We’re no longer updating this list! But you can still check out our latest ladder decks here!
Saviors of Uldum nerf patch will be out in just a few hours! The patch is now live! We’ll start adding new decks soon!
Just like always, we expect meta to shake up a bit. And this time maybe not only the Standard meta, because one of the cards getting changed is in Wild (Barnes). During the first day or two of the expansion, we should see a lot of experimentation, so in order to make your life easier, we’ll be putting all of the post-nerf decks here during that period of time. We’ll try to focus on the new & updated decks, but if a certain deck remains unchanged and it’s still viable, it will still find a place on this list. Here’s a quick summary of the cards that are getting nerfed:
- Dr. Boom, Mad Genius – Now costs 9 mana (up from 7 mana).
- Luna's Pocket Galaxy – Now costs 7 mana (up from 5 mana).
- Conjurer's Calling – Now costs 4 mana (up from 3 mana).
- Extra Arms – Now costs 3 mana (up from 2 mana)
- Barnes – Now costs 5 mana (up from 4 mana).
Should I Disenchant Nerfed Cards?
This is a very common question, and the answer is always simple – YES, you should disenchant them! All of them, for that matter. Just dust every nerfed cards the moment update is live (unless you plan to play the nerfed version right away). Why? Because you will never lose out anything that way. Nerfed cards are always disenchanted for their full crafting cost (so 40 for Commons, 100 for Rares, 400 for Epics and 1,600 for Legendaries). Anyone telling you to “save” a certain card is wrong, because it’s always better to have a dust equivalent of a card instead of a card. If you have 1.6k Dust – you can use it to craft any Legendary you want, but also let’s say 4 Epics that you need. It’s much more flexible. And if you have a given Legendary – that’s it, you’re stuck with it no matter what.
Let’s say that a certain Legendary was nerfed. You disenchant it and get 1,600 Arcane Dust. But as it turns out, the Legendary starts to be viable again a few months from now. You can craft it again for 1,600 Arcane Dust (which you gained previously for dusting it). Which means that in the grand scheme of things, you didn’t gain or lose anything. But for those few months, you will have extra Dust you can spend on something else you might need in the meantime. You can, for example, craft another viable meta Legendary (like Zilliax or Zephrys the Great) and use it However, if the Legendary turns out to never see play (which might happen), you’ve just gained a lot of extra Dust. An extra boon of getting rid of a card right away is that if you crack open packs from that expansion during the “full disenchant” period (which usually lasts ~2 weeks), you can get it again and then disenchant it for full crafting cost second time!
Now a different scenario – someone told you to save X Legendary, because it should see play in the future. In case it does see play in a few months, you still have it, so there was no gain or loss in terms of Dust (but the Dust was “frozen” for that time, whereas in the example above, you could use it for something else). But now, if the Legendary does NOT see play, you’re stuck with a bad Legendary that you can either ignore or disenchant for 400 Dust. Either way, it’s a huge dust loss.
Saviors of Uldum Post-Nerf Deck Lists
We’ll be featuring a bunch of Post-Nerf decks from pros & streamers. Keep in mind that the early meta can be volatile, not as much as when the expansion releases, but still. A certain deck working quite well right after the nerfs (when players haven’t figured out what’s best yet) doesn’t necessarily mean that it will stay as a part of the meta. So I would not recommend doing any extensive card crafting for the first few days. Just wait it out and see which decks end up sticking.
Druid: 6
Hunter: 6
Mage: 4
Paladin: 4
Priest: 7
Rogue: 1
Shaman: 7
Warlock: 4
Warrior: 7
Not sure if to be happy or unhappy for rogue.
So, the consensus seems to be that Luna’s gets dusted while Dr. Boom is still good? Also, is there any chance for a slightly budget Quest Druid deck to be viable? Druid and Rogue are the only classes I don’t have any Legendaries for, apart from Druid’s Quest and the new Elise….
BTW, don’t know if its the nerf or whatever, but after a month of being stuck at ranks 7-6 I made it from rank 7 two stars all the way to rank 5 in one win streak with just a mech version of token Druid. I run into three Quest Paladins in a row and despite my bad early draws, I beat all of them. Seems that wide and sticky boards are difficult to deal with in the current meta…
Is it worth disenchanting Barnes? I know the general rule is to disenchant whatever, but Barnes can’t be crafted again since he’s from ONiK.
Not sure about your original question, but you can craft cards from adventures
Yes it is worth dusting Barnes, he wasn’t seeing much play in anything other than big priest and some fringe Hunter spell decks.
You can craft him once you’ve disenchanted him- this is the same for all adventure cards.
You CAN craft adventure cards for a long time now (ever since Standard / Wild format split if I remember correctly). How else would you get the adventure cards from Wild without spending real money?
Oh my bad didn’t realise. Thanks for the quick reply much appreciated
Mage
No decks yet.
Good job blizzard! You just removed a class from the game! Keep it up!
Right after I built a mage deck too.
Not only this, but Control Warrior, the Standard beta version is one of the most strogest decks in WILD, NOT ONLY IN STANDARD…
DR.BOOM to HoF pls
Blizzard…
Moving it to hof aint gonna fix wild
At first I thought the same. After a climb in Wild from 14 to 5 do you know how many Odd Pala have I saw?
0! There was any Odd paladin! The impact to HoF can make lots of people stop playing that card
Hof still keeps the card in wild, doesnt remove it from the game
Plenty of odd pally above rank 5
I’ve never seen such a misconception of what make a deck good/bad. Dr Boom is completly worthless in wild (i will make one exeption), controle warrior is playable this expension because it got a little push with some good cards in one hand, and in the other hand the meta was dominated with Super-aggro or all-in deck. These 2 archetypes are efficiently countered by control Warrior.
The only usage for Dr Boom is to get anough value to contest Reno-deck.
Just wait until a new combo-deck/OTK is played in Wild (all the previous ones got butchered by nerfed) and your control warrior will go back into the trash bin.
There’s one now!
I think Highlander Mage continues to be strong, it deffinetly lost power (mainly with the Galaxy nerf) but it still works quite well.. i mean, conjurer’s calling is still good enough to keep in the deck
Any hope for quest hunter? I’d really love to see some new lists soon.
It still doesn’t look great. I don’t think that the nerf patch is what Quest Hunter needs – it just needs more good ways to produce Tokens and more board flood synergies before Quest is done (because you don’t really have many incentives to flood the board before you complete Quest).
3 Golden Conjurer’s Calling
2400 DUST profit thanks to this nerf.
NEVER EVER use disenchant All button.. never know when blizz will nerf OP cards
the disenchant all button doesn’t disenchant golden ones
It does, if you have more than one (for Legends) or two (for non-Legends).
I just disenchanted 3x Golden Extra Arms, for example :p
So if i has 9 normal and 1 golden sandhoof waterbearer and press the button disenchant all it will disenchant 1 golden and 7 normal.
is that right?
TY!
No,
If you have 5 goldens it will disenchant 3 of them.
The counter is separate for regular and for Golden. So basically every scenario:
If you have 3 regular and 1 golden, it will disenchant 1 regular.
If you have 1 regular and 3 golden, it will disenchant 1 golden.
If you have 3 regular and 3 golden, it will disenchant 1 of each.
If you have up to 2 of both, it won’t disenchant anything.
Yes, good point.
This Quest Shaman deck got me from rank 9-5 with an 80% winrate. Unfortunately, i haven’t played against any Hunter decks yet, so I can’t say how it plays against them, but it performs well against tempo Warrior, quest Druid, and Rogue.
https://www.hearthstonetopdecks.com/decks/quest-80-winrate-rank-9-5-post-nerf/
“Tempo Warrior – #1 Legend (ARAI)”
Ah, that explains why half my opponents are suddenly playing some Warrior deck I’ve never seen before.
Here’s the more likely scenario my friend, you dust said legendary, then you use said dust to craft a new legendary, this new legendary ends up never seeing play while the one you dusted remains viable leaving you out 1600 dust. ;p
Yeeeaaah, that probably happens relatively often. But it boils down to bad decisions and dust management :p
I have definitely made plenty bad decisions when it comes to this game. My buddy started off a little after me, hasn’t dusted a whole lot and hasn’t spent a dime and he’s WAY better off than I am lol
A lot of it is luck of the draw too
I have a golden copy of Dr. Boom. Mad Genius. Should I disenchant it, or wait till it (maybe) goes to the HoF?
There’s almost no chance that it will go to Hall of Fame after they decided to take the nerf route.
And you should still disenchant it, because the same principles apply. You get 3.2k Dust and if they decide to HoF it in the future, you can just craft it again for the same amount of Dust with no loss.
True, but I think it will still be viable even after the nerf. So I will want a regular copy of it. But if they do decide to Hall of Fame it (after the third expansion or at that balance point) I cannot optimize my dust gaining any more right?
If I disenchant it now, I’ll get 3200, it will cost me 1600 for the regular copy. So my profit is 1600. If they will HoF it, a golden copy will cost me 3200 dust but you only get the dust return of the golden version or am I mistaken? I can then disenchant the regular version again, for 1600 dust. But than I just played even, but I have the golden version once more. So I guess fingers crossed that they won’t HoF it, after I disenchant it now?
After 3rd rotation it will rotate out of standard anyway, so you are probably safe.
There is almost no chance that it gets HOF between now and April, when it rotates out anyway. HOF usually only effects the classic or basic sets. The odd and even cards were huge exceptions to that rule.
Thanks for the replies! I decided to just disenchant the golden copy now (as per your advices).
Time for Highlander Hunter to shine or we’ll see more Quest Druid? Or Control Shaman?
Highlander Hunter is already shining! It will definitely be one of the strongest decks in the upcoming, post-nerf meta.
I do hope that we’ll see some more Quest decks after the nerfs, though.
I am totally with Stonekeep here.
Hunter already the best Class by pure winrate. I do have the same hopeful thought, that quests will shine more. So Druid and Shamy coming to my mind when i think of decks which might get a bit better in winrate. Warrior is the class with less impact, but mage will get hit hard. Hopefully Quest Decks become stronger to face warrior more.
They need to buff mage quest, 10 spells are way too many to be playable.
Hope they will understand that.
I wouldn’t have thought that casting 10 spells was really the problem? I mean, it’s not quite as bad as summoning 20 minions for Hunter really, especially when you factor in twinspells and spells that generate spells…
I’d have said the problem with the Mage Quest is that the payout isn’t *that* great – it’s basically a worse Primordial Glyph on demand – Discover a Spell for 2 mana is quite good, getting a random one… not so much.
The thing about Mage Quest is that requirement and reward don’t really go into the same decks.
It’s easy to cast 10 spells when you play it in a Cyclone Mage-like deck, with LOTS of cheap spells including those that you can play multiple times (Twinspell, Magic Trick). But the upgraded Hero Power is not that great. I mean, it’s still better than ping, but not “I will start with 1 card less” better (since those decks rely heavily on having enough spell synergies in their early game hands).
On the other hand, the Hero Power would fit perfectly into a slower Mage deck like Control or Highlander. Getting extra resources every single turn is amazing when you run this kind of strategy. But those decks don’t have an easy time finishing the Quest, since they don’t play so many cheap spells and early game spell synergies.
So in my opinion, neither the requirement is too big, or the Hero Power is too bad, but it’s just hard to find a deck that can complete the Quest easily AND still wants to sacrifice some of the early game strength for the Hero Power.