I have done a complete update to this article for the new expansion. It remains a work in progress, so please comment with your (helpful) suggestions for strategy notes on any of these decklists.
General note #1: there is no "I am Whizbang!" flourish that tells your opponent that you are playing a Whizbang deck. However if you play *golden* Whizbang, your opponent will quickly notice that every card you play is golden, and be certain of your decklist that much faster.
General note #2: players with a custom hero portrait are never playing Whizbang. They thus have a small but real disadvantage in the "what's in their deck?" metagame.
Deck goal: Synergize with Treants. Features lots of Treant-creating cards and board-buffs.Living Mana Treants do discount Mulchmuncher. Try to save 2xKnife Juggler for a big token-summoning turn. To survive with this deck you must make a board sticky with Soul of the Forest, possibly as an 8 mana combo with Wispering Woods. If you can't lethal with a big board, pre-cast Gloop and trade.
Removal: none aside from what you get from 2xDendrologist.
Finishers: 2xTreespeaker, 2xSavage Roar, Cenarius. If you start a turn with 6 Treants, Treespeaker takes them to 30 damage. Add Savage Roar for 44 damage. You just have to find a way to stick the Treants.
Deck goal: Synergize Hero damage. Control the board early with your face via 5 cards like 2xPounce, which combo well with 2x Savage Striker, 2xSpirit of the Raptor, and 2xHench-Clan Thug (who remind us that you don't need a weapon or a hero power to activate them, just attack power). Twig is here for a +10 mana turn -- be sure to spend down your mana before breaking it. If you manage to FloopGonk, the Raptor and have both on board: get as much attack on your hero as you can manage, face-kill N minions without dying, then deliver N+1 attacks on the enemy hero and post the video. Extra credit if you have Hench-Clan Thug(s) on board while you do this.
Removal: 2xSpellstone, 2xSwipe, 2xUI, and merrily hitting things with your face.
Taunts: 2xDruid of the Claw and Malfurion. Note also that Malf's triple-strength hero power is very relevant in this deck!
Finishers: You have some cheap minions, maybe they stick due to your hero killing things and you can 2xSavage Roar. Or maybe try to use the cheap minions to contest the board early, fall behind on purpose, and save the hero-attack cards for a gonzo turn such as Gonk/Twigbreak/Floop/Gnash/Claw/Pounce/heropower/faceboardclear/OTK.
Deck goal: Rule the board until big payoffs. This may be the strongest of the 18 deck recipes, very close to an optimal Spell Hunter deck plus Crushing Walls.Best early Secret is Wandering Monster to give you free board presence.Try to play Secrets with Lesser Emerald Spellstone in hand to give you a mid game. If you have a choice, try to save Deathstalker Rexxar to play after Zul'jin. ZJ is spent after his giant tempo turn, but Rexxar can keep finding new threats and answers indefinitely.
Taunts: Irrelevant since you are obliterating the opposing board every turn or two. Occasionally Misha.
Finishers: 1) Rhok'delar and burn them down with weapon swings and spells. 2) Zul'jin and overwhelm them with a big board swing (though they probably have a turn to respond). Note that Zul'Jin's spells are random-target so your 3+ direct-damage spells can hit your face, or theirs. 3) Deathstalker Rexxar and out-value them with big beasts and good keyword choices.
You are not aggro. Always consider if you should hold back and hero power rather than play into AOE.
Deck goal: Aggro them down. Your first goal is to contest the board early with cheap beasts and your 2xHeadhunter's Hatchet. Try to stick one of 2xScavenging Hyena to grow big and swing after a major board trade turn (where Rush shines). Try to combo your 2xSpirit of the Lynx with your 1/1 Lynxes and your spells that summon minions.
Memorize your post-mulligan hand because you will get it back with Malacrass.
Deck goal: Outlast them with a standard big-spell list and 2xSpiteful Summoner.Doomsayer early vs. aggro or save to combo with Blizzard later. Use board clears efficiently. Save Arcane Artificers until you can get big-spell value out of them.
Deck goal: Trigger Jan'alai, the Dragonhawk. Odd mage hero power does 2 damage. Boosted by 2xDaring Fire-Eater, it does 4. You must keep track of hero power damage done so that you can plan to reach the magic 8 by turn 7 for Jan'alai. Use board clears efficiently. Save Arcane Artificers until you can get big-spell value out of them. You have *6* minions that draw cards even though you are hero-powering; this is to help you find your finishers.
Finishers: Activated Jan'alai, the Dragonhawk and Alexstrasza. In a long game, try to play those two in close succession. Frost Lich Jaina, though her hero power goes down to 1 dmg. Note that DK-buffed Baron Geddon does all his AOE damage with Lifesteal.
You may need random burn spells generated by Blast Wave overkills in order to burst to a win.
Deck goal: Play some of the 11 Magnetic minions as buffs on other Mechs and then resurrect them later with Kangor's Endless Army. 2xCoppertail Imposter and 2xMechano-Egg are sticky buff targets. Try to save a Skaterbot or Zilliax to get enormous Rush value out of the 8/8 Mech from a popped egg. You also want Magnetic Rush value out of minions handbuffed by Farraki Battleaxe.
Your card draw mostly targets minions, so each spell is precious -- if you can't get unfair value out of it, consider using a minion or weapon instead.
-- PRIEST --
o Awesome Augmentation decklist -- Updated recipe: Inner Fire Priest. (Not listing out changes compared to the Boomsday version of this recipe because it's literally half the deck.)
Removal: 2xWild Pyromancer and cheap spells, healing him if needed. 1xSilence, which needs to either save your life or clear a Taunt for lethal, don't just throw it away to cycle Lyra.
Taunts: 2xGrave Horror, who can be cheap, big bodies for the Inner Fire plan. 1/1 Taunts from 2xSand Drudge.
You have no Priest removal or self-healing spells, because opponent ends up needing to use their board to clear yours. If they leave a minion up you may have a win. Be ready.
Deck goal: This is a new combo archetype. Combo the Spirit and the Taunts to put 1-cost minions in your deck, *especially* Saronite Chain Gang. Then buff them with Prince Keleseth ASAP and Surrender to Madness later (there are two, but that's to make sure you get one, not so you can cast both). Then draw them with Bwonsamdi, the Dead and 2xAcolyte of Pain.
Finishers: 1xCobalt Scalebane behind Taunts. But mainly the win condition is getting the combo off. Drawing 1-cost +3/+3's, you are playing a whole different game of Hearthstone.
You may feel like you're losing but if you're shuffling 1-cost Taunts, you're honoring Bwonsamdi. Surrender to madness and he will reward you.
Finishers: 2xCold Blood for a last bit of burn. Power turn: Da Undatakah/Preparation/Necrium Vial/poisonrushtrades/weaponbreak for a board full of 5/5s, 7/7s, and hard removals. Note that DU doesn't specify "different" minions, so if you get 3 Mechanical Whelps to die and nothing else, he should deliver 3 7/7s per activation.
Be prepared to kill one of your own Deathrattle minions with Walk the Plank or Vilespine Slayer to make your Necrium effect trigger the way you want.
Deck goal: Get Pirates, use them to get more Pirates, Preparation->Cannon Barrage. Honestly I don't see how this is going to work against an opponent who is playing their cards. If you "get" this deck, help me out here.
Finishers: Nothing specific to kill your opponent. Extra sustain starting turn 10 with Omega Mind into Volcano or Lightning Storm. Once you have Hagatha online, every minion creates a spell. Once you have Shudderwock online, he can keep you stocked with minions. However he can fail to return to your hand if the Zola battlecry goes off first. Sometimes you draw Un'Goro Pack. Amidst this mess, find a win condition.
You can't drop Shudderwock and go make a sandwich while you win the game. This deck has self-respect.
Deck goal: Have 3+ minions on the board (1-2xVoltaic Burst can help) and Zentimo on one end. Spam Unstable Evolution on the middle of the other three for a triple-evolve chain. Other Zentimo possibilities: Totemic Smash as a mini-AOE, Earthen Might as a triple-buff. Thrall, Deathseer can be a mid-game shot in the arm if you have the board.
Deck goal: Draw cards, discard cards, profit. Ideally, find High Priestess Jeklik (eg by NOT playing her from The Soularium) and hold onto her as a discard target. The more of her you have in your hand, the more likely future discard effects are to target her. Now your over-statted minions have an upside instead of a downside! Also note that if you discard the first Soulwarden, playing the second one can replace him (plus other stuff).
Finishers: 2xDoomguard, buffed. A big Hir'eek, the Bat, buffed to bigger than your opponent's biggest AOE. Bloodreaver Gul'dan for a big refill featuring taunts and Doomguards.
You have 5 minions that self-duplicate. Try to land Soul Infusion on them.
Deck goal: Control the board with Rush and weapons, get surprise big swings at face by Magnetizing onto Mechs you started the turn with. You have 11 Mechs with Magnetic so you're usually trying to get a Mech to stick. Countess Ashmore is here to draw Zilliax and one of your two Deathrattle weapons (plus a Rush minion too if Z wasn't picked as the Rush). Try to save 2xOmega Assembly to get three Mechs instead of one.
Deck goal: Control the board and generate resources to outlast your opponent. Most of your deck is removal and you have 6 cards that create new cards in your hand, so anytime you cancel out your opponent's cards 1-for-1, you pull ahead. Note that 2xWeapons Project guarantees value from Harrison Jones.
Finishers:Ysera, and possibly others generated by 2xDragon Roar. Try to hold her back along with Primordial Drake and a 5-mana dragon or two, spam the others, and get a big War Master Voone turn.
You will have issues with hand limit and high-cost cards, so you really want to push things out to make room for more.
Shoutout to BlueSpartan for deckifying all of the RR recipes here at Hearthpwn. Thanks!
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Research question: if you put, say, Arthas as your hero portrait and Whizbang in the deck, does opponent see Arthas or the default Pally hero?
Nope, it defaults back to Uther. A real shame it does that. Pretty sure it is the same with all alternate heroes.
Well that’s very interesting. It would mean that custom hero opponents are definitely not playing Whizbang, while default ones may be. Therefore non-Whizbang decks with default portraits now have a minor but real advantage over non-Whizbang decks with custom portraits.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Research question: if you put, say, Arthas as your hero portrait and Whizbang in the deck, does opponent see Arthas or the default Pally hero?
Nope, it defaults back to Uther. A real shame it does that. Pretty sure it is the same with all alternate heroes.
Well that’s very interesting. It would mean that custom hero opponents are definitely not playing Whizbang, while default ones may be. Therefore non-Whizbang decks with default portraits now have a minor but real advantage over non-Whizbang decks with custom portraits.
The faux Whizzbang advantage is no joke. I lost a game the other day because the opponent was playing even paladin and I assumed it was the Whizzbang even deck because no one in their right mind would play even paladin otherwise. I missplayed while failing to look up the decklist and in the meantime, the opponent killed me with an avenging wrath burst that I distinctly remember not being in the recipe
This deck actuallyade great sense to me. Obviously you are trying to control the board by recruiting minions. The taunt is there to protect Spiritsinger Umbra, she is he key to the deck. When you have her out, that means Astral Tiger will add an extra copy into your deck, Grizzles Guardian will recruit two additional minions, and Carniverous Cube will resummon FOUR copies of the friendly minion you choose (two right away). So the instead is to duplicate the four cost cards you do have, keep Spiritsinger safe, and then mega recruit with insta deathrattle.
This deck actuallyade great sense to me. Obviously you are trying to control the board by recruiting minions. The taunt is there to protect Spiritsinger Umbra, she is he key to the deck. When you have her out, that means Astral Tiger will add an extra copy into your deck, Grizzles Guardian will recruit two additional minions, and Carniverous Cube will resummon FOUR copies of the friendly minion you choose (two right away). So the instead is to duplicate the four cost cards you do have, keep Spiritsinger safe, and then mega recruit with insta deathrattle.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
The Whizbang 'disadvantage' is a wash. At high ranks, both players already know the contents of the opponent's deck within a turn or so, whizbang or netdeck. At low ranks, they either have whizbang themselves or have an F2P that your whizbang will easily trash.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
Also actually playing Whizbang. I just destroyed a Boomsday-meta Druid deck with a Surrender to Madness Priest recipe. Synergy with Mojomaster Zihi! What a trip.
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Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Is the Cursed Crew recipe just terrible or is there a way to play this that works which I'm not seeing?
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Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Want to say: When you are using whizbang and your opponent is using a deck tracker, he will see that your cards are "gifted" or "discovered", so this lead to recognize instantly that you are playing whizbang.
Want to say: When you are using whizbang and your opponent is using a deck tracker, he will see that your cards are "gifted" or "discovered", so this lead to recognize instantly that you are playing whizbang.
This is not true, or at least with Hearthstone Deck Tracker. I faced many other Whizbang decks these past days and not a single one appeared like this in the deck tracker.
Overall, my own experience in these past days with Whizbang:
Deathrattle Rogue seemed really strong, or I got extremely lucky with it. Coin into Necrium Blade on 2, swing, then Devilsaur Egg on 3 and swing again is massive. Preparation + Necrium Vial is disgusting as well in case you have the egg but not the blade. Had an opponent concede when I had the egg and 3 Devilsaurs up on turn 4.
Cold Blood can make eggs and the whelp threats to gain massive trades or force removal on things they would have otherwise ignored. There's a Sonya in there but I never managed to draw her and didn't need to. If the game goes a little long, Da Undatakah will usually win, specially if you play him with the blade equipped with one charge or Prep+Vial, specially if he has Egg, Whelp and the poison token deathrattle.
Feral Frenzy Druid has been pretty surprising. One look at the list and it looks like thrash but the amount of buffs you can have from hand made me have a ton of surprise lethals with Malfurion DK Hero Power, even without Gonk shenanigans.
Fun fact: faced an optimized Gonk list (the one with Faceless+Dreampetal for almost infinite triggers for Gonk) and beat it with the Whizbang version. The secret: do nothing lol.
I kept Twig with Malfurion DK and just kept armoring up and refusing to play something unless I would burn a card and never above two creatures and only because he didn't have the combo pieces yet (no Florist for discount, for example).
Suddenly their hands were stuck with the combo with nothing on the board to hit for multiple triggers, full hand with both UIs and Plagues that had to be used for 1 scarab to not burn a card. Leaving his spirits that give card draw when killing minions was actually counter productive to him because of fatigue. Game went to fatigue where both his Spreading Plagues were used for 1 scarab and even though I took 30+ damage from a three swing 12 attack Gonk combo, I had too much armor and in the end I beat him with Hero power + two Fireflies over a couple of turns that were the last resources and saved after the second plague.
The Paladin decks do some cool stuff... but they are super slow.
The most unlucky deck for me was Dragon Warrior, as I have yet to win a game with it because contrary to the others, with this I've always queued into some kinda of meta list or optimized experiment.
The Surrender to Madness Priest is incredibly fun, much to my surprise. You use the Surrender to Madness later in the game as a powerful tool to grind and win on sheer brute force, never use it early. You can even combo it with Mojomaster on turn 9 to set both of you to 6 mana, but using it on turn 9-10 without it is ok.
The Inner Fire Priest however... that felt like complete garbage. You have very few minions and the same time tons of buff spells. You have no removal whatsoever outside of Pyromancer chains. The only time I won this was a mirror match and one with a crazy Lyra output giving me tons of crazy swingy spells.
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Whizbang the Wonderful now uses deck recipes for Rastakhan's Rumble!
I have done a complete update to this article for the new expansion. It remains a work in progress, so please comment with your (helpful) suggestions for strategy notes on any of these decklists.
General note #1: there is no "I am Whizbang!" flourish that tells your opponent that you are playing a Whizbang deck. However if you play *golden* Whizbang, your opponent will quickly notice that every card you play is golden, and be certain of your decklist that much faster.
General note #2: players with a custom hero portrait are never playing Whizbang. They thus have a small but real disadvantage in the "what's in their deck?" metagame.
-- DRUID --
o Trees Are Friends decklist -- Updated recipe: Treant Druid. -2xTending Tauren +2xTreespeaker.
Deck goal: Synergize with Treants. Features lots of Treant-creating cards and board-buffs. Living Mana Treants do discount Mulchmuncher. Try to save 2xKnife Juggler for a big token-summoning turn. To survive with this deck you must make a board sticky with Soul of the Forest, possibly as an 8 mana combo with Wispering Woods. If you can't lethal with a big board, pre-cast Gloop and trade.
Removal: none aside from what you get from 2xDendrologist.
Taunts: Just Cenarius. Ok, maybe something from 2xTortollan Forager.
Finishers: 2xTreespeaker, 2xSavage Roar, Cenarius. If you start a turn with 6 Treants, Treespeaker takes them to 30 damage. Add Savage Roar for 44 damage. You just have to find a way to stick the Treants.
You are a log cannon. Use your ammo wisely.
o Feral Frenzy decklist -- New recipe: Gonk Druid.
Deck goal: Synergize Hero damage. Control the board early with your face via 5 cards like 2xPounce, which combo well with 2x Savage Striker, 2xSpirit of the Raptor, and 2xHench-Clan Thug (who remind us that you don't need a weapon or a hero power to activate them, just attack power). Twig is here for a +10 mana turn -- be sure to spend down your mana before breaking it. If you manage to Floop Gonk, the Raptor and have both on board: get as much attack on your hero as you can manage, face-kill N minions without dying, then deliver N+1 attacks on the enemy hero and post the video. Extra credit if you have Hench-Clan Thug(s) on board while you do this.
Removal: 2xSpellstone, 2xSwipe, 2xUI, and merrily hitting things with your face.
Taunts: 2xDruid of the Claw and Malfurion. Note also that Malf's triple-strength hero power is very relevant in this deck!
Finishers: You have some cheap minions, maybe they stick due to your hero killing things and you can 2xSavage Roar. Or maybe try to use the cheap minions to contest the board early, fall behind on purpose, and save the hero-attack cards for a gonzo turn such as Gonk/Twigbreak/Floop/Gnash/Claw/Pounce/heropower/faceboardclear/OTK.
You have no healing. Use your health wisely.
-- HUNTER --
o I Hunt Alone decklist -- Updated recipe: Spell Hunter. -2xHunter's Mark -1xFlanking Strike +1xBaited Arrow +1xDeadly Shot +Zul'jin.
Deck goal: Rule the board until big payoffs. This may be the strongest of the 18 deck recipes, very close to an optimal Spell Hunter deck plus Crushing Walls. Best early Secret is Wandering Monster to give you free board presence. Try to play Secrets with Lesser Emerald Spellstone in hand to give you a mid game. If you have a choice, try to save Deathstalker Rexxar to play after Zul'jin. ZJ is spent after his giant tempo turn, but Rexxar can keep finding new threats and answers indefinitely.
Note that if your opponent shuffles minions into your deck (eg via Psychic Scream), Rhok'delar and To My Side! are downgraded.
Removal: 2xCandleshot, 2xUnleash the Hounds, 2xKill Command, 1xFlanking Strike, 1xDeadly Shot, 1xBaited Arrow, 2xTo My Side!, 1xCrushing Walls. Remember these all re-cast when you bring out Zul'jin. The Hunter's Marks are gone so no need to save Pingbow to combo with it.
Taunts: Irrelevant since you are obliterating the opposing board every turn or two. Occasionally Misha.
Finishers: 1) Rhok'delar and burn them down with weapon swings and spells. 2) Zul'jin and overwhelm them with a big board swing (though they probably have a turn to respond). Note that Zul'Jin's spells are random-target so your 3+ direct-damage spells can hit your face, or theirs. 3) Deathstalker Rexxar and out-value them with big beasts and good keyword choices.
You are not aggro. Always consider if you should hold back and hero power rather than play into AOE.
o Animal Instincts decklist -- New recipe: Beast Rush Hunter.
Deck goal: Aggro them down. Your first goal is to contest the board early with cheap beasts and your 2xHeadhunter's Hatchet. Try to stick one of 2xScavenging Hyena to grow big and swing after a major board trade turn (where Rush shines). Try to combo your 2xSpirit of the Lynx with your 1/1 Lynxes and your spells that summon minions.
Removal: 2xHeadhunter's Hatchet, 2xKill Command, 2xFlanking Strike, 2xUnleash the Hounds, 1xBaited Arrow, and Houndmaster Shaw into anything you summon.
Taunts: 2xHoundmaster. Best target: 2xBearshark, 1xSavannah Highmane, or build-a-beasts.
Finishers: A big Scavenging Hyena + 1-2 Kill Command. A big Unleash the Hounds buffed by Spirit of the Lynx. 1xShieldbreaker can open the way. Deathstalker Rexxar if you need a long game.
You have no secrets, but are full of surprises.
-- MAGE --
o Spells are fun, SO FUN! decklist -- Updated recipe: Big Spell Mage. -2xShimmering Tempest, -1xPyroblast +2xDaring Fire-Eater, +Hex Lord Malacrass.
Memorize your post-mulligan hand because you will get it back with Malacrass.
Deck goal: Outlast them with a standard big-spell list and 2xSpiteful Summoner. Doomsayer early vs. aggro or save to combo with Blizzard later. Use board clears efficiently. Save Arcane Artificers until you can get big-spell value out of them.
Removal: 2xPolymorph, which you should save for things you can't afford to leave up for later AOE. 2x each of Doomsayer, Dragon's Fury (4-7 dmg), Blizzard, Meteor, Flamestrike.
Taunts: 2xTar Creeper which is an elemental for Jaina, but mainly to forestall early aggro until AOE comes online.
Finishers: Spiteful Summoner for a random big minion. Dragoncaller Alanna for a late, heavy board-fill. Frost Lich Jaina for heals and Water Elemental generation (now with a Daring Fire-Eater surprise). Note that DK-buffed Baron Geddon does all his AOE damage with Lifesteal.
You have no spells that can damage your opponent. You need minions or fatigue to win.
o Power of the Dragonhawk decklist -- New recipe: Odd Hero Power Mage.
Deck goal: Trigger Jan'alai, the Dragonhawk. Odd mage hero power does 2 damage. Boosted by 2xDaring Fire-Eater, it does 4. You must keep track of hero power damage done so that you can plan to reach the magic 8 by turn 7 for Jan'alai. Use board clears efficiently. Save Arcane Artificers until you can get big-spell value out of them. You have *6* minions that draw cards even though you are hero-powering; this is to help you find your finishers.
Removal: 2xVoodoo Doll, to be killed via hero power or 2xBlast Wave. 2x each of Dragon's Fury (5-7 dmg) and Flamestrike. Before Blast Wave, try to set up 1-health minions via trades or hero power, or have Black Cat down and Overkill 2-health minions.
Taunts: 2xTar Creeper, 2xStonehill Defender. Remember that Jaina likes elemental taunts you Discover.
Finishers: Activated Jan'alai, the Dragonhawk and Alexstrasza. In a long game, try to play those two in close succession. Frost Lich Jaina, though her hero power goes down to 1 dmg. Note that DK-buffed Baron Geddon does all his AOE damage with Lifesteal.
You may need random burn spells generated by Blast Wave overkills in order to burst to a win.
-- PALADIN --
o Kangor's Endless Army decklist -- Updated recipe: Mech Paladin. -1xTruesilver Champion, +1xFarraki Battleaxe.
Deck goal: Play some of the 11 Magnetic minions as buffs on other Mechs and then resurrect them later with Kangor's Endless Army. 2xCoppertail Imposter and 2xMechano-Egg are sticky buff targets. Try to save a Skaterbot or Zilliax to get enormous Rush value out of the 8/8 Mech from a popped egg. You also want Magnetic Rush value out of minions handbuffed by Farraki Battleaxe.
Removal: 1xEquality/2xConsecration and1xFarraki Battleaxe. Also Zilliax.
Taunts: 2xRighteous Protector, 2xBronze Gatekeeper, 2xAnnoy-o-Module, and Zilliax. The latter three should be Magnetized onto existing Mechs to make bigger taunts if possible. Also Sunkeeper Tarim.
Finishers: Kangor's Endless Army, Sunkeeper Tarim, Tirion Fordring.
Transform, Silence, Return and Shuffle effects are your Kryptonite. Spread out your buffs.
o Shirvallah's Chosen decklist -- New recipe: Spell Paladin.
Deck goal: Control Paladin that seeks to capitalize on spell synergies via 2xSpirit of the Tiger, 2xImmortal Prelate, and Lynessa Sunsorrow, meanwhile reducing the cost of Shirvallah, the Tiger to zero. Try to get your first round of 2xImmortal Prelates buffed and killed quick so your opponent doesn't remove them in other ways. Save the 1xCrystology to draw them. Save Crystalsmith Kangor for a big comeback turn with Shirvallah and 1-2xFlash of Light.
Countess Ashmore always draws an Immortal Prelate and Shirvallah, the Tiger. Crystalsmith Kangor and Righteous Protector are possible third draws (though Shirvallah may be drawn as the Divine Shield leaving nothing to draw as the Rush).
Removal: 2xEquality/2xConsecration, either comboable with 2xWild Pyromancer. A late-game Sound the Bells! is particularly potent with Pyromancer. 2xFarraki Battleaxe.
Taunts: 2xRighteous Protector, 2xTar Creeper, 2xSpikeridged Steed, 1xA New Challenger..., Immortal Prelate if you casted Steed on it, Lynessa Sunsorrow if you casted Steed at all.
Finishers: A big Lynessa Sunsorrow or a free Shirvallah, the Tiger. Immortal Prelates if your opponent can't Silence/Transform/Return them.
Your card draw mostly targets minions, so each spell is precious -- if you can't get unfair value out of it, consider using a minion or weapon instead.
-- PRIEST --
o Awesome Augmentation decklist -- Updated recipe: Inner Fire Priest. (Not listing out changes compared to the Boomsday version of this recipe because it's literally half the deck.)
Deck goal: Draw cards and cast 2xShadow Visions to save up 2xDivine Spirit/1xInner Fire. Use other buffs like 2xExtra Arms and 2xBanana Buffoon bananas to create medium-sized minions that you could lethal with while reducing the cost of 2xGrave Horrors (wherever they are). It's nice to save 1-2xRadiant Elemental for Lyra the Sunshard or a buff-spamming lethal turn, but it may be necessary to throw it down with a Power Word: Shield to be something your opponent has to deal with. (Or fail to.)
Watch for juicy Seance targets from opponent, otherwise figure to use it on Radiant Elemental, Grave Horror, or Lyra.
Removal: 2xWild Pyromancer and cheap spells, healing him if needed. 1xSilence, which needs to either save your life or clear a Taunt for lethal, don't just throw it away to cycle Lyra.
Taunts: 2xGrave Horror, who can be cheap, big bodies for the Inner Fire plan. 1/1 Taunts from 2xSand Drudge.
Finisher: One swing with a 2xDivine Spirit/1xInner Fire buffed minion. You can lead with Circle of Healing if it was damaged, Radiant Elemental if you have it, and other +health buffs if you have mana to spare.
You have no Priest removal or self-healing spells, because opponent ends up needing to use their board to clear yours. If they leave a minion up you may have a win. Be ready.
o Surrender to Madness decklist -- New recipe: Bwonsamdi Priest.
Mulligan: I suggest 1 of Spirit of the Dead, Taunts costing 3-4 mana, and Northshire Cleric.
Deck goal: This is a new combo archetype. Combo the Spirit and the Taunts to put 1-cost minions in your deck, *especially* Saronite Chain Gang. Then buff them with Prince Keleseth ASAP and Surrender to Madness later (there are two, but that's to make sure you get one, not so you can cast both). Then draw them with Bwonsamdi, the Dead and 2xAcolyte of Pain.
Removal: You have a Dragon package to stay alive, so try to keep one in hand to activate 2xDuskbreaker and 2xScaleworm. Nightmare Amalgam will do. Spirit of the Dead means you don't mind Duskbreakering your own stuff if needed. 1xDragonmaw Scorcher, 2xPsychic Scream, 1xPrimordial Drake.
Taunts: 2xSaronite Chain Gang, 2xStonehill Defender (discover large bodies), 2xTar Creeper, 1xPrimordial Drake.
Special sauce: Surrender to Madness into Mojomaster Zihi. Doing this to a ramped Druid should be on your bucket list.
Finishers: 1xCobalt Scalebane behind Taunts. But mainly the win condition is getting the combo off. Drawing 1-cost +3/+3's, you are playing a whole different game of Hearthstone.
You may feel like you're losing but if you're shuffling 1-cost Taunts, you're honoring Bwonsamdi. Surrender to madness and he will reward you.
-- ROGUE --
o The Necrium Trials decklist -- Updated recipe: Deathrattle Rogue.
Mulligan: I suggest Prince Keleseth, Backstab, and Devilsaur Egg. 2xFire Fly are meant to be Combo activators.
Deck goal: Capitalize on great Deathrattle minions with 2xNecrium Blade, 2xNecrium Vial, 1xCarnivorous Cube, Sonya Shadowdancer, and Da Undatakah. You can focus your duplication effects on getting 1/1 Poison Rush minions or 5/5 and 7/7s as needed. Sonya plus a single Radioactive Ooze = full board clear if you have the mana for it.
Removal: 2xBackstab, 2xWalk the Plank, 2xBlightnozzle Crawler and his much-recyclable Radioactive Ooze, 2xVilespine Slayer.
Taunts: None!
Innate Deathrattles: 2xBlightnozzle Crawler, 2xDevilsaur Egg, 2xMechanical Whelp, and whatever you discover with Myra Rotspring. Their deaths WILL add Deathrattles to a future Da Undatakah and they WILL have Deathrattles if they come out of a Cube. 2xCold Blood can make your Egg or Whelp into a threat that must be removed twice.
Battlecry Deathrattles: 1xCarnivorous Cube, Myra Rotspring, and Da Undatakah. Their deaths will NOT add Deathrattles to a future Da Undatakah and they will NOT have Deathrattles if they come out of a Cube. However they are still fantastic combos with 2xNecrium Blade, 2xNecrium Vial, and Sonya Shadowdancer.
Finishers: 2xCold Blood for a last bit of burn. Power turn: Da Undatakah/Preparation/Necrium Vial/poisonrushtrades/weaponbreak for a board full of 5/5s, 7/7s, and hard removals. Note that DU doesn't specify "different" minions, so if you get 3 Mechanical Whelps to die and nothing else, he should deliver 3 7/7s per activation.
Be prepared to kill one of your own Deathrattle minions with Walk the Plank or Vilespine Slayer to make your Necrium effect trigger the way you want.
o Cursed Crew decklist -- New recipe: Even Pirate Rogue.
Deck goal: Get Pirates, use them to get more Pirates, Preparation->Cannon Barrage. Honestly I don't see how this is going to work against an opponent who is playing their cards. If you "get" this deck, help me out here.
Removal: 2xBackstab, 2xBloodsail Howler, 2xEviscerate, 1xSap, 2xWalk the Plank.
Taunts: None!
Pirates: 2xBloodsail Howler, 2xSharkfin Fan, 2xBloodsail Raider, 1xPhantom Freebooter (aside: deck has no weapons and just 2xToxicologist to buff your 1/2 dagger), 2xTicket Scalper, 2xCursed Castaway (who can draw Eviscerate or Elven Minstrel). Captain Hooktusk Recruits 3 of the above and gives them Rush if they don't already have it.
Finishers: Captain Hooktusk. Preparation into Cannon Barrage with a bunch of Pirates aboard, potentially twice in one turn.
You're really just here to see Cannon Barrage go off.
-- SHAMAN --
o Witchwood Awoken decklist -- Updated recipe: Hagatha Shaman.
Deck goal: Stall with 2xSaronite Chain Gang, boardclears, 2xHealing Rain, and 1xRain of Toads. Play Zola the Gorgon and Elise the Trailblazer to bank their battlecries. Become Hagatha the Witch, who gives a random spell for every minion you play. When you need more minions in hand and/or a 3dmg AOE, play Shudderwock. However you have no Grumble to go infinite and no battlecries that damage your opponent.
Battlecries: 1xAcidic Swamp Ooze, 2xMenacing Nimbus, 2xOmega Mind, 1xMind Control Tech, Zola the Gorgon, 2xSaronite Chain Gang, 1xStorm Chaser, Elise the Trailblazer (welcome back to Un'Goro!), Hagatha the Witch.
Removal: 1xEarth Shock, 2xTotemic Smash, 1xStormforged Axe, 2xLightning Storm, 2xHex, 2xVolcano, random stuff from Hagatha and Elise.
Taunts: 2xSaronite Chain Gang, 1xRain of Toads, The Lich King, random stuff from Elise.
Finishers: Nothing specific to kill your opponent. Extra sustain starting turn 10 with Omega Mind into Volcano or Lightning Storm. Once you have Hagatha online, every minion creates a spell. Once you have Shudderwock online, he can keep you stocked with minions. However he can fail to return to your hand if the Zola battlecry goes off first. Sometimes you draw Un'Goro Pack. Amidst this mess, find a win condition.
You can't drop Shudderwock and go make a sandwich while you win the game. This deck has self-respect.
o Big Bad Voodoo decklist -- New recipe: Evolve Shaman.
Deck goal: Have 3+ minions on the board (1-2xVoltaic Burst can help) and Zentimo on one end. Spam Unstable Evolution on the middle of the other three for a triple-evolve chain. Other Zentimo possibilities: Totemic Smash as a mini-AOE, Earthen Might as a triple-buff. Thrall, Deathseer can be a mid-game shot in the arm if you have the board.
Removal: 2xTotemic Smash, 2xWartbringer (for later).
Taunts: 2xTar Creeper, 2xSaronite Chain Gang, 1xGiggling Inventor, 2xRabble Bouncer. RB is the preferred 2xBig Bad Voodoo target. GI and 2xCorridor Creeper are the preferred evolution targets.
Finishers: 1xBloodlust. Even better, Electra Stormsurge->Bloodlust for 8 mana instead of the 10 that a double-Bloodlust would need. Electra Stormsurge->Earthen Might might do as well, especially with Zentimo out.
If you need The Coin on your Electra Stormsurge turn, play it before Electra.
-- WARLOCK --
o Reckless Ritual decklist -- New Recipe: Discard Warlock (no quest).
Deck goal: Draw cards, discard cards, profit. Ideally, find High Priestess Jeklik (eg by NOT playing her from The Soularium) and hold onto her as a discard target. The more of her you have in your hand, the more likely future discard effects are to target her. Now your over-statted minions have an upside instead of a downside! Also note that if you discard the first Soulwarden, playing the second one can replace him (plus other stuff).
Removal: 2xSoulfire, 2xDespicable Dreadlord, 2xDoomguard.
Taunts: 2xVoidwalker, 2xVulgar Homunculus, 2xReckless Diretroll, High Priestess Jeklik(s), 2xLakkari Felhound.
Discarders: 2xSoulfire, The Soularium, 2xSuccubus, 2xHowlfiend (no Treachery), 2xReckless Diretroll, 2xLakkari Felhound, 2xDoomguard. Interactions: Clutchmother Zavas, High Priestess Jeklik, Blood-Queen Lana'thel, 2xSoulwarden.
Finishers: 2xDoomguard, potentially more from Soulwardens. High Priestess Jeklik spam.
If you're going to discard, consider first whether drawing will help or hurt your chances of a good outcome.
o Hir'eek's Offering decklist -- New recipe: Handbuff Warlock.
Deck goal: Draw cards, buff minions in your hand, out-value. Pretty straightforward. I'd say this is the simplest current Whizbang deck.
Removal: 2xDemonfire, 2xDespicable Dreadlord, 2xDoomguard.
Taunts: 2xVoidwalker, 2xVulgar Homunculus, 2xSaronite Chain Gang, all preferrably buffed. Bloodreaver Gul'dan resummon.
Finishers: 2xDoomguard, buffed. A big Hir'eek, the Bat, buffed to bigger than your opponent's biggest AOE. Bloodreaver Gul'dan for a big refill featuring taunts and Doomguards.
You have 5 minions that self-duplicate. Try to land Soul Infusion on them.
-- WARRIOR --
o The Boomsday Project decklist -- Updated recipe: Mech Warrior. -2xExecute, +2xDevastate.
Deck goal: Control the board with Rush and weapons, get surprise big swings at face by Magnetizing onto Mechs you started the turn with. You have 11 Mechs with Magnetic so you're usually trying to get a Mech to stick. Countess Ashmore is here to draw Zilliax and one of your two Deathrattle weapons (plus a Rush minion too if Z wasn't picked as the Rush). Try to save 2xOmega Assembly to get three Mechs instead of one.
Removal: 2xDevastate, 2xWoodcutter's Axe, 2xRabid Worgen, 2xBlood Razor, Darius Crowley, 2xMissile Launcher, Zilliax, or any Mech with Skaterbot or Dr. Boom, Mad Genius.
Taunts: 2xBronze Gatekeeper, Zilliax -- both preferably Magnetized with a big body like 2xBeryllium Nullifier. 2xSecurity Rover with 2xBlood Razor and 2xMissile Launcher as activators.
Finisher: Dr. Boom, Mad Genius. For a surprise big heal turn, play Zilliax as a Magnetic Lifesteal buff to Missile Launcher -- or vice versa!
You don't have much draw -- it's usually better to hero power and fall behind than go all-in and run out of cards.
o Wings of War decklist -- New recipe: Dragon Warrior.
Deck goal: Control the board and generate resources to outlast your opponent. Most of your deck is removal and you have 6 cards that create new cards in your hand, so anytime you cancel out your opponent's cards 1-for-1, you pull ahead. Note that 2xWeapons Project guarantees value from Harrison Jones.
Removal: 2xShield Slam, 1xDevastate, 2xWeapons Project (also nice vs. their weapon), 2xWarpath, 2xSmolderthorn Lancer, 2xBlood Razor, 2xScaleworm, 2xDragonmaw Scorcher, 2xCrowd Roaster, 2xPrimordial Drake.
Taunts: 2xPrimordial Drake.
Finishers: Ysera, and possibly others generated by 2xDragon Roar. Try to hold her back along with Primordial Drake and a 5-mana dragon or two, spam the others, and get a big War Master Voone turn.
You will have issues with hand limit and high-cost cards, so you really want to push things out to make room for more.
Shoutout to BlueSpartan for deckifying all of the RR recipes here at Hearthpwn. Thanks!
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
Nope, it defaults back to Uther. A real shame it does that. Pretty sure it is the same with all alternate heroes.
Well that’s very interesting. It would mean that custom hero opponents are definitely not playing Whizbang, while default ones may be. Therefore non-Whizbang decks with default portraits now have a minor but real advantage over non-Whizbang decks with custom portraits.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
I'm crafting him for my F2P account, so I can have access to many different decks.
The faux Whizzbang advantage is no joke. I lost a game the other day because the opponent was playing even paladin and I assumed it was the Whizzbang even deck because no one in their right mind would play even paladin otherwise. I missplayed while failing to look up the decklist and in the meantime, the opponent killed me with an avenging wrath burst that I distinctly remember not being in the recipe
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
Awesome OP! Thanks for the hard work, will come in handy :-)
Just a note on Shaman, The Storm Bringer: you write "Storm Chaser only draws Bloodlust." But surely it can also draw The Storm Bringer...?
Updated OP with the above feedback, thanks!
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
Thanks for the shout out and the guide!
The Whizbang 'disadvantage' is a wash. At high ranks, both players already know the contents of the opponent's deck within a turn or so, whizbang or netdeck. At low ranks, they either have whizbang themselves or have an F2P that your whizbang will easily trash.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Time to update this great resource? :-)
Working on it!
Also actually playing Whizbang. I just destroyed a Boomsday-meta Druid deck with a Surrender to Madness Priest recipe. Synergy with Mojomaster Zihi! What a trip.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
Wow, thanks for this list! Can u add spoiler with embedded decklists (like here) at the start of the first post?
Hi Sounder. There was an old topic with all complete decks and cards, like the lists in decks page.
Does is possible to do this?
Many thanks!!!!
Updated Whizbang Rogue section for RR.
Is the Cursed Crew recipe just terrible or is there a way to play this that works which I'm not seeing?
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
This is brilliant, thanks very much!
Want to say:
When you are using whizbang and your opponent is using a deck tracker, he will see that your cards are "gifted" or "discovered", so this lead to recognize instantly that you are playing whizbang.
Leper Gnome
This is not true, or at least with Hearthstone Deck Tracker. I faced many other Whizbang decks these past days and not a single one appeared like this in the deck tracker.
Overall, my own experience in these past days with Whizbang:
Deathrattle Rogue seemed really strong, or I got extremely lucky with it. Coin into Necrium Blade on 2, swing, then Devilsaur Egg on 3 and swing again is massive. Preparation + Necrium Vial is disgusting as well in case you have the egg but not the blade. Had an opponent concede when I had the egg and 3 Devilsaurs up on turn 4.
Cold Blood can make eggs and the whelp threats to gain massive trades or force removal on things they would have otherwise ignored. There's a Sonya in there but I never managed to draw her and didn't need to. If the game goes a little long, Da Undatakah will usually win, specially if you play him with the blade equipped with one charge or Prep+Vial, specially if he has Egg, Whelp and the poison token deathrattle.
Feral Frenzy Druid has been pretty surprising. One look at the list and it looks like thrash but the amount of buffs you can have from hand made me have a ton of surprise lethals with Malfurion DK Hero Power, even without Gonk shenanigans.
Fun fact: faced an optimized Gonk list (the one with Faceless+Dreampetal for almost infinite triggers for Gonk) and beat it with the Whizbang version. The secret: do nothing lol.
I kept Twig with Malfurion DK and just kept armoring up and refusing to play something unless I would burn a card and never above two creatures and only because he didn't have the combo pieces yet (no Florist for discount, for example).
Suddenly their hands were stuck with the combo with nothing on the board to hit for multiple triggers, full hand with both UIs and Plagues that had to be used for 1 scarab to not burn a card. Leaving his spirits that give card draw when killing minions was actually counter productive to him because of fatigue. Game went to fatigue where both his Spreading Plagues were used for 1 scarab and even though I took 30+ damage from a three swing 12 attack Gonk combo, I had too much armor and in the end I beat him with Hero power + two Fireflies over a couple of turns that were the last resources and saved after the second plague.
The Paladin decks do some cool stuff... but they are super slow.
The most unlucky deck for me was Dragon Warrior, as I have yet to win a game with it because contrary to the others, with this I've always queued into some kinda of meta list or optimized experiment.
The Surrender to Madness Priest is incredibly fun, much to my surprise. You use the Surrender to Madness later in the game as a powerful tool to grind and win on sheer brute force, never use it early. You can even combo it with Mojomaster on turn 9 to set both of you to 6 mana, but using it on turn 9-10 without it is ok.
The Inner Fire Priest however... that felt like complete garbage. You have very few minions and the same time tons of buff spells. You have no removal whatsoever outside of Pyromancer chains. The only time I won this was a mirror match and one with a crazy Lyra output giving me tons of crazy swingy spells.