First success with Rogue in this expansion. Historically it was my best class, but I stopped playing it in K&C due to streak of really bad runs and in Witchwood I already had three mediocre runs with it too. Success of this deck is based on a big number of quality 3-drops, often going into snowball 4-drop, like Grave Shambler or Fal'dorei Strider. Against control decks most important thing was Rogue card draw mechanics (Elven Minstrel, Cursed Castaway) and three 8-drops with similar function - remove something from the board and leave big thing behind after that. Lost one mirror, it was a close game, but my opponent had more appropriate cards for the matchup (looking through the stats I found out that my worst winrate against a class is Rogue, though its also least represented class in my arena history). Another loss was mage with a good curve going first, I was burned out by turn 7. PS Forgot to mention highlight (in a bad way) of this tun - MCT. In 4 different games, where I completely dominated my opponent, at some point my opponent played MCT and I had to spend another ~10 turns to finish him off. Everything was already said about that card, but still, in one game it was 19-24 stats swing on the board for 3 mana. Seems balanced, considering that almost every deck nowadays have one of this (at least I was offered it almost every draft).
Tier lists consider Warlock as one of the worst classes right now, but it didnt feel like that for me at all. I played three runs with it in Witchwood, got 10 wins two times and 12-0 today. Best thing about playing Warlock is that throughout the course of the game you always feel like you are in control. Its that sweet mix of spot removal, pings and board clears which make it all tick. I will rate following cards in the order of usefulness they provided in my run: Despicable Dreadlord (this thing on board equals dead Paladin), Dread Infernals (nice AOE, also can be combined with Spellstone on turn 10), Feeding Time/Fire Plum Phoenix (not as obvious, but tempo removal cards are MVP), Acidic Swamp Ooze (this card is insane against lategame Paladin weapons) and finally all the support cards for Defile (on its own I wouldnt say its super good, just solid).
Yet another day, another 12 wins Paladin. It does seem that lately powerlvl of the class went down a bit, but you still can draft your powerhouse cards pretty consistently. About the half of my games I won even before going into Steed stage, but in others MVP undoubtedly was Silver Sword. Ths one-card-deck carries super hard and often times is able to trade on even foot with whole hand of your opponent. Another heroes of the run were Blessing of Wisdom and Divine Favor. You never should underestimate power of card draw in Paladin. Legit play is to keep BoW in your opening hand with good 1-drop and just begin to power draw from the start. Nothing else really to say, powerful deck.
shaman, 12-2, lost to pala at 8-0, to rogue at 8-1. Win 2 games at 9 and 10 by missplays of opps. They leave totems on table with low hp. Balanced deck with AoE, sticky creatures, some draw and hand refill (spirit echo). Flametongue 12/12.
Today was Paladin day again. Main takeaway - you can do well without relying on 2-drops. Also I want to mention two somewhat underrated cards: Mad Hatter is sold win-more tool in classes with heropower tokens, in this run it won me two games just on itself; and Ebon Dragonsmith (ye, you heard it right) - card is insanely good with big weapon follow up, and Paladin can draft those quite consistently. It resides in the same bracket as Nightblade - NIGHTBLADE - which is just a complete misevaluation of the card. Also Silver Sword OP, best card in the deck, I laugh at the low tier scores of that card every time I play it.
And second of my todays runs - surprise - another Paladin. This deck was more meme than anything, but turned out to be another confirmation that 2-drops doesnt needed for success in Pala. I picked five Steeds just for the laughs and it was somewhat too much, especially considering that I had three another 6-drops. Hero of the deck yet again is Silver Sword. If your deck doesnt have one of those its not the same. Two Owls were pretty good, they didnt swing every game that run, but I felt safe having bird in hand and it definitely allowed some unexpected lethal setups.
Started new month with 12 wins mage. My first real success with class in Witchwwod, before this I had two 4-3, one 3-3 and one 7-3 run. This time I tried to draft as many tempo tools as I could, passing the offer of Flamestrike in favor of Polymorph and both Blizzards for Gliph and Stonehill, which highrolled several wins for me as a standalone cards. Having 2-drop on two or 2-drop into 2-drop with coin seemed very powerful in Mage as opposed to Paladin or Rogue, where you can compensate lack of 2-drops with heropower. Card draw also felt very important with such low-curve deck, same goes for pseudo card draw, which is Bonedrake and Stonehill. Lost my two games very quickly to better tempo openers. That sums it up, I think.
After a couple of 11-3s finally managed to pull 12 wins with this Rogue deck. Main workhorse of the deck was triple Elven Minstrel, which allowed me to maintain insane consistency during all of the games, helping me to find situational tools I needed (Owl, Sap, Slayer, Betrayal) without sacrificing stablity of the curve. Somewhat of a weakness of the deck was its 3-mana slot, lacking good playable on-curve minions - and that mana-slot is crucial for Rogue, especially on the coin. Otherwise deck was pretty good, I lost my second game due to own stupidity and hubris, first one was very close too.
First 12 wins after most recent hotfix (no, Reinan23, not with Paladin). Almost got 12-0, but got stopped by Shaman, who topdecked Unstable Evolution with empty hand and jeezed out Tirion and Alextraza from the thin air. I deafeted him in my next game (and stopped his 12-0 and 23-0 streak, as he revealed later), so there is that. Cant say that some specific cards felt more important than others, only that having good 1-2-3 curve (which this deck can provide) was incredibely powerful. Also I didnt regret skipping several Mind Controls in my draft - doesnt feel like its fitting meta for that card. Also I did have one funny game, when my last three cards in the deck were three Power Word Shields.
I'm afraid Reinan23 will be angry again, but yes, its another Paladin. Interestingly enough, same as with my last 12, it was very close to going 12-0, losing one game only at the high win score, going second against unfavorable match-up. It seems, at least at the first glance, that disparcity in decks power levels is somewhat higher than it was before the latest hotfix. Interesting things: I kept 5-5 Ooze against Paladin on mulligan twice, it won be both of those games. Spiteful was doing great until my last two games, when it pulled 25%-er on me, rolling my only cheap spell in the deck. I think I casted Lay on Hands once in 13 games, card is extremly underwhelming.
I tried to redeem myself after that conformist Paladin run, so I drafted Warlock and it went the distance. Countess Ashmore is just a powerhouse card all around. Its kinda interesting how card draw works in Warlock - each draw without heropower is basically heals you for two and therefore allows you to double down on future draws. So every time Countess drew me three, she basically drew six if you count future heropowers. Another MVP of the run was Acidic Swamp Ooze - card won me several games on itself, destroying Silver Sword creates enormous swing, from which Paladin basically cannot recover. I think in your drafts you need to pick each Ooze over any other pick.