This is what we’ve been waiting for. The plans are in place, the conquest is on. Death Knights are now on the top of the leaderboard in Standard and Wild alike – heck, every single format sans Classic, actually – boasting a wide variety of viable decks. There’s so much to explore here that I haven’t had a chance to give all the strong decks a spin – which should bode well for the next few weeks to come!
- Part 1: 50/1000 wins
- Part 2: 131/1000 wins
- Part 3: 203/1000 wins
- Part 4: 276/1000 wins
- Part 5: 324/1000 wins
- Part 6: 402/1000 wins
Shambling Corpses Everywhere
The new patch, the season and the Heroic Brawliseum offered an exciting opportunity for Hearthstone players to test their deckbuilding abilities and to find the next new shiny thing in the metagame to explore and exploit until the mini-set arrives. Lo and behold, Death Knights have been the biggest beneficiary of the latest round of changes, with many different builds and ideas to consider – and seemingly all runes offering some sort of Legend-worthy combination.
So what made Death Knights so good all of a sudden? Nothing, really – it’s a general lowering of the power level in Standard that allowed them to rise. The individual card strength was always there, but the synergy potential of Rogues, Demon Hunters and Hunters blew everyone else out of the water. Now, with the next round of changes out of the way, the raw card strength gets to shine.
In Wild, the Even Unholy deck continues to be the viable option, which we’ve already covered in detail the last time around. There is an interesting side-grade I checked out, but it feels like you’re sacrificing too much for too little gain. An important takeaway, though: Gnome Muncher has great potential in Aggro decks, even if it may not seem like it at first glance.
Meanwhile, it’s a brave new world in Standard. Take a look at all these goodies:
- 1Body Bagger1
- 1Heart Strike1
- 1Icy Touch1
- 2Hematurge1
- 2Obliterate1
- 2Vampiric Blood2
- 3Asphyxiate1
- 3Chillfallen Baron1
- 4Death Strike1
- 5Blood Boil1
- 6Gnome Muncher1
- 7Patchwerk1
- 8Soulstealer1
- 1Irondeep Trogg1
- 1Sir Finley, Sea Guide1
- 2Astalor Bloodsworn1
- 2Far Watch Post1
- 3Brann Bronzebeard1
- 3Enthusiastic Banker1
- 3Nerubian Vizier1
- 3Sunfury Clergy1
- 3Venomous Scorpid1
- 3Vulpera Scoundrel1
- 4Blademaster Okani1
- 4School Teacher1
- 6Reno Jackson1
- 6Sylvanas, the Accused1
- 6Theotar, the Mad Duke1
- 7Mutanus the Devourer1
I must say, playing the Standard version of the Unholy deck just doesn’t feel right after experiencing the glory of the one-mana version of the hero power. It’s a good deck with a playstyle that is attractive to me, but right now, I’m having more fun with the return of the Frost burn deck. Blood DK still needs a real win condition, and for efficient climbing purposes, it’s just painfully slow. That said, it’s also as close as we’ve got to an old-school control deck in a very long while!
Limited Formats, Unlimited Possibilities
Arena is in a better place than it used to be now that Malignant Horror is gone, and though Death Knights are still dominant, they are slightly more beneficial overlords than they previously were. Part of this is due to how the play patterns changed in the format: going fast is more viable than it was earlier, and the right application of aggression is a heavily skill-testing element of Arena, allowing good players to find edges even with poorer decks and less-likely classes to succeed. The flexibility and mega-initiative of Death Knights still makes them the superior choice over the field, but you will no longer groan and run for the concede button when you go up against them. A nice change.
Meanwhile, in Duels, a mode that is somehow still marked as beta, Death Knights continue to dominate, leveraging the Ghoul Blitz hero power for strong results. (What do you know, Malignant Horror is still around here and continues to be a very nasty card!) Mostly, it’s the Unholy rune builds that pose the biggest threats, but the other options are also worth exploring. Part of the beauty of Duels’ relatively low popularity is that the format isn’t fully gamed out, and you can more easily find unique but workable approaches.
Rotation Trepidation: Should We Be Afraid?
Schematically, Death Knight was always going to benefit from the upcoming Core set rotation. The number of cards available in the Standard pool will diminish, and with it, many powerful synergies and combos will disappear. So, now that the class is topping the charts even in the tail end of the Hearthstone year – does this mean the scourge of DKs will dominate these icy wastes forever and ever?
Well, not so fast, imaginary young grasshopper-slash-strawman. First, there’s going to be a mini-set to consider, and if the timing of the loathsome gold sink Heroic Tavern Brawl is anything to go by, it is right around the corner. It makes sense that the new class would get a couple of strong and impactful cards so shortly after its release – keep in mind that the development process of these sets happens long before they are actually launched, and there is limited room to take the ripple effects of successive balance changes into account along the way.
But even from a thematic and marketing perspective, it would make sense to see DKs get a few strong additions. It’s still new and shiny, and the class clearly released in a healthier state power-level-wise than Demon Hunters did, so the developers have more room to explore.
Of course, the growth in power level is always going to be relative. The other classes could also get significant tools to upgrade their arsenal, and the handpicked selection of cards to include (or remove) from the Core set also offers additional levers for the developers should it seem like that things are getting out of hand.
Right now, Death Knights are strong but not insufferable – which honestly feels like a very nice place for them to be, and I’m not just saying that because they make up a very significant portion of my playtime in the game! Once again, it feels like the mini-set comes hot on the heels of the balance patch that finally got us an enjoyable metagame to experience – and once again, by the time the devs figure out the best state of play, it’s time to throw something new at us to mess things up again.