Witchwood has been out for 4 days already and it’s time for another compilation of most impressive decks from the expansion so far. While not much has changed in the terms of best decks, meaning that builds like Odd Paladin or Cube Warlock are still strong, we’ve seen A LOT of new decks with potential develop over the weekend. I’m coming with a big update – last time I’ve posted only eight deck lists, this time I’m posting EIGHTEEN, which means that everyone should find something interesting.
Check out our Best Witchwood Decks for Every Class! As well as our Witchwood Meta Tier List!
This time I’m also dividing the decks into two categories – “Best Decks” and “Interesting Decks”. Mind you that so early in the meta, the border between them is rather fluid – some of the “best” decks might become off-meta later, while certain interesting decks might turn out to be a part of the meta.
Below, I’ll list some of the decks that should be good in the current meta. Just like every new expansion, remember that the early meta is very chaotic and it might look completely different in a few days. Decks are chosen based on my ladder experience (playtesting stuff in Legend), watching the steamers & pros, talking with other high ranked players and early statistics from sites like HSReplay.net or Vicious Syndicate.
These decks are only example lists – meta is adjusting very quickly and there might already be more optimized builds.
Top Witchwood Decks
Best decks are the strongest decks in the current meta. Those decks tend to be more common on the ladder, so they have a higher sample size – I’ve playtested most of them myself and played a bunch of games against them. I’m certain that the majority of these decks will stay in the meta in one form or another.
Since it’s the most popular deck on the ladder right now, there are dozens of different lists running around, playing many different 1-drops, with or without Raid Leader (or Stormwind Champion), faster and slower ones. It’s very hard to say which one is the best, so I’m putting the list I’ve been playing with over the weekend. It felt really balanced – enough aggression, enough tempo, enough staying power. You can, of course, make your own tech choices – e.g. Dire Mole or Glacial Shard are pretty popular 1-drops, and if you face lots of Cubes, you might try running the second Ironbeak Owl.
At this point, I’m pretty convinced that Odd Paladin will be one of the top meta decks in The Witchwood. It would be really funny if no one would run broken cards such as Call to Arms or Sunkeeper Tarim anymore, because Odd Paladin would outshine other lists. I don’t think that’s going to happen, because Even Paladin, but also a regular Aggro Paladin are doing just fine.
Even though 1 mana Hero Power is not as good as upgraded Hero Power, Even Paladin gets to retain some of the class’ most powerful tools, like the Call to Arms or Tarim I’ve mentioned above. The fact that you never miss a 1-drop, and that you can put so many extra 1/1 Silver Hand Recruits on the board makes it a really solid choice. Since it retains lots of the Dude Paladin synergies, such as Knife Juggler, Lightfused Stegodon or Tarim, it can often swing the board heavily in its favor.
When it comes to the new additions, The Glass Knight is probably the most interesting one (besides the Genn Greymane, obviously). The 4/3 with Divine Shield is already okay against anything else than heavy token builds (like ugh… Odd Paladin), but the fact that you can restore its shield multiple times makes it fantastic. If your opponent can’t kill it, or at least Silence it, then it’s incredibly sticky. It’s resistant to most of the AoE clears, it can trade up really well, and 4 damage is not something to take lightly – Glass Knight staying on the board for 3-4 turns can deal LOTS of damage to the opponent’s hero. There are two ways you can restore his shield – Vicious Scalehide and Truesilver Champion (four cards in total, but all of them can potentially restore it more than once).
Another interesting part of this specific build would be Avenging Wrath. The idea is to use it as a mix of board clear and a burst finisher – you tend to get a mid game board advantage when playing this deck, and sometimes pumping 8 face damage for just 6 mana might be a great way to finish the game. This is a pretty uncommon choice, but it was working well when I’ve tested it.
The obvious advantage of running Spiteful with only 10 mana cost spells is a pool of cards you can summon. With only five (yes, five) 10 mana minions in Standard right now, the distribution looks like this: 2/5 chance to get an 8/8 (Sea Giant or Emeriss), 1/5 chance to get a 7/14 (Ultrasaur) and 2/5 chance to get a 12/12 (Deathwing, Tyrantus). Which basically means that 8/8 is a low-roll and you’re going to get 12/12 very often. Especially Tyrantus – getting a 12/12 that can’t be targeted is absolutely insane and can win you game on the spot.
The only new card the deck runs is Druid of the Scythe. It performs… fine. It’s not an impressive card, but the Taunt form can be useful in Aggro matchups, while the Rush form can somewhat replace the cheap removals you can’t run.
However, one of the MVP’s of the deck for me has been Mindbreaker. I even think about putting a second one. The card is great against Odd Paladin, for example, as Hero Power is a big part of their early game. Plus it just destroys Odd Face Hunter – if they can’t Silence it, you pretty much win. Even them skipping a single Hero Power is good enough given how important your life is in that matchup.
There are small variations when it comes to the deck lists – the usual Spellbreaker vs Spiritsinger Umbra, Mountain Giants vs no Giants, Doomsayer or no Doomsayer, Prince Taldaram or other 3-drops etc.
Funnily enough, most of the successful deck lists look almost identical to the Cube decks we’ve seen before the rotation. Lord Godfrey and Voodoo Doll are the only new card that see common play in the Raven Cube Lock, but I’ve actually seen some lists running ZERO new cards. I’ve also seen Curse of Weakness 2-3 times, and Rotten Applebaum once, but they’re not really common.
Like I’ve mentioned when talking about Spiteful Druid, the pool of 10 mana minions is incredibly powerful now, and you have basically a 50/50 to hit it. But hitting an 8 mana card is not bad at all – there are still lots of powerful 8-drops (like Charged Devilsaur, Violet Wurm), but you just have a higher chance to low-roll (e.g. Bonemare, Tortollan Primalist). By the way, after some 8 mana cards have rotated out, you have a quite significant chance to hit a Grand Archivist, and that’s basically GG most of the time.
So far, most of the lists are pretty similar. Two biggest deck building choices are: do you run Prince Keleseth (and if you don’t, what 2-drops you play instead)? And do you run Lady in White (and what other slight adjustments you make to fit her in)? I’ve been testing out many different lists, but I didn’t see a huge difference between them – all of them were performing fine. I’m adding the most popular version here, but feel free to make your own changes.
The new decks play a very similar game. It tries to control the board throughout most of the game, and that’s the way you can actually win against Aggro – you don’t need your Mind Blasts if you just clear their board all the time and then overwhelm them with your own minions. However, in some slower matchups, the best way to win the game is through your combo. The combo is simple – you play Alexstrasza on your opponent (sometimes not necessary if you could be aggressive throughout the game), then play three Mind Blasts (you can discover the third one from Shadow Visions) next turn. Alternatively, you can also kill your opponent with a mix of Mind Blasts and your Hero Power once you turn into Shadowreaper Anduin. 3x Hero Power + 2x Mind Blast is 16 damage, which is enough to kill your opponent.
Of course, the combo doesn’t always work if you face a deck that can heal, but the deck can actually sometimes put quite a lot of late game pressure after turning into Anduin.
The deck still runs Dragon package – this time with Scaleworm. It’s not a Drakonid Operative, but it’s a reasonably strong card. Another new card it uses is Divine Hymn, which has two main uses. Against Aggro, you can use it to heal yourself. And against pretty much any deck you can use it to draw lots of cards from Northshire Cleric. Wild Pyromancer + Cleric + a cheap spell + Divine Hymn draws you lots of cards. You could already do the same thing with Circle of Healing, but this also heals your Hero for 6 – that use is really important when you face faster decks.
To be honest, Vex Crow felt a bit underwhelming in this deck. Yes, it can win you the game if your opponent can’t answer it (very rare), and it’s great anyway when you’re on the Coin, but it just feels SO SLOW when you go first. Flamewaker could at least be dropped on the curve as a 3 mana 2/4 – not great, but it often survived. 4 mana 3/3 is terrible and whenever I took the risk to drop it on the curve (from the lack of better plays), I got punished. I’ve seen another version running Lifedrinker instead and it does make some sense – it’s 3 immediate damage + 3 points of healing in case you need it vs Aggro, but even that feels underwhelming.
Another common choice in this build is Cinderstorm. The card, just like Arcane Missiles, is not really played for the board control – it’s best used when your opponent’s board is empty and you can deal extra burn damage.
The best list still needs to be figured out, but the deck has a solid chance to stay in the meta. Probably not as high as it was before, but it might still be viable.
The deck’s general game plan didn’t change much, but the deck got slightly more aggressive. Dropping the late game cards such as Bonemare or The Lich King means that you can focus on finishing your opponent faster, but it also means that you might be running out of cards much quicker. The deck’s basic premise is that high tempo plays are good, and slowly building the board advantage means that you can get some chip damage here and there, before finishing your opponent with Charge minions, Cold Blood and SI:7 Agent.
Other new card the deck runs is Blink Fox. It’s not particularly powerful in this deck, since there are no synergies with stolen cards, it’s just a solid card in general. 3 mana 3/3 is okay and gaining a random card means that you don’t run out of steam that quickly. Plus it can lead to some really broken combinations. I’ve seen Rogue stealing Glinda Crowskin and then playing 4x Prince Keleseth on the next turn after I couldn’t kill Glinda. It’s rare, but stuff like that might happen.
If you liked the old Tempo Rogue, you’re going to like this one too.
When it comes to the Miracle, new cards weren’t even needed. While this build does run Hench-Clan Thug, I’ve seen builds without it, and without new cards, doing just fine. Majority of the deck is still Basic/Classic, it’s crazy how little the deck has changed over the last few expansions.
Right now, the deck’s main win condition is still extra tempo from Fal'dorei Strider (not initial tempo, as 4 mana 4/4 is slow, but the tempo boost once you start drawing the 4/4 tokens) and then a Leeroy Jenkins finisher. Those builds go all-in on the cycling, instead of thinking of some extra win conditions, they put more cards that work with their main game plan – cycling.
However, we need to remember that Miracle Rogue is always a good deck in the early expansion metas. It just preys on the unoptimized builds so well, then it disappears and becomes a Tier 3-4 deck that only a handful of Miracle experts take to high Legend ranks. Will it happen again? We’ll see.
Its main power comes from the Hero Power. 2 mana to deal 3 damage is a solid burn card and the thing is, it doesn’t even use a card. You can do it every turn on top of the burn you already have in your deck. If everything lines up correctly, you can kill your opponent around Turn 4-5. Even if you don’t, you often deal so much damage early that the Hero Power + some burn cards are enough to finish the job later. Your opponent needs to heal A LOT to get out of the range.
The main problem with this deck is that it’s weak against Paladins. Sure, you would be able to kill them quickly, but they usually overwhelm you on the board early and put you on a faster clock than you do. It’s not always the case, and it can be countered to a certain extent by teching in Unleash the Hounds, but this build goes all in on the damage. And it seems to work pretty well, because Londgrem hit #1 Legend on NA and #4 on EU at the same time with this exact list.
Interesting Decks
Those interesting decks also proved themselves to be powerful. However, since they’re still less popular, the sample size is lower, meaning that their win rate might be inflated by the fact that they haven’t reached the average player yet. On the other hand, some of those decks have been playtested already, but they don’t show amazing results – they’re still viable, but if you want to rank up efficiently, you might want to choose one of the decks above instead. I have playtested some of those decks with mixed to good results, and I can certainly say that some of them have a lot of potential – they might become the future meta decks after getting optimized, but they might also disappear from the meta after the testing period.
Well, the first reason is that if you can Hero Power on Turn 3. It basically means that a) you can drop a Mountain Giant on turn 3 when on the Coin (which is really strong) and b) you can play something on T3 and still be able to drop a Giant on T4 when going first.
In a normal Warlock deck, like Cube Warlock, T4 Giant is a very slow play, especially when you go first, because you basically need to skip Turn 1-3. With this deck, you can e.g. drop a Doomsayer + Tap on Turn 3 to set up your Turn 4 play. Besides Giants, your Turn 4 Drakes are usually 4/9 or 4/10, since you’ve used every opportunity to draw the cards, and that’s also hard to deal with without Silence.
Since you tap so much, Hooked Reaver is also a nice option – it’s easy to get yourself down to 15 or less health and it’s another powerful 4-drop.
Remember that this it not a control deck. Even Cube Warlock is not a real control deck, and this is even more proactive. You don’t win the game by getting to the late game and grinding your opponent down. You win by dropping a huge body after huge body in the mid game. The deck’s play style is interesting – while you’re assuming control role vs Aggro (obviously), in most of the slower matchups you’re the beatdown, and if your opponent answers all of your big minions, well, you lose. There are no multiple board refills or the long game plan. And that’s a part of what is fun about this deck – your game plan is to smack your opponent with an 8/8.
The basic idea behind this deck is that you play a pretty aggressive Tempo Rogue (you could even call it Aggro Rogue, because it’s close), and the upgraded Hero Power gives you both a superior board control and lots of damage. Normally, Rogue’s Hero Power is 2 damage over 2 turns – this one is 4 damage over 2 turns. Which is actually quite a lot – dealing 4 damage for just 2 mana is massive. Yes, the damage is spread over 2 turns, but it basically means that you don’t have to use it every turn, and so your tempo will be higher. For example, after using it on Turn 2 and hitting, you don’t have to replay it on T3 – you can play a 3-drop and then Hero Power and two 1-drops on Turn 4 again.
And the damage does stack up. After all, it’s like a regular Hunter’s Hero Power, which was already good in the aggressive decks. The deck runs a lot of burst damage on top of that, between Deadly Poison, Cold Blood, Leeroy Jenkins etc. it’s very easy to burst your opponents down from half health, unless they put some Taunts in your way.
So far, the normal Tempo Rogue deck is showing a higher win rate on the ladder, but this is an interesting approach that I just had to share.
The basic idea is to run a bunch of Ramp and Taunt minions in order to get to the late game. Then, you drop Hadronox (or get it from Master Oakheart if your version uses him) and possibly, if it’s necessary, Naturalize it right away, getting all of those sweet, sweet Taunts back. Then, since you don’t run any other Beast minions, you can resummon Hadronox back for just 3 mana with Witching Hour, and as you can imagine, a 3 mana Hadronox is much better. But if that’s not enough – you can pop it right away with Carnivorous Cube, get a bunch of Taunts again and – once the Cube dies – you get two more copies of Hadronox.
The deck is not perfect and has some counters. E.g. Silence works very well against it – you won’t always have Naturalize for your Hadronox, and then if you Cube it, the Cube can get Silenced. Polymorph or Hex work even better. If your Hadronox gets hit by one of those, it’s game over. But even a big Taunt like Primordial Drake or The Lich King means that a) the Taunt will no longer be in the pool of cards to revive and b) since both Sheep and Frog are Beasts, you now might low-roll the Witching Hour and get one instead.
Still, I like this kind of Ramp-ish Druid deck, so I was having lots of fun playing it, even though my win rate wasn’t impressive.
The hardest part is actually stopping the early game minion damage. Once you do that, you can pretty much play a board clear every turn in the mid game, then drop Alexstrasza or, even better, Frost Lich Jaina to stabilize. However, this kind of game plan doesn’t always work. For example, this deck is very bad against Odd Face Hunter. It doesn’t matter if you clear their board every turn if they hit you with weapons, chargers and obviously Hero Power. Then, the deck also sucks against Combo decks – it’s just too slow. Like, Shudderwock Shaman can usually get their full combo easily before you put enough pressure on them.
However, since the amount of Face Hunters and Shudderwock Shamans has gone down a bit in the last few days, it makes sense to dust off your Big Spells Mage deck and try it out again. It has a surprisingly solid win rate against Paladins, and even Cube Locks are an even matchup (heavily depends on how fast you get your Polymorphs and whether you draw DK Hero or not).
Divine Spirit + Inner Fire combo is still there, so that’s that. However, losing Potion of Madness and Kabal Talonpriest was a pretty significant hit.
And so, Combo Priest players are testing out many different approaches right now. This one, for example, is a more Midrange version, with Divine Spirit + Inner Fire combo being more of a finisher than the deck’s main win condition. For example, if your Wyrmguard survives a turn, you can easily combo down your opponent on the next one.
On the other hand, I’ve seen Combo Priests running a non-Dragon version with Injured Blademaster and Quartz Elemental. I’ve even seen a much faster version, ending the curve at Lyra the Sunshard, with lots of cheap spells and kind of a “Miracle Priest” feel to it. Which version is best? Will the deck even be viable? Hard to say at this point, but if you liked the deck before, you definitely have some options to try out.
Right now the deck sees a comeback, thanks to the new Odd/Even mechanics. Control Warrior used to be the best deck to put Justicar Trueheart into – 4 Armor per turn is very powerful, especially in faster matchups, and the fact that you get an upgraded Hero Power right away means that you can start stacking Armor from Turn 2.
Good thing about this build is that you actually don’t have to sacrifice that much. You can run the Quests, lots of good Taunt cards and even the removals/board clears. Fiery War Axe‘s nerf to 3 mana was actually a buff to this deck – if not for that, it wouldn’t be able to run any early/mid game weapons (as Blood Razor is even costed). Between Whirlwind, Reckless Flurry and Brawl, the deck has enough of board clears. Taunts work fine in fast matchups, while the Quest gives a win condition in the slower ones – throwing 8 damage Hero Powers is very strong. You can even use a Blackwald Pixie to either get 4 extra Armor before you change your Hero Power, or 8 extra damage after – this build doesn’t run the card, but it’s a viable option.
All in all, it might not be a comeback of the Control Warrior a lot of people were hoping for (the deck’s win rates are on the lower side, to be honest), but it means that the deck has some base to build upon in the upcoming expansions.
But not the only reason, as it seems. Replacing those with To My Side!, one of the most controversial cards of 2017, might not be optimal, but it works. When it comes to the new cards, both Rat Trap and Wing Blast are being tested. My initial thoughts are that those are both okay, but not very impressive. An older card I like in the current meta, though, is Grievous Bite – with so many Odd Paladins running around, this card can win you lots of games.
I don’t think that the deck will be Tier 1, like it was during the last month or so of K&C, but it should stay in the meta.
1 mana Hero Power in Shaman is pretty much as good, or maybe even better than 1 mana Hero Power in Paladin. While you obviously can’t combo it with Bloodlust, cards like Dire Wolf Alpha or Flametongue Totem alone make it a juicy option. You can spam the totems like there was no tomorrow, and your opponent still has to respect them – it often leads to the scenarios where each totem gets much more value than it normally should.
From my limited playtesting, I can clearly say that Corpsetaker looks like a massive MVP. You often get a 3/3 with Taunt, Divine Shield, Lifesteal AND Windfury on Turn 4 – and that’s great in any matchup. Another card that wins games is Sea Giant – especially when you face something like an Odd Paladin. I was able to consistently drop it down for 0-2 mana around Turn 4.
On the other hand, one thing I really dislike about this deck is that once it loses the board control, you pretty much lose the game. It can be said about something like Odd Paladin too, but Odd Paladin has a harder time losing the board control than this deck. Sometimes one big board clear, or a Voidlord in your way when you have no Hex available can completely ruin the match for you. So, again, I don’t think that this deck will become a way to break the meta, but it’s an interesting deck you can play if you like Shaman or just want to try out something different.
And this is weherei found my new baby odd rogue. Thank you so much dude! <3
Damn,you guys are always fast and precise when it comes to new exp decks ^^.Tried Odd Paladin and Miracle Rogue my all time favorite deck 🙂 I can definitely say that Miracle Rogue is in a pretty nice spot and im having fun and good time playing it.Risked 5k dust for Odd Paladin and damn it was worth it,pretty good aggro deck which probably will stay at a good spot after meta settles.
Skipped KnC bcs it think it was shit but Ww..im enjoying it rly much^^
Hi, is worth dis golden fandral for baku or greyman? Which one is better and is it safe craft? Ty
Depends on the class. If you look at overall popularity, baku is the easy winner right now. But the meta can change quick.
If you don’t play Wild, then it’s definitely worth to disenchant Golden Fandral 🙂
As for which one is better craft, right now Baku looks to be played in more decks than Genn. It’s impossible to call anything a completely “safe craft” so early into the expansion, but right now I’d say that Baku is the safest craft from Witchwood.
Yet another’s great article, the content on here has been outstanding lately. Thanks for all the hard work!
Thank you!
Outstanding article. Best on the internet right now regarding the meta of Hearthstone WW. Thank you for the time you put into making this
Thank you!
Awesome article mate. Most of the stuff are accurate and you have actually gone through most of the played decks. Judging by my over the weekend road to legend on EU.
Thank you!
Great info as always! My Cube Warlock is pretty close to this though I don’t run the Skull. Also having fun with Tempo Mage and Odd Hunter and have most of the pieces for the cheaper Dragon Priest. What are your thoughts on Voodoo Doll is Cubelock? I am getting a lot of value out of it in the long game.
How can you play cube without weapon i mean if you dont have luck with your lackey to put doomguards out you most likely play them in fatigue out cause you cant afford losing two cards that just dont make sense than better play controllock
I’m curious too. The only reason I see to play without the weapon is if you’re playing with Rin.
My only problem with the weapon is that it can sometimes pull nothing. I am probably just putting off crafting it. I just hate wasting a turn to have something that may do nothing late game. That’s just me though. I am running Godfrey though. He rules on mirror match.
If you have nothing to pull you really have to do something wrong its nearly impossible
The problem with not running weapon is drawing Doomguards. If you draw Voidlord, that’s not a big deal, you can still play it. But Doomguard? Nah, it’s a dead card until late, late into the game when you’ve already played all of your key cards. Of you can risk it, but then discarding Cube, Gul’dan etc. is very bad.
To be completely honest, weapon is not destroyed that often. Weapon destruction might be a bit more common right now, but I’m still getting it off like 3 out of 4 times. And weapon on T5 is basically a win in lots of matchups – if you pull out 2-3 big Demons for just 5 mana, it’s game over for your opponent.
Yes, it sometimes happens that the weapon pulls nothing… but the same can be said about Lackey. Some redundancy is needed to make everything more consistent.
One more advantage of the weapon is that you play the cost in advance. Playing weapon means that next turn you have all of your mana to work with – if you pull out a Doomguard, you can immediately Cube + Dark Pact it, and that’s 15 damage!
If you’re playing a lot of Cube Lock, I would recommend crafting the weapon. It’s the second most important Legendary after Bloodreaver Gul’dan. To be honest, without weapon, I probably wouldn’t even run Doomguards (so basically just play a regular Control Warlock).
Thanks for that. Great info from all of the above! Always a pleasure. I crafted the Skull.