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Class Meta Ranking for November is based on our findings from our November Wild Hearthstone Meta Snapshot. For Class 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 fewer decks will be ranked higher.
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.