Evolution, not revolution – for an expansion featuring an oppressive mad scientist, Hearthstone’s latest set hasn’t brought along the seismic shifts Dr. Boom likely was hoping for in his quest for world domination. While The Boomsday Project is regarded as an excellent expansion by the higher levels of the playerbase, it has undeniably failed to establish brand new archetypes in the metagame – so far, that is. Some mechanics and cards often need additional tools and some time to bake into a strong strategy and most of TBP’s tools certainly seem to fit this bill rather than the Freeze Shaman-like “dead on arrival” moniker.
The Long Tail
For starters, the competition is undeniably strong: both the extremely powerful Kobolds and Catacombs set and the hero power upgrades from The Witchwood allow for very strong strategies on all ends of the spectrum. Tank Up! is the dream of all control decks while Poisoned Dagger, Odd Paladin and the last set’s Heal Zoo archetype pretty much lock down the aggro department – unless you want to lob pure burn at the opponent’s face, in which case you’ve got Mage to turn to with its Aluneth -based build which was also a spawn of an earlier metagame. Druid is an entirely different question with its iron-clad shell of over 20 cards allowing for a wide variety of endgame strategies with a distinctly similar path towards their execution. While many of the ideas presented in The Boomsday Project are just fine, they can’t hold a candle to the power spikes introduced in the last two sets.
A good example would be the much-hyped Mech Paladin options which seemed like the most promising variant for the tribe before release: the class is uniquely suited for buff-based strategies and already had viable aggressive options both with the Even and Odd restrictions during The Witchwood, especially before the nerfs. As it turns out, this is exactly the problem we ran into in the new set – the Mech-specific archetypes simply ended up worse than the already existing Genn/Baku builds, keeping them out of contention for the time being. Of course, Paladin has also fallen by the wayside in the metagame due to many other reasons, but these cards haven’t had a chance to shine specifically. Adding a Mech shell took away from the archetype’s core consistency instead of adding to it and the even-costed tribal cards were nowhere near strong enough to warrant a downgrade in hero power.
A similar example would be the interesting Deathrattle Rogue archetype popularized by Feno and others shortly after the set release, a deck which relied on Necrium Blade, Necrium Vial and Mechanical Whelp alongside the usual suspects of Devilsaur Egg and Carnivorous Cube. It is a perfectly serviceable deck in its own right but Odd Rogue is a better choice if you want to aggressive while Deathrattle Hunter – an archetype which also experimented with a Mech shell but more or less returned to its re-Boomsday state, only adding Spider Bomb and the ubiquitous Giggling Inventor to its arsenal – does a better job at generating sticky boards.
The same story occurred with Shaman, a class which got a bunch of very interesting cards that encourage a token-based, more tempo-oriented archetype – it clearly has potential, a homebrew version got me to high Legend shortly after the release – but it doesn’t hold a candle to the different Shudderwock-focused builds that are available to the class. Weirdly, the situation is analogous to the circumstances that led to the introduction of Standard: interesting new sets hardly had any impact on the metagame apart from a few individually powerful cards and specific class-based ones that fit already existing archetypes. While the current metagame is fairly varied and interesting, the dynamics in play have got to be a concern for Team 5 and are a serious indictment of the runaway power spike that was KnC at the end of last year.
A Quick Fix?
Thankfully, the problem doesn’t seem as bad as it perhaps was back in the day – though it’s worth mentioning that the meta just before Standard’s introduction was one of the most varied ones we’ve ever had – the up-and-coming archetypes don’t need that much help to shine. Beyond the aforementioned ones (Mechs in particular seem to be very close to the breaking point, it’s just that they lack good curve cards to magnetize), Control Paladin has now got a decent shell with Crystalsmith Kangor, Shrink Ray and Lynessa Sunsorrow, it’s just that it is still lacking a reliable finisher. Even its current iteration was strong enough to propel Thijs to a top ten placing on the ladder recently.
While Priest is clearly struggling, the recent innovation of a Malygos-based deck with echoes of Big Priest and the inclusion of Zerek's Cloning Gallery for added shenanigans already shows some promise with some notable players getting decent results with it on high ladder. In retrospect, five of the set’s Warrior cards made into the current Control builds, turning it into a formidable contender even if its Mech synergies are woefully underutilized. Aggressive Hunter decks could also make a return soon: Odd Hunter was not that far away from playability in The Witchwood and the class has sneakily received a burn tool in the form of Bomb Toss that has not yet made it to the forefront of the metagame. These ideas were not dead on arrival like Freeze Shaman: if anything, the problem with the recent sets was the plethora of rapidly introduced and quickly abandoned archetypes – again, Shaman could say a few things about that – if the last expansion of 2018 actively supports these high-potential decks, it could create one of the most unique and interesting metagames we’ve ever had.
The article doesn’t mention the staying power of the DK’s from KoFT. These cards arguably shape the mid/late game for a lot of the strong decks (Malfurion/Rexxar/Jaina/Guldan). I am looking to the next rotation because both KoFT and Kobolds were too powerful… I think that’s the biggest reason WW and Boomsday are having only small impact on deck development. Also, Spreading Plague is a card from KoTF that has single-handedly had a major influence on meta development.
What about apm priest
i just know mecha’thun in standard for new,
but many new archtype in wild like star aligner druid, mech hunter, mech mage.
they are top 10 deck in wild rank.
No new archetypes, really? So Mecha’thun Priest, Druid, Warlock and Warrior aren’t new archetypes?
Mechatun looks like wincondition, not like archetype, and only 1 archetype for expansion….
Mecha’thun is definitely a new archetype at least for Priest, Warlock and Warrior. They didn’t have an OTK deck before, and now they do. A list that relies on drawing and playing the entire deck as fast as possible wasn’t something any of these classes possessed before Boomsday.
Not really, even though Mecha’thun is a win condition, it is not an archytype. For example togg druid is clasified as the mill druid archytype not Togg druid. For it’s decks are clasified as control, any control deck can just toss mechathun in as a beatstick or a win condition but it would still be considered control. Many control decks run more than one win condition nowadays anyway, like mill druid puts Mecha’thun in (note it is still called mill druid). Also on a side note warlock had the clockwork cube combo. Which did see some experimentation.
If you have to build a deck around an entire card I would definitely say that is an archetype. Yes it can be put as a secondary win condition anywhere else, but the decks that focus on mecha’thun as the sole win condition have created their own archetypes.
Odd rogue is just a new aggro rogue deck. odd pally is just a new aggro dude deck. If we classify each deck by mill, combo, aggro, control etc. there will never be any new archetypes.
Mechathun druid plays exactly like togg druid, control the board, gain a ton of armor, draw your whole deck, combo and win (or “win” in the case of togg). Mechathun warr plays exactly as control/fatigue warr. Mechathun lock plays exactly as control lock. Priest is slightly different than other control/combo priest because Hemmet can turbo charge it, but most of the shell of the deck is the same as, say, the velen otk priest toast used to play. Calling these decks new archetypes is like calling each win condition of aviana-kun druid a separate archetype. I wouldn’t really call mechathun decks “new archetypes” when playing them feels almost the same as other decks. APM priest, deathrattle rogue, pogo rogue, espionage rogue, those are new decks, they play different than any deck before. Recruit warr got a boost and is a lot less meme, but its still not quite there yet.
I don’t even know what you are trying to say…
When Shudderwock was released it created a whole combo archetype for shaman. I don’t know how Mecha’thun is any different from that.
There have been plenty of new archetypes created from this expansion. They just have been overshadowed by the power level of witchwood’s baku and genn.
even if they they count as “new archetypes”, they are not exactly tier 1 decks…
Neither is Shudderwock.
Whether they are tier 1 or not has nothing to do with what we’re talking about. Obviously Mecha’thun is not tier 1.