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MAX Value *=* The Un'Goro Update

  • Last updated Apr 20, 2017 (Un'Goro Launch)
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Wild

  • 16 Minions
  • 10 Spells
  • 4 Weapons
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 2400
  • Dust Needed: Loading Collection
  • Created: 1/24/2014 (Beta Patch 4482)
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  • Total Deck Rating

    111

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     -Updated for Un'Goro, enjoy!

:HOW THE DECKS ARE MADE: 
Added the 14 highest rated spells given from the Hearth Arena Tier list for the particular class, then mold the remaining mana curve by adding the highest rated minions that do that best. 
There's a little flexibility, so there's room for slight tweaking for those who would like to contribute but I found this method very solid.


Tired of trying to find the best combo deck that has the best OP synergy and wondered "what if I went for max value over combos?". This is that deck. You will win every top-deck battle, and be able to play max tempo every turn.

Hey, I'm bunnybunner#1261 and this is my attempt at making the best possible deck for each class. Dream decks if you will.
No special tricks that the deck is reliant on pulling in hopes to win you the game. Just the most solid cards possible while maintaining a solid mana curve, and keeping a good minion-to-spell ratio.
I will constantly edit and update to keep up with any changes with the new patches. You can also find me at:http://www.hearthhead.com/user=bunnybunner#decks

  *=* Remember to +1 if you like it. *=*

Enjoy :D





My notes:
Pre-Hand
•Never keep anything in your hand with a cost of 4 or more. Ideally you NEED to have a creature to play on turn 2.

Early Game (1-4 Mana)
• Board control is priority over hitting him in the face until turn 5.

Mid Game (5-7 Mana)
• At Disadvantage: Go for the face while removing their biggest threat.
• At Advantage: Maintain board control unless at lower hp.

End Game (7-10+ Mana)
• Check if you have lethal in you hand combined with the field.
-You do: DO IT!
-You don't: And you are at a disadvantage, setup for lethal for the next turn.
-If you don't: And you are at advantage, setup for lethal while gaining board control.

~
Weapons are extremely strong in arena. They effectively give removal and card advantage at the same time. If you get the right weapons and keep the momentum in the game you're gonna cause a lot of trouble for your opponent. Unfortunately Warrior is extremely reliant on getting those weapons. The lack of removal apart from weapons and the lack of AoE make it very hard to stay in the game once you have fallen behind on the board with Warrior. With the nerf to Warsong Commander it has gotten a lot harder to finish off your opponent. The Hero power does nothing to affect the board either.

*Advice on how to play this deck or any deck in arena, ranked, or casual I'd suggest checking out:

Vivafringe’s Guide to Arena
http://ihearthu.com/vivafringes-guide-to-arena/


And as a bonus, to change your perception on HAVING to spend money to get these cards, check out:

10 Tips For Earning Gold In Hearthstone

https://medium.com/philosophy-logic/c1a3b3913144

 

   -These decks are made using the Arena Tier List:
http://www.heartharena.com/tierlist