Hearthstone Budget Decks For Into the Emerald Dream, Cheap Decks for Laddering in Hearthstone!

One of the big complaints about Hearthstone is the price to pay (to play) when you first start. There are a ton of Legendaries released, and if you are unlucky you may have not received much in the way of playable cards. This is unfortunate, so we’ve gone ahead and created some budget decks that should serve you well if you are in the Bronze or Silver divisions. Some of the stronger builds should be viable throughout Gold and possibly even Platinum if you master them. We don’t recommend those decks in Diamond or to attempt a Legend climb, unless you replace some of the budget cards and turn them into actual meta decks. You CAN hit Legend with some of them, but you would really need to master them and play very well, and by that time you most likely will have enough resources to build a full version anyway.

The game is in a better state than it was a few years ago. The free Core Set, as well as the current rewards system, are both pretty generous (at least by the old Hearthstone standards). We’re also commonly getting other free stuff like packs, Legendaries etc. during expansion releases, events, and from outside of the game (e.g. Twitch drops). While things have gotten much better for new and F2p players, it’s hard to deny that the game is still quite expensive to get into. F2P players should easily be able to build a few meta decks per expansion, but the issue is that they can’t play whatever they want. So once they commit to crafting certain cards, if they want to switch to another class – tough luck! That’s why we think that those budget decks can come really handy. No matter if you want to do Daily Quests for another class, test a deck before crafting a full version, or just play around with different options, they should be a good option for new and F2P players alike.

Defining a Budget Deck

We’re trying our best to keep the budget decks as cheap as possible while making them as strong as we can. Overall, there’s no hard cutoff, but we try to keep the decks within the 2-3k Dust range (Dust cost listed next to decks below isn’t always accurate, since it includes cards that are given away for free). However, their real cost is usually much lower, because players tend to own a lot of Commons / Rares used in them already.

When it comes to Commons & Rares – it’s simple, all of them are allowed. It’s very easy to get a full Common & Rare collection (doubly so with the recent addition of Catch-Up Packs), and even if you’re missing some of them, they’re cheap to craft.

As for the Epics – if it’s not possible, we try to not include them. If a deck can be built with no Epics at all, that’s great. However, that is sadly quite rare. Epics are often key cards in a given build, so removing them is either impossible or would drop the deck’s win rate by a lot. Even in the worst-case scenario, we try to keep it down to a couple of Epics, but if choosing between a deck that has to include a few Epics and a completely unplayable deck, we’ll choose the former. Playing a deck that virtually can’t win any games is just not fun.

Legendaries are completely excluded UNLESS they are available for free. This includes all of the Core Set Legendaries, as well as Legendaries that were given out for free in the current Standard rotation. To unlock those free cards, you either have to open a single pack from a given expansion, or finish a simple achievement like owning 30 cards from a given set. It also lines up quite nicely with the fact that you’re guaranteed a Legendary in your first 10 card packs from each set. For this reason, if you are a new player or you just came back after a long break, your first priority should be buying up to 10 card packs from each Standard expansion. This will give you plenty of free Legendaries that you can use in all your decks, many of which are genuinely powerful.

Into the Emerald Dream Update

I’m sorry that this update came so late – usually I try to release them within a couple of weeks after expansion’s launch, but I had some real life stuff holding me back. Budget decks update is always a big time committment because I try. With that out of the way, let’s talk about budget decks.

Emerald Dream is the first expansion of a new Standard year, so I had to basically redo all of the budget decks completely because of the rotation. 4 expansion metas are usually very tough to build budget decks for because the card choice is limited. Many of the budget staples are no longer playable in Standard, and others got nerfed in one of the latest balance patches. However, this entire batch of decks was saved by a single card Blizzard added to the Core this year – Menagerie Jug. It activates many Aggro/Midrange strategies by adding a serious win con package.

However, Jug can’t solve every problem. Menagerie strategy works better in some classes than the others (depending on the rest of the available toolkit). I had a few problematic classes that didn’t really work with the Menagerie package. For Druid, I built a much better and more fun alternative if you’re willing to craft one Legendary. But for classes like Warlock and Warrior I simply couldn’t find a bettter budget alternative, so even though they aren’t great, there’s simply nothing else that I could think of.

I know that focusing on the Meangerie strategies means that the diversity of budget decks went down, but despite sharing the same package, they still have their own playstyle quirks

If you’re wondering which of the budget decks are the strongest, I think that Death Knight, Hunter, Paladin and Rogue are the best ones this time (also Druid if you count the semi-budget Imbue version). Demon Hunter, Mage and Priest are also okay. The rest I would stay away from unless you really need to play the class to complete some quests etc. because they felt the weakest during playtesting.

Cheap Hearthstone Decks


Deck Import

Handbuff Death Knight is one of the strongest budget builds in this expansion. The deck works quite well in the current meta, and it can be easily built with no Legendaries – the only card you’re realistically missing is Nightmare Lord Xavius. It’s not necessary, but honestly I recommend crafting it anyway, because it’s one of the best cards from the set.

The basic idea is very simple – buff your Undead while they are in your hand, then play big minions, preferably with extra effects. Your key card is Amateur Puppeteer, which between the main body and the Mini gives +4/+4 to all Undead in your hand. It’s even better if you can play both parts together with Brittlebone Buccaneer to give it Reborn. But realistically you’re usually going to drop the first part alone and keep the Buccaneer for the mini (unless you get both in the late game). Other sources of handbuffs include Lesser Spinel Spellstone and Blood Tap.

Once you have your big Undead, it’s time to push. The best part is that most of your tools work well in all matchups. For example, Darkthorn Quilter (especially when combined with Poison Breath) and Gnome Muncher can be used as board clear, but they can also push a lot of face damage. Nerubian Swarmguard puts a big wall vs Aggro they might not be able to get through, but it’s also great vs slower decks as it summons three bodies, essentially tripling all the handbuffs you put on it.

One last thing I have to say is that you shouldn’t go all-in vs slower decks. Balancing between board pressure and resources is very important. You only have a handful of buffed minions, so play them conservatively. Drop them together with new, unbuffed minions you draw, try to play both value cards (like Chillfallen Baron or Toysnatching Geist) together with your big bombs. Don’t put yourself in a situation in which a single board clear is going to get rid of all your biggest minions.


Deck Import

Menagerie Aggro Demon Hunter is a surprisingly solid deck, but what you see here is not how it’s normally built. Usually you go for a mix with Priest thanks to Aranna, Thrill Seeker‘s Tourist effect. This way you get access to some great early game minions/burn cards (e.g. Brain Masseuse and Acupuncture). However, the budget version is still decent and it should serve you quite well. If you want a full meta Demon Hunter build, however, I would go in the direction of Cliff Dive version instead. Despite somewhat falling off, it’s still one of the better decks in the game at the time of writing.

Anyway, back to the budget build. As with the other Menagerie decks, your strategy is to build an early game tempo lead and then capitalize on it with Menagerie Jug. If you manage to hit 3 minions, that’s an instant +9/+9 to your board that you can immediately take advantage of (to do some good trades or push face damage, depending on the matchup). Even just hitting two buffs is usually enough. One buff depends heavily on the situation. This deck has an unique advantage of being able to set up Dreadseeds and Dangerous Cliffside, making it easier to hit many targets with Jug. Dreadseeds are Dormant, so your opponent can’t clear them, and they come with two minion types (Undead and Beast). The downside is that since they are Dormant, you can’t attack with them immediately, but it’s still a great tempo push. Cliffside is a Location so you can activate it on the same turn you play Jug, and it’s even better because the Pirates you summon have

Other than the Menagerie package, Dreadseeds are pretty good standalone cards. While you probably won’t win the game from them alone, they make for some nice mid game distraction for your opponent, and Hound Dreadseed in particular can help you close out some games thanks to extra damage. If you combine it with other sources of damage like Chaos Strike or Gan'arg Glaivesmith, you can have some serious from-hand burn. And if you manage to stick Sock Puppet Slitherspear on board, all of that damage is doubled.

Finally, the deck runs an extra solid mid game tool – Ravenous Felhunter. Since the only Deathrattles you run are Ball Hog and Dreadsoul Corrupter, you’re guaranteed to resummon them. And a 5 mana 5/3 that summons two 4/4’s or 3/3’s with extra effects is really strong. Extra Ball Hogs are particularly good vs Aggro because of Lifesteal and Corrupters make it incredibly sticky (opponent first needs to clear a 5/3, then two 4/4’s, then two Dreadseeds they summon).


Deck Import

Usually, Druid would be a great fit for the Menagerie package. The class is known for its early game Token cards, and you can usually get a good few minion types out of the Druid cards. However, the rotation left little to no early game/Token oriented tools, so it has to heavily rely on the Neutral cards. I did some playtesting and while it wasn’t the weakest budget deck, it left a lot to be desired. That’s why if you can afford to craft a Legendary card, take a look at the deck below it. If not, let’s continue.

As with the other Menagerie decks, the idea is to build a sturdy early/mid game board and them get a massive buff with Menagerie Jug. What Druid has going for is Innervate, letting you drop Jug one turn earlier than usual. Against Menagerie decks, opponent is usually trying to, but they might not expect it a turn earlier (or rather, even if they expect it, they might not be able to do anything about it).

Sadly, the only board-wide buff left in Standard for Druid is Power of the Wild, but it still has some uses. You want to flood the board anyway, so even if it’s just +1/+1, buffing multiple minions at the same time has its uses. For example, if you already have some board, it can make a nice combo with Distress Signal on Turn 4. Living Roots and Fire Fly are other good ways to summon multiple minions for the sake of board-wide buff.

If you don’t have Jug, you can try to set up Cosmic Phenomenon as an alternative Turn 5 play. If you manage to keep 4 minions alive, you get a MASSIVE power spike. Not only you give your existing board +1/+1, but you also summon three 3/4 Taunts. That’s a big push, but the downside is that it’s hard to set up because opponent will of course try his best to clear your board. Thanks to Innervate, if you’re missing just one or two minions, you might still be able to get enough for that extra effect.

The deck has SOME reach in form of Living Roots (2 damage option) and Swipe, but overall you shouldn’t rely on it – you have to deal most of damage through your minons. Don’t save those for face and use them to clear enemy board if necessary, but sometimes that little bit of extra damage from hand might be enough to close out the match.


Deck Import

Imbue Druid is an almost perfect budget deck. It’s actually pretty strong in the current meta and it can be built for very cheap. But I said “almost” perfect because you just NEED to play Hamuul Runetotem – he’s the reasons why this entire deck works in the first place. So if you want to play Druid, refer to the Menagerie build above. But if you can spare 1600 Dust (or you happened to open Hamuul), this is a great choice.

The idea is to mulligan for cheap Nature spells and Imbue cards, play as many of them as quickly as you can, and then start summoning mid/big minions from your Hero Power every turn. You usually don’t bother with the Hero Power until it’s 4/4 – summoning a 2/2 or a 3/3 for 2 mana isn’t particularly powerful. The only exception is vs Aggro (in a combination with Dreambound Disciple to get some early game tempo so they don’t run over you) or when you literally have nothing else to do.

Even though Hero Power gives you “infinite value”, you usually don’t want to stretch the games very long. Against late game decks, summoning one big minion per turn usually isn’t enuogh with how many removals they have. And you can’t exactly answer their board, so they will just turn the game around on you. Try to play as aggressively as you can and go for big mid game pushes. On Turn 5-6, try playing a few minions at the same time, or doubling your Hero Power with Sing-Along Buddy. Try to build a big board they can’t clear and push as much damage as you can.


Deck Import

Egg Hunter is another example of a great budget deck. While it was slightly stronger before a recent nerf patch, even in its current form it should serve you very well. The only card that you’re really missing is Zilliax Deluxe 3000 (Pylon + Ticking form, so AoE Attack buff that gets cheaper the more minions you have). You can also consider Amphibian's Spirit, but after the nerf it’s no longer a staple. You might also try adding a small Zerg package (including Kerrigan, Queen of Blades), but stats show that it’s more of a sidegrade than an upgrade.

The deck plays similarly to other Menagerie builds (you build the board of different minion types, then buff them with Jug to push a lot of extra damage or make some great trades). However, this one has one extra twist in form of Eggs – Nerubian Egg (+Terrible Chef, but this one doesn’t need an “activator”)) and Extraterrestrial Egg. Egg decks are almost as old as Hearthstone itself, and their strategy is always the same – play the Egg, which is useless by itself, and then activate it.

When it comes to Egg activators, you have two routes – buffs or Deathrattle triggers. This deck runs both. The best one by far is Terrorscale Stalker, which lets you straight up get the Deathrattle off while also coming with a 2/3 body itself. And when it comes to buff route, by far the best option is Cryopractor. Freezing an Egg is not really a big deal (since it wouldn’t be able to attack anyway otherwise), and you turn it into an actual threat by making it 3/5. At this point you just treat it as a normal minion – don’t try to proc the Deathrattle at all cost. In fact, it’s often a good idea to keep it on the board as long as you can as an insurance vs AoE damage. If your opponent clears the board, you will still have a minion to attack with next turn.

Alternatively, you also have Leokk (from Patchwork Pals) and, in similar vein, Zilliax if you run him. Technically the version using Amphibian's Spirit has an easier time activating Eggs, but in the budget version I had to pick between that and R.C. Rampage, but from my testing the latter is a better card in this deck.


Deck Import

Protoss Mage has been a pretty controversial deck – some love it, others hate it. However, I really wanted to include it here because it’s quite unique for a budget deck. As you’ve probably realized by now, most budget decks are Aggro/Midrange, because those usually aren’t built. Of course, this specific deck could really benefit from a Legendary card too (Artanis), but it’s not strictly necessary to run. You can find some full Protoss Mage builds here.

The general idea is quite simple – Colossus is your main win condition. It deals more damage as you play more Protoss spells (you can recognize them by the Protoss icon under the mana cost, like Shield Battery). Each Protoss spell = 2 more damage from Colossus. So your goal is to stall the game while playing as many Protoss spells as possible and then finish things off with Colossus. While you technically have only 8 Protoss spells, Resonance Coil generates extra ones so the number goes up. You can also get extra copies from Tidepool Pupil (try to get extra Coils for even more spells). And finally, sometimes you might be able to Discover more from Primordial Glyph and Tide Pools.

What’s great about this strategy is that you don’t need to “OTK” your opponent. Because Colossus also clears the boards, it’s very common to play him with let’s say 7-8 damage if you need a board clear. With two copies of Colossus and two Youthful Brewmasters, you should have enough late game damage to close out the game anyway. Talking about Brewmasters, while you want to keep them for Colossus in some matchups, in others you might want to use them on Sleet Skater or Bob the Bartender to get more stall. After all, what’s good of more late game damage if you don’t survive until the late game.

Oh, and one final thing – as you can see, Colossus costs 12 mana so you can’t play it normally. Even with two Photon Cannons discounting it to 10, it’s still very expensive. That’s why you run Warp Gates – each use of the Location decreases the cost of your next Protoss minion by (3). Early in the game you can use it to get out a buffed Void Ray, but later you want to stack a few Discounts and play a cheap Colossus. Sometimes Warp Gates will even let you play two on the same turn.


Deck Import

Shanty Paladin, also known as Drunk Paladin, is one of the most popular and strongest decks on the ladder at the time I’m writing this. Of course, since we aren’t allowed any Legendaries, we can only focus on one of the two main win conditions of the deck. Full build also runs Ursol + Shaladrassil combo (which is what put it on the radar in the first place), and if you own those cards or can afford it, be sure to add it in. The combo Corrupts Shaladrassil and then puts all 5 Corrupted Dream cards in your hand for 3 turns in a row. It’s very powerful late game tactic. However, Sea Shanty still remains the main way to close out games even in the full build, and that’s what we’re focusing on here.

The idea is that Sea Shanty gets cheaper and cheaper whenever you play spells that target a character. It doesn’t matter what character – your Hero, enemy hero, any minion. In this build, it mostly comes in a form of buffs, most notably Divine Brew and Lifesaving Aura. Both of them provide 3 mana discount to Shanty, although with Aura you have to wait a few turns to get all the spells. In a perfect scenario, you play a small minion early, keep buffing it, then play a cheap Shanty in the mid game which your opponent might not be able to answer.

This deck is very light on minions, that’s why it uses Libram of Clarity with no other Libram synergies. It’s just a 3 mana draw 2 minions, but getting your minions is important so you have targets for your buffs. In particular, tutoring Flickering Lightbot is a good thing, since the 3/3 will become free very quickly (after you cast just three Holy spells). Another inclusion that might seem weird is Aegis of Light + Dragonscale Armaments combo. But Aegis is just a good 1-Cost card that also happens to be Holy so it makes your Lightbot cheaper, and Armaments is a great follow-up after you use your Imbued Hero Power (then it draws 2 cards for 1 mana + summons a random cheap Dragon).

The perfect curve with this deck is a minion on Turn 1, buffs on Turn 2 and 3 (as many as you can), then Ursine Maul on Turn 4 to tutor your Shanties, and then ideally play a few more buffs on Turn 5 and play your Shanty for cheap. Your goal is to get out the 5/5’s as fast as you can, NOT to discount Shanty to 0 mana. Of course, that would be ideal, but it won’t happen very often – you will usually play it while it still costs 3-6 mana (from my experience). The earlier you play it, the harder it will be for the opponent to clear it. Many decks simply can’t answer three 5/5’s in the mid game + whatever you already had on the board, so they will leave something behind for you to hit with. And even if they manage to clear it, you follow it up with another Shanty. Sadly without the Ursol + Shaladrassil combo, the deck has no late game power push, so you need to make those 5/5’s count.


Deck Import

Here’s yet another Menagerie deck, and it’s somewhere in the middle of the bunch – it’s not as good as some of them, but it’s still decent. To the dissatisfaction of Priest players, the class has been getting a bunch of solid Aggro tools over the last few sets, so we’re obviously talking advantage of the Pain package or Orbital Halo. Sprinkle some Menagerie flavor and the deck is ready. If you’re looking for a full build, the biggest difference is that you use Chillin' Vol'jin to get access to some Hunter cards like Trusty Fishing Rod or Catch of the Day, but otherwise it’s quite similar. If you have Vol’jin, try out something like this.

The budget version, however, operates similarly to other Menagerie decks – play your different minion types, try to keep them alive, buff with Jug. In this case, you have another, smaller reason to keep your board alive – Shadow Ascendant. While it only gives +1/+1 per turn, if you keep it rolling early in the game, it can really make a diference by the mid game. Ideally, you want to protect it with Power Word: Shield or Orbital Halo to make it more difficult to clear.

Thanks to the Pain package, the deck has some reach from hand, so take advantage of that. Try focusing face as much as you can, doing some risky plays to get more face damage might be the way to go, because if you get your opponent low enough, you can often finish them off with Acupuncture and Hot Coals. Hopeful Dryad might also give you some extra burn in a form of Ysera Awakens or Nightmare.

One cool combo this deck has is Illusory Greenwing + Scale Replica. It might seem weird to run two Scale Replicas with just Greenwings as your Dragons, but it makes sense. If you haven’t drawn Greenwing yet, you can use your first Replica to draw both of them. Then once you trigger Greenwing’s Deathrattle, you shuffle two more 4/5 Dragons into your deck that get summoned when drawn. If you draw them with second Replica (or first if you didn’t have to use it earlier), they get instantly summoned on the board and you draw another card instead. It’s a great tempo push + hand refill package.


Deck Import

Pirate Rogue is one of the most staple Hearthstone decks. We’ve seen it before in many shapes and forms, but they always shared a similar playstyle. High tempo, aggressive, usually combined with weapon synergies. While weapon synergies are pretty light this time around, the deck is back and it’s actually looking quite good. And more importantly – it can easily be played on the budget. The main difference is that the full version runs Shaladrassil, which is a nice finisher, but it’s definitely not a must-have card. It also runs Lucky Comet which is surprisngly good (the pool of Combo minions is pretty strong right now), but, again, not necessary.

As you can probably imagine, the goal of this deck is quite simple – play minions, go face, win the game. But it has a few standout cards I want to talk about. First one is Toy Boat – it’s a card that makes you not run out of steam. Later in the game, play it together with your 1-Cost Pirates, Bargain Bin Buccaneer for some cheap draws. It’s also great with Watercannon – the Pirate you summon from attack will draw you a card. If you can afford to combo it with Sandbox Scoundrel, that’s even better – the discounts from Scroundel will let you play other Pirates, so you can easily draw 5+ cards. If you have other things to do, you’d rather keep it for the late game, but with nothing else, dropping in on curve is not that bad (you have other card draw anyway – like Preparation + Raiding Party / Dubious Purchase).

The other important card is The Crystal Cove. The standout combos here are, once again, Bargain Bin Buccaneer and Watercannon. With Buccaneer, it makes you summon two 5/5’s with Rush – great tempo push. With Watercannon, the 1/1 that immediately attacks turns into a 5/5 that immediately attacks. Great way to push face damage on the empty board while leaving a solid body behind. While not as good, you can also use it with your 2/1 1-drops to just turn them to 5/5’s. That’s still +3/+4 buff for one Charge of the Location.

The deck has pretty limited burn damage capabilities, but it can sneak in lethals here and there. As I’ve alredy mentioned, Location + weapon is a great way to push extra damage. If you have a Pirate on the board (especially one previously buffed by Location), giving it Windfury with Sailboat Captain is great. You can even combine it with Hozen Roughhouser to give the minion +2/+2 (and deal 3 extra damage in the process). There’s also a single Eviscerate, but you don’t have to save it for burn damage, you will often find it more useful as a board control tool instead.


Deck Import

At the time I’m writing this, Shaman is by far the worst class in the game, with zero viable decks. Even if we dig deep and try playing the nerfed Nebula Shaman, it’s a rather costly deck that makes no sense as a budget option. Sadly Shaman also doesn’t make a great Menagerie class. So I thought that we might as well have some fun and go for a wacky Evolve Shaman deck. I’m saying wacky because despite Blizzard’s efforts to make it a thing in this expansion, it has fallen completely flat. The deck is just weak, it doesn’t have. But admittedly, Imbue decks are quite fun to play, so even if you won’t win a lot, at least you can enjoy your losses and sometimes high-roll your way to victory.

Your game plan with Imbue Shaman is to, well, Imbue your Hero Power and then keep Evolving your minions. It starts off slowly, it’s usually not worth to spend 2 mana on a +1 or +2 Evolve. But once you get it up in the +4 and more range, it starts getting interesting. For example, dropping your Living Garden and Evolving it into Ragnaros the Firelord. Or turning your Creature of Madness into Cairne Bloodhoof or Beached Whale. As you can imagine, those are high rolls, but they obviously do happen from time to time.

However, your main problem is that it’s hard to survive early/mid game to get the Hero Power rolling. You have some control and stall tools, but you really need to mulligan for some low-cost minions, try to get some decent trades, and hope that high-rolls bring you back. One way to high-roll earlier than you should is Plucky Podling. It’s a 1-drop, but it counts as a 3-drop for the sake of Evolve effects. You can often drop him on Turn 3 or 4 alongside already Imbued Hero Power and hope to get something big.

Overall, there’s not much else I can say about this deck. Evolve is the main focus of Shaman in this expansion, but so far it’s just too weak to play seriously. Maybe the mini-set or some future balance patch fixes it – I’ll be glad to revisit this deck once it happens.


Deck Import

Last year, Warlock had access to a pretty decent budget option in a form of Pain Warlock. However, not only the deck was nerfed while it was still in Standard, now that both Molten Giant and Imprisoned Horror have rotated out, it makes zero sense to play it. The payoff for damaging your own Hero just isn’t there. That makes building a budget deck problematic, because in the meantime the class didn’t get any good, cheap strategy to replace it.

The reason I’m telling you this is because this Menagerie deck is once again the best I could come up with, but it’s not something I would recommend playing unless you really need those Warlock games for Quest or something. It has almost no strengths over the other Menagerie builds, so it’s just better to play them instead. The only real advantage of this deck is card draw. Between Mass Production and Eat! The! Imp!, you’ll probably never run out of cards. This way you can find your Jug more consistently, and even score some easy Meteor hits from Moonstone Mauler.

Well, another small unique aspect is the small Zerg package. I opted to run Ultralisk Cavern + Consume combo, and Nydus Worm as a way to tutor them. Usually the way it goes is that you play Cavern on Turn 3, use it to deal 1 AoE damage, then on Turn 5 you use it again and Consume the last charge to heal up + immediately trigger Deathrattle. So in total, you’re getting 2 AoE damage + 8/8 with Rush + 8 healing. That’s a great small combo, against faster decks the AoE and Rush minion will do nice job, and against slower decks the 8/8 body migth be hard to clear on Turn 5. The problem is that it’s not good enough by itself and it doesn’t exactly fit this type of deck – but after trying it out, it’s still better than an alternative of running random weak minions of different types.


Deck Import

Warrior is another class that’s historically very hard to build on the budget. Most of the time, it leans towards slower Midrange or Control strategies and those usually require multiple expensive cards to build. Sadly, this time is no different. While it got some light Dragon synergies this expansion, the whole package feels really underbaked. So once again, this is not a deck I would exactly recommend playing unless Blizzard adds more Dragon synergies soon or buffs the currently existing ones.

Still, I tried to make this Warrior the most Menagerie decks out of them all. Usually, Menagerie decks don’t run THAT many small minions with different types – just enough to make Jug consistent. But this one is different. For one, it runs the other Menagerie cards like Menagerie Mug and The Curator. But more importantly, it utilizes Adaptive Amalgam as a way to make them all more consistent.

Since Amalgam has all minion types, it will always fill the “missing” types you need for your Mug and Jug. It makes using those cards way easier. Similarly, The Curator is a bit hard to fit into those decks, because by the mid game you often don’t draw 3 cards from it. With Amalgams, you can consistently get all three cards, just like from All You Can Eat. And that’s great about them is that they will keep all the buffs you gave them after they die. So if you buffed it to 4/5 with Jug, when you draw it again it will already be a 4/5.

When it comes to Dragon package – you use Darkrider and Brood Keeper. Both of them are decent cards, but in general not enough to warrant going for Dragon synergies. However, thanks to Amalgams, you don’t have to run AS many Dragons as you normally would, because they also count as them.

And last, but not least, similarly to Priest, the deck has a cute Illusory Greenwing synergy with Quality Assurance. Once your Greenwing dies, you can tutor the copies you summon with Assurance, get instant 4/5’s on the board and draw other cards instead. It’s a cool combo, but as you can probably imagine, not enough to carry the deck.

Stonekeep

A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over that time, he has achieved many high Legend climbs and infinite Arena runs. He's the current admin of Hearthstone Top Decks.

Check out Stonekeep on Twitter!

Leave a Reply

267 Comments

  1. Pat190
    December 15, 2024 at 12:48 PM

    Came here to say I hit top 6k legend with Budget Weapon Rogue. Kept getting better with the deck, and the mulligan. Tried out Shaffar, but it was weird – as described.

    Thank you for making budget versions of what the top 100 players are doing – I’d love to see more of this and more decks like this. Thanks – Pat

  2. September 29, 2024 at 5:29 AM

    I See, that you still have Not Corrected Pozzik, Audio Engineer.

    You either really don’t know Hearthstone or your trolling.

  3. September 29, 2024 at 5:28 AM

    I See, that you still have Not Corrected Pozzik, Audio Engineer.

    You either eally don’t know Hearthstone or your trolling.

  4. September 29, 2024 at 5:27 AM

    I See, that you still have Not Corrected Pozzik, Audio Engineer. When you buy a Festival of Legends Pack, you get E.T.C, Band Manager. Pozzik, Audio Engineer ist rewarded after collecting 30 FoL cards.

    You either eally don’t know Hearthstone or your trolling.

  5. Eccentr1ck
    August 1, 2024 at 4:09 AM

    Hi Stonekeep, could you please update this page content and the meta decks page? Thank you for your time!

  6. May 26, 2024 at 8:48 AM

    Pozzik, Audio Engineer is obtained by collecting 30 Neutral Festival of Legends cards. ETC is your reward for buying the pack.

    That has been bugging me for a year now, sorry.

  7. Pramadito
    April 24, 2024 at 10:19 AM

    That Budget Face Hunter – Whizbang’s Workshop deck got me to legend at NA! thanks

  8. Pat190
    October 16, 2023 at 9:17 AM

    Really good work this season. Can you update this based on the mini-set? And perhaps some more budget options for each class that vary in play style. Tall ask on my part, but these guides are really helpful.

  9. Pramadito
    October 4, 2023 at 7:16 AM

    Is drum druid good enough for budget?

  10. BIackBear
    September 12, 2023 at 2:13 PM

    Really helpful guide

  11. Sotospeak
    May 18, 2023 at 1:28 PM

    After a year of HS I disenchanted all rotating cards and had 32k dust. Still these guides come in handy, and i made the BIG DH one since i already had Xhillag. It seems fun to play!
    Thanks.

  12. Melchy101
    May 15, 2023 at 6:12 AM

    Yo, that first death knight deck got me on a 13 win streak. Really good! Thank you for the work you do.

  13. Johan
    December 24, 2022 at 6:15 AM

    Which cards out in the warlock budget to add Imp King Rafaam and Sire Denathrius.

  14. Joopiter
    November 11, 2021 at 1:46 AM

    Any additions after Deadmines release?
    I bet Mr. Smite can be added to most aggro decks and maybe budget Big DH is better than this budget Deathrattle one?

  15. Sotospeak
    September 24, 2021 at 8:04 AM

    I am using Elemental Shaman with Earth Elemental in place of Lilypad Lurker and climbed to D1. Robes of Protection is an interesting tech choice against mage and Quest Hunters too. I just crafted the Pirate Budget too, I had only a Cargo Guard and Anchorman missing, and I won the only game I played with it at D3.

    Great budget decks thank you.

  16. Xanflo13
    July 12, 2021 at 8:48 PM

    It’s a real shame it’s been 3 months and you guys have no updated budget decks.

    • Mush shrap
      August 25, 2021 at 3:05 PM

      They updated their budget decks after 3 months? Better complain about it!

  17. LuKeAA
    April 16, 2021 at 2:25 AM

    Face Hunt”er”s again;

    hope you all prefer that to Watchtowers; this trend of “either the games last until T5 or it’s no fun” is so annoying; no adaptation on new expansions, always the same. Between all the nerfs, BOTH watchtowers was the one I was mostly against.

  18. Caimael
    April 7, 2021 at 6:00 AM

    I’m very excited to see what the Year of the Gryphon will bring for F2P Hearthstone players. Do you think that the new core set will be better for this expansion’s budget decks, or do budget players now lack some good cards from the basic set? I’m hoping to see a couple of viable budget control decks using some of the new core set dragons, hopefully this could be a possibility this year!

    • Asperkraken
      April 15, 2021 at 7:16 PM

      It’s a better time than ever for budget players. Yeah there are some high power builds out there but all the free Legendaries (many of which are surprisingly decent) have made building budget decks, especially for classes you may not like, easier. I am very happy with the new Core Set. Honestly it was time for a refresh.

  19. Placebo
    August 30, 2020 at 1:05 PM

    Do you think that I can toss in my Edwin into the aggro rogue list? And if I can, what card do I replace?

  20. Nerose
    August 25, 2020 at 11:16 AM

    Some of the best budget decks ever.

  21. Sunsmith
    August 16, 2020 at 12:28 PM

    I love the budget decks, they always help me decide where to spend my very limited dust. I would however, caution against dumping your dust into one and expecting to climb much higher than gold 5. The guide makes the claim that the agro Demon Hunter can climb to Legend rank, but unless you’re a far better player than I am, it can’t. So far I’ve found that it gets effectively walled by Druids, Paladins, and Priests that flood the board, clear the board, and use super cheap buffs. Unless you’re lucky to draw very specific cards in a very timely manner, there doesn’t seem to be much that can be done about this.

    Mage also has a very tricky deck that can give them infinite, free spells that exponentially climb in spell power around turn 5-6, and I have not found a way to deal enough damage by then to prevent being burned by *20* damage fireballs.

    • Sunsmith
      August 18, 2020 at 8:06 PM

      Does anyone have advice? I’m still walled at gold 5-4, warriors and paladins especially, but not only them.

      • Sotospeak
        September 16, 2020 at 4:50 PM

        I first time climbed last month to legend with face hunter, and in this season Pirate Warrior is giving good success too (at Diamond 4 right now). I have Dragon Bane too and essentially am using VKLiooon’s list for Hunter, and Krastinov 2 Steeldancers and Green Skin in Pirate, so the latter is not actually budget, but is serving well with much damage coming from weapons (Scythe, Ganarg and Ancharr) countering board clears. With Demon Hunter Aggro I have been suffering more, so I would definitely recommend Face Hunter to climb.

      • Isaaccp
        November 30, 2020 at 6:38 PM

        I am using the Demon Hunter deck (with one Stiltstepper) and I got so far to Gold 2, but likely can make it a bit further.

        Take into account that as long as you are winning 51% of your games you’ll eventually climb up 🙂

        For Demon Hunter a thing that helps a lot is knowing the mana cost of the opponent’s early removal and trying to play Mana Burn or Cult Neophyte at the right time to push them one turn further.

        It is definitely game over if a Priest gets to 8 mana though 😀

        • Isaaccp
          November 30, 2020 at 7:34 PM

          Platinum 8 now. FWIW, the Stiltstepper really helps push it in the end if it’s close. Get them if you can afford them 🙂

      • Tungizzi
        December 9, 2020 at 1:52 AM

        If u played DH, I would suggest the Altruis variant of the Aggro build. Of course, u have to craft Pokelt; however, Pokelt is a neutral that is quite flexible and is used in Face Hunter, Highlander Hunter, Galakrond Rogue. Most of the aggro DH I encountered in Legend run this variant over the budget build anyways.

    • Gibilan
      December 8, 2020 at 8:52 PM

      You can hit legend with any deck

  22. Bombasticbob
    August 13, 2020 at 9:33 AM

    Could you maybe add some cards that you can add if you want to make them better?

    • Stonekeep - Site Admin
      August 25, 2020 at 7:18 AM

      Each deck has a full guide which includes upgrade path – basically cards that you want to add to make the deck better or full deck lists you should be aiming for once you find more Dust 🙂

  23. MajklE63
    April 24, 2020 at 1:17 AM

    Your deck guide for Spel Druid inspired me to play and push for the legend for the first time. I reached 24k legend, I used slightly edited version with Rising Winds (minus Treenforcements and minus one Soul of the Forest) on Rank 5 diamond to legend with winrate 28wins and 13 loss. Deck si powerful you can create unkillable boards or just to trade and wait for the right moment to buff, you can reach legend with it quickly.