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The Meta Analyst: Fourth Edition

Forum Index > Hearthstone General
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Strelzik
Profile Joined April 2014
United States0 Posts
February 06 2015 16:59 GMT
#1
Turn off Focus ModeFocus Mode








Liquidhearth Presents

The Meta Analyst

A look at what's good and how to beat it

by Strelzik

Introduction


Hey everyone, Michael “Strelzik” Sterling back again with the fourth edition of The meta Analyst! This time around we are going to discuss the top five decks and what strategies you should employ to be victorious! Much of last edition was based on pure data and statistics: this time pro opinions will be the focus. With tons of different pro Hearthstone players giving input with me, we came down to the top five decks right now.

We will also be introducing a section which looks to the future of the meta. What do the pros think the meta will look like in the future and what kind of new decks do we think will rise up in the ranks.

Here are what we consider to be the top classes right now (in no particular order):
  • Warlock: Zoolock, Handlock
  • Mage: Mech
  • Druid: Ramp
  • Paladin: Midrange
  • Hunter: Midrange

Warlock


Normally I would limit a class to specifically one deck. That said, Warlock has always been the exception as both Zoo and Handlock are legitimate choices.

Counter Deck Options -- Zoo

The key to beating Zoo is to know when you need to trade and when you need to let them trade into you. The beginning of the game will likely give you all the information on this that you will need. If you can push for board early and take control of the game then at you can keep the Zoolock in check and adjust to pushing for lethal when you know you can do it in the next two turns. The key to beating Zoo really lies in how you mulligan and what removal you use. Most decks can reliably beat Zoo, but if Zoo is all you face, then Priest or Freeze Mage tend to do well against them. Both of them can stall until the later portions of the game and stabilize with Flamestrike, Blizzard, Frost Nova, or Auchenai-Circle of Healing.

Mage is all about controlling the board which is simple enough, you can clear the board multiple times and then use your nukes later. For Priest, towards the end of the game, you generally get massive tempo swings with spells and Cabal Shadow Priests. Pyromancers should be saved for clears as well as dealing with Imp-losions. If Imp-losion gets out of control in this matchup, and they start to get Dire Wolf Alpha value from it, you can start to lose really fast. Hard mulligan for board clears and Zoo won’t run your over.

In either case, don’t use your hard removal unless you can do something with it afterwards or you absolutely need to. Many people make the mistake of using removal too early when it could be better a turn later. Plan out your turns against Zoo and it will help you immensely

Counter Deck Options -- Handlock

Handlock gets stronger and stronger as more sets are released. Cards like Dark Bomb, Dr. Boom and Mal’Ganis have seen a ton of play in Handlock: although Mal’Ganis a bit less than the others. This deck has more options in the midgame and it's difficult to break through some of the walls that Handlock can build. The weakness of this deck is of course, Big Game Hunter, a card in which absolutely counters the deck. For a while many players were running two Big Game Hunter’s in order to deal with the abundance of Handlocks on the ladder.

If Big Game Hunter isn't enough though -- and many times it is not -- classes like Mage and Hunter have decks with lots of reach that a Handlock cannot handle. Mech Mages have almost 20 points of pure burn and more if they decide to tech in Archmage Antonidas. With the insane amount of pressure -- and minions that dodge Hellfire -- Handlock likely will fall quickly. Hunter can do much of the same, with a Hero Power that ignores Taunt, you can easily go straight to their face and ignore the giants. In my experience, ignoring Molten Giants has been the way to go. If they happen to have a heal, a Taunt, and a board clear it isn't likely you were going to win anyway.

The key is to plan out what they can do with the mana available. If you know they won't be able to heal and play a Molten and Taunt them up I would hold back. It’s all about predicting their options and taking advantage it.

Decklists

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Mage


Mage consists of a few different types of decks but the most popular on the ladder is Mech Mage. Decks like Fatigue Mage or Freeze Mage have not been made a huge mark as they are difficult to pilot correctly.

Counter Deck Options

Mech Mage is a new creation brought upon by GvG that caught on quickly with many different variations. Its strength lies in its ability to bring out a lot of minions that can trade very efficiently and put pressure on their opponent. The issue with beating Mech Mage is you never really know when to expect the burn that will finish you off.

The thing about Mech Mage is that it plays a lot like Zoo. They get early board presence against you and follow it up with some burn towards the end. Any deck can do well against Mech Mage if they can get the board early, but that isn't always so easy. A quicker Druid can do well, but the best is something that can deal with an entire board early. Paladin is a really strong choice as they have great board removal that can be used rather early. Consecrates are available on turn four and can be played with Equality on turn six. That combined with Muster For Battle can really give early pressure to the board.

The biggest issue for the Paladin is avoiding an early Blastmage. If you can do that it will start to get easier over time. Heals can help the Paladin get out of range and Consecrate will allow to bring it all back into control. Midrange builds of Paladin are the best as they have cards like Zombie Chow and Shielded Minibot to contest the board early. Killing Mechwarpers immediately -- if possible -- must be a priority to deny early mechs. Mage will run out of steam quickly and that will be your main advantage.

A new deck that came out recently with incredible success is Justsaiyan’s anti-mech Demonlock. It is plentiful in mass board removal with double Hellfire and also puts out pressure while dealing with minions via Imp-losion. Shadowflame and Power Overwhelming can be a clutch board clears as well and the multiple heals and cards like Mal’Ganis can just straight up end the game for the Mage. There are just so many things that combat the Mech Mage in this deck that you should be able to boast a close record to Justsaiyan, who managed an astounding 29-3 record on his climb to legend this week. I can't say that I am well versed with the deck as I have only played it a small amount so I will link his stream here: Justsaiyan Twitch.

Decklist

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Druid


Nowadays many Druids have ramp elements and most of them can play huge Taunts which are great against the fast decks like Hunter. I grouped all Druids into one and called them all Ramp Druid as they can all have many similar elements. They key is knowing whether or not they play the combo or have special tech cards. Ancient of War is usually the big tell for no combo.

Counter Deck Options

A lot of Ramp Druids have some room for a few tech cards that can help them in different matchups. Big Game Hunter is great against Handlock or Warrior, and Mind Control Tech is great against quicker aggro decks. Sometimes Druids forgo both of those and put the Force of Nature and Savage Roar combo. In even rarer cases, they somehow manage to fit all of those in, while dropping other cards that they could commonly use. The question is, what are you playing and what should you be playing around. With Ramp Druid it's so difficult now because you don’t know what is the common tech anymore. Ideally play around Mind Control Tech at all times and watch for Kel’Thuzad as he has become increasingly popular. If you are running Big Game Hunter, most the time you won't get any value from it because they don't run 7+ attack minions except for Dr. Boom.

The best decks are probably a strong Midrange Hunter or Paladin against this type of deck. Hunter usually gets a lot of early pressure and can follow it up with sticky minions that are extremely difficult to remove and can deal significant damage. Savannah Highmane and Piloted Shredder serve as incredible minions that can get through huge Taunts as well as do a ton of damage. Many versions also run Dr. Boom as it used to buff Undertaker and is just a strong minion regardless. Midrange Hunter is probably the best answer to Druid, although Paladin can be extremely tough for the Druid as well.

Paladin can build a strong board and cards like Muster For Battle become massive tempo swings if not dealt with immediately. Try to play around Swipe in this matchup as it can swing the matchup considerably. If you can get his Swipe wasted and get decent Muster value -- or value out of your other tech cards -- you will easily be able to beat the Druid. Equality is a key card here as it effectively neuters any threat a Druid possesses and deals effectively with Kel’Thuzad if you have Consecration. Both of these choices are great and should help immensely if Ramp is heavily played on the ladder.

Zoo also tends to build an early board against Ramp Druid that they almost always cannot deal with. Innervate is necessary to catch up in the board war and most of the time to won't be enough. Cards like Imp-losion tend to give loads of value: especially with Dire Wolf Alpha or Knife Juggler. You often have to play around many different cards -- Swipe, Wrath, and Keeper of the Grove being the main ones -- but in doing so, you should be able to deal with this matchup very effectively. If a lot of Ramp Druid is being played, teching in a card like The Black Knight is also very beneficial. The biggest issue you will find is the steady flow of Taunts that you might have to ineffectively trade with. Ancient of War is the biggest problem and you need to be able to deal with it later.

Decklist

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Hunter


Hunter comes in a few forms, but Midrange Hunter is currently the most prevalent form of it. That said, Aggro Hunter is a possible deck despite being fairly easily countered by Taunts and heals; therefore, I won’t really discuss it.

Counter Deck Options

Midrange Hunter has become popular because of players like Broodstar who has easily gotten Rank 1 Legend and Tarei who also piloted the deck multiple times to Rank 1 Legend. Before, Undertaker alone would put insane pressure on your opponent and it would be very difficult to come back from. Undertaker is now barely in the playable category. The same cannot be said for Hunter though. With cards like Hunter’s Mark and Kill Command it can cheaply remove bigger minions and continue to put pressure on its opponent. Highmane, Dr. Boom, and Piloted Shredder are all midrange minions that are extremely difficult to handle. Midrange Hunter is a rough matchup for most, but some decks can do well. The version with Highmanes struggles a lot to with the aggro version of Hunter as well as Zoo.

Aggro Hunter is way too fast for a Midrange Hunter to deal with and generally has a favorable matchup against midrange Hunter. Explosive Trap and other chargers get value immediately and usually result in a kill by turn six or seven at the latest. Unleash the Hounds and Explosive punish Midrange's weaker early minions and most Hunters are only running one Freezing Trap right now which is extremely easy to play around. The abundance of early minions that Aggro Hunter has will generally give the quicker start which is the key.

Paladin on the other hand is strong against Hunter in a bunch of different ways. They have the most efficient way of dealing with a Highmane and can contest board early with strong minions like Knife Juggler and Shielded Minibot as well as Zombie Chow. Without Undertaker, Midrange Hunter falls behind extremely fast and absolutely needs an Unleash the Hounds in order to fight off a Muster for Battle. After a Quartermaster play, it is unlikely for the Hunter to be able to deal with any minions with three Health. It is key that Aldor Peacekeeper be saved for Highmane because it is the easiest and most efficient way of handling it. Try not to play into Unleash the Hounds and save Muster for Battle for after you have gone through the game for a bit. Heals are important here and shouldn't be used lightly. It is crucial that they are not wasted.

Decklists

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[image loading]


Paladin


Paladin is the one class that has risen the most since GvG. It is an incredible class and many would put at the top tier.

Counter Deck Options

Paladin is incredibly strong right now because it has amazing minions in the early turns of the game that allow it to consistently control the game from beginning to end. It’s hard to say what actually does the best against Paladin, but it certainly is not unbeatable. Multiple Whirlwind abilities give Warrior the most equity against a Paladin. Death’s Bite and Muster for Battle a lot of the time coincide with each other which makes Muster for Battle much less effective. With plenty of removal for the bigger threats of Paladin -- as well as the ever present threat of Brawl -- Warrior can generally pull wins out against a Paladin. The biggest issue is dealing with the healing that a Paladin has access to. Cards like Alexstraza need to be played strategically in order to avoid wasted damage. Most times, however, Warrior will push out too many threats for a Paladin to deal with efficiently. Since they Warrior's threats are single minions, Equality is not nearly as effective and many Paladins are not running more than one Equality.

Decklist

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[image loading]


Looking Forward


It’s hard to say what really will be more popular over the next few weeks. One thing that looks promising is Rogue. Many Rogue builds have been surfacing and it is only a matter of time before the ideal build is created and Rogue becomes popular once again. Purpledrank has recently popularized a Rogue build that Dog used on stream. This deck is very effective against Druids as well as Midrange Hunter but is hard countered by cards like Harrison Jones. It will be interesting to see where this deck goes in the future.

As Hunter’s become popular, Warrior should become popular once again. With the lack of Handlock in the meta, Warrior is in a position to rise once again like it was around a month ago. It has a lot of options to deal with Hunter’s early game and just needs tech to effectively deal with the later Deathrattle minions like Highmane or Piloted Shredder. Two Brawls might be the tech that gives the Warrior the edge it needs.

In Conclusion

Of course there are plenty of other decks that you might see in the Hearthstone metagame, but I didn't want to make this too long. This set of classes are what we determined composed a significant portion of the meta. Keep in mind that the meta is constantly shifting and when one person makes something popular you will probably see plenty of it on ladder



Follow Strelzik:

[image loading] [image loading]
Writers: Strelzik
Graphics: Shiroiusagi
Editors: Hayl
gkts
Profile Joined March 2011
Germany56 Posts
February 06 2015 18:39 GMT
#2
What server are you basing this on? Because in EU i haven't seen Zoo in ages. Or if I did it lost miserably against pretty much any deck.
Makuly
Profile Blog Joined October 2010
Taiwan54 Posts
February 06 2015 18:49 GMT
#3
very good guide! thanks for the write up !
Strelzik
Profile Joined April 2014
United States0 Posts
Last Edited: 2015-02-06 19:03:03
February 06 2015 18:56 GMT
#4
On February 07 2015 03:39 gkts wrote:
What server are you basing this on? Because in EU i haven't seen Zoo in ages. Or if I did it lost miserably against pretty much any deck.


NA, Zoo is around a little, not nearly as much. It's listed more because theres always that possibility you face it or handlock and it can make it difficult not knowing which. Really, the nature of Zoo is its always there a bit, it just doesnt seem like it because your queue order looks something like this: Mage - Mage - Mage - Druid - Mage - Mage - Druid - Hunter - Warlock - Mage.
Sunderland
Profile Joined January 2015
Germany0 Posts
Last Edited: 2015-02-06 19:57:57
February 06 2015 19:54 GMT
#5
Naaah, Warlock is not a top class at the moment, in my opinion
Strelzik
Profile Joined April 2014
United States0 Posts
Last Edited: 2015-02-06 20:02:50
February 06 2015 20:00 GMT
#6
On February 07 2015 04:54 Sunderland wrote:
Naaah, Warlock is not a top class at the moment, in my opinion


I mean its not like Justsaiyan got #1 legend in a day with it or anything.

Being serious though, preliminary information from Power Rankings for next week has pros saying that warlock is in the top 5.
Sunderland
Profile Joined January 2015
Germany0 Posts
Last Edited: 2015-02-06 20:42:59
February 06 2015 20:26 GMT
#7
The very popular decks like hunter, pala and ramp doing very well against zoo. So i dont see zoo as top class by 100% :p. So maybe handlock, but this deck is suffering from bgh in every deck and the very bad matchup against hunter. i would rather say: midrange / control pala, ramp, midrange hunter, mechmage and even control warrior are better ladder decks then warlock. and i havent seen them in the ladder for quite a while anyways. So i dont know, i just cant agree with warlock beeing top class at the moment, but its just my opinion :D
5unrise
Profile Joined May 2009
New Zealand646 Posts
February 07 2015 00:02 GMT
#8
Good write-up, although I cannot agree on the section on Paladin. Warrior is definitely not a good answer to midrange Paladin, as a midrange Paladin player. The best deck to use against the Paladin is actually Rogue. The Rogue has efficient answers for the Paladin's small minions right from the start of the game, and the Violet teacher is just such a good card against the Paladin. The Rogue also has Blade Flurry for the Muster/Quartermaster combo, and Fan of Knives for just the Muster card itself. The Paladin also does not have any burst damage, and often your win condition against the Rogue comes close to just fatigue, which is hardly reliable.
gkts
Profile Joined March 2011
Germany56 Posts
February 07 2015 00:57 GMT
#9
On February 07 2015 03:56 Strelzik wrote:
Show nested quote +
On February 07 2015 03:39 gkts wrote:
What server are you basing this on? Because in EU i haven't seen Zoo in ages. Or if I did it lost miserably against pretty much any deck.


NA, Zoo is around a little, not nearly as much. It's listed more because theres always that possibility you face it or handlock and it can make it difficult not knowing which. Really, the nature of Zoo is its always there a bit, it just doesnt seem like it because your queue order looks something like this: Mage - Mage - Mage - Druid - Mage - Mage - Druid - Hunter - Warlock - Mage.


Agreexd, but if it is warloch then its 9 out of 10 handlock. And indeed i think handlock is trong right now (at this moment) because somany counter hunter and mech mage with priest, combo druid, rogue or paladin against all of them handlock reigns supreme.
so to me it is face hunter and mech mage against priest against combo druid, rogue and paladin against handlock and warrior against hunter and mech mage closing the circle.
Mortal
Profile Blog Joined November 2010
2943 Posts
February 07 2015 01:05 GMT
#10
Didn't Saiyan get #1 with a midrange demon deck?
The universe created an audience for itself.
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
February 07 2015 13:25 GMT
#11
On February 07 2015 09:57 gkts wrote:
Show nested quote +
On February 07 2015 03:56 Strelzik wrote:
On February 07 2015 03:39 gkts wrote:
What server are you basing this on? Because in EU i haven't seen Zoo in ages. Or if I did it lost miserably against pretty much any deck.


NA, Zoo is around a little, not nearly as much. It's listed more because theres always that possibility you face it or handlock and it can make it difficult not knowing which. Really, the nature of Zoo is its always there a bit, it just doesnt seem like it because your queue order looks something like this: Mage - Mage - Mage - Druid - Mage - Mage - Druid - Hunter - Warlock - Mage.


Agreexd, but if it is warloch then its 9 out of 10 handlock. And indeed i think handlock is trong right now (at this moment) because somany counter hunter and mech mage with priest, combo druid, rogue or paladin against all of them handlock reigns supreme.
so to me it is face hunter and mech mage against priest against combo druid, rogue and paladin against handlock and warrior against hunter and mech mage closing the circle.



So you mean handlock's strong when face damage isn't the optimal choice? That's never changed.


Your list, much like this list supports a > b > c. Someone must decide which of a, b, c is the top. If you're going to argue against the opinion at least make your own instead of saying one deck beats another deck. We know that's true.

Once that's through, I mostly agree. Demon/Hnadlock are strong. hunter's strong. priest can be strong. Paly with a good draw is ridiculous and of course mech mage which draws well can be impossible to beat. Well written, thanks for the effort.
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
February 07 2015 14:16 GMT
#12
That elemental feel when ctrl+f "shaman" doesn't return anything on the page.
Eye for an eye make the world go blind - Gandhi
The_Masked_Shrimp
Profile Joined February 2012
425 Posts
February 07 2015 17:18 GMT
#13
On February 07 2015 23:16 Spec wrote:
That elemental feel when ctrl+f "shaman" doesn't return anything on the page.


Well, now it does, and that's thanks to you !

I am curious to see how many people use the new warlock variation now?
Mortal
Profile Blog Joined November 2010
2943 Posts
February 07 2015 17:29 GMT
#14
On February 08 2015 02:18 The_Masked_Shrimp wrote:
Show nested quote +
On February 07 2015 23:16 Spec wrote:
That elemental feel when ctrl+f "shaman" doesn't return anything on the page.


Well, now it does, and that's thanks to you !

I am curious to see how many people use the new warlock variation now?

Of my 28 games against Warlock since Saiyan published his decklist, there have been 8 people playing his list- and none playing it correctly. That's obviously a small sample size, but it's a number I have lol.
The universe created an audience for itself.
phfantunes
Profile Joined April 2010
Brazil170 Posts
February 07 2015 19:44 GMT
#15
I don't agree with the suggested counter deck for Pally, both control and midrange versions are favored over warrior.
Mortal
Profile Blog Joined November 2010
2943 Posts
February 07 2015 20:09 GMT
#16
Yeah wait... the recommended counter to Paladin is Warrior? I'm pretty sure that's a free win for Paladins the vast majority of the time. In my experience the past couple weeks, Priest has been doing exceptionally well against Paladin by simply outlasting- Warrior gets bopped.
The universe created an audience for itself.
Acritter
Profile Joined August 2010
Syria7637 Posts
Last Edited: 2015-02-07 22:43:30
February 07 2015 22:43 GMT
#17
Correct. It's a significant part of why I've been avoiding running Warrior lately. Paladin and Mage just produce too many dudes who are too difficult to remove too quickly. I've been considering trying some double Brawl variant to see if the class can be tweaked to handle those situations better, though. That and Whirlwind+Explosive Sheep could handle a lot of situations that Warrior is awful at handling right now.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
RBS
Profile Joined January 2014
4 Posts
February 08 2015 18:56 GMT
#18
as far as i can tell paladin literally has no counter deck right now

quartermaster is broken and needs to be looked at
hannahbelle
Profile Joined April 2014
United States0 Posts
Last Edited: 2015-02-08 19:11:44
February 08 2015 19:08 GMT
#19
On February 09 2015 03:56 RBS wrote:
as far as i can tell paladin literally has no counter deck right now

quartermaster is broken and needs to be looked at


Pally is tough I agree. I don't think QM is broken. I think the problem is that the pally has so many options on openings that it is very hard for the pally to have a "bad" opening. Other decks typically rely on certain combos in the early game depending upon what class/deck they are matched up against. If they don't pull one of these combos, then the match becomes really tough. However for Pally, between Shielded Minibot, Muster, Knife juggler, True-silver, Equality, Consencrate, Aldor, Zombie chow, etc., the pally is almost guaranteed to have an opening that can secure it the win, regardless of how the opposing player opens or what style deck they are running. It just has too many low-cost options that trade EXTREMELY well against other early game.
Mortal
Profile Blog Joined November 2010
2943 Posts
February 08 2015 22:51 GMT
#20
QM isn't the problem- flexibility is. Super efficient early game- Minibot, Muster, Juggles, etc.- followed up with insanely efficient mid-late game in a variety if different forms makes Paladin very strong. The issue is, I'm not entire sure it's possible to address the situation as a whole without making Paladin significantly weaker as a result- and that wouldn't be good for the game. I do believe that Paladin is one of the stronger classes currently, but to say that it's far-and-away the strongest seems quite incorrect considering the constantly shifting meta (at least on NA ladder currently, my knowledge of other ladders is nil).
The universe created an audience for itself.
hannahbelle
Profile Joined April 2014
United States0 Posts
February 09 2015 03:31 GMT
#21
On February 09 2015 07:51 Mortal wrote:
QM isn't the problem- flexibility is. Super efficient early game- Minibot, Muster, Juggles, etc.- followed up with insanely efficient mid-late game in a variety if different forms makes Paladin very strong. The issue is, I'm not entire sure it's possible to address the situation as a whole without making Paladin significantly weaker as a result- and that wouldn't be good for the game. I do believe that Paladin is one of the stronger classes currently, but to say that it's far-and-away the strongest seems quite incorrect considering the constantly shifting meta (at least on NA ladder currently, my knowledge of other ladders is nil).


It is far and away the strongest right now, but I am not jumping on the nerf pally bandwagon just yet. The meta needs time to figure out if there is a legit answer or not. I am sure there is an answer to this current pally deck.
Mortal
Profile Blog Joined November 2010
2943 Posts
February 09 2015 04:07 GMT
#22
In what way is it stronger than current iterations of any one of the following consistently- Ramp Druid, Mech Shaman/Mage, Priest (too many different styles to count)? Most Paladin decks are running one copy of Equality, and very few have the Pyro combo. With that in mind, the possibility for Ramp to get out of hand is entirely feasible- now obviously things like Peacekeeper and the ubiquitous turn 8 dream of 3 3/3's with their QM is very hard for a Druid to handle. However, should that situation arise and the Druid has nothing on board as it is, they're heading for a loss anyway (usually, this isn't always the case).

I don't really want to type out every possible permutation because I'd get tired and over it- but the idea is, Paladin is strong at the moment, but I see absolutely no conclusive data proving it's total dominance over the other classes.
The universe created an audience for itself.
hannahbelle
Profile Joined April 2014
United States0 Posts
February 09 2015 04:43 GMT
#23
On February 09 2015 13:07 Mortal wrote:
In what way is it stronger than current iterations of any one of the following consistently- Ramp Druid, Mech Shaman/Mage, Priest (too many different styles to count)? Most Paladin decks are running one copy of Equality, and very few have the Pyro combo. With that in mind, the possibility for Ramp to get out of hand is entirely feasible- now obviously things like Peacekeeper and the ubiquitous turn 8 dream of 3 3/3's with their QM is very hard for a Druid to handle. However, should that situation arise and the Druid has nothing on board as it is, they're heading for a loss anyway (usually, this isn't always the case).

I don't really want to type out every possible permutation because I'd get tired and over it- but the idea is, Paladin is strong at the moment, but I see absolutely no conclusive data proving it's total dominance over the other classes.


All you have to do is look at the early game. Current pally iteration, even with a semi-decent opening, will roll mech mage, mech shaman (lol), and priest. I don't see where ramp druid would pose that much of an issue. The key to ramp druid is keeping the board clear. Pally can currently do that with their typical opening cards. True-silver allows it to roll through mid-game threats, and the Tirion/LOH late game just shuts down ramp druid. Again, I am comparing average opening to average opening. Sure any class could beat the current pally iteration, but certain decks it takes a dream opening to even have a prayer, and the rest are at the mercy of whether the pally starts with anything above a below-average opening. If pally does, it will steamroll anything on the ladder currently.
Mortal
Profile Blog Joined November 2010
2943 Posts
Last Edited: 2015-02-09 05:18:42
February 09 2015 05:17 GMT
#24
In my experience, Mech Mage is favored on average simply because of the presence of consistent freeze. That not being a factor it seems relatively even still, looking at cards like Blastmage for insane midgame tempo/value swings. Yes TS takes that out, but at 3 health (5 if full) and likely no other card that turn unless it was already played a previous turn.

In what way does Tirion/LoH shut down Ramp Druid exactly? Any played with a brain is holding a Keeper for Tirion no matter what, and LoH is arguably worse than the Lore from the Druid. The opener against Mech Shaman is usually fairly difficult, but I wouldn't go so far as to say that Paladin will steamroll the opener- every other class can do precisely the same thing (if you're looking at Minibot, Juggler, Muster openers, other classes have similarly ridiculous starts).

To say that Paladin has definitively the best early game currently just feels cheap and under-researched to me. Can it snowball out of control? Of course it can- and that's amazingly frustrating. But what else can snowball?

Mech Shaman with the Windfury 3/2 - good luck coming back from free hits from that thing, especially if they get a Powermace proc onto it.
Mech Mage - oh let me count the ways. Even without Chuggas or Elementals, Frostbolt with Blastmage coming out makes for incredibly difficult tempo barriers to overcome.
Ramp Druid - Wild Growth/Innervate? Good luck nerd (not meaning this maliciously).

Those are all either reasonably usual, or strong openers per class. Paladins have no higher chance to draw a Minibot than a Mage has to draw a Chugga, or any other similar notion. The Paladin hero power can give them an edge in certain circumstances of course, but I'm not seeing how a Paladin could consistently dominate any one of the average openers from these classes. Now, if you want to look at other classes that I haven't spoken about? All right, that's an argument. However, the majority of classes I haven't spoken about are known to either have weakness to Paladin specifically, or be struggling currently in general.
The universe created an audience for itself.
Saxifrage
Profile Joined April 2014
France0 Posts
February 09 2015 08:22 GMT
#25
Weird not to even mention shaman.
I greet you.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
February 09 2015 16:31 GMT
#26
Let's not forget about handlock which - at least in my experience - has increased in popularity again. Handlock is really strong against paladin. Hellfire makes the quatermaster combo completely useless and if he doesn't have hellfire he'll have shadowflame/ancient watcher. Doesn't really matter, really. Paladin normally just doesn't have enough answers. You have one owl against drake which you really need to draw into early enough. Otherwise the best you can do is aldor it and watch it kill your dudes. Paladins nowadays normally only run one equality and one BGH, both of which need to be drawn at the right time and still it's no guarantee that you catch all 4 giants with it. Tyrion/etc. are perfect siphon soul targets.

And let's not forget about the biggest advantage of handlock which is still the fact that you cannot really mulligan for it because you just die vs some zoo.
"You see....YOU SEE..." © 2010 Sen
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
February 09 2015 19:15 GMT
#27
On February 09 2015 17:22 Saxifrage wrote:
Weird not to even mention shaman.

To be fair when laddering you do kinda forget they exist as a class
Mortal
Profile Blog Joined November 2010
2943 Posts
February 09 2015 23:23 GMT
#28
Draz, as the resident Hunter expert, do you think it's okay for the game's balance that Hunter is primarily- if not entirely- a face-oriented class? The hero power lends itself to rushing down the opponent, and though some Feign/Control decks are sprinkled around on the ladder, simple Face Hunter has seemed to be the style of choice ever since the beginning of HS for that class. Is there something wrong with this? Or does this game need a class that doesn't revolved around control as much as others?
The universe created an audience for itself.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
February 10 2015 00:10 GMT
#29
On February 10 2015 08:23 Mortal wrote:
Draz, as the resident Hunter expert, do you think it's okay for the game's balance that Hunter is primarily- if not entirely- a face-oriented class? The hero power lends itself to rushing down the opponent, and though some Feign/Control decks are sprinkled around on the ladder, simple Face Hunter has seemed to be the style of choice ever since the beginning of HS for that class. Is there something wrong with this? Or does this game need a class that doesn't revolved around control as much as others?

Its pretty much vital for the health of the game to be honest. Without the face hunter you'd risk the game falling into control warrior / free mage / mill decks etc etc which last way too long and favour those with the big legendaries as they don't need to worry about greed.

Do I wish that hunters had two archetypes like warlock? Yes I do but I think face hunter is just healthy for the game and honestly we have 8 control classes we need an aggro class.
Mortal
Profile Blog Joined November 2010
2943 Posts
February 10 2015 00:49 GMT
#30
On February 10 2015 09:10 Drazerk wrote:
Show nested quote +
On February 10 2015 08:23 Mortal wrote:
Draz, as the resident Hunter expert, do you think it's okay for the game's balance that Hunter is primarily- if not entirely- a face-oriented class? The hero power lends itself to rushing down the opponent, and though some Feign/Control decks are sprinkled around on the ladder, simple Face Hunter has seemed to be the style of choice ever since the beginning of HS for that class. Is there something wrong with this? Or does this game need a class that doesn't revolved around control as much as others?

Its pretty much vital for the health of the game to be honest. Without the face hunter you'd risk the game falling into control warrior / free mage / mill decks etc etc which last way too long and favour those with the big legendaries as they don't need to worry about greed.

Do I wish that hunters had two archetypes like warlock? Yes I do but I think face hunter is just healthy for the game and honestly we have 8 control classes we need an aggro class.

I agree with all points and one most importantly- that it would be nice for Hunter to have two viable archetypes similar to how Warlock does. I understand they tried to make this happen with the Steamweedle Sniper, but unfortunately that hasn't been enough. I don't have any brilliant suggestions for how to make another style viable, but I would welcome the option.
The universe created an audience for itself.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-02-10 01:04:18
February 10 2015 01:00 GMT
#31
On February 10 2015 09:49 Mortal wrote:
Show nested quote +
On February 10 2015 09:10 Drazerk wrote:
On February 10 2015 08:23 Mortal wrote:
Draz, as the resident Hunter expert, do you think it's okay for the game's balance that Hunter is primarily- if not entirely- a face-oriented class? The hero power lends itself to rushing down the opponent, and though some Feign/Control decks are sprinkled around on the ladder, simple Face Hunter has seemed to be the style of choice ever since the beginning of HS for that class. Is there something wrong with this? Or does this game need a class that doesn't revolved around control as much as others?

Its pretty much vital for the health of the game to be honest. Without the face hunter you'd risk the game falling into control warrior / free mage / mill decks etc etc which last way too long and favour those with the big legendaries as they don't need to worry about greed.

Do I wish that hunters had two archetypes like warlock? Yes I do but I think face hunter is just healthy for the game and honestly we have 8 control classes we need an aggro class.

I agree with all points and one most importantly- that it would be nice for Hunter to have two viable archetypes similar to how Warlock does. I understand they tried to make this happen with the Steamweedle Sniper, but unfortunately that hasn't been enough. I don't have any brilliant suggestions for how to make another style viable, but I would welcome the option.

It really didn't help they killed deathrattle before Feign Death got worked into the meta

Gonna be much harder to convince people its viable now.

A cool change could be reworking Bestial Wrath so its like a 4 mana Commanding Shout for beasts or something
Flakes
Profile Blog Joined July 2008
United States3125 Posts
February 10 2015 23:08 GMT
#32
Seeing Hotform's pally getting whupped by rogues the other day was amusing. Big weapons, Blade Flurry and Fan of Knives consistently cleared quartermaster shenanigans while dealing tons of damage, and pally doesn't really apply a lot of pressure otherwise, so rogue can use their HP as a resource more efficiently.

Still, not really worth tuning deck vs rogues, who have plenty of counters as it is.
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