This is the deck used by Chancery to get from Rank 3 to Top 10 Legend on the NA Ladder
- Combo Druid: 5/2
- Control Warrior: 2/0
- Patron Warrior: 5/0
- Freeze Mage: 2/2
- Face Hunter: 4/0
- Mid Hunter: 1/0
- Oil Rogue: 1/2
- Aggro/Tempo Mages: 4/0
- Demon Zoolock: 8/4
- Handlock: 2/1
- Paladin: 2/0
- Priest: 0/1
- Mech/Shaman: 0/1
- Total: 36/14 (72% winrate)
It's Super Effective!: Control Warrior, Patron Warrior, Aggro/Tempo Mage, Midrange Hunter, Slow DemonZoo, Handlock, Combo Druid
Not Very Effective: Oil Rogue
Neutral: Fast Zoolock, Priest, Paladin, Face Hunter, Freeze Mage.
(Note that historicallyChancery had positive win rates vs priest, paladin, and oil rogue with this list - ran the same thing with shredders over destroyers last season. Generally though these must are not considered to be good. Destroyers are good for racing and may have single-handedly improved the face hunter match up significantly)
You always want chow and creeper. Double creeper probably only a keep vs aggro or with a plan to get lots of value with a flametongue in early game. Destroyer is a reasonable keep with a good curve vs control/midrange.
Match Up Mulls:
Watch their mull. If they keep over 50% of their cards Hex becomes a reasonable keep. Flametongue Totem is good with early board, Fireguard Destroyer is good with an early curve, Feral Spirits are a reasonable keep.
Rockbiter or Earthshock [/card](both deal with [card]acolyte of pain, rockbiter kills Armorsmith or Gnomish Inventor with Haunted Creeper or Zombie Chow, rockbiter also kills Dread Corsair). Ferals with other early cards.
Flametongue with early board, ferals are fine. t3 ferals t4 flametongue is strong. Loatheb a possible keep on coin. (Ferals, flametongue, loatheb can push a lot of damage)
Ferals a keep on coin, earth shock a keep. Rockbiter is iffy. Helps respond to companion, Knife Juggler, Mad Scientist but is not ideal for dealing with x/1s. It's analogous to Deadly Poison for rogue in the mu. Argus on coin with spiders is also a possible keep with other early game.
Keep hex (kills 4/5 drops), rockbiter (kills 3 drops), loatheb. Ferals or destroyer are reasonable depending on other cards.
Keep rockbiter, earth shock, ferals or storm, flametongue with early board.
Can watch mull to try and detect handlocks. Keep shock vs both, rockbiter and storm vs zoo. Flametongue or hex reasonable vs handlock as ways to deal with mountain giant. Flametongue reasonable vs zoo if you think the tempo/curve will line up to get value.
Rockbiter for chow/juggler. Ferals. Flametongue possible but you generally want your stand alone minions. Storm or Defender of Argus justifiable on coin with strong early board, though you really want to be storming late, not early.
Keep Rockbiter vs both variants, keep Earthshock vs mid-range. Ferals or Flametongue reasonable with early board. Storm reasonable vs mech. Vs mid-range you don't want to blow your Storms early.
These cards can be replaced as suggested by Chancery. However keep in mind that they may make the deck less optimal(but still as strong).