Hey people, I thought would be nice to have a List of Themes and ideas for Deck Building, to pursue creativity and fun around the many possibilities that the amazing Hearthstone provide us.
The idea here is simple, you put your idea/theme for a deck you build or wish to build (but don't have the cards), and put ir on a damn big list of themes for people come and get that so needed inspiration for building a awesome and fun deck.
You might post the deck itself, but I think that only the idea/theme and an small explanation of it should be enough.
Now an explanation of the concept and the list:
- First you must know what a Theme is for deck building, is the overall idea of what the deck is, what it do and how its look like. Then you find thats a lot of possibilities in Hearthstone, and I propose to make a list of every Theme that the community can think of! You never know what surprise we might see!
- The List is like any other, but to simplify the reading, I separated in categories that comprehends the bigger pictures or Groups like Tribal/Race cards, Spells Forms, Mechanics, Class specifics, Combos, etc. And the small pictures or subgroups for the former ones.
- This is a Work In Progress Thread, I need you to make and update the list constatly. I humbly ask your help to make this lists become a good source of creativity and fun for all of us HS players.
- Remeber! This thread is NOT about decks is about Themes and Ideas.
THE BIG THEME LIST FOR DECK BUILDING:
Index:
1) Competitives 2) Mechanics 3) Tribals/Racials 4) Spell Interactions 5) Class Specific 6) OTK Combos 7) Combined Themes
1) Competitives: Those are the themes about competition and winning, are subgrouped by Archetypes (Aggro, Combo, Midrange and Control). Those are the decks that defines the metagame, the competitive scenario in general, if you pursue the glory of Legends, those are the deck you should use and understand. They are build around the idea of max efficiency in all cards and their sinergy.
1.1) Aggro decks: Uses fast pace aggression to break the opponent asap.
Zoo Warlock - Swarm the board, then hit face.
Face Hunter - Hit face whenever is possible, with anything as possible.
Aggro Paladin - Swarm the board, then hit face.
1.2) Combo decks: Rely on specific combinations of cards on hand to win, usually have a lot Card Drawing to cycle the cards quickly and Emperor Thaurissan to reduce the combo costs.
1.3) Midrange decks: These are the "middle of the way" decks, they are built to have advantage in every stage of the game (early, mid and lategames) and grab the victory piece by piece, turn by turn. They are the all around decks.
1.4) Control decks: These are the ones that stalls the early phases of the game in order to unleash the biggest threats on the lategame and overcome the opponent.
Control Warrior - Stall the game using Armor and removals, then play the big threats.
Hand Warlock - Stall the game with AoE and removal spells while filling your hand and lowering your health to play the big threats (Giants).
Freeze Mage - Stall the game using freezing/removal spells then using Archmage Antonidas to win.
2) Mechanics: Those are the General Mechanics themes. They came in direct form (battlecry, deathrattle, etc.) or inderect form (joust!, ramp, etc). To simplify the list, Spell and Class related mechanics were separated.
Deathrattle: Those that uses cards with Deathrattles, cards with synergy like Baron Rivendare or even cards that benefits from the "death" of your minions like Cult Master. Or even Anti deathrattles decks!
Taunt: Pretty straight forward, bunch up a lot of minions with taunt and voi la, taunt themed deck on the way, it seens that Warrior will get a competitive form of this deck. However not all classes benefit much from taunt walling.
Taunt Warrior - with the new TGT cards it may shine on the meta.
Taunt Paladin - lots of buffs and taunt awesome legendary.
Taunt Shaman - lots of suportive spells, even heal for taunts.
Taunt Priest - seens odd, but the heals and buffs do their work.
Taunt Druid - I guess this was competitive a while ago, buffs and ramp help a lot.
Charge: Other straight forward, in this case are charge based minions, this theme perhaps only work with Aggro styles? Classes with cheap buffs could use this mechanic well.
Charge Warrior: Very class stylish.
Charge Hunter: Face Hunter remind you something?
Charge Paladin: Cheap buffs.
Battlecry: I found difficulty to gather a theme around battlecries, TGT will introduce a new card with sinergy with it, but it just that, one card.
Don't know, help me here.
Silence: For silence I think immediatly in 3 classes that have class cards with this mechanic.
Silence Priest - Has 2 class card with this.
Silence Druid - Keeper of the Grove
Silence Shaman - Earth Shock
Inspire: The TGT new mechanic with Hero Power interations, and their sinergic cards of course. I don't know yet what type of decks will be built.
Put your spoiler here.
Joust: An indirect mechanic also new in TGT. Same as Inspire, don't know yet.
Put your spoiler here.
Ramp: Other indirect mechanic applicable to some classes in a few different ways (yeah, its not just Druids)
Ramp Druid: Competitive has it.
Ramp Paladin: Possible with Dragon tribal.
Ramp Shaman: Possible with Ancestral Call and Far Sight.
Ramp Warlock: Possible with the new TGT legendary and Summoning Portal.
3) Tribal/Racial: Those are themes regarding the Tribes(CCG term) or Races(Warcraft term) present on certain minions. Also came directly (murloc, mech, etc.) or indirectly (ogre, dark iron dwarfs etc.). The exclusive tribes/races will be treated on class specifics section.
Murloc: Those little squishy aggro oriented things, this tribal can literally run with any class, Blizzard even added class synergy with Shaman in GvG and Paladin in TGT.
Mech: Mechs where introduced on GvG, also has lot of synergy cards and are playable with any class, 2 of them even reached competitive (Mage and Shaman). The others classes need more theorycraft to be playable with more sucess.
Pirate: They whom follow us since classic set and never got to competitive, they have sinergy with Weapons, restricting their use as theme to 4 classes, specially now with more weapons for all of them in TGT.
Pirate Warrior - Class with most weapons.
Pirate Paladin - Lots of buff can change the Pirate theme.
Pirate Rogue - Blizzard really want this to exist, has many class Pirate cards.
Pirate Shaman - Yeah! Now with more weapons this is viable.
Beast: Once exclusive to Hunters, now in TGT Druids will share the massive synergy of this tribal. Its hard to imagine other classes using it.
Dragon: Many legendaries already were from this tribe, in BRM adventure set, they gained more minions and more synergy, even with a new indirect tribe - the Blackwing Horde, who serve their Dragon masters. Many classes gained their own synergy in this adventure set, and now even more with TGT.
Dragon Paladin - Dragon Consort
Dragon Warrior - TGT update
Dragon Priest - TGT update
Giant: Those 8/8 biggies have their own trait of reducing their cost based in a condition. They can synergise with many classes in various ways. Warlocks even made them competitive. Althought all classes can try them out.
Ogre: An indirect race, they are caracterized by huge stats per mana cost and bad aim, "50% chance of hit the wrong target" was added in GvG together with a whole new possibilities. Currently only 3 classes has their own Ogres.
Ogre Rogue - Ogre Ninja (Stealth Ogre)
Ogre Warrior - Ogre Warmaul (Ogre Weapon)
Ogre Shaman - Dunemaul Shaman (Windfury Ogre)
Dark Iron Dwarf: Other indirect tribe, mainly introduced in BRM adventure set, also 2 classes gained their own specifics. Can't see other classes using it. Actually even Ragnaros can enter the theme because of the lore.
Dark Iron Rogue - Skullker
Dark Iron Warrior - Axe Flinger
Knight: Introduced in TGT, there a lot of minions mounted in something, neutral and class. There will be many possibilities with all classes.
Undead: There a lot of minions in this tribal, most of them synergic with deathrattle or removal of other minions, many were introduced on Naxxramas adventure set. Some classes can build decks around this theme better because the DR synergy.
Don't Know, help me.
Goblins vs Gnomes: This indirects are the theme for an entire card set, there's a lot of them to use, all classes have possibilities to use this theme.
Help me here with Tribals/Races I might forgot, remember this is "General Tribals", the class specifics goes below.
4) Spell Interactions: Are the related to Spell cards interation mechanics. Its part of Mechanics theme, separated for better understanding.
Spell Immunity: This subgroup are for both Stealth and Cannot be targeted with spells and hero power mechanics. Those 2 were put together because their similarity and relation to spells, since both protects your minions against targeted spells and hero power (but stealth cancels after attacking).
Immune Rogue: Stealth as prime mechanic.
Immune Mage: Cannot be targeted as prime mechanic.
Hey people, I thought would be nice to have a List of Themes and ideas for Deck Building, to pursue creativity and fun around the many possibilities that the amazing Hearthstone provide us.
The idea here is simple, you put your idea/theme for a deck you build or wish to build (but don't have the cards), and put ir on a damn big list of themes for people come and get that so needed inspiration for building a awesome and fun deck.
You might post the deck itself, but I think that only the idea/theme and an small explanation of it should be enough.
Now an explanation of the concept and the list:
- First you must know what a Theme is for deck building, is the overall idea of what the deck is, what it do and how its look like. Then you find thats a lot of possibilities in Hearthstone, and I propose to make a list of every Theme that the community can think of! You never know what surprise we might see!
- The List is like any other, but to simplify the reading, I separated in categories that comprehends the bigger pictures or Groups like Tribal/Race cards, Spells Forms, Mechanics, Class specifics, Combos, etc. And the small pictures or subgroups for the former ones.
- This is a Work In Progress Thread, I need you to make and update the list constatly. I humbly ask your help to make this lists become a good source of creativity and fun for all of us HS players.
- Remeber! This thread is NOT about decks is about Themes and Ideas.
THE BIG THEME LIST FOR DECK BUILDING:
Index:
1) Competitives
2) Mechanics
3) Tribals/Racials
4) Spell Interactions
5) Class Specific
6) OTK Combos
7) Combined Themes
1) Competitives: Those are the themes about competition and winning, are subgrouped by Archetypes (Aggro, Combo, Midrange and Control). Those are the decks that defines the metagame, the competitive scenario in general, if you pursue the glory of Legends, those are the deck you should use and understand. They are build around the idea of max efficiency in all cards and their sinergy.
1.1) Aggro decks: Uses fast pace aggression to break the opponent asap.
1.2) Combo decks: Rely on specific combinations of cards on hand to win, usually have a lot Card Drawing to cycle the cards quickly and Emperor Thaurissan to reduce the combo costs.
1.3) Midrange decks: These are the "middle of the way" decks, they are built to have advantage in every stage of the game (early, mid and lategames) and grab the victory piece by piece, turn by turn. They are the all around decks.
1.4) Control decks: These are the ones that stalls the early phases of the game in order to unleash the biggest threats on the lategame and overcome the opponent.
2) Mechanics: Those are the General Mechanics themes. They came in direct form (battlecry, deathrattle, etc.) or inderect form (joust!, ramp, etc). To simplify the list, Spell and Class related mechanics were separated.
Put your spoiler here.
Put your spoiler here.
3) Tribal/Racial: Those are themes regarding the Tribes(CCG term) or Races(Warcraft term) present on certain minions. Also came directly (murloc, mech, etc.) or indirectly (ogre, dark iron dwarfs etc.). The exclusive tribes/races will be treated on class specifics section.
Help me here with Tribals/Races I might forgot, remember this is "General Tribals", the class specifics goes below.
4) Spell Interactions: Are the related to Spell cards interation mechanics. Its part of Mechanics theme, separated for better understanding.
5) Class Specifics: This part is for the Class specifics mechanics, like Overload for shaman and discard for Warlock.
6) OTK Combos: These is for the yolo One Turn Kill Combos, very difficult to pull, but hilarious when pulled.
7) Combined Themes: One Theme isn't good enough? What about two or three? Let's list up our combined themes ideas!