5 recommended decks for your climb to legend
This is a new type of article to help you climb the ladder in the current meta, picking the right deck at the right time matters and can give your winrate that much needed boost to reach legend. This list was composed after consulting with several high ranking legend players from Sector One & outside of Sector One. All players reach legend on a monthly basis and have also proven themselves in the tournament circuit.
We recommend these decklists based on the following:
- Own ladder experiences and stats
- Meta reports from Vicious Syndicate / Tempo Storm
- Thoughts / suggestions from high legend players
- Taking in account the current meta & expected meta
- Introducing fun / lesser known decks
Every decklist is recommend by one of our players who either used it to climb to legend, or believes it is one of the best decks to climb to legend with. There is also some additional info on how to play the deck and general & how to mulligan, in order for you to pick up the deck and start playing.
Tempo Mage has never been far from gone, we saw a strong showing of the potential that Tempo Mage has during Dreamhack Summer. This synergy deck has a great matchup versus many of the now popular ladder decks especially versus the popular aggro decks: Aggro shaman & Dragon Warrior.
The early-game turns are of extreme importance to this deck. You have plenty of synergy between your early game cards to provide you with a lead in the first few turns. The deck relies on utilizing spell synergy to take over the board early with Mana Wyrm, Sorcerer's Apprentice, Arcane Missiles, and Flamewaker making it extremely hard for your opponent to recover.
Azure Drake and late game bombs such as Ragnaros the Firelord help you keep tempo during the mid & late game. Be sure to count your damage in hand; sometimes all you need is to pick up that extra Frostbolt to turn the game into a win.
Combos & Tips
This deck really shines when warrior is all over the ladder, it is a hardcounter to all of the currently popular warrior builds, having cards like Doomsayer, Shadow Bolt, Acidic Swamp Ooze to stabilize early game pressure and have Lord Jaraxxus & N'Zoth, the Corruptor when entering the late game. Although the deck really shines against Warrior archetypes it also has a decent matchup versus most other classes, however it can struggle versus aggro decks.
- 1Mortal Coil1
- 1Power Overwhelming1
- 1Possessed Villager1
- 2Dark Peddler1
- 3Shadow Bolt1
- 3Imp Gang Boss1
- 6Siphon Soul1
- 8Twisting Nether1
- 9Lord Jaraxxus1
- 2Acidic Swamp Ooze1
- 2Sunfury Protector1
- 3Earthen Ring Farseer1
- 3Harvest Golem1
- 4Defender of Argus1
- 4Infested Tauren1
- 4Refreshment Vendor1
- 4Twilight Drake1
- 5Stampeding Kodo1
- 6Cairne Bloodhoof1
- 6Emperor Thaurissan1
- 6Reno Jackson1
- 6Sylvanas Windrunner1
- 8Ragnaros the Firelord1
- 10N'Zoth, the Corruptor1
- 12Mountain Giant1
This Renowarlock is built around N’zoth and wins the game by stalling the match winning through N’Zoth and Jaraxxus, unlikely it’s Leeroy Combo counterpart. The deck is equipped with a few anti aggro tools that will help you stabilize the early to mid game pressure. Once you enter the late game this is where the deck shines.
If you want to learn how to play this deck in depth I recommend giving Frozen’s guide a read:
Combos & Tips
Credits to j4ckiechan for his Yogg Druid guide, www.twitch.tv/j4ckiechan , his decklist is slightly different but has the same ideas. (http://www.hearthpwn.com/decks/562644-yogg-token-druid-guide-by-j4ckiechan)
The aim of this deck is to use combinations of cards together to create extremely powerful turns. For the first few turns you are usually stalling with Wrath, Living Roots and Swipe, while using Wild Growth and Mire Keeper to ramp. After this you are looking to use Violet Teacher and Fandral Staghelm in combination with AoE buffs such as Power of the Wild / Soul of the Forest from Raven Idol to create a board which your opponent cannot deal with. Or if they can, just build it back up with some more Violet Teacher power, If you’re getting destroyed you’ve just gotta Praise Yogg!
- Always keep: Innervate / Wild Growth, keep Raven Idol if you are not on [The Coin] as a turn 1 play allowing you to dig for Innervate / Wild Growth. If you have Innervate / Wild Growth, keep your 4-drop.
- Versus Aggro: Keep Living Roots, Wrath, Feral Rage if you have Wrath / Living Roots already.
- Versus Control: Keep Mire Keeper, Violet Teacher
- Power of the Wild – This card can be used much more effectively later in the game. Do not keep it in the start only when you have a very specific hand. An example of this would be: [The Coin] and double Living Roots ([The Coin] -> double Living Roots turn 1, then Power of the Wild turn 2) Another example is if I have [The Coin], Innervate, and Violet Teacher (turn 3 [The Coin] -> Violet Teacher -> Innervate -> Power of the Wild).
- Using Power of the Wild + Violet Teacher will generate an extra token that gets buffed up
- Use Yogg-Saron, Hope's End when you are behind / drawing dead, not when you are far ahead, it might backfire.
Midrange Hunter can be a bit weak versus early aggression, this is why people have been shifting towards building hunter with a more early game punch, resulting in Hybrid Hunter. It’s name comes from shifting in between face & midrange hunter. Hybrid Hunter is able to cope more with Aggro Shaman, Dragon Warrior & Zoo. While maintaining a solid winrate versus slower, more control oriented decks.
- 1Fiery Bat2
- 2Quick Shot2
- 3Animal Companion2
- 3Deadly Shot1
- 3Eaglehorn Bow2
- 3Kill Command2
- 3Unleash the Hounds2
- 4Infested Wolf2
- 6Savannah Highmane2
- 9Call of the Wild2
- 1Abusive Sergeant2
- 1Argent Squire2
- 2Flame Juggler2
- 2Huge Toad2
- 3Argent Horserider2
Make favorable trades, play minions on curve and push enough damage to close out the game with Quick Shot or Kill Command. Hunter is generally not a very hard class to play, but what truly separates pro’s from newbies is that they know when to start pushing face. Don’t trade if you’re certain that your opponent will make the trade for you. Face damage is key! Be aware though, if you’re at the risk of getting punished by a certain card, take your time considering if it’s worth playing around it. If your chances of winning by playing it safe are low, sometimes you just have to go all-in.
The mulligan is pretty standard. Look for your Fiery Bat, Argent Squire, Flame Juggler ‘s and Huge Toad ‘s. Keeping Abusive Sergeant with a squire is fine. Versus other tempo decks you always keep Eaglehorn Bow, versus control you always keep Animal Companion. If you’re on the coin you generally want to look for coin 2-drop into 2-drop or 1-drop into coin 3-drop. Versus shaman you can consider keeping Quick Shot as it’s a good emergency removal.
Whenever Warrior starts taking over the ladder we can see Midrange Shaman making an appearance, the deck is favored versus slower Warrior archetypes and still manages to maintain a positive win rate versus Aggressive Warrior decks. Besides being favored versus Warrior the only two bad matchups for Midrange Shaman are Freeze Mage and Zoo, both not very strongly represented on the ladder currently.
- 1Lightning Bolt1
- 2Rockbiter Weapon2
- 1Tunnel Trogg2
- 2Flametongue Totem2
- 2Totem Golem2
- 3Feral Spirit2
- 3Lightning Storm2
- 3Mana Tide Totem1
- 3Tuskarr Totemic2
- 5Thunder Bluff Valiant2
- 6Fire Elemental2
- 6Thing from Below2
- 8Al'Akir the Windlord1
- 1Argent Squire1
- 3Argent Horserider1
- 5Azure Drake2
Establish board control and keep defending your board by making favorable trades. Once you have control of the board slowly chunk down your opponent with your value creatures, be mindful of AoE effects such as Flamestrike / Consecration / Equality. Make sure you are always counting your damage on board and in hand, sometimes your burst damage in hand can just close the game rapidly. You either win by slowly chunking down your opponent by gaining board control or just bursting him down.
When on [The Coin] use [The Coin] + Totem Golem and follow it up with a 1-drop such as: Argent Squire . You can also use [The Coin] to play your Feral Spirit on turn 2, and have a 3/3 Tunnel Trogg and 2x 2/3 Feral Spirit.