Many decks we know will be losing key cards and be unplayable in standard without a rework.
I'm trying to think of existing decks that will still be strong day 1 of the expansion.
Cubelock will still be strong, maybe the strongest. Although with the loss of n'zoth they won't have a second board reload, so will lose a bit of late game power vs control.
Midrange hunter will still have plenty of pressure against unrefined decks, only losing alley cat and kindly grandmother. Though other hunter archetypes will suffer from the loss of cat trick, Barnes, and y'shaarj.
Miracle rogue will be largely untouched, losing only counterfeit coin, and could be more competitive in the confusion of rotation.
The same could be said for quest rogue, but they are losing a bouncer in gadgetzan ferryman as well as card draw in coldlight Oracle.
Spiteful druid loses almost nothing except for ramp in mire keeper, so the curve will have to include more early game.
Quest druid could be a thing, too, if it can find a way to survive against aggro.
Big spell mage will still be viable, but more fragile due to the loss of ice block.
Murloc paladin loses early game due to loss of grimscale Chum and vilefin Inquisitor, though it still should be strong if it draws tidecaller.
Dude paladin should still be strong, though it loses durability because of steward of darkshire rotating along with rallying blade. It also loses some late game board reload with stand against darkness.
Other archetypes will be unplayable as we know them as key cards will rotate.
I am currenty testing the Big spell mage and it works for me. Arcane Artificer will be a big help after the rotation. The deck is a little bit weaker against aggro decks, but I enjoy playing it.
Many decks we know will be losing key cards and be unplayable in standard without a rework.
I'm trying to think of existing decks that will still be strong day 1 of the expansion.
Cubelock will still be strong, maybe the strongest. Although with the loss of n'zoth they won't have a second board reload, so will lose a bit of late game power vs control.
Midrange hunter will still have plenty of pressure against unrefined decks, only losing alley cat and kindly grandmother. Though other hunter archetypes will suffer from the loss of cat trick, Barnes, and y'shaarj.
Miracle rogue will be largely untouched, losing only counterfeit coin, and could be more competitive in the confusion of rotation.
The same could be said for quest rogue, but they are losing a bouncer in gadgetzan ferryman as well as card draw in coldlight Oracle.
Spiteful druid loses almost nothing except for ramp in mire keeper, so the curve will have to include more early game.
Quest druid could be a thing, too, if it can find a way to survive against aggro.
Big spell mage will still be viable, but more fragile due to the loss of ice block.
Murloc paladin loses early game due to loss of grimscale Chum and vilefin Inquisitor, though it still should be strong if it draws tidecaller.
Dude paladin should still be strong, though it loses durability because of steward of darkshire rotating along with rallying blade. It also loses some late game board reload with stand against darkness.
Other archetypes will be unplayable as we know them as key cards will rotate.
Thoughts?
I am currenty testing the Big spell mage and it works for me. Arcane Artificer will be a big help after the rotation. The deck is a little bit weaker against aggro decks, but I enjoy playing it.
Quest druid is already a thing. The only cards I'm losing from my current quest druid build are ysharaaj and 5/7 cthun taunt