Rank 1 Legend Karazhan Decks (September 2016)

Posted by Rondels 13 September 2016 in Hearthstone

With every wing being released the addition of Karazhan to the Standard Meta is complete. This puts Hearthstone in a very interesting state, because the meta is far from figured out. Even though players are still tweaking decks and figuring out what decks are the strongest right now, it is clear that certain classes have a lot more potential than others. Shaman and Druid remain top tier classes and continue to find deck archetypes that are able to be played at the highest of ranks. Although this may seem pretty “Standard” to some it is great to see decks like Tempo Mage and Anyfin pop up to combat these powerhouse classes.

Let’s take a look at what players used to hit that prestigious #1 Legend spot: 

Every decklist is also accompanied by additional info on how to play the deck, how to mulligan and a few pointers. In order for you to pick up the deck and start playing right away.

Navigation:  Tempo Mage | Anyfin Paladin | Malygos Druid | Bloodlust Shaman |

Tempo Mage tends to take over the board early and tries to close out the game with burn spells, from hand or in combination with Flamewaker. When going into the late game, you are still able to keep up the pressure with threats such as Archmage Antonidas, Cabalist's Tome, Yogg-Saron, Hope's End. This Tempo Mage variant was created by Asmodai who made the list more late game oriented and took it all the way to rank 1 Legend.


Class Specific Cards
  • 1Arcane Blast2 
  • 1Arcane Missiles2 
  • 1Babbling Book2 
  • 2Mana Wyrm2 
  • 2Arcane Explosion1 
  • 2Frostbolt2 
  • 2Cult Sorcerer2 
  • 3Arcane Intellect2 
  • 2Sorcerer's Apprentice2 
  • 3Flamewaker2 
  • 4Fireball2 
  • 5Cabalist's Tome2 
  • 7Firelands Portal1 
  • 7Archmage Antonidas1 
Neutral Cards
  • 2Bloodmage Thalnos1 
  • 5Azure Drake2 
  • 6Emperor Thaurissan1 
  • 10Yogg-Saron, Hope's End1 
General Strategy

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. The Arcane Explosion can also often act as a surprise card in the early stages of the game and has great synergy overall with spellpower cards.

Azure Drake and late game bombs such as Archmage Antonidas 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. When playing this type of deck the Emperor Thaurissan reduction is also key when facing control matchups. Getting off a good Emperor Thaurissan on cheap spells will allow your Archmage Antonidas to create a wave of fireballs in order for you to either start burning your opponent down, or just protecting your board.


Always try to mulligan hard for Mana Wyrm,Babbling Book, Sorcerer's Apprentice, Cult Sorcerer look at what can synergize with your hand Sorcerer's Apprentice + Arcane Blast for example. Flamewaker becomes a lot better with The Coin in hand but in most matchups you will still need a turn 1 / 2 play.

Notable Cards

  • Babbling Book: The weak 1/1 body will still often do it’s part by allowing you to follow up with a ping or set up for a better Arcane Missiles the following turn. Besides the body, it has a great amount synergy with your deck overall.
  • Arcane Explosion: Can catch your opponent off guard and is quite good with all the spellpower your are running.
  • Bloodmage Thalnos: Great card in Tempo Mage, allows you to draw and helps to increase the power level of your spells
  • Emperor Thaurissan: Set up for that Archmage Antonidas.
Combos & Tips

Murloc Paladin as first seen as a more fun, gimmicky deck but due to its success on both ladder and the tournament scene, it’s now regarded as a competitive archetype for Paladin. The deck was expected to rotate out of the meta with Old Murk-Eye being removed from standard. But the new card Ivory Knight makes this deck a lot more viable by picking up another Anyfin Can Happen or just getting in a huge amount of healing while developing a creature.
Nevillz’s a professional streamer and lover of “meme-decks” has piloted this Anyfin Paladin all the way up to #1 Legend.


Class Specific Cards
  • 0Forbidden Healing1 
  • 4Equality2 
  • 3Aldor Peacekeeper2 
  • 4Consecration2 
  • 4Truesilver Champion2 
  • 5Solemn Vigil2 
  • 6Ivory Knight2 
  • 8Ragnaros, Lightlord1 
  • 8Tirion Fordring1 
  • 10Anyfin Can Happen2 
Neutral Cards
  • 2Bluegill Warrior2 
  • 2Doomsayer2 
  • 2Loot Hoarder2 
  • 2Wild Pyromancer2 
  • 3Acolyte of Pain2 
  • 3Murloc Warleader2 
  • 4Barnes1 

General Strategy

Murloc Paladin – two words that sound very odd when put together – is a deck built around the 10-mana Paladin card: Anyfin Can Happen. The deck is combo oriented and can easily deal 30 or more damage. The deck tries to stall out the game with numerous healing cards and board wipes (Wild Pyromancer + Equality; Doomsayer), until you respawn all your murlocs in one turn and go for the OTK. Keep in mind that Anyfin Can Happen is your main win condition, but it is not the only way you can win the game. If you just curve out nicely you can win the game just like a standard Midrange Paladin does.


Mulligan like a standard midrange paladin, mulligan for your early drops: Doomsayer, Bluegill Warrior, Wild Pyromancer, Murloc Warleader, Truesilver Champion, Barnes.

Notable Cards

  • Ivory Knight: Allows you to pick up an extra Anyfin Can Happen / look for a board clear combo pieces / or just healing up for a ton picking the highest cost spell.
  • Barnes: Most cards have great synergy with Barnes, whether it’s an extra murloc you are picking up or if it’s some extra draw from Loot Hoarder / Acolyte of Pain you get going.
Combos & Tips

With the Anyfin Calculator ( http://numbers1311407.github.io/anyfin/ ) You can easilyy calculate your “Mrrggllll” damage.

Muzzy has been making a name for himself by consistently performing extremely well on ladder. This time he took “Malygos Druid” for a spin and took rank #1 Legend. He is not the only one to be performing well with the deck as Apxvoid finished #1 Legend with the deck as well. (List originally created by “Fr0zen”)


Class Specific Cards
  • 0Innervate2 
  • 0Moonfire2 
  • 1Living Roots2 
  • 1Raven Idol2 
  • 3Wild Growth2 
  • 2Wrath2 
  • 3Feral Rage2 
  • 4Fandral Staghelm1 
  • 4Mire Keeper2 
  • 4Swipe2 
  • 6Nourish2 
  • 6Moonglade Portal1 
Neutral Cards
  • 5Azure Drake2 
  • 6Emperor Thaurissan1 
  • 6Gadgetzan Auctioneer1 
  • 9Malygos1 
  • 10Yogg-Saron, Hope's End1 
  • 12Arcane Giant2 

General Strategy

This deck has multiple win conditions, either through: cheating the mana curve with Wild Growth & Innervate thus simply out curving your opponent, using Malygos to finish your opponent off in combination with spells such as: Living Roots / Moonfire or taking over board with spells as your removal and playing Arcane Giant and other minions cheaply.

If that all fails… it’s time to praise Yogg-Saron, Hope's End.

Aim to stall in the early game using your spells as removal Wrath, Living Roots. If possible try developing a board, usually you will be reliant on your late game power.


Always look for your ramp cards: Wild Growth & Innervate.

Keep Raven Idol if you are not on The Coin (allows you to pick up a play for turn 2: Wild Growth / Innervate or Wrath)

Versus Aggro: Living Roots, Wrath, Feral Rage

Versus Control: Mire Keeper
If you already have a Wild Growth or Innervate it’s okay to keep a higher costing minion such as Mire Keeper or [Fandral] to play after your ramp turn.

Notable Cards

  • Moonfire: Often used as removal versus aggro has great synergy overall with the deck
  • Malygos: Late game bomb used to finish off your opponents
  • Arcane Giant: Often played for next to no mana with the amount of spells in the deck
  • Moonglade Portal: Newest addition to the decklist, 6-drops are pretty strong in general which outweighs the rather mediocre heal.
Combos & Tips

  • Use Yogg-Saron, Hope's End when you are behind / drawing dead, otherwise you might end up wiping your entire board.
  • Count the amount of spells you are going to play before you are dropping down Arcane Giant that can be played for free

Last couple of weeks we have seen the Midrange Shaman archetype rise to the top of the ladder multiple times by various players. Both “Ownerism” and “DoyleHS” made it to rank 1 Legend with Midrange Shaman and wrote a guide on how to navigate the deck properly.

Both players already wrote a guide about their achievement and this is why I’ve opted to feature VLPS’ Midrange Shaman, whose deck is slightly different than two players mentioned above, running a more aggressive version with Doomhammer and Bloodlust.


Class Specific Cards
  • 2Rockbiter Weapon2 
  • 2Spirit Claws1 
  • 1Tunnel Trogg2 
  • 3Flametongue Totem2 
  • 2Maelstrom Portal2 
  • 2Totem Golem2 
  • 3Feral Spirit2 
  • 4Hex2 
  • 3Lightning Storm2 
  • 3Mana Tide Totem2 
  • 3Tuskarr Totemic2 
  • 4Flamewreathed Faceless2 
  • 5Bloodlust1 
  • 5Doomhammer1 
  • 5Thunder Bluff Valiant2 
  • 6Thing from Below2 
Neutral Cards
  • 1Argent Squire1 

General Strategy

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 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.


Mulligans are pretty simple, you want your early game so always keep: Tunnel Trogg, Spirit Claws,Argent Squire, Totem Golem and Tuskarr Totemic.

When on The Coin use The Coin + Totem Golem and follow it up with a turn 1 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.

If you want a class specific mulligan & strategy I would recommend taking a look at Onwerism’s Mid-Range Shaman Guide

Notable Cards

  • Doomhammer: VLPS opts to cut one Spirit Claws for Doomhammer meaning the deck packs a lot more punch late game and can play a lot more aggressively.
  • Bloodlust: Seeing how this deck usually floods the board with totems and creatures bloodlust is great as a 1-off in this Mid-Range Shaman deck.
Combos & Tips

Flametongue Totem placement is important, you usually want to place your sticky minions (for example: Flamewreathed Faceless, Totem Golem) on the left and your weaker minions, such as Abusive Sergeant on the right so you can get the most out of your Flametongue Totem