EDIT: If you read this post when I wasn't finished, know that it is now finished.
I was reading all the complaints about stale metas and what not, and I thought I would do something about it.
I can't make your opponents play new stuff, but I can give you 18 decks that can take you to Legend and provide some variety of play along the way. I do not guarantee that ALL of the 18 will have a winning record against druid, but because it is so popular right now, most of these are tuned to address the druid problem specifically. Those that don't enjoy that matchup as much are at least murderous against Pure Paladin, which seems to be another popular choice.
And no, obviously these lists are not all mine, though I have played all of them to at least a 60% record (at least 20 games each; some considerably more) between D10 and #129ish legend.
One thing I like about this deck is the addition of Lorekeeper Polkelt. If you've ever had the experience of drawing your soul fragments when you desperately need one in your deck to activate something, Lorekeeper buries your current fragments at the bottom of your deck. Obviously, against heavy aggro, that might not be the best outcome, but against heavy aggro the game will be decided long before Lorekeeper is relevant.
Marrowslicer and/or Soulshard Lapidary + Blade Dance is enough to BTFO Druids even after a Survival of the Fittest, and if that isn't available, you always have the Magtheridon backup. Mags along with Shardshatter Mystic can get it done against Druid, Paladin, and the occasional Big Warrior as well.
No, this is not a tempo deck as most have continued to label it. This is designed to be attacking face from turn 2 and never stop. Several measures exist to get through taunts for the final damage, including Kayn and Consume Magic. Use them wisely.
Personally, I think the control version of Demon Hunter is clearly stronger right now, but whatever floats your boat.
Nothing special about this except it fits in one extra Thresher compared to most versions. As much as I'd like to have kept the Forest Warden / Malygos package in the deck, there is only one matchup (Spell Damage Mage) which improves by playing the combo version of this deck, and even then, half the time you'll have your board filled with frozen creatures and you can't even play the Warden > Germination > Malygos needed to finish the combo.
Again, nothing especially new here, just a few choices which I believe lend the best chance to win against the meta. Some folks had actually started to cut DQ Alex, which I do not. I do cut the Nagrand Slam, as I've never had much luck with it. Still unclear as to whether Wolpertinger is a good choice. Note: if you want the best hunter deck against druid at the potential detriment to other matchups, you'll need to remove three cards (probably Wolpertinger, Adorable Infestation, and Transfer Student), and insert Phase Stalker, Pressure Plate, and Freezing Trap. That's the "anti-Guardian Animals" hunter package.
If you are careful, you can play this as if it's a Spell Damage Mage deck planning on going off Apprentices and the stacking spell damage guy. By the time you've got your giants discounted and ready to conjure them, it will hopefully be too late. If you want to get crazy, you can remove Jandice and Ras and try to do both plans in one. Bring in spell damage guy and some Arcane Missiles and Frostbolts, and go to town. However, this version above seems to have a lot better matchups against the field than straight spell damage. Haven't tried the hybrid idea.
Same Highlander Mage we know and love with a few new cards up its sleeve. I'm not terribly keen on trying to climb a lot of the ladder with this one, as Druid isn't the best match. But this is one of those weird decks that get more competitive in high legend. But, either way, good luck.
This is the red-headed stepchild of the ladder right now. Crazily annoying deck to play against if it gets going, but has a serious weakness against aggro decks, which I imagine will keep it off ladder until you're WAY up the legend ranks. It's a bizarre deck to play, but essentially you stall till you can play a tortollan, and create a Shudderwock-like loop with Potion of Illusion and Tortollan plus whatever other creatures you want. Did I mention this suffers a bit against aggro?
Lots of ways to steal minions. Lots of ways to kill minions. I don't find Illucia is necessary, but if you want her, take out a Wretched Tutor. Tutors aren't particularly good against druid or other combo options.
I love Highlander Priest, it has at least one answer to everything. And yes, Illucia does feature in this one. But, this deck requires preplanning on how you're going to use each of your answers against your opponent's expected threats. It also requires a lot of patience, as you rarely can pull off a quick win and end up stalling till Galakrond gives you some beef.
A marked improvement over the Stealth Galakrond Rogue deck of the Ashes of Outland meta. Instead of trying to play a weird midrange/control deck and throw in stealth minions to draw cards off Sage, this deck is actually an aggro deck. There are a few of the new set's cards, but they are basically just there to reinforce the notion that you're supposed to be attacking your opponent, not screwing around making lackeys.
Also an aggro deck, but less with the stealth and more with the weapon mechanics. Self-Sharpening Sword is not strictly necessary to win, but if you draw it and the opponent doesn't have weapon removal, there are situations involving Dr. Krastinov where you may end up doing 30 damage with one sword. Rare, but it has happened. Steeldancer features with wild results at times. Remember, the target is the face.
This is a straight copy from my man Brian Kibler. He beat me in two Pro Tours back in the Magic days, so I think I am entitled, and otherwise there would be no shaman entry here. Totem Shaman is dog shit as long as the opponent plays as if he's playing against totem shaman (that is, as long as he keeps killing totems early). I can't find anyone who would lose to Totem Shaman, and over the past 3 days, the best of them on HSReplay is only seeing a 52% win rate in D-Legend.
Kibler's deck has some issues against druid unless things go perfectly for you, but it definitely has a strong chance against all the aggro running around, and because of all the transformative effects, can strip paladin of its librams. Those advantages can carry this deck far, and I've actually had a lot of success with it in top 300 legend.
This deck is not for the feint of heart. You are going to be doing more damage to yourself than your opponent does most games. However, this deck has the potential to beat anything and NOT make it close in any way, shape, or form. The Merchant plus Hand of Gul'dan combo is great, but the Merchant plus Giant combo can be even better if you have the right cards to quickly discount them.
I'm not going to pretend the life juggling gimmick makes the deck incredibly complex compared to normal zoo, but you will be faced with a lot more lines of play than a zoo player is used to. That can serve as a source of entertainment even while you're playing a relatively simple deck. Unfortunately, if you don't have a very overpowered draw, Paladin will often be able to outrace you when aided with your own self-harm.
Haven't fully made up my mind about this one. The combination of the soul fragment package and the Galakrond package can certainly be very powerful, but you also run into situations where Soulciologist Malicia is sitting in your hand and you don't have any fragments in your deck, or Galakrond is sitting in your hand waiting to summon ONE whole demon. I managed to get my 60% in mid diamond in order to be able to include this, but it was close.
Certainly is fun to play against druid, though. Plague of flames is . . . very satisfying against double Survival'ed beasts.
Deck 16 and 17 might be the least changed from pre-Scholo meta counterparts. This one uses Lord Barov, Coerces, and a Cutting Class, but is otherwise your average Wrenchcalibur and go to town, covering with Brawls, Risky Skippers, and various armor gain. Still quite powerful, but hold your removal for the worst of the worst of druid.
You might be tempted to accuse me of list padding by including this along with the last entry, but I put both because I can't reach a conclusion as to which is the more powerful list. This deck sacrifices the overall power level of the individual cards in order to sell out to buffing Wrenches with Upgrade and Dr. Krastinov; thus creating far more bombs than #16. Also, Galakrond makes an appearance as a finishing source of damage which can make a huge difference in the late game where one would otherwise be a slave to fatigue.
This was the popular way to build warrior in the first day or two of the Scholo release. However, most folks were way too heavy on the big creatures and auto-died to anything capable of killing before turn 8. This version is surprisingly tightly tuned, and, to my endless surprise, maintains a perfect record against Paladin so far.
Unfortunately, this deck must be retired immediately if you hit a Priest pocket in your meta. Because Commencement takes the copy of the creature out of your deck (as opposed to Dimensional Ripper, which creates its copies and leaves the original in deck), and because Priest has so much removal, the usual outcome is that you will exhaust all your threats and have a deck with zero minions left against a priest that makes you sit there for 15 more turns helpless while it slowly gets around to killing you.
The druid matchup is iffy here, but by no means unwinnable. Furthermore, this is by far the most fun deck, if for no other reason than you occasional D. Rip. a Vargoth into 4 Rattlegores. Good times.
Hope you all enjoy. This wasn't compiled because all these decks were designed by me; it was compiled to conclusively show that each class (sort of shaman too) has options to go far in this meta, and here is a tried and true example code for each. Good luck.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
EDIT: If you read this post when I wasn't finished, know that it is now finished.
I was reading all the complaints about stale metas and what not, and I thought I would do something about it.
I can't make your opponents play new stuff, but I can give you 18 decks that can take you to Legend and provide some variety of play along the way. I do not guarantee that ALL of the 18 will have a winning record against druid, but because it is so popular right now, most of these are tuned to address the druid problem specifically. Those that don't enjoy that matchup as much are at least murderous against Pure Paladin, which seems to be another popular choice.
And no, obviously these lists are not all mine, though I have played all of them to at least a 60% record (at least 20 games each; some considerably more) between D10 and #129ish legend.
DEMON HUNTER:
1. Soul Fragment Control
Code: AAECAea5AwaloQPaxgPUyAO1yQPP0gP21gMMh7oD17sD4LwDx8YD2cYD1cgD/MgD0c0DzNIDzdID1NID99UDAA==
One thing I like about this deck is the addition of Lorekeeper Polkelt. If you've ever had the experience of drawing your soul fragments when you desperately need one in your deck to activate something, Lorekeeper buries your current fragments at the bottom of your deck. Obviously, against heavy aggro, that might not be the best outcome, but against heavy aggro the game will be decided long before Lorekeeper is relevant.
Marrowslicer and/or Soulshard Lapidary + Blade Dance is enough to BTFO Druids even after a Survival of the Fittest, and if that isn't available, you always have the Magtheridon backup. Mags along with Shardshatter Mystic can get it done against Druid, Paladin, and the occasional Big Warrior as well.
2. Aggro Demon Hunter
Code: AAECAea5AwLMugPaxgMO/acD+a4Di7oD4LwD174D3r4D98gD+cgD/sgD8skD3MwD0c0DgtADxtEDAA==
No, this is not a tempo deck as most have continued to label it. This is designed to be attacking face from turn 2 and never stop. Several measures exist to get through taunts for the final damage, including Kayn and Consume Magic. Use them wisely.
Personally, I think the control version of Demon Hunter is clearly stronger right now, but whatever floats your boat.
DRUID:
3. Guardian/Survival Druid
Code: AAECAZICBLmUA/atA666A/XOAw3+Ae+iA9ulA+i6A+y6A+66A5LNA5vOA7rQA7zQA5PRA97RA/DUAwA=
Nothing special about this except it fits in one extra Thresher compared to most versions. As much as I'd like to have kept the Forest Warden / Malygos package in the deck, there is only one matchup (Spell Damage Mage) which improves by playing the combo version of this deck, and even then, half the time you'll have your board filled with frozen creatures and you can't even play the Warden > Germination > Malygos needed to finish the combo.
HUNTER:
4. Highlander Hunter
Code: AAECAR8e4QSXCNsJ/KMD5KQDpqUDhKcDiq0Di60Djq0D+a4D/K8D/q8Dh7AD57AD/7ADh7EDkbED2LIDr7cDg7kDorkD/7oD174Dw8wDos4DgtADudID49QD9tYDAAA=
Again, nothing especially new here, just a few choices which I believe lend the best chance to win against the meta. Some folks had actually started to cut DQ Alex, which I do not. I do cut the Nagrand Slam, as I've never had much luck with it. Still unclear as to whether Wolpertinger is a good choice. Note: if you want the best hunter deck against druid at the potential detriment to other matchups, you'll need to remove three cards (probably Wolpertinger, Adorable Infestation, and Transfer Student), and insert Phase Stalker, Pressure Plate, and Freezing Trap. That's the "anti-Guardian Animals" hunter package.
MAGE:
5. Small Spell / Mana Giant Mage
Code: AAECAf0EBoOWA8W4A427A8fOA9DOA9nRAwyrBOYEn5sD4psD/50D/awD4MwD+MwDhc0Dzc4DpNED99EDAA==
If you are careful, you can play this as if it's a Spell Damage Mage deck planning on going off Apprentices and the stacking spell damage guy. By the time you've got your giants discounted and ready to conjure them, it will hopefully be too late. If you want to get crazy, you can remove Jandice and Ras and try to do both plans in one. Bring in spell damage guy and some Arcane Missiles and Frostbolts, and go to town. However, this version above seems to have a lot better matchups against the field than straight spell damage. Haven't tried the hybrid idea.
6. Highlander Mage
Code: AAECAf0EHooByQOrBMUEywTtBIoHg5YDn5sDoJsDip4DoaEDwqED/KMDi6QDkqQD8qUD+qwD7K8D8K8DkbEDjLYD4bYDw7gDjbsD3sQD3cwD4MwDlNED2dEDAAA=
Same Highlander Mage we know and love with a few new cards up its sleeve. I'm not terribly keen on trying to climb a lot of the ladder with this one, as Druid isn't the best match. But this is one of those weird decks that get more competitive in high legend. But, either way, good luck.
7. Tortollan Mage
Code: AAECAf0ECJ4Figf7pwPDtgPWvgPcvgOPzgP21gMLigHJA8sEoaEDi6QDhLEDhLYDw7gDlc0DpNED5dEDAA==
This is the red-headed stepchild of the ladder right now. Crazily annoying deck to play against if it gets going, but has a serious weakness against aggro decks, which I imagine will keep it off ladder until you're WAY up the legend ranks. It's a bizarre deck to play, but essentially you stall till you can play a tortollan, and create a Shudderwock-like loop with Potion of Illusion and Tortollan plus whatever other creatures you want. Did I mention this suffers a bit against aggro?
PALADIN:
8. Pure Paladin
Code: AAECAZ8FBNwDm64DhMEDw9EDDa8HnK4DjbYDyrgD/bgD6rkD67kD7LkDysEDns0DwNEDytED4NEDAA==
This version uses Blessing of Kings instead of Consecration as a nod to the Druid match. Other than that, very straight forward.
PRIEST:
9. Galakrond Thief Priest
Code: AAECAa0GBJ+pA+O0A8i+A8jAAw2QAuUEsJEDpaEDmakD2qwDk7oDm7oDnM0Dy80D184D49EDptUDAA==
Lots of ways to steal minions. Lots of ways to kill minions. I don't find Illucia is necessary, but if you want her, take out a Wretched Tutor. Tutors aren't particularly good against druid or other combo options.
10. Highlander Priest
Code: AAECAa0GHh7cAckG9gfTCpibA+ubA6WhA/yjA4SnA5mpA5+pA/KsA4WtA4GxA46xA5GxA+O0A5O6A5u6A6+6A/S7A8i+A8jAA8vNA9fOA+PRA/vRA/7RA6bVAwAA
I love Highlander Priest, it has at least one answer to everything. And yes, Illucia does feature in this one. But, this deck requires preplanning on how you're going to use each of your answers against your opponent's expected threats. It also requires a lot of patience, as you rarely can pull off a quick win and end up stalling till Galakrond gives you some beef.
ROGUE:
11. Stealth Rogue
Code: AAECAaIHBrICzQOXBsGuA9nRA6vSAwy0Ae0CiAfiB4+XA7m4A7q4A8+5A6rLA8fOA6TRA4rUAwA=
A marked improvement over the Stealth Galakrond Rogue deck of the Ashes of Outland meta. Instead of trying to play a weird midrange/control deck and throw in stealth minions to draw cards off Sage, this deck is actually an aggro deck. There are a few of the new set's cards, but they are basically just there to reinforce the notion that you're supposed to be attacking your opponent, not screwing around making lackeys.
12. Weapon Rogue
Code: AAECAaIHBM0DpNED2dEDqtIDDbQBywPuBogH4ge5uAPPuQOqywOI0AOL0AOK1APV1AP31AMA
Also an aggro deck, but less with the stealth and more with the weapon mechanics. Self-Sharpening Sword is not strictly necessary to win, but if you draw it and the opponent doesn't have weapon removal, there are situations involving Dr. Krastinov where you may end up doing 30 damage with one sword. Rare, but it has happened. Steeldancer features with wild results at times. Remember, the target is the face.
SHAMAN:
13. Kibler Control Shaman
Code: AAECAaoIHvkDgQT1BP4F/wWyBq2RA4qUA/yjA+GlA4SnA5CnA5GxA9uyA4S2A+a3A9u4A5O5A5e5A5i5A+a+A5PCA7PMA+DMA+HMA5zOA/XOA6HRA67SA/DUAwAA
This is a straight copy from my man Brian Kibler. He beat me in two Pro Tours back in the Magic days, so I think I am entitled, and otherwise there would be no shaman entry here. Totem Shaman is dog shit as long as the opponent plays as if he's playing against totem shaman (that is, as long as he keeps killing totems early). I can't find anyone who would lose to Totem Shaman, and over the past 3 days, the best of them on HSReplay is only seeing a 52% win rate in D-Legend.
Kibler's deck has some issues against druid unless things go perfectly for you, but it definitely has a strong chance against all the aggro running around, and because of all the transformative effects, can strip paladin of its librams. Those advantages can carry this deck far, and I've actually had a lot of success with it in top 300 legend.
WARLOCK:
14. Suicide Zoo Lock
Code: AAECAf0GAta5A9bOAw4wzgfCCP2kA4GlA7W5A7a5A8u5A5vNA9fOA//OA8HRA8zSA83SAwA=
This deck is not for the feint of heart. You are going to be doing more damage to yourself than your opponent does most games. However, this deck has the potential to beat anything and NOT make it close in any way, shape, or form. The Merchant plus Hand of Gul'dan combo is great, but the Merchant plus Giant combo can be even better if you have the right cards to quickly discount them.
I'm not going to pretend the life juggling gimmick makes the deck incredibly complex compared to normal zoo, but you will be faced with a lot more lines of play than a zoo player is used to. That can serve as a source of entertainment even while you're playing a relatively simple deck. Unfortunately, if you don't have a very overpowered draw, Paladin will often be able to outrace you when aided with your own self-harm.
15. Galakrond Warlock
Code: AAECAf0GBMUE47QD8b8Dz9IDDZ2pA+WsA+isA+qsA+ysA/6uA6qvA+m+A6zLA5vNA9bOA8zSA83SAwA=
Haven't fully made up my mind about this one. The combination of the soul fragment package and the Galakrond package can certainly be very powerful, but you also run into situations where Soulciologist Malicia is sitting in your hand and you don't have any fragments in your deck, or Galakrond is sitting in your hand waiting to summon ONE whole demon. I managed to get my 60% in mid diamond in order to be able to include this, but it was close.
Certainly is fun to play against druid, though. Plague of flames is . . . very satisfying against double Survival'ed beasts.
WARRIOR:
16. Bomb Warrior
Code: AAECAQcI0gKQA5uUA96tA9+tA+iwA5PQA/fUAwtLogTUBP8HmpQD2a0D3a0DpLYDwLkDnLsDitADAA==
Deck 16 and 17 might be the least changed from pre-Scholo meta counterparts. This one uses Lord Barov, Coerces, and a Cutting Class, but is otherwise your average Wrenchcalibur and go to town, covering with Brawls, Risky Skippers, and various armor gain. Still quite powerful, but hold your removal for the worst of the worst of druid.
17. Galakrond Bomb Warrior
Code: AAECAQcKm5QD8qgD360D6LAD47QDvrkDxcADitADk9ADqtIDCkv/A6IE/AT/B5qUA7i5A8C5A/bCA/fUAwA=
You might be tempted to accuse me of list padding by including this along with the last entry, but I put both because I can't reach a conclusion as to which is the more powerful list. This deck sacrifices the overall power level of the individual cards in order to sell out to buffing Wrenches with Upgrade and Dr. Krastinov; thus creating far more bombs than #16. Also, Galakrond makes an appearance as a finishing source of damage which can make a huge difference in the late game where one would otherwise be a slave to fatigue.
18. Big Warrior
Code: AAECAQcI1pkD36kD360DpbYDwLkD87sD+cIDq9QDC0uiBP8HlpQDuLkD9sID4swDp84DitADkNAD0tEDAA==
This was the popular way to build warrior in the first day or two of the Scholo release. However, most folks were way too heavy on the big creatures and auto-died to anything capable of killing before turn 8. This version is surprisingly tightly tuned, and, to my endless surprise, maintains a perfect record against Paladin so far.
Unfortunately, this deck must be retired immediately if you hit a Priest pocket in your meta. Because Commencement takes the copy of the creature out of your deck (as opposed to Dimensional Ripper, which creates its copies and leaves the original in deck), and because Priest has so much removal, the usual outcome is that you will exhaust all your threats and have a deck with zero minions left against a priest that makes you sit there for 15 more turns helpless while it slowly gets around to killing you.
The druid matchup is iffy here, but by no means unwinnable. Furthermore, this is by far the most fun deck, if for no other reason than you occasional D. Rip. a Vargoth into 4 Rattlegores. Good times.
Hope you all enjoy. This wasn't compiled because all these decks were designed by me; it was compiled to conclusively show that each class (sort of shaman too) has options to go far in this meta, and here is a tried and true example code for each. Good luck.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
Elekk + Rafaam ControlLock List ?