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We would like to thank these top legend players who had taken part in giving us their expert opinions: Beeozan, RenoJackson, Hijodaikan, Memnarch, 燁魔, xtuliop, ksr, Goku, and SmellyHuffer. Their Twitters are to be listed at the end of the report.
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Welcome to the Tenth Edition of Team Rankstar’s Wild Meta Snapshot for 2019! In this meta report, we will be going through a tier list of 59 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 Class Power 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 Class Power 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.
Ranked: 1 (+1)
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. Unlike our positioning of Secret Mage two reports ago, the status of SN1P-SN4P being Tier 0 is almost indisputable, irrefutable, and widely accepted.
It’s almost impossible to beat SN1P-SN4P Warlock consistently. Apart from Exodia/Freeze Mage, not a single deck in the game has a 60% winrate against it, and Exodia Mage dies to everything else. SN1P-SN4P Warlock only realistically needs 3 cards for an infinite combo: SN1P-SN4P, Mechwarper and Summoning Portal. This leaves room for a plethora of defensive options, stalling and board clears for the deck to reach the point it can finish the game, not to mention the Warlock’s hero power. Defile and Plague of Flames are some of the strongest and most efficient removals in the game; those two together are capable of removing both small tokens and big minions. It doesn’t have just one combo, but two (or even three if you play Mecha’thun), which means the Control deck needs to satisfy all conditions THREE times to beat it. It’s fast enough to outpace aggro decks regularly.
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
ksr’s #2 Legend SN1P-SN4P Warlock
Ranked: 2 (+1)
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 a very well-rounded package: offensive forces like Cloud Prince, a well-balanced mixture of secrets, defensive tools like Arcane Flakmage, and Aluneth. All the hates in the meta pushed it down to Mid-tier 1, meaning there isn’t a High-tier 1 deck in this report. But without those tech cards, it should’ve been there.
Snatta’s #18 Legend Secret Mage
Corbett’s #3 Legend Secret Mage
Ranked: 3 (0)
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.
Mech Handbuff Paladin, like the BakuGenn decks that reigned Wild meta in the past, is a balanced Tier 1 deck. It’s powerful, but not over the top and has inherent weaknesses. However, the time that a balanced deck can stay on top of Tier 1 is long gone.
Hijodaikan’s #10 Legend Handbuff Paladin
Yami’s #7 Legend Handbuff Paladin
Ranked: 4 (+5)
For the first time ever, a Reno deck found itself inside Tier 1. You would’ve been a subject of ridicule a year ago if you said Reno Mage would be the first deck to do it, but here it is.
Minion Reno Mage is so powerful that, even after the nerf to Pocket Galaxy, people still got #1 Legend with it. Turns out that Mages don’t just have powerful spells; their minion pool is also really respectable. Tortollan Pilgrim fetches Galaxy when needed, Reno the Relicologist is a ridiculous stabilizing tool, while Kalecgos is lethal when left unchecked.
However, the strongest Reno Mage has to be the Time Warp Quest version. Many people won’t like that the deck feels more like Quest Mage than conventional Reno Mage, but hey, adapt, improvise, overcome! 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.
PsyGuenther’s #1 Legend Quest Reno Mage
Vlue’s #1 Legend Galaxy Reno Mage
Corbett’s #2 Legend Tempo Secret Reno Mage
Ranked: 5 (0)
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.
If only SN1P-SN4P Warlocks don’t exist, so people can pay attention to the second best Warlock deck. Nobody cares about the runner-up.
東北五大仙 ‘s #1 Legend Egg Cube Warlock
Hijodaikan’s #5 Legend Taldaram Egg Cube Warlock
Ranked: 6 (-3)
The era of BakuGenn is officially over. Having a relatively linear gameplan with not as many power spikes, along with a lack of mobility in tech choices, 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.
Pharaoh Cat is a solid card that can hit things like Restless Mummy and Colossus of the Moon, minions that can cause havoc for your opponent very often. Some players are also experimenting with History Buff, a card that can snowball really easily, and Shadowcaster, which benefits from an abundance of Battlecry and Combo effects.
Odd Rogue was 0.0002 point away from Tier 1 in our estimation. It was incredible misfortune that it missed out on Tier 1, but we think top of Tier 2 isn’t too bad for the deck. We think that the deck might want to switch to more consistent highroll cards like History Buff rather than Carpet for it to climb back into Tier 1 again. Odd Rogue’s consistency still allows it to consistently beat many non-Tier 1 decks in the meta.
Alb987’s #2 Legend Owl Odd Rogue
Awedragon’s #10 Legend History Buff Odd Rogue
Ranked: 7 (-2)
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.
A couple of high profile players deemed Totemic Surge too low-impact: totems are actually much easier to clear than you think, so you can’t seem to get the effect off that often. Hence, some lists have cut Totemic Surge to include more late game. On the contrary, 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.
Rankstar Windfury Even Shaman
guiseitsme’s #7 Legend Even Shaman
Sealhoon’s #3 Legend Even Shaman
Ranked: 8 (-1)
Jade Druid is still the strongest Druid deck and is the only non-Reno Control deck worth playing right now (even many Shudderwock Shamans are playing Reno!). Of course, there are good reasons for it. 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.
A problem with Jade Druid, as with many decks currently, is the matchup against SN1P Warlock. Even though it can gain armour, the deck only has two Poison Seeds to deal with a big SN1P-SN4P turn.
Malekith’s #70 Legend King Phaoris Jade Druid
bmking69’s #9 Legend Jade Druid
Inner Fire Priest
Ranked: 9 (+5)
Inner Priest somewhat shrugged off the loss of Extra Arms! to climb back to the Middle of Tier 2 in this snapshot. It’s a shame, really, because the deck was supposed to be a SN1P-SN4P counter, but it doesn’t create enough consistent pressure to do that anymore. Nevertheless, players have been finding ways to make up for the loss, with cards like Beaming Sidekick and Psychopomp coming to aid. Sidekick can act as an early buff, while Psychopomp is late game value and pressure, but none can replicate the effect that Extra Arms! once had.
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. The deck will probably hover around Tier 2 for the foreseeable future.
Corbett’s #19 Legend Inner Fire Priest
Ranked: 10 (+3)
With the meta pushing out anti-aggro strategies, it marks the end of Odd Warrior and enters, of course, a premier aggro deck. Pirate Warrior flourishes in the current meta for being a weapon-based strategy that’s less susceptible to Flame Ward and Plague of Flames, meaning you can gain a 55% winrate against SN1P-SN4P Warlock if you play well. Pirate Warrior is still supposed to be a decent deck, but it’s always been under-represented ever since it was robbed of the title King of the Wild. And that was like, two years ago.
The thing that made Pirate Warrior decently high up in the tierlist is its flexibility in weapon choice to suit the meta. Wrenchcalibur is an excellent card against Reno decks, neutralizing their most powerful plays, while frightens SN1P-SN4Ps looking to draw and Mages who have already equipped Aluneth. Livewire Lance is a great tool to fight for early board against Odd Rogue, Even Shaman and Mechbuff Paladin. Cursed Blade is always an option if you just want to go face as early and quickly as possible.
sun0822’s #39 Legend Pirate Warrior
RenoJackson’s #14 Legend Pirate Warrior
Ranked: 11 (0)
What a difference a single capable card can make! Reno Warlock was in a much better state than Reno Mage coming into Saviors of Uldum; that was probably why it didn’t receive as much. But, boy, does that one card make a splash! 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 really interesting recent movement is the introduction of a Tempo Reno Warlock – a idiosyncratic blend between Cubelock and traditional Reno Warlock. Utilizing eggs, Skull and Krul the Unshackled for constant pressure, Tempo Reno Warlock might become the best Renolock deck once it’s optimized. This marks an interesting movement within the Highlander archetype as well: you have enough cards to go for aggressive strategies now.
ksr’s #9 Legend Reno Warlock
Hijodaikan’s #7 Legend Tempo Reno Warlock
Ranked: 12 (+3)
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: 12 (NEW)
Here, we welcome the newest entrant into our Tierlist, sitting at a very respectable Tier 2. Beating out other Shaman decks, Evolve Shaman becomes the second strongest Shaman archetype. 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. It can’t beat SN1P-SN4P, however, 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.
The archetype is still in its infancy but has already shown signs of becoming the next big thing. This is the deck you should watch out for.
HiddenPants’ #8 Legend Evolve Shaman
Rankstar’s Shudderwock Evolve Shaman
Ranked: 14 (-4)
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.
Gankplang’s #10 Legend Murloc Shaman
Romulus’ #25 Legend Murloc Shaman
Ranked: 15 (+1)
Shudderwock Shaman is all over the place right now, but it’s not a bad thing. 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. 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 incorporate 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.
sipiwi94’s #19 Legend Reno Shudderwock Shaman
lulnenko’s #3 Legend Mill Shudderwock Shaman
Ranked: 16 (+5)
Mecha’thun Warlock certainly isn’t bad, there are just decks that can kill much better without needing to draw your whole deck and wait until you can play a 10 drop. Mecha’thun is generally not good against a deck that can pressure it really early like Mechbuff Paladin, and have to rely on an early Voidlord against aggro, which doesn’t always happen.
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 main 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: 16 (0)
It’s kind of weird to see Reno Priest being the second strongest Priest deck and be inside Tier 2 at the same time. But that just goes to show how strong Zephrys is. Zephrys can change even the most unfavourable matchups into favourable, or at least stall the game long enough for the Priest to look for their Reno or combo pieces. Penance has also been a solid inclusion, effectively is a 6 health swing and a cheap removal option.
Developments in the meta forced Priests to shy away from combo-oriented builds for more value-heavy ones. Archbishop Benedictus is a crucial card to support this playstyle, as he’s almost an auto-win card in Control mirrors. Value heavy cards are being tested such as Madam Lazul or the Amara package, which complements the rich survival tools offered to Priest, making it a decent choice into both control and aggro alike. Reno Priest has a lot of potential, and might climb higher in the tierlist in the following months.
Illusionist’s #24 Legend Amara Reno Priest
Chinese Legend Value Reno Priest
Memnarch’s #10 Legend Spawn Reno Priest
Ranked: 16 (-8)
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.
Brazen Zealot is an interesting case. Theoretically, a 1 mana 2/1 that keeps growing should be great for a deck that can generate many tokens like this one. But it turns out that a 2/1 can be removed fairly often, while when drawn later on, it’s not nearly as effective as stickier one drops like Righteous Defender. However, it’s still a good card, and it might not be the card’s fault that current Odd Paladin builds haven’t incorporated it yet.
Kingsbounty’s #18 Legend Odd Paladin
Rankstar’s Brazen Zealodd Paladin
Ranked: 19 (-7)
Even the favourable meta cannot help mask the fact that Mech Hunter is just a pretty weak deck. It really needs Mechwarpers and Galvanizers to snowball the early game, unlike its cousin Mechbuff Paladin. If its first wave is wiped out, there’s not really a tool like Divine Favor to help it refill.
The drop of Mech Hunter from Tier 2 means that there’s not a single Hunter deck within the higher tiers. This should have been an extremely alarming situation for any other classes, but it’s just everyday matter for Hunter at this point. The class is desperate for help.
ColdSnapSP’s #18 Legend Mech Hunter
RenoJackson’s #16 Legend Mech Hunter
Ranked: 20 (+8)
Murloc Paladin makes a return to Top of Tier 3. Now, listen closely: this is MURLOC Paladin, not ANYFIN Paladin. Instead, this deck plays another insane high costed murloc card: Tip the Scales. While Tip the Scales might not be too crazy on turn 8, it is absolutely bonkers when you can play it Turn 5 after Prismatic Lens fetched the card. Playing a reasonable number of murlocs, some buffers, some chargers, generally good cards, and Sunkeeper Tarim, you get yourself a pretty sweet deck! This is a Murloc Paladin with highroll potential, which is the standard of a non-Odd Paladin recently. If it’s not a turn 3 Molten or turn 4 7/10 Flying Machine, it has to be a Turn 5 Tip the Scales.
Applecat’s #6 Legend Murloc Paladin
Ranked: 21 (+3)
I’ll show ya how it’s done! Reno Hunter is creeping closer and closer to tier 2, 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 3.
Reno and Zephrys shores up Hunter’s weaknesses. While Reno is much-needed healing, Zephrys acts as Hunter’s only boardclear in many situations.
Suwako’s #29 Legend Kathrena Reno Hunter
mezarsetarmo’s #89 Legend N’Zoth Reno Hunter
Ranked: 22 (-3)
What does an anti-aggro deck feel when aggro disappears? Well, not very good. On paper, the rise of Secret Mage should’ve been the stage for Odd Warriors to shine. They can easily tech against Mages with Gluttonous Ooze (and even Chief Inspector if it has to come to that), and their armour gain can leave them far out of Mage’s range. But in reality, it’s not just Mages that thrived in play rate. Reno decks, SN1P-SN4P Warlock and Jade Druid are an absolute nightmare for Odd Warrior to deal with. Even with a Bomb package, it might be difficult for Odd Warrior to both disable the Highlander synergy and pressure Reno decks at the same time.
Odd Warriors are now testing Plague of Wrath and Whirlwinds for more board clear options, an absolute must against many value heavy decks in the meta. However, to win these matchups, you need to tech in Archivist Elysiana as well. Plague of Wrath is also one of the only clean ways to answer a SN1P-SN4P board, which makes Warrior a decent deck into SN1P-SN4P. The Warrior can tank the first face damage from the Warlock and answer the board the following turn. Unfortunately, that’s not enough for the deck to return to Tier 2.
Rankstar’s Plague of Wrath Odd Warrior
Darkest Hour Warlock
Ranked: 22 (-4)
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
LuckyTiger’s #25 Legend Darkest Hour Warlock
Ranked: 24 (+1)
With various thief cards and Valeera the Hollow, Burgle Rogue has never had to worry about value before. The problem was tempo. Although Vendetta and Underbelly Dancer provided Burgle with much-needed tempo, they couldn’t be very consistently activated before, especially in the mirror. Clever Disguise changed this. Now, Burgle Rogue is relatively reliable in its ability to gain early game tempo.
However, the threat is Spectral Cutlass. The card has always been really powerful as a Kingsbane-esque weapon, it just needed a smooth transition until you can finally get it big enough. When your Cutlass grows huge, you’re virtually unstoppable: you hit your opponents for 10 every turn while healing yourself as much. Beware of Zephrys though.
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, and also gain access to a Darkbomb every single turn. The removal of a big weapon package also opens up room for more minions, namely Bazaar Mugger and Elven Minstrel.
Cooky’s Legend Burgle Rogue
xtuliop’s #91 Legend Burgle Rogue
Class Power Ranking
Rank 1 (0) – 549 points
Warlocks are too strong; their point reserves alone should be sufficient to tell the story. In fact, Warlocks are so strong that they’ve been robbing all the points from other classes: every other classes apart from Priest have gotten their points deducted, no matter where their standings are.
Up on Legend, if there’s any card that can counter SN1P-SN4P Warlock, we will advise you to ditch the Eaters of Secret to play that card immediately. Unfortunately, there isn’t a card that can do such a thing. SN1P-SN4P Warlock has ZERO counters, and the matchup it loses most often to is itself. After extensive testing, we found that the only deck that can consistently win against SN1P-SN4P is… Freeze Mage (both traditional Freeze and Exodia Mage), a deck that gets beaten by, well, most other decks in the current meta. So, back to the question of why SN1P-SN4P is Tier 0, we can only say that it’s because it’s the only deck that direly needs a nerf.
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. This is particularly true with the case of Cubelock, a deck that’s transitioned to playing Eggs to capitalize on this OP newcomer. A Plague of Flames on a few eggs and Voidcaller could well be game over.
Darkest Hour Warlock and Reno Warlock haven’t been utilizing Plague of Flames as well. Darkest Hour has to waste a token generation, and it could be awkward after they’ve gotten a decent board. Renolock can only play one copy of Flames, along with one copy of all the eggs. However, they are still strong enough to move up a few ranks in this month’s snapshot. Reno Warlock, in particular, has proven to be very solid, capable of both a tempo-based and a control-based playstyle. Oh, the magic of Zephrys!
Mecha’thun Warlock is seeing a slight resurgence, as people have been getting success with the archetype. 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.
Rank 2 (0) – 351 points
Poor Mages. They’re not even the best class by some distance, but the meta turned so hostile towards them because… there’s no way to beat the best so they beat up the second-best instead. This holds back Secret Mage a lot, for it’s slipped to the Middle of Tier 1 and wasn’t able to gain as many points as it should have. This is the main difference between SN1P-SN4P and Secret Mage: while there are a plethora of options to tech against Mages, there’s close to none against SN1P Warlock. Maybe the answer isn’t to nerf SN1P-SN4P, it’s to print more combo disruption?
Reno Mage earned the Mage some much-needed points by breaking into Tier 1. 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 the deck itself is still pretty strong. 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. The original Time Warp Mages might be happy that they died for this. 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.
Freeze Mage has climbed to Mid-Tier 3, mainly for their good matchups against SN1P-SN4P Warlock and inevitability against Control. It can beat decks like Handbuff Paladin and Even Shaman with a well-timed Doomsayer, but don’t expect to win against other Mages. It’s also the most vulnerable Mage deck into Secret hates. That makes so Freeze Mage is only viable in High legend instead of on the way there. Reno Even Mage is also another deck that managed to hit legend, and should be watched closely in the future. The 1-mana hero power combines with card like Garrison Commander, Fallen Hero and Spellzerker makes for a really solid early game, transitioning into late game bombs. Meanwhile, traditional Time Warp Mage has been largely forgotten, dropping all the way to the bottom of Tier 3.
There’s some interesting development with regards to Big Spell Mage though. Let’s see if Tortollan Pilgrim, Puzzle Box of Yogg-Saron and King Phaoris are enough to bring the deck onto the map.
Rank 3 (+1) – 263 points
Shamans are simply strong; they always have been. Even with Murloc Shaman and Even Shaman falling further down the pecking order, they still manage to find ways to work around this deficit. Even Shaman 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.
Meanwhile, Shudderwock Shaman isn’t. There is a multitude of ways to build Shudderwock: with a Reno package, with an Evolve + Mill package, or just the conventional version. Shudderwock Shaman is less consistent than the aforementioned two decks, but it has a better chance into Mages. This advantage might help Shudderwock climbing up the tierlist again in the following months.
Evolve Shaman is a newcomer, but has been proving itself as the next hotshot. 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). As the archetype gets more refined, it might be a contender to become the strongest Shaman deck.
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 4 (-1) – 242 points
With Odd Paladin wiped from ladder, Paladins have again become a one trick pony. 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.
The weakening of Odd Paladin lost the class many points; thus, it lost out to Shaman for 3rd place. 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.
Murloc Paladin still hovers around Tier 3. Murloc Paladin fails to live up to the hype. Seems like Tip the Scales on Turn 5 isn’t that broken when every other deck can do the same thing!
Exodia Paladin has gotten a slight bump, as the deck becomes more and more refined. Now it can keep on sucking, but sucking a bit less now. A potential direction for Exodia Paladin might be the Reno package, with Nozari and Reno Jackson can heal the Paladin back to a maximum of 59 HP, outside of SN1P-SN4P’s range, and cards like Shrink Ray and Eadric the Pure might help against the big board. If drawn early, Sir Finley can get you the Life Tap hero power, or armor, or generally better board control tools.
Rank 5 (0) – 186 points
With Odd Rogue dropped to Top of Tier 2, this officially marks the conclusion of the BakuGenn era. With many other decks designed to swing and regain control of the board state, incremental pressure strategies like BakuGenn are starting to show their weaknesses, and Odd Rogue is no exception. A general lack of swing turns and difficulties in tech choices can prove to hold Odd Rogue back in the future. An important aspect of a Tier 1 deck is that it might need to achieve good results against other Tier 1 decks. Odd Rogue doesn’t beat Mechbuff Paladin, Secret Mage, and SN1Plock consistently; the only thing it’s really good at is bullying weaker decks.
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 favourable 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.
Anka the Buried is already showing signs of being a very strong standalone card. The one card enables so many combos, from Mecha’thun to Leeroy + Cube, or just generally allows for massive stat dump. The problem with Rogue is to gain a foothold on board until Anka goes online. The generic deathrattle package, while strong, doesn’t have a lot of defensive capabilities. Rogues have had these problems for ages which hold slower strategies back, and it doesn’t seem like it will change anytime soon.
Rank 6 (+2) – 143 points
Anduin is back (kinda), after a short vacation in the trashcan. 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.
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.
There’s not much else to say about Big Priest. People underestimated how a single mana increase in Barnes can put a toll on the deck, and it showed. Big Priest really needed the highroll to consistently win; without it, it’s just a mediocre Tier 3 deck. Another aspect of Big Priest is that it used to crush control decks with value, but that no longer holds true now that Zephrys came into the picture. In this hostile meta, it might even be dropped to Tier 4 if things get worse.
Mind Blast Priest is incredibly lacklustre, without questions. There’s not a single new card that makes sense in that deck, except maybe a copy of Sandhoof Waterbearer. It struggles to win games against many other decks in the meta at the moment.
Reno Priests are still yielding decent results, unaffected by the nerfs. It’s been proven that the OTK strategies no longer work well in this meta, so people are looking into alternate win conditions like the Deathrattle quest, Archbishop Benedictus and value cards like Madame Lazul. Reno Priest can win the value game and pressure pretty efficiently, which gains it a spot among the Tier 2 decks.
Rank 7 (-1) – 110 points
It’s incredibly alarming when your point tally is closer to the eternal losers than the actual classes. Jade Druid is a strong deck, especially when fewer people are playing Skulking Geist. Jade Druid can also armour 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 outtempoed by many decks such as Galaxy Reno Mage, Cubelock and Reno Hunter. The deck is still pretty consistent in beating most other combo decks and aggro though.
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. Reno Druid looks to be at a loss, for the Malygos package might be the best that in can manage right now. Taunt Druid is good when you are up for a fun time, as long as you don’t lose too often to actual decks.
Rank 8 (-1) – 108 points
Warrior is Pirate Warrior and the rest. Throw your armours away and pick up your eye-patches, because it’s time to become a Pirate. With the ability to tech weapons according to matchups, Pirate Warrior finds itself occupying the niche in the meta: it could be a very effective anti-meta deck if you tech it right. The problem with Pirate Warrior is always consistency: you sometimes draw only weapons, you sometimes don’t draw any, you sometimes draw Patches. If all aligns, Pirate Warrior is great.
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!
Taunt Warrior has failed to live up to its potential, as Aggro decks aren’t as prominent anymore. Unlike Odd Warrior, Taunt Warrior can’t beat a SN1P-SN4P Warlock to save its life, and it doesn’t beat Aggro as consistently. There’s no reason to play it right now.
Bomb Warrior and Dead Man’s Hand Warrior are decent options against Reno decks, but they don’t offer much else than that. Patron Warrior has been an eternal meme since the Warsong nerf. We wonder if even Warsong is reverted, can Patron sneak into Tier 2?
Rank 9 (0) – 63 points
Hunters have stayed at the bottom for so long we might start calling this the Hunter rank. This time, it can’t even get a deck into Tier 2, which makes it the second class to ever achieved this through all editions of our report (first one being Warrior).
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 the Bottom of Tier 2, dangerously close to Tier 3.
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 enhance it with the flexibility provided by Zephrys, Reno and Dinotamer Brann. Hunter’s Highlander tools are still a bit behind compared to other Reno decks, but that doesn’t mean it’s bad. Reno Hunter is catching on to the recent movement of Reno decks, and it’s doing well: the deck’s playstyle relies heavily on tempo, and it can close out many games before turn 10.
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 the two bottom classes in Wild in the near future.
Applecat’s #6 Legend Secret Hunter
Chinese Legend Even Reno Mage
Moeglichkiet’s #5 Legend Exodia Freeze Mage
RenoJackson’s Mech Odd Mage
ko10rino082’s #26 Legend Big Spell Mage
很星爆你知道嗎’s #132 Legend Time Warp Mage
Snusmumriken’s #62 Legend Leyline Time Warp 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
ko10rino082’s #56 Legend Phaoris 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
xtuliop’s #72 Legend Aggro Shaman
bmking69’s #174 Legend Malygos Shaman
Kohai’s #90 Legend Anka Rogue
seyuki’s #96 Legend Anka Rogue
Valanar Mill Rogue
Razox’s #141 Legend Even Reno Paladin
Mentalistic’s #11 Legend Exodia Paladin
Rankstar’s Reno Exodia Paladin
WhateverGif’s #10 Legend Spell Paladin
Rankstar’s Thekal Aggro Paladin
Rankstar’s Obelisks Wall 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
Hatatagami’s #75 Legend Skull Egg Zoolock
HiddenPants’ #4 Legend Vulture Even Warlock
Radekk’s #1 Legend Even Warlock
sun0822’s #20 Legend Reno Treachery Warlock
Razox’s #38 Legend Reno Pirate Warrior
狗贼’s #200 Legend Reno Dead Man’s Warrior
Wail’s Dead Man’s Warrior
RenoJackson’s #36 Legend Tempo Taunt Warrior
Lannister’s #170 Legend Bomb Warrior