New decks. Best Decks of October

Many are still discussing the crowning World Cup Clash Royale and for a reason! Many people look at the contestants' decks, but the most important ones are the winner's decks!

Just recently I took the trouble to download the entire live broadcast of the Clash Royale World Championship. Naturally, I downloaded in the highest possible format (1080p) and the weight of the video was as much as 11 gigabytes. I did this in order to see what decks the winner plays with - sergioramos;). Many people think that this crazy guy played with one deck that he got very used to. But this is not so and he would not have become a winner if he could only play with one deck.

A master would not be a master if he only had one skill. Sergioramos;) followed the same tactics during the World Cup, he carefully watched everyone. This allowed him to adapt to his opponent; he already knew which deck he would fight with. But here everything is not as simple as it would seem, each of the participants in the battle can indicate which card can be banned. In fact, Sergio used more decks, but the most important and final ones.

The first fight of Sergio Ramos did not start very well, there were 2 fights and both ended in a draw. And he fought these 2 battles with the same deck, I will not pay attention to it, and it is very heavy in terms of elixir. As a result, their denouement ended with a 1:0 victory in favor of our winner, with the next deck.

First pre-prepared deck

  • Giant
  • Miner
  • Discharge
  • Goblins
  • Mega minion
  • Log
  • Cart with a cannon

Average elixir costs: 3.3

Second deck in the semi-finals

In the semi-finals, Sergioramos;) fought with Electryf1fy, and the first fight was simply devastating. Sergio received 3 crowns at the very beginning, so this deck is simply not to be missed. A megaknight and a bandit, it’s just an unreal combination, what he did with them, you have to see it. In general, I have prepared a short report on the royal championship, I think I will publish it in the near future. And so, the second deck is simply overcrowded legendary cards, so not everyone can use it.

  • Megaknight
  • Flame Dragon

Average elixir costs: 3.8

Winning third deck

At first Sergio had the first deck, but to win you need to make 2 wins. Sergioramos;) amazing guy, he lost the first fight, after which he made 2 wins in a row. Our hero knows how to pull himself together at the right moment; many would relax and be unable to do anything. But Sergio did the opposite, he chose a different deck and made it a $150,000 win!

  • PEKKA
  • Bandit
  • Discharge
  • Minions
  • Miner
  • Thunderer
  • Goblins

Average elixir costs: 3.5

Basic types of decks in Hearthstone

Attention! The division of archetypes into “basic” and “additional” is arbitrary. It is quite widespread, but on other Hearthstone resources you may find a different classification. In other words, the division is subjective, and if you can offer us your classification, we will be only happy.

There are three main types of decks. Each type has certain distinctive features. First of all, we are talking about the speed of the game (pace). Tempo determines the deck's role in each battle. In addition, decks differ from each other in the average cost of cards, the balance between offensive and defensive cards, conditions for winning, etc. Let's start with the simplest type:

Hearthstone Decks Aggro

Aggro decks, as the name suggests, are aggressive. They contain a large number of small creatures, providing a powerful start. The main goal when playing an aggro deck is to kill your opponent as quickly as possible. Aggro decks have a low mana curve because they need to develop the board from the very first turn, and a large number of small creatures ensures that they have options. Aggro decks are able to increase their advantage if the opponent has nothing to remove their small minions from the board (for example, Tunnel Trogg, Manaswy, Member of the Mirkwood Council). In addition to ordinary creatures, aggro decks contain spells to deal explosive damage. With these spells you can finish off the enemy without prior preparation, even if the table is completely empty. Examples include Fire ball and Lava Burst. Sometimes the role of spells is played by creatures with dashes (for example, the Silver Rider, Kor'kron warrior) or weapons (for example, Eagle Horn Bow, Hammer of Doom), however, unlike spells, creatures and weapons are greatly hampered by provocateurs. Aggro decks prefer to take the initiative, regardless of the type of enemy, since they only have spells among their defensive cards, and those are usually intended to deal damage “to the face.” Aggro decks almost completely lack recovery mechanisms. If the enemy gets the better of them, all that remains is to pray that the necessary cards for finishing will come into hand.

When playing with an aggro deck, the cards in your hand run out very quickly. To avoid this, various draw mechanisms are used, but given the low cost of cards, aggro decks rarely manage to win in a long battle. Therefore, they try to play creatures as quickly as possible, deal as much damage as possible with them, and then secure the victory with spells. As a rule, if one of the opponents plays an aggro deck, the match ends by turns 5-8 (depending on the specific composition of the deck). If both opponents are playing aggro decks, by this point one of them will kill the other, and if one of them is playing a control deck, by this point the other will be running out of resources.

Hearthstone Deck Control

Control decks are the exact opposite of aggro decks. True to their name, control decks strive to completely control the board. Of course, most fights cannot be won through control alone, so such decks often feature large creatures that allow you to finish off the enemy after stabilization. Control decks often lack creatures that cost 1 crystal (for comparison, aggro decks can have 8-10 such creatures). They don't strive to develop the board until they get rid of all threats. To do this, they need AoE spells that allow them to cope with the flow of enemy creatures. Almost all control decks have mechanics that allow you to recover from slow first turns (for example, Equality+ Consecration, Brawl, Twisting Nether). They are also designed to gain advantage on cards, because... destroy several creatures at the same time.

Control decks often use valuable but slow cards - e.g. Servant of Pain(has questionable characteristics for its value, but provides card advantage) or Eliza Stargazer(weak creature, useful some time later). Of course, these slow cards are complemented by more fast cards, allowing you to adapt to the meta. However, the control deck's playstyle can be described as reactionary. It should also be noted that many control decks do not have direct damage spells (unless those spells are intended to provide a win condition). Instead of creatures with dashes, they use provocateurs that block aggression. Additionally, control decks require various tools to survive (healing effects, armor, freeze, etc.)

The main goal when playing a control deck is to control the board (no matter how trite it may sound) and create conditions for victory (large creatures or combo cards). In a battle with aggressors, you must survive at all costs, waiting until the enemy runs out of cards. If this happens, you will be able to win within the next few turns. When fighting slow opponents, you need to play valuable cards to their full potential. Most likely, such a match will end in fatigue, so you should spend your cards wisely. Take your time and remember that it is working for you.

Mid-Range Hearthstone Decks

Mid decks in Hearthstone are a cross between aggro and control decks. These are the hardest to categorize because the fastest ones are very similar to aggro decks, and the slowest ones are very similar to control decks. Mid-decks are able to adapt to the game situation and fill the desired role on demand. When fighting against aggressors, they try to control the situation by eliminating all threats. They play powerful minions and AoE spells to prolong the fight. Mid decks tend to lack healing spells and other defensive cards, but the valuable minions make up for it. When fighting control opponents, mid-decks show aggression, putting maximum pressure on them with the help of mid-cost creatures. However, they do not act too quickly and cannot kill the enemy by turn 5-6. However, mid-decks can afford to play for quite a long time, maintaining an advantage on the table, because Enemy AoE spells are mostly ineffective against their creatures). The best mid decks are incredibly flexible and can perform at their best in any situation.

Unlike aggro decks, mid decks don't pay too much attention to small minions. They can afford to miss the first move or even two and then still win. For them, the curve at the intermediate stage of the game is more important, i.e. actions on 3-5 moves in accordance with a clear plan. Mid decks usually win by putting pressure on their opponent with minions with 5 or more attack power, forcing them to cast spells, and then putting more minions on the field. They also include board clearing spells designed to curb early aggression (e.g. Scope, Evil eye).

As already noted, mid decks are an intermediate option between aggro and control decks, and therefore are considered the most “consistent”. In fact, mid decks are universal and in the hands of a competent player can lead to success in any scenario. That is why they are so often used in rating battles.

Additional deck types in Hearthstone

Almost any deck can be classified into one of the types described above. Even though some of them have traits that are specific to different types (for example, Zoo-Lock can be considered both an aggro and a mid-deck), the general idea can still be seen. With additional types (subtypes) the situation is more complicated. A single deck may belong to several subtypes or not belong to them at all. Below we list the most common subtypes, but it is worth remembering that this is not all. Some subtypes can be seen at every step, some were popular in the past, but are now practically not found.

Hearthstone deck tempo

If you don't know what "tempo" is in Hearthstone, I recommend that you read the previous guide in the series. Oddly enough, tempo decks often play far from their maximum tempo - for example, they are surpassed by some aggro decks. Tempo mages and tempo warriors play more like mid-decks, i.e. if necessary, they can act quite slowly. At the same time, they use cards that give an increase in tempo, strive to get ahead of the enemy and take away the advantage from him. In other words, they are capable of making powerful moves that change the course of the game.

For example, tempo mages use a combo with Pyro for such moves. A typical fourth turn looks like this: Pyro + Coin + 2x Arcane Missiles. As a result, the magician deals 12 damage. damage and places a 2/4 creature on the field. Tempo Warriors turn the tide of the game with weapons, Vortex effects and Execution, clearing the enemy board while exposing your creatures.

Any move that allows you to eliminate an enemy creature and field your creature at the same time is incredibly important.

Thus, tempo decks are generally associated with mid-decks, whose main goal is to maintain an advantage or regain it if the enemy has an advantage.

Hearthstone Combo Decks

All combo decks have a clear win condition. Combo decks include cards that are frankly weak individually but incredibly powerful in combination. Most combo decks feature a damage combo that is used on the finishing turn to finish off the opponent. For example, combo locks with Reno use a combination Leeroy Jenkins + Overwhelming Power+ Faceless manipulator that deals 20 damage. damage Some combo decks focus on damage not from the hand, but from the table - for example, a warrior with Gloomy regular. As a rule, combo decks are mid- or control-type with the addition of draw mechanisms that allow you to get the necessary cards for combos.

Often used in combo decks Emperor Thaurissan, reducing the cost of cards. If a combo costs more than 10 crystals, Emperor Thaurissan is simply irreplaceable. The standard cost of a combo should not exceed 12 crystals, otherwise it will be very difficult to collect the necessary cards and influence them with Thaurissan.

Decks without specific combos that feature turn-finishing cards (such as control warriors with Grommash Hellscream) and enabler cards are usually not considered to be a combo subtype.

Hearthstone deck flood

Flood decks strive to fill the board with small creatures as quickly as possible. They value quantity over quality and strive to spend as few resources as possible on developing the board. Since such tactics are typical of aggro decks, almost all flood decks are of this type, but sometimes flood mid decks are also found. When playing a flood deck, the main goal is to discourage your opponent by instantly replenishing the board after a clear (for example, with Forbidden Ritual). Additionally, flood decks use "sticky" creatures that don't disappear immediately after the opponent casts an AoE spell (for example, Squire of the Vanguard, Possessed Peasant). Currently, flood decks are quite rare in Standard mode because they key cards(Possessed creeper, Call to battle and Merciless Explosion) are absent in this mode. However, you can still meet zoo-locks and aggro paladins. Mid-shamans who focus on their totems belong to the same type.

Hearthstone Decks Fatig/Mill

Although these terms describe different concepts, they are often used to describe the same decks. The condition for victory when playing fatig decks is the opponent's fatigue, i.e. they strive to prolong the battle and gain an advantage in health or cards. Fatig decks do not force opponents to draw cards on purpose; mill decks do this. In fact, they also strive to bring the enemy to fatigue, but they deliberately speed up this process. Mill decks contain cards like Vash'ir Oracle and Close to nature, promoting forced recruitment. Mill and fatig decks use the same win condition, but can be radically different from each other. For example, a fatig warrior acts very slowly and actively uses spells to prolong the battle. He accumulates armor with the help of Mariel Trueheart and lives long after his deck runs out of cards. Mill robbers, on the other hand, play very quickly. He forces the opponent to draw cards using the Vash'ir Oracle, and then shuffles this creature into the deck using Gathering. In the best case scenario, he has 8 copies of the Vash'ir oracle and 6 extra cards in the deck. As a result, fatigue overtakes the enemy on the 7th-8th turn, and the robber sits with a full deck. Previously, in rating games, there was often a mill-druid who forced the enemy to draw cards, but at the same time slowed down the game in every possible way, since he could not, like a robber, copy oracles.

Mill Druid disappeared from standard mode along with the Lord of Death, however he can still be seen in Wild mode.

Hearthstone deck ramp

Ramp decks try to change the mana curve by gaining additional crystals (temporary or permanent). Currently, ramp decks are used primarily by Druids. Although there are cards in the game that allow other classes to manage the mana curve (for example, Gnome Summoner, Unstable Portal Sea Witch and Emperor Thaurissan), all attempts to construct a viable deck from them end in failure. Perhaps in the future the situation will change, but for now in this subtype we are talking only about druids. They use Insight, Wild Growth, Keeper of the Swamps and Nature's Gift to gain additional crystals, and then begin to field large creatures, while the enemy has no way to deal with them.

Some players consider handlock ramp decks capable of playing huge Mountain Giants and Twilight Dragon on move 4, i.e. outside the curve (this cannot be done without special effects). However, this approach raises certain doubts, because a deck with two ramp cards cannot yet be called a ramp deck.

October in Hearthstone began with changes to some cards: all in order to trample on the superiority of individual decks that occupied the championships. The changes have affected us too (although they are still relevant), so there is a good reason to try something new. Moreover, on October 8, the European stage of the “Last Chance” tournament took place, where you could look at the updated top heroes. This time, the absolute leader has been determined - the shaman (yes, Blizzard, you failed)! Time for aggressive tactics.

Balanced shaman by Pavel (midrange shaman)

Phantom Claws x2

Lightning x2

Tunnel Trogg x2

Portal: whirlpool x2

Flame Totem x2

Totem Golem x2

Thunderstorm x2

Wild Wolf Spirit x2

Evil eye x2

Mana Tide Totem x2

Thunder Bluff Knight x2

Something from the depths x2

Fire Elemental

Blood Mage Thalnos

Azure Dragon x2

Ragnaros

It should be noted that playing a shaman in the final Pavel It didn't work out, but we'll still stick to the recipe from the tournament winner. Various variations will be very common - according to rumors, at the Legend rank, a third of the population plays a similar shaman. The counter deck could be a hit!

The build is truly balanced, using all possible features of the hero: totems, magic, and overload it turns to its advantage. Having successfully placed Tunnel Trogg at the beginning of the match, you will be happy to use cards with overload.

“Something from the Deep” (a 5/5 creature that becomes cheaper for each totem placed during the game) gave a second wind to the class skill, as did the combination of “Ghost Claws” with a totem for spell power. The first allows you to set on the 3rd-4th move powerful creature, without losing momentum, and the +2 bonus to attack on “Claws” makes the owner the master of the table already on the second turn. But here, of course, you have to be lucky with the call: there is a 1d3 chance that the right one will come up. The remaining representatives of the branded shamanic branch of the “golem” type are good in themselves, and in the end there are a lot of totems. This means it’s time for the “Thunder Cliff Knight”, which generously distributes an attack boost to all creatures of this subtype.

There's no getting around the topic of spells: a few good mass hits will remove any warlock from your path. They are accompanied by those with a bonus to magic, such as the “Azure Dragon” and “Mage Thalnos”, which will also provide a sufficient speed of drawing cards. The abundance of creatures with positive effects justifies the addition of a strong combination of Barnes + Ragnaros. "Barnes" will summon a copy of a 1/1 random minion from your deck and more than half the time it will do something useful. Let us remind you: “Ragnaros” 1/1 spits fire at the same 8 and on the fourth turn can be extremely dangerous.

And everything with a shaman is like this: every action has several positive consequences. When you install Thalnos, you get a bonus to spell power, and, therefore, to Phantom Claws. You attack with triple the enemy's power and use Thunderstorm, it frees up the board, and the overload effect strengthens Tunnel Trogg... Brilliant! Even the death of Thalnos will make us happy.

Key cards: you can’t do without “Ghost Claws” and “Something from the Deep”, the rest is relatively replaceable, but the scheme above is the best. You need a lot of totems and spells.

Basic tactics: Playing a shaman is not difficult. When choosing a starting hand, it is enough to simply focus on the cost, and in the future there is practically no need to hold back the cards (except for “Evil Eye” and the second “Thunderstorm”, of course), just use them as they arrive. The best trick is not to waste the durability of the Claws when there is no bonus to spell power on the table. The deck is aggressive enough to force the opponent to react to their decisions, rather than the other way around, and keep them under control until death on turn eight.

Secret Hunter by Bunnyhoppor

Tracking x2

Hunter's Mark

Fire bat

Explosive trap x2

Snake trap

Frost trap x2

Rate of fire x2

Focus Cotus x2

Grandma x2

Eagle Horn Bow x2

Command "Take!" x2

Let the dogs down x2

Stealth Hunter x2

Vanguard Squire x2

Keeper of Secrets x2

Silver rider x2

Leeroy Jenkins

After the weakening of Yogg-Saron, the hunter pushed druids out of the popularity ratings. True, it is difficult to say definitely which archetype is better - the one with secrets or the balanced-aggressive hunter. But for a change, let's try the first option. In addition, such a hunter costs a little less, and infuriates opponents to the point of hysteria with his insidious spells.

First key feature: secrets, as many as 7 cards, including the brand new “Focus Cotus”, which summons a 4/2 panther in disguise when an opponent casts a spell. Attached to the secrets is the “Eagle Horn Bow,” the hunter’s main weapon, which plays in any deck, but here it becomes simply endless: each opening of a trap increases the strength of the bow by one, and if used correctly, it simply does not break. But the key to the effectiveness of the build is, of course, “Sneaky Hunter,” which allows you to use secrets for free for the entire time that it is on the table. Even a single trap is freely beneficial, and several provide an incomparable advantage. Well, “Keeper of Secrets” is simply created for such decks.

And while secrets allow you to gain a foothold on the board (note that half of them summon minions), the remaining cards work to immediately annihilate the enemy. The only thing more expensive than three mana is Leeroy Jenkins, designed to finish off your last health, probably on the fifth turn. The hunter was created to shoot directly at enemies, here his aggressive potential is fully revealed.

At the same time, a sticky deck that clings to the battlefield with all sorts of “Snake Traps” and “Grandmothers”, and an evil, fast deck with “Take Command!” and “Let the Dogs Go” has only one significant drawback: there is nowhere to take cards. Cheap little animals will quickly go to waste, your hand will be empty literally by the fifth move. And if your opponent is still alive, it’s easier to give up and not waste your nerves. But what a quick progress in the rankings, almost no time is wasted even on losing.

Key cards: It makes no sense to build a deck without the secrets and support of “Sneaky Huntress” and “Bow of the Eagle Horn”, and without “Take Command!” It’s completely dangerous to leave the house.

Basic tactics: The principles of the game are quite intuitive. If you have a choice - to clear the table or attack the enemy hero, then it is better to attack and let him deal with your monsters himself. The class skill must be actively used, and with the “Eagle Horn Bow” it is also better to shoot directly at the enemy. Just make sure that it doesn’t break, put secrets.

Rogue Spellcaster (Miracle) by RDU

Preparation x2

Backstab x2

Disguise x2

Path through the depths

Deadly poison x2

Coolness x2

Daze x2

Eviscerate x2

Fan of blades x2

Shadow Strike

SI:7 Agent

Edwin van Cleef

Tomb Raider x2

Blood Mage Thalnos

Adventurer x2

Azure Dragon x2

Leeroy Jenkins

Goblin Auctioneer x2

In third place could be a warlock, but it exists in two forms: a discard deck, the simplest, effective and cheap, and as a cunning slow one with a dozen legendary monsters. With the robber there is a lot of certainty: she will have spells. In addition, the deck is very nostalgic, known from the times of closed testing, when “Auctioneer” was cheaper, and “Adventurer” was terrifying. At the Last Chance tournament, five people preferred the rogue, and the lower popularity among ordinary players is most likely due to the greater difficulty of the same warlock with a discard.

The deck is dedicated to putting together a killer combo like Leeroy while under the influence of Cold Blood (or better yet, two), which does ten damage a little worse than the Mage's Pyroblast, but is cheaper. The enemy is weakened by the fattened “Adventurers” and “Edwin van Cleef”. Rogue's selection of cheap and even free spells allows you to use a lot of cards per turn. But where can I get them? You will need a special combination with Goblin Auctioneer, which will allow you to draw a card for each spell played. The rest of the creatures work to recruit (and receive coins), but the “Azure Dragons” with “Thalnos” are especially gorgeous, since there is a lot of battle magic and robbers.

There are many variations; if the deck has Malygos, then the emphasis shifts to damage-dealing spells like “Insidious Strike”. “Emperor Thaurissan” shows itself quite well, facilitating the massive throwing of cards onto the table.

Key cards: Everything is built around the “Goblin Auctioneer”. Zero mana cards, coins, stealing - all to put it on the table and feed it a ton of spells, and then return it to your hand. Or hide it. Or leave it to be torn to pieces by the enemy, but take revenge on the next move. The second question is what exactly you need to find in the deck. There should be a killer combination with Leeroy somewhere, or at least a couple of Magic Giants or Adventurers. An appropriate retinue of spells is assembled for “Malygos”.

Basic tactics: You will have to face all the dangers of the first moves face to face with a 1/2 class knife and hope that the “Deadly Poison” is about to come. The fun starts from the sixth turn (“Auctioneer” is fine even in the starting hand), you just need to survive. You also need to kill the enemy quickly, practically ignoring the creatures on the table, your health is running out.

There are a lot of decks in the game now, we discussed only the most favorite and popular ones. Feel free to experiment, maybe your idea will explode the ratings?


No one will argue that Hearthstone has long turned into a template game in which the TOP decks rule the ratings. And this is obvious - everyone wants to win. But this is an incomparable pleasure - to rise to the top not according to someone else’s template, but by creating something new, your own!

What's most important if we're building a deck from scratch? No, this is not the number of legendaries with which we can operate, not knowledge of the ratings of bad and good cards, and not even a mana curve.

The main thing is to understand the type of your future deck. And the type of deck is primarily the way it will win. And when this method becomes obvious, all the advantages and disadvantages of the deck are revealed to us in the palm of our hand, which are worth working on.

Similar information is often found on the Internet, but, as a rule, it only causes confusion. It’s strange that people come up with their own types and classifications. All this has long been invented and, moreover, is included in the names of existing TOP decks. We can only look at them and draw our own conclusions.

There are three main types of decks in Hearthstone: aggro decks, midrange decks, and control decks. All other types are variations of these three.

Aggro decks
Way to win: Destroy the enemy with cheap creatures in the first 6-7 turns.

At the same time, we will analyze one of the most popular ladder decks - the Zoolock deck.
Here, for example, is the new Zoolock for playing in standard mode:


Deck composition:
1. Most of the deck should be taken up by these cheapest creatures.
Zoolock has more than enough of them. An important condition: they are all quite sticky (they are difficult to remove from the table) and interact well with each other.

2. The main problem for us will be provocation, so we need to put ways to eliminate it in the deck.
Zoolok deals with provocation by simply buffing his creatures by attack power. For this purpose, the deck contains scolding sergeants, wolves, and defenders of argus.

3. Cheap cards will quickly run out in our hand, so we need a good draw of cards.
For Zoolock, this problem is solved by his ability, with which he constantly collects cards.

4. And finally, you will often find yourself in a situation where the enemy missed a few moves in the face, and then, left with a small amount of health, captured the table. Accordingly, we need a way to finish it off. A card or combination of cards that can deal a lot of damage from an empty board is called a "finisher" in Hearthstone.
This is where the demons of horror come into play in combination with soul burns. Often, instead of “burns of the soul,” “overwhelming power” is taken.

Tactics:
We try to get as many cheap creatures as possible into the starting hand, which we send into the enemy’s face, sometimes making profitable exchanges, eliminating provocateurs and, if possible, drawing cards. If the opponent captures the table, he receives finishing damage and the game ends.

Zoo is far from the only aggro deck. There are also aggro shamans, secret paladins, face hunters. By understanding the principles described, you can make an aggressive deck for almost any class. Aggro decks will always be popular. It is believed that games with such decks go faster and the chance of winning is higher, so they are often used to increase the rating. Another obvious advantage is that cheap creatures and buffs are rarely epic and legendary, so any beginner can easily build such a deck and compete on par with the ladder.

Deck control
The complete opposite of aggro decks and the perfect way to combat them.

Way to win: go on the defensive, control the table, and in the end crush the enemy with heavy cards.

For example, we will use one of the popular Nzoth Paladin decks:


Deck Composition:

1. We need a table control tool. That is, the cards with which we will clear the opponent’s table.

The paladin has more than enough of them: “harbinger of doom”, “equality”, “sanctification”, “pyromancer” are contained in two copies. In the simplest combinations, these cards completely demolish any table.

2. In order to resist aggression, we need treatment and provocation.
“Tirion Fordring”, together with the tauren, plays the role of provocateurs, and “forbidden healing” can restore up to 20 units of health.

3. And, finally, what we will use to crush the enemy.
There are enough of these cards in the deck. And most importantly, they all have good death rattles and even in case of death, Nzot will return them to the field again. Once the game reaches Nzoth, it will be almost impossible to stop such a paladin.

Tactics:

We go on the defensive, clear the table, heal, and when there are enough mana crystals, we overwhelm the table with heavy cards and win.

The Paladin we used as an example used Nzoth as his main card. The rest of the cards were already selected for it. With the same success, he could have used “Kthuna” or “Reno”, or even built such a deck without synergy, simply by recruiting good legendaries. In any case, the type of deck will not change, since its method of winning and tactics of play will not change. Only the composition of the deck will change slightly. Kthun, for example, will require you to take his minions, and the Reno deck will consist of one copy of each card.

Of course, control decks are very strong and exist for every class, and the improvisational possibilities for creating them are almost endless. The only drawback of such decks is that you will need a lot of real expensive cards and collecting them (if you are a beginner) will take a long time. For example, creating the zookeeper deck we looked at above will cost 1660 dust, and a control paladin on Nzoth will cost 12300.

Combo decks can be distinguished as a separate type of control decks. In fact, we also go on the defensive, control the table and draw cards, but in the end we rely not on abstract heavy cards, but on a very specific combination to kill the enemy.

Here, for example, is a paladin combo deck based on murlocs:


This deck is so similar to the previous one that it is impossible to distinguish it into a separate type. The only difference is that instead of Nzoth and heavy creatures, we put murlocs on the field. Murlocs will die during the battle, and when there are enough of them, we play the “Murglegate of Fate” card, which resurrects all our murlocs, and kill the enemy in one turn.

Combo decks have their own special place in Hearthstone. Players really like them, but developers don't like them at all. For example, Blizzard completely changed the cards so that the once most popular combo druid and patron warrior were removed from the game. These decks also killed the opponent in one turn using combinations. Currently, the only combo decks that are played are Freeze Mage and Murloc Paladin, which we discussed above.

Another interesting type of control deck is mill deck. They are based on overloading the opponent's hand and causing him to lose cards. But here we will not have examples. Last update completely killed the effectiveness of mill decks in competitive play, and everyone has already forgotten about them.

Midrange decks
Sometimes tempo decks are also distinguished separately, but there is no visible difference between tempo decks and classic midrange.

These decks are golden mean between aggression and control.

Way to win:

From the first turn we build momentum and board presence with effective cards until we get the job done. The enemy must die mid-game.

Midrange deck tactics vary depending on the opponent. We will have to control the board against aggro decks, but the control deck will need to be killed as quickly as possible.

For example, let’s take the currently popular midrange hunter deck:


1. We need cheap creatures that interact with each other and create tempo early in the game.
The midrange hunter uses the synergy of the rather sticky animals that nature has endowed him with.

2. We need board control against aggro decks.
For a midrange hunter, this role is played by the “unleash the dogs” card. All other cards work to create tempo.

3. We need effective cards that will destroy the enemy in the mid game. Their effectiveness is determined by the ratio of price and quality.
For a midrange hunter, these are the cards that form the basis of the deck. Just look at the “high manes of the savannah” or “call of the forests”.

Tactics: We flood the board with effective creatures that buff each other, and with each turn our advantage grows until the opponent is defeated.

No less popular in Hearthstone decks midrange shaman and tempo mage, which work on a similar principle.

It is believed that midrange decks are effective against control, but more often lose to aggression, so all three types of decks are closed in a single circle and have the right to life.

Is it possible to come up with some new type? Theoretically, yes, but in reality it will relate to existing ones.

How can you use type knowledge? This is a very interesting question. Creating new deck, we must first decide how it will win, and then add all the necessary points and decide on tactics against existing decks and types.

Yes, it turns out that everything new in Hearthstone is well forgotten old.



Solitaire