I started writing this post back in march, like march 20th, which is why i havent made any hearthstone posts in awhile
This might be my longest post, i didnt intend it to be this long but talking about every type of deck in the current meta took way longer than i thought it would, i didnt really proofread it like i normally do since its so long so there are probably many spelling or grammar mistakes
I dont expect anyone to read all of it, but to those who do, i hope you find it helpful
Hearthstone had a patch a while ago, and officially released out of beta
I dont know why they released out of beta, there were still a lot of bugs when they released, they fixed most of them with a patch after release but theres still 2 that are annoying
1 is that cards still float face down on the board almost every time you return a minion to your enemy's hand, and the other is really rare but game breaking where you get data from another game in your game and the game desyncs, its only happened to me once and it made me lose my win streak at rank 14, here are some screenshots of what happened
First a timber wolf, a hunter card in a game that has no hunter in it, played itself out of no where
At the same time i drew a card that stayed upside down that i couldnt play because i didnt have the mana to do so
I ended up attacking with the wolf, it was destroyed as soon as i clicked to attack (before the attack even happened)
Then i drew a faceless, a card thats not even in that deck and was able to play it in an attempt to copy his blood knight (which i then killed after facelessing before i noticed that the faceless ended up as just a 3/3 faceless instead of a copy of his blood knight)
Then i tried to give the faceless taunt with argus but that failed and when i tried to attack with the faceless it said i dont have enough mana
After that the game just stopped, i passed my turn and my enemy never did anything and the turn timer never started, i had to close the game and when i came back i had lost, i really wish i could see what my enemy saw just to know what i was actually doing in that game
The patch also made it so alt-tab doesnt work for me, i have to put the game into window mode to be able to alt tab, and it changed Nat Pagle and Tinkmaster Overspark, 2 legendary cards, tinkmaster seems to be basically useless now and nat to me was only ever good if you could coin him out on turn 1, others thought he could be good at anytime but was great on turn 1, but now he pretty much needs to be coined on turn 1 to be good
Aggro decks seem to be getting less popular and midrange control is becoming more popular
Ach and seren have stopped playing hearthstone completely as far as i can tell, im guessing because you run into decks that play legendary after legendary, which is annoying but you can deal with it without your own legendaries (there is a limit but its not as limited as you might think)
First ill go over some basics and then ill talk about how to beat some specific decks that are common in the current meta and hopefully that will make you guys want to play again
Deck BuildingIm not going to go too in depth on this since it would be really long, im just going to mention a few things
Aggro:
All aggro decks need 1 form of instant removal, mainly to get past a taunt, the black knight is the best at this but you can use a class specific instant removal spell to accomplish the same thing
Aggro is fairly straight forward to make, just know that putting in 6 cost minions can work even though that doesnt sound aggro, minions like argent commander, you can also use reckless rocketeer as a ghetto replacement for leeroy in any aggro deck other then a hunter unleash the hounds aggro, the 1 damage difference never matters, the 2 extra cost of the rocketeer does matter sometimes, but its never caused me to lose a game
Aggro will generally win before the other person can play legendaries so if you hate dealing with legendaries you can just make an aggro deck
Control:
All control decks should have 2 things in the current meta, anti aggro cards and burst damage
Aggro is still pretty popular so having some from of early anti aggro in your deck is required just to survive, argent squire and madbomber can work, wild pyromancer can work but can be a bit slow, sunfury protector forces aggro to attack your minions but can take sometime to set up, any low cost spell can be anti aggro as well, and any 1/3 minion that your class might have is anti aggro too
Burst damage is something that i didnt really consider to be that good, mainly because i was doing it with bloodlust which is probably the worst way to do it, but now i put it in every control deck, having it is incredibly useful and against certain decks is required, burst damage is just the ability to do a lot of damage in 1 turn (12-20 damage in 1 turn)
Most burst damage requires a combo of at least 2 cards to do, at most it should only take 3 cards, you dont want too many cards to be part of the combo because you might not draw all of them, 2 is the best
All of the classes have a way to deal burst dmg, some are better then others at it though, paladin is the worst at it, well actually their burst damage is the best but it only works on minions so its not really the same thing, and some are more expensive then others, like druid burst requires an epic card, and rogue requires leeroy to do properly, but some are easy to get like double fireball for mage or windfury and rockbiter on reckless rocketeer for shaman (although this one works better with leeroy or argent commander in place of rocketeer)
The important thing about making burst damage is that you shouldnt dedicate everything to making the burst damage work it should be flexible, like with double fireball for a mage, using the fireballs to kill minions rather then as burst damage can be better, the burst damage potentail from those cards is just a bonus so they shouldnt need to be used together as burst damage, like the shaman example i gave above, you could use any of those cards i mentioned by themselves, especially if you go with argent commander, even windfury could be put on something else to be used with a different purpose
Against certain decks you will need that burst damage though, and ill talk about that later when i talk about specific decks in the current meta
You can use bolderfist ogre as a ghetto replacement for most of the popular big legendaries, except ysera and alexstraza, stormwind champion can also work but isnt nearly as good
Geomancer can replace thalnos really well, nat can kind of be replaced with loothoarder or acolyte of pain or any early game card draw really
Class specific legendaries cant be replaced
MulliginingKnowing what cards to keep and which to throw back at the beginning of the game can be the deciding factor of some games
The way i do it is if i see hunter or warlock i will throw back anything that doesnt help me against an aggro deck since those 2 classes are the most aggro ones in the current meta, if it turns out they arent aggro your aggro answers still arent that bad against warlock control, it might be back against hunter midrange beasts though but its still better to do that then risk it and lose to hunter aggro
Against other classes i will assume they are a bit slower and will try to go for 1-4 cost stuff, if im going 2nd ill keep 4 cost stuff, if im going 1st and have no turn 3 play ill throw a 4 cost back, and if im playing druid ill keep up to 5 cost stuff unless i have innervate in my opening hand, with innervate ill keep up to 7 cost stuff when going 2nd (6 when going first)
Try to keep stuff that will let you play at least 1 card per turn, it doesnt have to be 1 2 3, as long as 2 of the cards are low enough to play turn 2 and 3 at least
There are certain low cost cards you should always throw back, like situational cards that are much better in the late game even though they have a low cost, like geomancer, thalnos, or any low cost instant removal spell (unless your playing against a druid)
The type of deck your playing with will also change what you might keep, a late game control deck would keep removal spells and an aggro deck would want to get all 1 cost stuff, after you play your deck a bit youll know specifically what to keep and what to throw back
Minion TradingKnowing when to kill minions and when to attack the enemy's face is important
If you always trade minions you wont be dealing damage to him and if he swings board control back in his favor with aoe you can fall behind very quickly and will never have a chance to attack him directly
If you always hit his face you give him all the favorable trades and can run out of steam before you can kill him
The general rule that ive been following recently is only kill minions with your minions when you see that the enemy can make a favorable trade against you, not when you can make a favorable trade against him
So for example, lets say you have a 4/5 out and he has a 3/2 out, you could use the 4/5 to favorably trade against his 3/2 but theres no reason to since his 3/2 cant kill your 4/5 on his turn anyway, so most likely he will run his 3/2 into your 4/5 and then finish your minion off with 2 dmg from something else, the result is the same the but you got an extra 4 dmg in on him by not trading
But lets say we have that same situation but you want to play a 1/3, his 3/2 could kill your 1/3 favorably so you would have to use your 4/5 to kill his 3/2 to play your 1/3 safely, so in that case you should do the trade (depending on what 1/3 it is and on what class i was playing, mana wyrm and northshire cleric are the only 2 1/3s i would do this for, but for other minions that arent 1/3 i would do the trade), the same is true if the minion you want to play is equal to the minion (so if you wanted to play your own 3/2 or 2/3 you should do the kill his 3/2 with your 4/5)
There are some exceptions to this though, if your playing against an aggro deck you should clear as many minions as you can at all costs, and i mean all costs, ive used hex on direwolf alpha (a 2/2 that grants 1 attack to adjacent minions) and other crappy stuff that you would never think to use something as powerful as hex on and it has won me the game because those aggro decks generally wont have huge things that you need to save hex for, also if your playing with an aggro deck you should be going for the face almost all the time since your minions have such low hp and you need to deal as much dmg as possible asap
The other exception is against certain classes on certain turns when your minions have a certain amount of hp, like if im playing a mage and i have a bunch of stuff with 4 hp and my enemy has stuff with 3 attack, normally ill just ignore his 3 attack stuff until right before he hits turn 7 (or turn 6 if he has the coin and hasnt used it) and then do all the trades in the most favorable way i can so that his flamestrike doesnt screw me, this is true for all classes with aoe spells, you need to learn how much mana and how much dmg every class's aoe spell costs and does so you know when to do trades to avoid being screwed by aoe
There are 2 problems you can run into by following this rule and its exceptions
The first is that you can be punished by a spell that kills your minion and leaves you with no way to kill the minion that you didnt kill, the good thing about this is that he just used a spell to kill your minion so your minion got some dmg in and probably took a swipe or a fireball away from your enemy, because of this i generally will kill fairy dragons since those are a pain in the ass to kill after something like that happens, but most of the time you should have a spell or another more powerful minion to deal with his minion so it should be fine
The other problem is against paladins and priests, both classes can buff their minions a lot, this isnt too much of a problem though, you can use silence to fix it pretty easily with priests, and with pally i normally will clear the 1/1s he gets so that he cant use kings on its own to kill something with his free summon, but in the current meta buffs like that arent really used so the main problem with pally isnt buffs, its an equality combo since that can come out at any time past turn 4 and does infinite dmg to all your minions so you never know when to clear minions, ill talk more about equality combos when i talk about paladin decks later
Tempo: Choosing which cards to play and whenTry to play cards that make it so you still have cards to play next turn
For example, lets say your going 2nd and have a 2 cost, a 3 cost, and 2 5 costs in your starting hand you could coin out the 2 cost on turn 1, but then you have no turn 2 play so you should just save the coin for turn 4 where you can coin out 1 of those 2 5 costs so you can play something every turn
Its better to be able to play something every turn then it is to get stuff out faster (unless your playing against an aggro deck, then you might want to coin out that 2 cost depending on what he did on his turn 1)
Spending your mana efficiently is more important then getting out big stuff, for example on turn 7 you could play a big 6 cost minion and have 1 mana left over, or you could play a 3 cost and a 4 cost minion and have none left over, i would choose the 3 and 4 cost over the 6 cost unless my enemy had something big of his own on his side (i might still pick the 4 and 3 cost depending on what it is) or if playing that 6 costs minion gives me the potential for lethal on my next turn
You should also play the worst possible solution to any problem, for example on turn 4 the enemy has a 3/2 out and you could either play yeti or shield master, both can kill the 3/2 but the yeti is better so the shield master is the 1 you should play to deal with it since you can play the yeti later and have it be on 5 hp for something else, the same goes for spells, if your enemy plays something with 6 hp and you have fireball and polymorph in your hand you should use fireball and save polymorph for something bigger since polymorph is the best solution (unless your super close to winning and fireball (or w/e dmg spell) can be used as your finisher)
This is a bit more advanced, but if you cant play something on a turn then you can kindve fix your tempo by using a minion to hit the enemy in the face rather then killing a minion (while disobeying the guidelines i just said above in the minion trading section), its highly situational and should only be done when you need a certain tempo (like the next couple of turns will lead you to lethal by getting that dmg in now)
The LimitThe main problem with a control deck is that you will run out of instant removal/silence after your enemy plays a bunch of legendaries in a row and those boulderfist ogres that your using as replacements can only get you so far, winning with a control deck against another control deck without the ability to match the number of legendaries the other guy plays can be done, but is really hard to pull off
The absolute limit to the number of big legendaries (big as in 5 or more hp) that any normal deck without big legendaries can handle in a single game is 5, 2 of them are easy 1 for 1 trades just use your classes instant removal, you should save that for ysera and rag, the next 2 will require 2 cards to deal with, a silence and something to kill the silenced minion off with (if you use an orge to do it can technically be a 1 for 1), save that for carine and sylvanus, the last 1 is the hardest because by now you are out of answers and will probably have to take a 3 for 1 to kill the 5th legendary, the best you can do is 2 for 1 with an ogre and something that can finish it off
If you have your own big legendaries you can add 1 to that limit for every big legendary you have in your deck, faceless manipulator and big game hunter can also add 1 to this limit for each 1 of those in your deck, for the rest of this post im going to assume you dont have any of those and you are just working with 2 class instant removals and 2 silences
Ive tried putting more silence in my deck to see if i could extend the limit a bit, but it doesnt work, there arent that many legendaries that can be silenced as a way to deal with them
When your enemy plays his 3rd legendary you need to start trying to end the game, if you were following what i said above about minion trading and having burst damage you should still have a good chance at winning even if you havent drawn into the burst damage, you should start taking more risks here though in an attempt to hit him in the face more often
If he gets to the 5th legendary you are going to be super behind and probably wont win, if he heals; you lost, but drawing into that burst damage can save you and will probably be required to win at this point
If he plays that 6th legendary you need to ignore it and finish the game immediately the only thing that will save you at that point will be burst damage, if you dont draw into it after a turn or if the enemy has more hp then your burst damage + board damage can do you may as well just concede
This limit is smaller for druid since their instant removal isnt good to use 2 of, and potentially larger for paladins because they can take out 2 at a time with an equality combo though that wont happen often since people wont play 2 at a time against a pally
Also sometimes your board position will be strong enough to power through some of the legendaries, like being able to kill cairne twice without losing anything, so occasionally the limit can be higher, but in those cases your already so far ahead that you wont need to worry about the limit
The most popular decks of the current meta and how to deal with themHere ill go over some of the most popular decks, these arent all the decks youll see but it should cover 95% of them
Also these decks have variations of 1-5 cards, most of the time it doesnt matter, the strategy to beat them is the same, but when it does matter ill mention it
Warlock:
Zoolock:
http://www.hearthpwn.com/decks/38613-iem-katowice-2014-gnmishs-warlockThe zoolock is a hyper aggressive deck that will be attacking your face almost all the time, you can tell when its zoolock by if he plays shieldbearer or direwolf alpha at the start (aggressive warlocks are the most common so i always assume they will be aggro when i see them, though control warlock is starting to come back)
With a control deck it can be a pain, the best way is to clear their minions while playing your own, you need to try to keep up with them so play minions every turn, even if you have a hero power that can kill something its too slow, playing a minion is better then using your turn to hero power, if you can play a minion to an empty board youve probably won, use any instant removal liberally since the best card in that deck is doomguard and it wont be played until either he empties his hand or until hes ready to finish you off
With an aggro deck just go for the face, trade for knife juggler, priestess, and direwolf, ignore everything else that you can, use your taunt removal on sheildbearer when you can
Murlock:
http://www.hearthpwn.com/decks/15523-murlock-rwlrwlrwl-warlock-murlocAnother hyper aggro deck, but this one is murloc flavored, you can tell when its murlock when he plays a murloc
With control, treat it the same as zoolock, but prioritize killing off murlocs to stop the synergy, use instant removal on murlock warleaders, youve won if you can stop the murloc synergy and keep his board relatively under control
With aggro, again just go for the face, trade for the key murlocs like warleader and tidecaller and also kill the preistess, the faster aggro will win
Handlock:
http://www.hearthpwn.com/decks/38618-iem-katowice-2014-lothars-warlockThis is a control deck that gets out a lot of big threats while clearing your board and staying alive through legendaries and lifesteal, you can tell its a handlock when they dont play a muloc a shieldbearer or a wolf by turn 3, or if they life tap for the first 3 turns
With control, this deck doesnt know what to do if you never drop them below 16hp, so the way i beat them is just dont attack their face, wait to draw my burst damage, get them down to about 16-20 hp once i draw it (they will probably already be this low from life tapping on there own) and then use the burst damage and w/e i have on the board to kill them in 1 turn, its important not to let them play 2 molten giants and sunfury in 1 turn, cause you will be screwed pretty hard if that happens, so no matter what happens try to keep them above 16hp
With aggro, its really hard, the best way to do it is get them down to 16hp by turn 5, and deal 14 dmg on your next turn (if they dont life tap just sit there until you can deal 16 damage in 1 turn), if you cant do that much dmg in 1 turn you probably lost since they can molten giant and sunfury in the same turn, alternatively just go for the face like normal and pray they didnt draw sunfury
Druid:
Watcher:
http://www.hearthpwn.com/decks/38616-iem-katowice-2014-sinexs-druidThis is a midrange control deck with early 4/5s and a lot of taunt, you can tell its a watcher deck when they play ancient watcher or sunfury protector (this is the most common druid type so i assume it will be this at the start)
With control, in the early game ignore the ancient watchers, they will most likely be given taunt by something by turn 4 though so once they have taunt stop attacking until you have a way to 1 for 1 the watcher, if you have a way to 1 for 1 the watcher before it becomes a threat you may as well do it since it can be buffed out of easy kill range, save your silence for cairne, use 1 removal on rag and the other removal on the ancient of war, as long as you dont trade ineffiecently too many times youll be ok, 3dmg aoe really shines here becuase it will kill most of everything, with aoe you really only need to deal with the 4/5s (who will be at 1 or 2 hp after aoe) and ancient of lore, so its not too tough, just make sure you get 2 taunts up when your at 14 hp otherwise force of nature and savage roar will kill you
With aggro, your screwed, this is an anti aggro deck, just hope they dont draw ancient watcher, if they dont draw ancient watcher you have a chance, but its not a good chance, go for the face like normal, if they get a taunt up you can try to plow through it but youve probably lost since the amount of damage you sunk into it and the number of minions you lost will be too high, if you can kill it with a spell and a minion or 2 its not that bad
Token:
www.hearthpwn.com/decks/31698-faction-token-roar-druid-legendary-rankThis is a board flooding deck with a lot of burst damage and snowball potential, you can tell that its a token druid if they play violet teacher or imp master
With control, aoe can dominate this deck, prioitize killing the teacher and the imp master if you can stop them from flooding the board they wont be able to do too much since that deck relies on the synergy with the 1/1 tokens, save 1 instant removal for cenarius, dump your silence on the imp master and teacher if you cant kill it, you need taunt up when you're low on life to avoid being killed by leeroy/savage roar/force of nature burst damage but if you keep the board clear of teacher/imp master and the tokens they make you wont be on low life and they wont be able to finish you with that burst
With aggro, you can ignore everything except the teacher/imp master, you should kill those when they play them, other than that just hit their face like always, you should kill pagle too but i probably dont need to say that
Trees (druid ramp):
www.hearthhead.com/deck=19296/treesThis is a late game control deck that uses wild growth and innervate to ramp up to its late game at a much faster pace than usual, you can tell its a ramp deck if they play wild growth early on (its actaully hard to tell if its this deck since wild growth might not come out and the early game of this deck is very similar to the other types of druids)
There are many variations of this deck, this one has novice engineer which is weird (well its not weird, reynad made it and he likes only having 28 cards in his deck which is what the engineer is doing here), but its the one i see the most and the variations dont really matter since you deal with it the same way
With control, you should get a lead on board control in the early game, they will be using wrath to clear your stuff but since they have to spend mana playing wild growth you should be able to put enough down to have more than he can remove, this deck goes past the limit i was talking about above (druid is the only class that can do that without a bunch of legendaries), with 6 things you need to remove/silence, the best way ive found to optimize your removal/silence is to silence 1 ancient of war, silence the sylvanus, and then remove both ironbarks, the other ancient of war will be a pain (if you have more than 2 silences in your deck its not so bad) but the key to winning is that they have no way to remove big threats so if you remove the ironbarks and silence the sylvanus your big guys can get 2 for a lot of the time, your early board control should give your the ability to just hit his face with your big guy too because they will have to run his 5/X guys into your guys to stay alive, but you will have to take a lot of unfavorable trades with his druid of the claws and sunwalkers it should be fine if you use dmg spells to keep as much of your board position as you can, if he manages to get an ancient of war out on turn 3 (with double innervate) you probably lost, theres not much you can do against that, even if you have instant removal in hand for it you still probably lost because you really need that for ironbarks your best bet is to use that removal and just go full aggro from then on out, if he plays a turn 3 ironbark and you have instant removal in hand youve probably won, especially if you played a minion on turn 2, unless he went first then depending on your class you're screwed since you wont have the mana to play your removal that turn, rogue is screwed no matter what since assasinate costs 5
With aggro, you have a high chance of winning if they dont draw innervate/wild growth since you should be able to win before they get out the huge taunts unless you get terrible draws, you should be able to plow through 1 druid of the claw without too much trouble, save your 1 removal for ancient of war, if you cant win by turn 8 you probably lost, if they do draw innervate/wild growth and manage to play a turn 3 or 4 ancient of war/ironbark you may as well just concede right there, the only aggro deck that stands even a small chance at that point is a facehunter (see below for what a facehunter is)
Hunter:
Facehunter (aka Huntard):
http://www.hearthpwn.com/decks/39830-reynad-hunterThis is a hyper aggro deck that uses beast synergy and unleash the hounds to kill deal a bunch of dmg in 1 turn while whittling your hp down with his hero power and eaglehorn bow, you can tell its a facehunter when they play a trap, flare or leper gnome at the start (99% of hunters are playing this so i always just assume it will be this deck)
With control, never have more than 3 minions at a time, even 3 is pushing it, if you play 3 he can play a buzzard then leeroy and then unleash the hounds to spawn 5 dogs and draw 5 cards, then drop 2 timber wolves for 21 dmg in 1 turn (thats the ideal combo for them, that usually wont happen), try to have 2 of the 3 minions you have on the board be taunters, as long as they have 3 hp or more youll basically be invincible, since hes using traps you can choose when to attack into it, so maximize your chances by waiting for the right time to attack and attacking with the right things, always attack with something that does 2 or less dmg when you attack into a trap, waiting too long can be a bad idea since they can deal 2 dmg per turn no matter what so if you need to wait more turns*2 that your minion has dmg then just attack (so like if your minion has 4 attack and you would need to wait 2 turns to attack with something weak your may as well just attack with the 4dmg and hope for the best since his hero power would deal 4 dmg to you anyway if you wait, as long as you keep 3 or less minions on your side of the board you should be fine, use aoe to wipe the dogs/buzzard you can hit his face most of the time, as long as you have that aoe
With aggro, never play more than 4 minions at a time, your aggro deck should be able to beat his (unless you are playing a mirror match with this deck, in that case the person to play eaglehorn bow first will win) becuase his deck requires a bit of time and set up to do its thing where as a standard aggro deck can just kill by turn 6 without trying (and if explosive trap wipes your stuff he cant use hounds and you can just start over, after that happens only have 3 minions at a time)
Midrange beast synergy:
http://www.hearthpwn.com/deckbuilder/hunter#8:2;22:1;86:1;101:2;114:2;162:1;163:1;167:1;194:1;225:2;239:1;278:1;279:2;317:2;344:2;407:2;488:2;500:2;578:2;This is a midrange control deck that uses beast synergy, unleash the hounds is used as aoe and can buff the hyenas a lot when played together properly, you can tell that its this type of deck when they play scavaging hyena
This deck is very new/rare, i have no idea where it came from, i couldnt find a deck list on a site, so i built it from memory after seeing it a few times, this is the deck i see (or some variation of it) that other 1% of the time when its not facehunter, some of them have beastial wrath which i didnt include because that seems like a variation of w/e the orginal was, the details dont matter though the important part is that its a beast synergy control deck
With control, only playing 3 minions at a time is still a good idea here, though not as crucial, i havent gone against this deck enough to know exactly what to do, silence on the hymanes is good, king krush is generally used as a finisher so saving removal for it doesnt really pay off, but you probably should save at least 1 instant removal for it just in case, the only thing im 100% sure of is that the hyenas need to be killed before they snowball out of control which isnt too hard to do, ive never lost to this deck so i dont know what to watch out for to prevent yourself from losing
With aggro, ive never played an aggro deck against this deck, but i would assume going for the face like always works fine, the cards they have to stop aggro are very ineffiecent (except explosive trap) so it shouldnt be too much of a problem, i would ignore everything except the hyenas, also you should still follow the "only 4 minions at a time" rule
Paladin:
Divine aggro:
http://www.hearthhead.com/deck=24856/%5Bdkmr%5D-legendary-aggro-the-divine-wayThis is a hyper aggressive deck that uses charge and will dump all their cards on the board in order to use divine favor to draw more cards to dump those down to rush you down as fast as possible, you can tell its this type of deck when they play any of the 1 or 2 cost minions that they have (unless its the argent squire, but even then you should suspect divine favor aggro pally since the other popular pally decks doesnt use squire)
Theres a varation of this deck that uses sword of justice to buff the 1 hp stuff but people seemed to have stop careing about the 1/1 buff that the sword gives and took it out for soemthing else since i dont see that varation as much anymore
With control, try to keep the number of cards in your hand low so that they cant get a good divine favor, treat everything else the same as you would a zoolock, save 1 removal for when he uses blessing of kings, use the other on something that got blessing of might (silence also works for either of those), all you really need is 1 good aoe and you have the game won
With aggro, a lot of it depends on how your deck works rather than playing around his since hes just charging at you all the time and worry about divine favor since you wont have that many cards in hand anyway, because his card draw relies on your hand he wont be able to draw that many cards so you should be able to out draw him unless your deck also has no card draw, eventually youll overwhelm him if you do have card draw, you will have to trade minions though, and since his has charge you will be at a disadvantage for awhile, if you cant play more minions then he does you will probably lose
Paladin control:
http://www.hearthpwn.com/decks/38641-paladin-humiliation-controlThis is a control deck that can ignore board control entirely by using various equality combos and will finish you off with various legendaries, you can tell its this type of deck if they just use their hero power for the first couple turns (this deck concept is fairly old but it went out of style for awhile when the meta swtched to aggro but its back now and as aggro is dieing down im seeing more of this type than i am the aggro type so ive started to assume this is the pally type they are playing at the start, although i will keep 1 anti aggro card just in case)
Theres variations on this that dont use kodos or humilation, or will have ysera (which is more common) instead of alexstraza, harrison jones instead of ooze is also common (this is only due to the current meta), and ive never seen them use accolyte of pain before that seems like a new addition and i cant tell why, but these variations dont matter
With control, this is the most frustrating deck to play against, i hate it, equality combos negate any board control you have and there are so many combos that they will likely have it, you would think the best thing to do is play 1 big guy and 1 small guy and never play anything else, use the small guy to take out the 1/1s while hitting them in the face with the big guy (or just 1 big guy and use your hero power to kill the 1/1s), but no, the problem with that is they can just peacekeeper your big guy (and kodo it right after if they are using that variation) then they have a 3/3 and a 2/5 that you need to deal with and since the only thing you have on board at the point is a small guy its hard to deal 8 dmg of hp to kill them which forces your to play more minions which allows them to equality/concecrate so theres really nothing you can do about it, ill usually just play 3 crappy minions with like 3 hp each so none of his combos are that good (pyro+concecration is still good for them but its the best you can do), the good thing about fighting this deck is that it relies on those gimicky combos, so if they dont draw equality or kodo you will be in a very good position for a long time, this deck is about at the limit i was talking about above, so silence tiron and cairne, remove alex (or ysera depending on the variation they are playing) and rag, tiron is still a pain to deal with since you wont have much on the board so a 6/6 is hard to kill but it should be possible, he will get 3 for 1 possibly even 4 for 1 but since you havent been playing minions you will have enough cards in hand to get the board back to 3 some what crappy minions to whittle him down with, if you can get them to spend both his equalities without losing the board or losing too many minions to it, you should be able to win as long as you draw your silence/removal for the legendaries
With aggro, this is the best deck to play against, i love it, their combos suck against it since aggro decks already have low hp, you should only play 4 minions to the board at a time though so that you can put more stuff on the board after they wipe it with concecration, save your removal for tirion, you can ignore everything else they do except pyromancer, but most of the time they will play pyro then a spell to use its aoe so killing it doesnt help too much since it already did its damage, but you still should, if they play alexstraza to heal themselves youve probably lost since you have no way to deal with alex, its fairly easy to win if they dont play alex or if you kill them before turn 7 since they cant heal, concecrate 1 turn after the other is pretty much the only thing they have that will stop you
Path of Justice (hybrid control):
http://www.hearthhead.com/deck=4/path-of-justiceThis is a hybrid deck that is slanted more towards control than aggro, its impossible to figure out that its this type of deck, most of the time you will think hes aggro with the bluegil or standard control when he hero powers a couple times, the engineer is the best way to tell but they dont all use that
This deck is very rare but ive seen it enough recently that im going to include it here, most of the time they will have knife juggler instead of novice engineer
With control, ive never had an issue with this deck, at all, i think its the kind of deck thats made to be anti meta and it doesnt apply to any of my decks so i dont have any problems, the only time i struggle against it is when they play bluegil early and i react to it as if they are an aggro deck and burn things i normally wouldnt burn on a 2/1, but even when that happens its not that bad and they normally wont play bluegil unless they are removing something so it shouldnt be a problem, they have equalty combos too but they lack the finishers of the standard control deck and removing their crappy 1 hp minions is easy, you should still only play 2-3 crappy minions at a time until they use equality or consecrate, save 1 silence for tirion, use both removals on the guardian of kings, and the other silence can be used on w/e he uses blessing of kings on, if your playing warrior control this deck looks like it will give you a ton of trouble as it seems built specifically to counter that so your probably screwed if you come across this deck as warrior control, everyone else should be fine though
With aggro, everything i said about dealing with paladin control applies here, except you dont need to worry about alexstraza and since they are using some crappy minions you are favored to win as aggro
Shaman:
Allahkir Akbar (burst shaman):
http://www.hearthpwn.com/decks/39978-esgn-fight-night-s5-ekops-allahkir-akbarThis is a midrange control deck with a ton of burst damage potential, you can tell its this type of deck when they play wild pyromancer (this is the flavor of the week deck, so i expect it every time i see a shaman right now)
The major variation in this deck type is that nat pagle is sometimes replaced with a 2nd argent commander, which is important but theres no way to tell until you see a nat pagle or a 2nd argent commander (and if you see a 2nd argent commander its too late), the 2nd argent commander means its this variation on this deck:
http://www.hearthpwn.com/decks/38619-iem-katowice-2014-artosis-shaman which is basically the same except the commanders will be used as burst instead and can be used as removal instead of burst (that version of the deck doesnt rely on the burst as much)
With control, alakir can deal 26 dmg in 1 turn potentially and there will be no way stop it unless you have taunt, the best thing you can do is kill off their flametongue totems because in order to deal that much damage they need to set up the flametongues on the turn before they play alakir, doing that is harder than you would think though since they have so much removal and you probably used your damage removal before they put down the totems, and even if you manage to kill the totems alakir can still deal 18 dmg without them, the good thing about this deck is that it kind of relies on that alakir burst damage so if you can stop that with 2 taunts before they hit turn 8 youll be fine, use your silence on the unbound elementals (remove them manually if you can do it without losing anything so you have the silence for auctioneer or flametongue) and save 1 removal for alakir (in the argent commander version use it on the argent commander that gets winfury put on it) although if you have to use it on a fire elemental then go ahead since alakir (or commander) will probably finish you off anyway so you wont get the chance to use the removal you were saving, use the other removal on a fire elemntal, use aoe to take out commanders when you can as long as it takes out something else with the commander
With aggro, just attack the face as always, the feral spirits will slow you down but theres nothing you can do about it, just have to power your way through, if they dont play feral spirit or lightning storm by turn 5 youve probably won, ignore everything except the wild pyromancer, pagle, and mana tide totem
MITJDW Shaman:
http://www.liquidhearth.com/forum/constructed-strategy/1645-deck-dissection-mitjdw-shamanThis is a board control deck focused on taking out your minions with spells, you can tell its this type of deck when they play argent squire
With control, the only issue youll have is with the anti control variation of this deck, the important thing here is to play stuff that has 4 or more hp because most of the shamans spells can only deal 3 damage, always clear totems, sometimes ill leave the healing totem alive in certain situations, thats a judgement call youll have to make during the game but generally you should clear every totem, prioritize the spell damage totem that thing must die, save your removal for rag and silence for cairne
With aggro, the face, you hit it, the only time you should clear totems is when the spell damage totem actually pumps his 3 dmg spells to 4 and you have something with 4 hp (or when you have a board full of stuff with 3 hp so lightning storm isnt gaurenteed to wipe you out), and obviously you have to clear the taunt totem, also once he has 3 totems clear the spell dmg 1 so that he isnt gaurenteed to get the taunt totem, this deck is really difficult for aggro, especially the anti hunter version, but youll probably win if he doesnt draw feral spirit, sheild master, or get the taunt totem every time
Trumps "free" shaman:
https://sites.google.com/site/trumpdecks/freetoplay#freeshamanThis deck is similar to the MIT shaman without the epics or legendaries, if you dont see wild pyromancer just assume they are playing this or MIT
With control, again minions with 4 or more hp are great against this deck, and clearing totems are the same as MIT, if your at rank 15 or below this will probably be the shaman deck your against so you can use your removal on fire elementals, you can freely use 1 removal on a fire elemental without having to worry too much about it, use the other one only if theres no other way or if you see an argent commander
With aggro, same as the MIT shaman that i said above
Mage:
Trumps "free" mage:
https://sites.google.com/site/trumpdecks/freetoplay#freemageThis is a mid range control deck with a bit of end game punch, you can tell its this type of deck when they play armani beserker or sunfury protector
With control, theres nothing really special that you have to do here, even against the "final form" variation (if you scroll down a bit on that page you can see it) just use your removal on the end game punch, use silence on sylvanas if she comes out, you could even silence cairne if you want, 1 thing you should do is clear the armani beserkers because they can ping it with fire blast and trade up, same thing with killing acolyte of pain if you can do it in 1 hit you should
With aggro, ignore everything except the mana wyrm, deciding wether you kill that or not is the most important desicion of the game and can be what causes you to win or lose, if you have a 3/2 up that can kill it without dieing to it and you have a follow up to that 3/2 (at least 1 other minions) then you should kill the mana wyrm, if you dont have a follow up, like if you got a bad hand, then youll have to be risky and hit him in the face because youll loose too much of your tempo if you kill the wyrm without a follow up, use your removal on anything with 5 hp if he gives it taunt
Mockingjay Mage:
http://www.liquidhearth.com/staff/monk/PowerRank/April2014/Mockingjay_Mage.jpgThis is a control deck that is more focused on spells, you can tell its this type of deck when they play loot hoarder or kirin tor mage
With control, counter spell will screw you pretty hard, when a secret is played i go through many different things to deterimine what it is, first ill attack with a crappy minion (if i can), and if nothing happens ill play a crappy minion (if i can) if nothing happened at that point you know its either something that will stop your spells or ice block, you should assume its something that will stop your spells so try to play a crappy low cost spell first to trigger it, then play the spell you actually want to play, if you cant play a low cost spell first, or if you dont have enough mana to do everything im saying, then your screwed, its better to just not play the spell and hope to draw a low cost spell to draw it out, generally they will play counter spell after playing cairne, or on turn 7 before they play rag on turn 8, or with antonidas on turn 10 you need a low cost spell so you can use your removal on rag/antonidas or your silence on cairne, if you dont have another spell to feed to his counter spell you are pretty screwed so what i like to do is once i determine its this type of deck ill hold back something like the coin or some 2-3 cost spell so that ill have some food for it, if you manage to play around counter spell you should be fine
With aggro, ignore everything, the mana wyrm is the same here as i said above, this deck is too slow to be effective against aggro so you should be able to just win even if he manages to give taunt to kirin tor mage and play counter spell by turn 4 you should be able to blow through the kirin tor without much trouble, thats the only combo that can possibly save him from your aggro and even thats not great, so you should win pretty easily
Warrior:
Control Warrior:
http://www.hearthhead.com/deck=27512/kitkatz-warriorThis is a legendary heavy deck that delays the game while drawing cards until they can finish you off with a huge combo, you can tell its this type of deck when they armor up a bunch or play armor smith or accolyte of pain
Theres a variation of this deck that swaps out ysera for harrison jones, the harrison jones version is easier to deal with unless your playing a weapon heavy deck
With control, this is a rough deck to deal with as it goes way past the limit use your removal on alex and rag, gromish will normally be a finisher so theres no point in worring about having a way to remove him, silence ysera and carine, baron only has 5 hp so you can use a dmg spell or 2 to deal with him, only play 3 minions at a time to avoid brawl as much as you can, once they play brawl feel free to play as many minions as you want but i always hold 1 back in case they are running a weird version that has 2 brawls, if he facelesses 1 of your better cards your probably screwed, if i run out of ways to remove stuff i just wont play my most powerful minions, weak taunt is really good against this deck so give your crappy minions taunt when possible just make sure they have more than 1 hp, if you can deal with most of his legendaries youll be in good shape, if they play grommish without finishing you than your forced to use a silence on it, the other silence should still be for ysera, cairne will be a pain in the ass in this case but manually killing him isnt that bad
With aggro, kill the armorsmith in 1 hit if you can, that thing can kill your 1 hp minions and heal him while doing it so killing it is great, ignore everything else and hit his face, only play 5 minions at a time, use your removal on baron, if he doesnt brawl on turn 5 you should win before turn 8, unless he pulls double shield block or does an amazing job at clearing all your stuff, if you dont win by turn 9 just concede
Aggro Warrior:
http://www.hearthhead.com/deck=32808/new-reynad-aggro-warriorThis is an aggro deck that uses weapons to attack you directly, you can tell its this type of deck if they hit your face with a weapon or if they play a 1 cost minion
This deck used to be super popular but now that everything is using taunt and ooze/harrison its not used as much anymore
With control, taunt stops this deck hard, so as long as you get a few good taunts up you should be fine, youll need something like sunfury protector or defender of argus to give 2 things taunt at a time because 1 of them will be killed be the black knight, if you are at 12 or less life you need to consider mortal strike, it deals 6 dmg when the warrior is at 12 or less life, so 2 of them will kill you, if you see he has 2 cards in hand they will almost certainly be mortal stike so try to keep him above 12 hp so that he doesnt have the dmg to kill you, depending on how much life you have it might actually be more effective to heal them then it is to heal yourself, when your at 9 hp healing them is better assuming you have taunt and the heal is for 3 or less, its important to consider the situation and determine what will allow you to win
With aggro, this is actaully pretty slow as far as aggro goes, so you should be able to be faster than them and beat them on tempo, ignore everything except bloodsail raider use your removal on 1 of the argent comanders
Rogue:
Modern Miracle:
http://www.hearthpwn.com/decks/42750-kolento-miracle-rogue-legendThis is a deck that draws cards and uses spells to remove your minions in order to get a huge leeroy and edwin combo, you can tell its a miracle rouge when they shiv your face to draw a card
This deck looks like a joke but its surprisingly effective unless a taunt gets in the way
With control, you can pretty much do w/e you want, save 1 removal for edwin, the other 1 can be used on an auctioneer if you can, try to kill the auctioneers asap, they are what make this deck work, if it gets concealed theres nothing you can do (unlees you have a 4 dmg aoe, in fact if you have 2 aoes that deal 2 dmg you should burn both to kill the auctioneer when its concealed, thats how important killing that thing is), alternatively you can just silence edwin and have both removals for auctioneers, if you kill the auctioneers without them drawing too many cards you probably won, make sure you get at least 3 taunts up later in the game to prevent the leeroy combo from hitting, its actually kind of hard to lose to this with control, everything has to go very badly for you and very good for them
With aggro, hit the face, ignore everything except the auctioneers, use your removal on edwin, aggro will struggle against this deck, they will be removing everything you play so it will be hard to get damage in on them, if you manage to kill the auctioneer everything will be fine, if they conceal it god help you they will draw their whole deck by turn 7 and will finish you on turn 8, you just have to hope they dont draw the cards they need in the order that they need them
Tempo:
http://www.liquidhearth.com/staff/monk/PowerRank/April2014/Savjz_Tempo_Rogue.jpgThis is a board control deck that keeps pressure on you by playing minions every turn, you can tell its this type of deck when they play argent squire or defias ringleader
With control, if you can match their tempo youll be fine, your control deck will probably have better minions than the minions in this deck, aoe is really good here, silence cairne, you can remove him too if you want, feel free to use the other removal and silence on w/e you want it doesnt really matter, shield master or azure drake would be good, at 12 hp you are in the danger range, cause he can leeroy shadowstep leeroy for 12 damage, so sunfury protector or defender of argus is good here, just dont give taunt to anything super important because they will black knight it
With aggro, theres not much this deck can do against aggro, you can safely attack the face without worrying about anything
Priest:
Priest is really bad right now and you will rarely see them
Amaz Priest:
http://www.hearthpwn.com/decks/42870-amaz-priestThis is a mid range deck with rag and mind control for the end game, you can tell its this type of deck if they play injured blade master
With control, this deck is really easy to beat, the only trouble youll have is if they get a lucky thought steal and take your best minions/spells, or if they coin injured blademaster and then use circle of healing to get a 4/7 on turn 2 but that also requires luck and doesnt happen often, you can use 1 removal freely (i recomend saving it for w/e they mindcontrol from you), the other is for rag, silence sylvanas, make sure you kill your harvest golem (if your using them) or dont even bother playing them cause they will be stolen by the enemy and the 2/1 that spawns when it dies becomes the preists forever
With aggro, this deck can be hard to beat, its very anti aggro and they can heal for a bunch, auchenai soulpriest and circle of healing is a 4 dmg aoe what can wipe out your board, just hit the face and hope for the best, use your removal on 1 of the shield masters
DuckwingFACED:
http://www.liquidhearth.com/staff/monk/PowerRank/April2014/DuckwinFACE_Priest.jpgThis is a mid range deck with rag and mind control for the end game, you can tell its this type of deck if they play ancient watcher
At first i thought this was a variation of the other deck, but no, its different enough to be its own thing, kind of
With control, this deck is much better than the above priest deck against control, the strategy is still the same, twilight drake is harder to deal with than injured blade master, you can silence the twilight drake to make it a 4/1 and kill it with something small though if you draw your silence (earth shock is amazing here), and ancient watcher can be silenced and will be like a yeti, but on turn 3, dealing with that is much harder than anything in the other deck, youll probably have to go 2 for 1 with it if he plays it that early, other than that everything else is the same as i said for the priest deck above this one, still shouldnt be too hard
With aggro, this deck is easier to beat than the other one as its not as anti aggro, use your removal on an ancient watcher that gets taunt, it can still be hard if they draw the right cards
Randuin Wrynn:
http://www.hearthhead.com/deck=137/epic-fun:-randuin-wrynn-%28or-how-to-rng%29This is a joke deck that uses RNG to win, you can tell its this type of deck when they play master swordsmith, or lorewalker cho
Priest is in such a bad place right now that i actually see this joke deck as often as i see the other 2 decks
With control, the only way you can lose is if his rng is really good, save your removal for ysera and rag, silence sylvanas, you should have enough board power (especially with a damage spell in hand) to manually kill norzdormu and gelbin
With aggro, you pretty much cant lose, the 1 thing that could mess with you is a good mad bomber, ignore everything except the demolishers (use your removal on 1 if you want), you might want to kill the knife juggler too, depending on how much hp your minions have at the time
My decksIm currently rank 8 and these are the decks i use
Big Blind Savages:
http://www.hearthhead.com/deckbuilder#cMfE7Md67zkk7Mzt7MiS7MqK7Mau7zRI7Mdq7Mmh7Mcn7Maq7zc47zoG7zbv7zzj7MzV7Mra8qThis is the deck ive been using the most in ranked, its really flexible, sometimes i can play it as an aggro deck depending on the situation, there was 1 time where i played it as a mill deck against an aggro warlock that played lorewalker cho (i left cho alive and just gave him my spells because i knew his deck couldnt properly handle a tempo that included my spells, basically i turned him into control while i was aggro and getting my spells back, i also burned 1 of his cards with naturalize on turn 4)
Originally i had 1 sunfury protector in there and only 1 faerie dragon, but i never really needed the extra taunt, and faerie dragon was mvp against aggro hunter every game (litterally you can just play faerie dragon on its own and it will deal half the hunters hp in dmg before it goes down, explosive trap is the only thing that can stop it if i have enough spells in hand to kill everything he plays which i always do), the protector was better against zoolock though, but i can usually get by just fine without it and the dragon is better vs control
The ironbarks are there to draw out big game hunters or other removal to protect rag, and if they dont have an answer to it, its a great minion, i might replace 1 with a faceless though, but the taunt does help so idk
Ancient of lore is the best card drawing card in the game imo, so i put 2 in there, it can also heal me against aggro decks if i need it to
Starfall is usually just a 5 dmg spell to a minion, but i like the option to deal 2 to everything to help with aggro, i tried it with starfire instead but the tempo wasnt right, and the aoe option was more important than i thought
Naturalize is better than i gave it credit for, the cards the enemy gets dont really matter too much and it can actually help you when the game goes into fatigue which does happen with this deck, it can also give you a huge tempo advantage since you can spend 1 mana to kill something he payed 8 or 9 to play
Board Control 3.0:
http://www.hearthhead.com/deckbuilder#czmP7MbW7Md67zkk7Mb37Md07MmM7Mcb7MiV7Mb67MRe7MaD7zRH7zoG7Mmc7zww7Mdk7zY8kThis is the other deck i use in ranked, its not as flexible, im still tweaking it
Ive considered taking out 1 defender of argus and either putting in an auctioneer, or a 2nd argent commander, but cant decide which is better, i feel like 2 defenders is best
The windfury is in there for a bit of burst damage, i can put it on a fire elemental that lives for 12, or on an argent commander with a rockbiter for 14 (or supported by a flametongue for 12, or both for 18), the commander doesnt need to do that though, i could just use it to kill something, there were 3 games where my rag survived, i earth shocked it, played rockbiter and flametongue (only 1 game had both) then windfury and hit for 26, it was glorius)
The argent squire is there to help with aggro
Mana tide totem isnt as bad as i thought, if it lives it can get you so many cards, most of the time people have a spell to deal with it though, even then its not that bad since it forced them to use a spell and gave you a card out of it, the main problem is the tempo issue if you play it on turn 3, i find playing it on turn 6 with something else is much better
Originally i had thalnos in this deck, but it rarely helped so i cut it, i might cut a squire to put it back since aggro isnt as popular now, people have started using blood knight more and the squires are a liability now, i was also thinking about getting rid of the axe for thalnos since the axe hurts me more than it helps most of the time since shaman cant heal without the 3/3 that heals for 3, which i dont really want in this deck
Anti-Aggro:
http://www.hearthhead.com/deckbuilder#cMnk7MdA7Mse7Md67zkk7Mzt7zb37zs07MVG7ziz7Mqd7Mdq7Mb27MoY7Mzh7zoG7zaP7MoH8RI still use this occasionally mainly for quests, back when aggro was the only thing people where doing this deck dominated, now with more control decks its not as good so ive pretty much retired it
Mad bomber and arcane missiles are amazing vs aggro, even accolyte of pain is good vs aggro
I could just get rid of arcane missiles, mad bomber and the shield master for stuff that is better vs control but the whole point of this deck was to be anti aggro so i dont want to
Little Buffs:
http://www.hearthhead.com/deckbuilder#cMfI7MuQ7MmP7Miu7MbW7Mf67MRm7Mb37Mho7Mdq7Mhq7zoG7Mah7MbP7za17MrI8MThis is a very old deck, its 1 of the first that i made, the only update ive made to it since then is adding rag to it (i didnt even update it to add my carine), i think i replaced a spellbreaker to add rag
It still works though, i use it for quests, the whole idea behind it was to buff everything by 1
Knife juggler is there to give the hero power the ability to deal 1 dmg
"Combo":
http://www.hearthhead.com/deckbuilder#czfI7MmP7zVX7Md67Mcc7zkk7Mzt7MkQ7Mb37McL7Mfu7Mau7Mdq7Mmf7zoG7Mh37Mah8mMade this deck for a quest a long time ago but kept it around after it preformed pretty well and even updated it as i got rag and cairne, i just use it for quests now
Originally i wanted to make a combo deck, but then realized i only had like 3 combo cards (technically 9 but i dont count doubles), i used to have headcrack in there which i really like but its way too slow so i ended up disenchanting it once i realized i would never have a use for it
Aggrolock:
http://www.hearthhead.com/deckbuilder#cMmo7MmP7zbH7zzt7Mb37zaH7Mhn7Mdq7Mhq7Mqs7Mhx7zrG7zkg7Mah7zhC7Mwx7MU7MjH8sI made this deck awhile ago and changed it after the nerf to blood imp, i mainly use it for quests and for going from rank 20-15 quickly (prior to this season i would use it to go from 25-15 quickly), ill also use it if i drop a rank because i messed around with another deck (i use like little buffs or combo rogue or my preist deck in ranked occasionally either for fun or to check how well they do at that particular rank)
Its not as aggro as zoolock but if the rush fails i still have a chance after turn 10, as long as im not against a druid
Thalnos is in there mainly for card draw but it can potentially buff mortal coil to 2 to remove something or soulfire to 5 for more damage to the face (or for getting through a watcher or yeti that got taunt)
Typical Priest:
http://www.hearthhead.com/deckbuilder#czkk7Ms07Mdq7zAR7Mrf7MoN7Mfz7Mdx7MR7MhB7Mj57MaA7zoG7zcK7MAo7MAa7Mx8VI made this deck just for fun and to do a quest, but it turned out to be significantly better than i thought it would be, i actually won a few games at rank 9 with this which was unexpected
Its really fun though, inner fire can get me a 5/5 that heals itself for 3 every turn on turn 2 (with the coin) which is just funny, it can also bring a silenced lightspawn back up to a 5/5, its especially good vs control warrior or control palladin becuase both of those decks have a high number of legendaries and thought steal generally steals 1 of those, there was 1 game against a warrior where i pulled alex and gorehowl in 1 thought steal and did his kill combo to win, it was hilarious