression that SN1P-SN4P Warlock is. Some people have been cutting a Flame Ward as a response to a slower meta, in favor of tech cards like Forgotten Torch and Polymorph: Boar. Secret Mages still need the right secrets and Aluneth at times, and you might find some games hard to close without these factors.
Reno Mage is strong, but not meta-breaking strong. It’s a little bit of a shame that Pocket Galaxy was nerfed right after Pocket Reno Mage showed signs of becoming a new Tier 1 deck, but Mage minions, in general, are just strong. Pocket Reno Mage has enough value and pressure to stomp on most control decks in the meta right now; that’s why it’s so well-positioned. Same with Time Warp Reno Mage. Time Warp Reno Mage is probably the strongest sub-archetype at the moment, but its playstyle is more akin to Time Warp Mage than traditional Reno Mage. With plenty of options to build a strong deck, the question you should ask facing it is not just if you’re playing against Reno Mage, but also what Reno Mage you are facing.
Time Warp Mage isn’t bad. It still has the explosive power that it does, but it’s just that the midrange decks can stack a lot more stacks than Flamewaker can ping off now. Handbuff Paladin, Evolve Shaman and SN1P-SN4P Warlock can all put more stuff onto the table than Mages can handle.
Freeze Mage can’t win against aggro to save its life. The only fast deck it has a decent chance to win is Handbuff Paladin, so if you’re queuing into a faster meta, it’s going to get pretty rough. But it does have a favorable matchup into SN1P Warlock, so there’s that.
Even Mage is an alternative way to build Reno Mage. Although it’s significantly weaker than Reno Mage, strong Highlander cards plus Hero power synergistic cards to control the early game means it’s still a strong enough deck to be slotted on top of Tier 4.
Rank 4 (0) – 244 points
Paladins have lost a fair bit of power since the last report. With Mechbuff Paladin being the only notable point-earner, it’s a real struggle to keep up with the top dogs.
Unlike Odd Paladin who has a relatively tough time into Defile and Arcane Flakmage, Mechbuff’s ability to go thick and tall can deliver quick and effective punches before opponents have the chance to stabilize. Mechbuff Paladin is one of the most consistent aggro decks, partly thanks to the Handbuff package and its tutors – Crystology and Divine Favor.
Odd Paladin has dwindled in popularity, as it struggles against many strong Warlock decks currently (which means death penalty). It also can no longer defeat Mages as consistently, and is outpaced by Mechbuff and Evolve/Even Shaman. It’s still staying within Tier 2 for its consistency, but we need to assess the deck further to see if it can climb back to a high position.
With all other Paladin decks being more or less the same, people have been exploring the power of Sir Finley of the Sands. There are currently two ways of building Reno Paladin: a midrange way and a combo way. The midrange deck is somewhat akin to its Standard counterpart, while the combo version is an Exodia deck in a Reno shell. Let’s see if Zephrys can help boost Reno Paladin into the relevant tiers.
Rank 5 (0) – 166 points
Rogues are sooooo boring right now; it’s just Odd Rogue with the occasional Kingsbane Rogue sprinkled in. The fact that Zephrys can break a huge Spectral Cutlass means that Burgle Rogue never really takes off, so Rogue’s left with the same old stuff.
Being the “fun deck slayer”, Odd Rogue is reintroduced into Tier 1. A general lack of swing turns and difficulties in tech choices can prove to hold Odd Rogue back in the future. The popular version with Beneath the Grounds might be able to disrupt Reno decks fairly often, but the deck itself is not fast enough to win against SN1P-SN4P consistently. On the other hand, it’s still really good for climbing to legend, since it can punish unrefined decks really well.
Kingsbane Rogue is still a solid choice against of many top meta decks. It’s one of the most effective strategies into SN1P-SN4P Warlock, while still being generally really annoying to deal with for control decks. If a Secret Mage doesn’t play Ice Block, it might have a hard time against Kingsbane as well. In its current form, Kingsbane feels like a generally strong deck that’s just waiting for a favorable shift in meta, and this certainly feels like its time to shine. One problem with Kingsbane now is that 4 mana Raiding Party can feel really awkward to play sometimes, but if you remove Raiding Party, you don’t have many other consistent ways to draw Kingsbane.
There’s another way to build Burgle Rogue now. If you’re not convinced with big weapons, you can consistently make smaller weapons by incorporating the Bazaar Quest. That way, you’re less susceptible to Zephrys, but will have difficulty closing many games.
Meanwhile, Aggro Rogue has completely fallen off the map. There’s not a reason to play it while other Rogue decks just do its things better than it does.
Rank 6 (0) – 155 points
While Big Priest is still more dead than Warsong Commander, other decks have been finding ways to shrug off the massive rounds of nerfs cascaded on the class. Priest is one of the four classes (along with Shaman, Hunter, and Warlock) increased in points, but it isn’t enough to change its position on the standings.
Reno Priest has saved Priests from being utterly humiliated. Archmage Benedictus alone ensures that you have enough value to play the long game, so you can fill the rest of your deck with flexible tempo/value and tech cards.
Inner Fire Priest received a huge blow by the departure of its strongest pressure tool, Extra Arms. The deck is now without both an alternate win condition and an early game big hitter, which means it needs to find other ways to improve its staying power. People have been looking into cards like Psychopomp for extra value to close out games, and it’s looking decent so far.
Mind Blast Priest is so bad right now. It’s so bad that people are even trying N’Zoth to save it, and if you have to slot N’Zoth in a combo-esque deck, that’s not a very good sign.
Whereas Big Priest has fallen off the map, its twin brother – Big Burn Priest – has made a return to Tier 3. It has the ability to close out games with Mind Blast; thus, making it a great choice into Reno decks. An early game Zilliax or Vargoth can really be the saving grace against Aggro too.
Weasel Priest is a meme-y Control deck, relying on infinite Weasels to ping your opponent off with Anduin. If both players draw Weasel, the one who can deal 4 damage a turn will eventually win. For its unreliable playstyle, the deck stays at Tier 4 for now.
Rank 7 (+2) – 75 points
Hunter is now OP! Well, not really, but for the first time ever, it’s no longer the bottom class. The climb of Hunter can be attributed to other classes sucking more than it does than its own power level (look at how much points Hunter has), but that’s still an achievement. Hunter being 7th also means that there are three dead classes in Wild right now.
Although Hunter as a class improved, Mech Hunters didn’t. Mech Hunters can’t consistently beat anything. On good days, it can hand justice to SN1P-SN4P, Secret Mages and Reno decks all alike, but on other days, it can just get cleared repeatedly and draws into nothing. For that reason, Mech Hunters have been dropped to Tier 3.
The main reason Hunters are able to stay relevant is Reno Hunter. Being another Reno deck, Reno Hunter obviously gets the Blizzard treatment and climb quite a few ranks in our tierlist. The deck keeps the essence of Hunter pressure and enhances it with the flexibility provided by Zephrys, Reno and Dinotamer Brann. Couple up with tech cards that just suit the meta right Wild Bloodstinger and Swamp King Dred, Reno Hunter is enjoying its best position ever.
Although Hunter has consistently been at the bottom of our Power Ranking, we suspect that it might be easier to elevate the class than Warrior. Warrior’s core problem in Wild has always been value generation, which makes it highly dependent on the meta. Warrior is unlikely to gain value tools because it can break Standard, and its anti-aggro tools in Classic have always been strong; thus, it’s hard to make Wild Control Warrior better without entirely breaking Standard. On the other hand, Tempo-based Warriors except for Pirate are so far gone, it’s really hard to save it without dedicating several expansions. With Hunter, simply upgrading the beast pool gradually can already help Rexxar, or giving it great spells after Zul’jin’s rotated will enhance Hunter’s late-game by miles. Hunters have some decent early game tools with regards to Beast and Mechs, and it’s much easier to upgrade aggro decks than control decks. It’s all up to Blizzard if they decide to care about these classes in the near future.
Rank 8 (-1) – 72 points
The effect is gradual, but the constant nerf to Druid’s core ramp engine seeped away its strength like a terminal poison. Even though the only reason Druid falls behind Hunter is because it’s less popular (therefore, its popularity coefficient is affected), dropping behind Hunter is nevertheless a huge red flag.
People are starting to play Skulking Geist again to hit on Evolves and Plague of Flames, and that hurt the best Druid deck – Jade Druid – a lot. Jade Druid can also armor up itself out of Time Warp Reno Mage’s range. But it can’t seem to consistently remove SN1P-SN4P’s tokens to save its life, and is out-tempoed by many decks such as Galaxy Reno Mage, Cubelock and Reno Hunter.
It’s not at all a good sign when Jade is the only deck inside Tier 2 for Druid. That’s how a class slips into dumpster tier: having a single Tier 2 deck and not much else. Aggro Druid’s core has always been so-so in Wild, and the fact that it didn’t receive anything over the top just pushes it lower down the pecking order. It can beat SN1P-SN4P pretty easily at times, or it can die horribly to a Defile, making the matchup really difficult to assess. Aviana Druid is in a similar position – it is very underplayed. The deck is still capable of producing success, but its high skill ceiling combined with a hostile meta is not allowing it to do so. Linecracker Druid is a unicorn, a one-in-a-million encounter if you manage to spot one. Taunt Druid is good when you are up for a fun time, as long as you don’t lose too often to actual decks.
Of course, Reno is always there to save the day. Malygos Druid with a Highlander package has been enjoying decent showings, with Zephrys being both a boardclear and lethal damage with Malygos. Elise can fetch you another Zephrys to play the value game, or just more combo pieces in general.
Rank 9 (-1) – 37 points
Just as we’ve never seen so many points attributed to a class before, we’ve never seen so few points attributed to a class before. Warriors are really in the red and are in dire need of help, having zero decks in the top 2 tiers and seeing no representation on ladder at all. This tells us not only that the Warrior class needs help, but how imbalanced the Wild meta currently is.
Pirate Warrior is an okay deck, but the rise of Reno decks has not been kind at all for it. Like every other Warrior, it cannot consistently beat anything. A problem with Pirate Warrior has always been consistency: you sometimes draw only weapons, you sometimes don’t draw any, you sometimes draw Patches. And now, another problem is presented: even when it’s consistent, it can’t win.
Odd Warrior is still a decent deck, good at murdering aggro. It’s all good if you completely ignore the fact that aggro isn’t the prevalent part of ladder anymore. You’ll run into all sorts of combo and Reno decks on ladder at the moment, and they are a real nightmare for a deck that screams ‘remove everything’ like Odd Warrior to deal with. As such, the Warrior has to play Whirlwind and Plague of Wrath to make up for the lack of value; even though this is a great combo, you sometimes might be missing one half of the combo and just die. Also, don’t forget Boom was nerfed!
If there’s any glimmer of hope, Dead Man’s Hand Warrior has climbed to the Bottom of Tier 3. The deck can mill Reno decks and SN1P Warlock while surviving their onslaught, it’s just that it can’t do that often enough. Furthermore, it’s one of the hardest decks to play in Wild; therefore, people naturally shy away from it.
RenoJackson’s #104 Legend Deathrattle Hunter
Applecat’s #6 Legend Secret Hunter
Chinese Legend Even Reno Mage
Moeglichkiet’s #5 Legend Exodia Freeze Mage
ko10rino082’s #26 Legend Big Spell Mage
ConcernedMom’s Linecracker Druid
RenoJackson’s #55 Legend Taunt Druid
Duwin’s Heal Taunt Druid
Sleight’s #32 Legend Aviana Togwaggle Druid
Jaehyuk’s #9 Legend Malygos Reno Druid
WhiteDelight’s #30 Legend Mulchmuncher Token Druid
ko10rino082’s #56 Legend Phaoris Druid
Control’s #200 Legend Untapped Druid
Knoepklapper’s #197 Legend Untapped Druid
sun0822’s #20 Legend Reno Treachery Warlock
DamnRinger’s #15 Legend Big Shaman
Rankstar’s Corrrupt the Waters Jade Shaman
flugel’s #8 Legend Reno Shaman
WhiteDelight’s #41 Legend Reno N’Zoth Shaman
bmking69’s #174 Legend Malygos Shaman
Kohai’s #90 Legend Anka Rogue
seyuki’s #96 Legend Anka Rogue
Rankstar’s Big Rogue
Rankstar’s Valanar Mill Rogue
Cooky’s Legend Burgle Rogue
xtuliop’s #91 Legend Burgle Rogue
Razox’s #141 Legend Even Reno Paladin
Mentalistic’s #11 Legend Exodia Paladin
Rankstar’s Reno Exodia Paladin
Rankstar’s Thekal Aggro Paladin
Applecat’s #6 Legend Murloc Paladin
Rankstar’s Obelisks Wall Priest
Eddetektor’s Weasel Priest
Goku’s #15 Legend Mind Blast Priest
Hijodaikan’s #3 Legend Big Burn Priest
Rankstar’s Penance Big Priest
很星爆你知道嗎‘s #9 Legend Egg Zoolock
很星爆你知道嗎‘s #2 Legend Discard Dinomancer Zoolock
西索 ‘s #1 Legend Zoolock
Hatatagami’s #75 Legend Skull Egg Zoolock
HiddenPants’ #4 Legend Vulture Even Warlock
Radekk’s #1 Legend Even Warlock
RenoJackson’s Discard Control Warlock
sun0822’s #20 Legend Reno Treachery Warlock
RenoJackson’s #25 Legend Odd Warrior
Razox’s #38 Legend Reno Pirate Warrior
Chinese #8 Legend Reno Dead Man’s Warrior
Wail’s Dead Man’s Warrior
RenoJackson’s #36 Legend Tempo Taunt Warrior
FU4FREE’s #282 Legend Tempo Warrior
Lannister’s #170 Legend Bomb Warrior