Twist has generally been a pretty straight forward game mode where they give you a selection of expansions usually accompanied by an extra rule and leave it at that all month. This time we get the most dynamic Twist yet. Starting with the Legacy cards (most of which consist of what a lot of you remember as the classic set), you'll be able to build a deck with a gradually expanding pool of choices. Every single day, the next set chronologically released will become available. This is effectively an extremely fast paced way to experience wild mode's growth over the past 10 years.
As interesting as this idea is, it can also be understandably overwhelming. It can be relatively hard to plan a deck around a meta that changes daily, especially if you're a player that wasn't around for the older parts of Hearthstone. While it would be possible to go over the strongest decks during every expansion's wild meta, we're here to help simplify things. Whether you're a long time player or one who's been around for a relatively short time, this guide will offer suggestions for each class that can last the entire month.
It should be noted that this isn't a guide for the strongest decks that each class had on every individual day, although we will mention each class's meta milestones for those who are interested in that as well. This article is going to go over a broad archetype for each class that will last throughout the entire month. They won't be the strongest decks at all points in time, but these tips will help people build a functional deck without dedicating a ton of time and resources building a new deck every few days. It doesn't include every single card that goes well in each deck, but it does highlight some you won't want to miss.
To summarize, this guide will suggest an archetype and starting deck for the original 9 classes that will last all month while pointing out the most important upgrades those archetypes get and when they become available so players don't have to invest more than they have to if they wish to participate in this limited time event.
This is the projected order in which all expansions and adventure releases will become playable.
March 2024
Sunday | Monday | Tuesday | Wednesday | Thursday | Friday | Saturday |
Day 1 - Legacy | Day 2 - Curse of Naxxramas | |||||
Day - 3 Goblins vs Gnomes | Day - 4 Blackrock Mountain | Day - 5 The Grand Tournament | Day - 6 League of Explorers | Day - 7 Whispers of the Old Gods | Day 8 - One Night in Kharazan | Day 9 - Mean Streets of Gadgetzan |
Day - 10 Journey to Un’goro | Day - 11 Knights of the Frozen Throne | Day - 12 Kobolds and Catacombs | Day - 13 The Witchwood | Day - 14 The Boomsday Project | Day 15 - Rastakhan’s Rumble | Day 16 - Rise of Shadows |
Day - 17 Saviors of Uldum | Day - 18 Descent of Dragons | Day - 19 Galakrond’s Awakening | Day - 20 Ashes of Outland / Demon Hunter Initiate | Day - 21 Scholomance Academy | Day 22 - Madness at the Darkmoon Faire | Day 23 - Forged in the Barrens |
Day - 24 United in Stormwind | Day - 25 Fractured in Alterac Valley | Day - 26 Voyage to the Sunken City |
Day - 27 Murder at Castle Nathria |
Day - 28 March of the Lich King / Path of Arthas |
Day 29 - Festival of Legends |
Day 30 - TITANS / Caverns of Time |
Day - 31 Showdown in the Badlands |
Token Druid
Druids have been known for both having great aggro strategies, yet the class exclusive ability to ramp allows for some of the strongest control and combo decks. But Druid's brand of mana cheating doesn't have nearly enough tools to make full use of it in the early expansions of Hearthstone. The better ramp cards as well as things to play once you get that mana don't become available particularly early in the month. So it makes more sense to go in on Druid's premier aggro strategy, especially given it's still relatively powerful even today.
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Minion (19)
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Ability (11)
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Notable Upgrades
Day 2 Haunted Creeper, Day 5 Living Roots/Gormok the Impaler, Day 7 Mark of Y'Shaarj, Day 8 Enchanted Raven, Day 9 Mark of the Lotus, Day 10 Living Mana, Day 11 Snowflipper Penguin, Day 12 Fungalmancer, Day 13 Witchwood Apple, Day 16 Acornbearer/Dreamway Guardians/Blessing of the Ancients, Day 18 Shrubadier, Day 21 Adorable Infestation, Day 22 Arbor Up/Wriggling Horror, Day 23 Thorngrowth Sentries/Pride's Fury, Day 24 Sow the Soil/Vibrant Squirrel/Composting, Day 26 Herald of Nature, Day 27 Crooked Cook, Day 28 Lingering Zombie/Life from Death, Day 29 Blood Treant, Day 30 Forest Seedlings/Aerosoilizer
Face > Secret Hunter
Face Hunter is a permanent fixture in Hearthstone. The class's aggro decks have always been some variation of it. Out of them all, Secret Hunter is one that gets solid support fairly regularly. It continues getting direct synergy to this day, so it's a safe investment for a month long Twist. It may take a while for the Secret aspect of the deck to take shape, but in the mean time you can lean on the aggro side of it.
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Minion (15)
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Ability (13)
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Notable Upgrades
Day 2 Mad Scientist, Day 3 Glaivezooka, Day 4 Quick Shot, Day 5 Bear Trap, Day 8 Cat Trick/Cloaked Huntress, Day 9 Alleycat, Day 12 Wandering Monster/Lesser Emerald Spellstone, Day 13 Rat Trap, Day 17 Pressure Plate/Hyena Alpha, Day 18 Phase Stalker/Dragonbane, Day 20 Pack Tactics, Day 21 Tour Guide, Day 22 Petting Zoo/Rinling's Rifle/Inconspicuous Rider, Day 23 Crossroads Gossiper, Day 25 Dun Baldar Bunker/Ice Trap/Beaststalker Tavish, Day 27 Anonymous Informant, Day 29 Costumed Singer Hidden Meaning, Day 30 Bait and Switch/Titanforged Traps/Starstrung Bow,
Control > Aggro Secret Mage
Mage Secrets come in all kinds of forms; some offensive and some defensive. They've always gotten support cards here and there, but it took a while for what was originally a decent arrangement of midrange synergies to become an aggressive powerhouse. You can build a deck that supports Mage Secrets to start the month with, then slowly acquire the pieces it later receives to pivot into a meta contending aggro deck.
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Minion (8)
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Ability (22)
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Notable Upgrades
Day 2 Mad Scientist/Duplicate, Day 6 Forgotten Torch, Day 8 Medivh's Valet, Day 9 Kabal Lackey/Kabal Crystal Runner, Day 12 Explosive Runes/Aluneth, Day 17 Ancient Mysteries/Arcane Flakmage/Flame Ward/Cloud Prince, Day 20 Netherwind Portal, Day 22 Game Master/Rigged Faire Game/Occult Conjurer/Sayge, Seer of Darkmoon/Inconspicuous Rider, Day 27 Objection!/Chatty Bartender/Contract Conjurer/Anonymous Informant, Day 29 Costumed Singer
Aggro Paladin
Paladin's ability to continuously establish a board presence makes its aggro potential a mainstay for the class. There's plenty of cards they get access to early that lets them summon multiple minions. Having a lot things on the board makes following up with buff spells easier too. This strategy is solid for a while, but it really spikes when Odd Paladin becomes unlocked. It becomes much easier to abuse any strategies involving filling up the battlefield with minions far more consistent. Even though Baku the Mooneater will be on the recommended list, we’ll still suggest some even cost cards for those who don’t want to play Odd Paladin.
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Minion (20)
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Ability (8)
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Notable Upgrades
Day 3 Shielded Minibot/Muster for Battle, Day 5 Warhorse Trainer, Day 6 Keeper of Uldaman, Day 10 Lost in the Jungle/Lightfused Stegodon/Sunkeeper Tarim/Vinecleaver, Day 11 Righteous Protector, Day 13 Baku the Mooneater, Day 14 Crystology, Day 18 Righteous Cause, Day 20 Hand of A'dal, Day 23 Knight of Anointment, Day 27 Sinful Sous Chef/Buffet Biggun, Day 28 Sanguine Soldier,
Control > Deathrattle Priest
Just like how Hunters are geared towards aggro, Priests have had a long history of being hard wired for control decks. They’ve been blessed with some of the most effective removal in the game. They also have a widely successful resurrect theme, some of which work with Deathrattle minions specifically. You can build a strong late-game Priest deck and capitalize on Deathrattles as you go. Both Whispers of the Old Gods and Journey to Un’goro are early expansions that come with two of the biggest Deathrattle payoffs; N'Zoth, the Corruptor and Amara, Warden of Hope!
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Minion (14)
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Ability (16)
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Notable Upgrades
Day 2 Sludge Belcher, Day 3 Lightbomb, Day 6 Museum Curator, Day 9 Dragonfire Potion, Day 10 Awaken the Makers/Shadow Visions, Day 11 Obsidian Statue, Day 12 Twilight's Call/Psychic Scream, Day 14 Zerek's Cloning Gallery, Day 15 Seance, Day 16 Convincing Infiltrator, Day 17 Khartut Defender, Day 18 Grave Rune, Day 21 Raise Dead, Day 22 Insight, Lightshower Elemental, Day 24 Amulet of Undying, Day 25 Spirit Guide/Undying Disciple/Xyrella, the Devout/Korrak the Bloodrager, Day 30 Creation Protocol/Aman'Thul
Tempo > Miracle Rogue
Rogues have had a sub-theme involving playing several cards in a single turn. Originally, Edwin VanCleef was the only major reason to try doing this. But over time they’ve gotten spikes of support that still pop up in wild to this day. Until reaching them, take advantage of the above-rate tempo plays Rogues have access to.
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Minion (12)
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Ability (18)
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Notable Upgrades
Day 3 Tinker's Sharpsword Oil, Day 4 Dark Iron Skulker, Day 5 Undercity Valiant, Day 6 Tomb Pillager, Day 9 Counterfeit Coin, Day 10 Vilespine Slayer, Day 11 Prince Keleseth, Day 12 Elven Minstrel,Day 16 EVIL Miscreant, Day 21 Secret Passage, Day 22 Prize Plunderer/Foxy Fraud/Swindle, Day 23 Scabbs Cutterbutter, Day 24 [card[Blackwater Cutlass[/card]/Mailbox Dancer, Day 25 Frostwolf Warmaster, Day 27 Serrated Bone Spike/Sinstone Graveyard/Necrolord Draka/Scribbling Stenographer, Day 28 Shadow of Demise, Day 29 Breakdance, Day 30 Gear Shift, Day 31 Greedy Partner
Aggro > Evolve Shaman
The oldest Shaman decks used to summon tokens for the purposes of closing a game with Bloodlust. When Whispers of the Old Gods came around, it introduced them to the Evolve mechanic. This has historically been a very strong way to make stronger boards than the mana you paid was worth. These two strategies are the main focus of how this deck transitions through this Twist.
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Minion (20)
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Ability (10)
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Notable Upgrades
Day 3 Whirling Zap-o-matic, Day 5 Totem Golem/Tuskarr Totemic, Day 7 Evolve/Flamewreathed Faceless/Master of Evolution, Day 9 Doppelgangster, Day 11 Thrall, Deathseer/Saronite Chain Gang, Day 12 Unstable Evolution, Day 16 Mutate, Day 17 Desert Hare, Day 18 Faceless Corruptor, Day 20 Boggspine Knuckles, Day 22 Revolve/Pit Master, Day 24 Tiny Toys, Day 25 Wildpaw Cavern, Day 26 Schooling, Day 27 Convincing Disguise/Muck Pools/Primordial Wave/Baroness Vashj/Crud Caretaker, Day 29 Backstage Bouncer, Day 31 Azerite Chain Gang
Control > Hand Warlock
Warlocks get to be a class where the instances where they gain support for either aggro or control archetypes alternate on a regular basis. It has strong options for both. But since so many of the classes above discuss more aggro and midrange decks, here we’ll talk about Warlock’s successful late game plans. One of the most iconic of them is Handlock, which is a deck that gets a lot of its longest lasting pieces on Day 1! Genn Greymane will also be a recommended card, as it’s a very powerful tool for Handlock. But just like with Odd Paladins in a previous section, we’ll still have cards that don’t fit into Even Warlock on our list.
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Minion (19)
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Ability (10)
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Playable Hero (1) |
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Notable Upgrades
Day 3 Darkbomb, Day 4 Demonwrath, Day 7 Faceless Shambler, Day 9 Mistress of Mixtures/Abyssal Enforcer, Day 11 Defile/Drain Soul/Despicable Dreadlord/Bloodreaver Gul'dan, Day 12 Kobold Librarian/Vulgar Homunculus/Voidlord, Day 13 Genn GreymaneLord Godfrey, Day 18 Dark Skies/Abyssal Summoner, Day 21 Flesh Giant, Day 22 Cascading Disaster, Day 23 Tamsin Roame, Day 24 Entitled Customer/Anetheron/Spice Bread Baker/Battleground Battlemaster/Goldshire Gnoll, Day 26 Gigafin, Day 29 Doomkin, Day 30 Forge of Wills/Loken, Jailer of Yogg-Saron/Sargeras, the Destroyer, Day 31 Elementium Geode
Control > Taunt Warrior
Warrior is generally known for being primarily a control oriented class. It does get a few moments in the spotlight with aggro decks; most notably Pirate Warrior. However, they don’t get good cards for that archetype for a while. There’s also a few OTK strategies Warriors have in the earliest days by means of giving things Charge. This doesn’t remain meta relevant for very long though. There isn’t a huge number of late game archetypes to capitalize on. Control Warrior has always just been its own thing, just with different pieces. There are a couple times where the deck DOES have a theme to it. For example, Journey to Un’goro creates Taunt Warrior and becomes prominent threat for quite a while. Eventually, you can efficiently handbuff them too!
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Ability (14)
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Notable Upgrades
Day 2 Death's Bite, Day 3 Shieldmaiden, Day 5 Bash, Day 7 Bloodhoof Brave, Day 9 Alley Armorsmith, Day 10 Fire Plume's Heart/Direhorn Hatchling, Day 11 Saronite Chain Gang, Day 14 Supercollider, Day 17 Into the Fray/Frightened Flunky/Infested Goblin/Bone Wraith, Day 19 Sky Gen'ral Kragg, Day 20 Scrap Golem, Day 22 Sword Eater, Day 23 Conditioning (Rank 1), Day 26 Igneous Lavagorger, Day 29 Verse Riff/Chorus Riff/Bridge Riff, Day 31 Unlucky Powderman/Detonation Juggernaut/Blast Tortoise/Azerite Chain Gang
We hope this makes it easier for you all navigate through this month’s Twist. If it helps, we’ll be willing to drop helpful guides like this in the future for the more complicated Twists!
Man oh man, this month is just not fun at all. Everyone is playing the single one broken deck each day. And if you want to rank up, you should do the same thing. And in the end, you are playing mirror matches with the deck you don't really want to play. No balance whatsoever. This is awful. On paper it looked kinda fun, but in reality it's garbage.
When I played the mode earlier the cards weren’t even there. I logged out and went back to better things. People with a complete collection who have played since closed beta don’t have the patience to deal with BS anymore. I wanted to play for an hour or so hit D5 and be done with it . Players like me only support the game because it’s a collecting thing at this point. I took DH to legend in the twist beta to complete the achievement and have no reason to ever do it again. Twist is nothing more than a D5 without thinking because standard is something I could care less to play. People don’t want to play 30 minute mirror matches of utter boredom only to not draw the card before the other player does . The game focuses on the people who have nothing better to do than play it all day in hopes of getting a chance to play in a contest and maybe win some money. I’d much rather play to earn things based on what I manage to accomplish in the game . When the people who are assigned to the game realize that the game will attract and hold more players . Selling signature cards is a joke…… maybe make those status symbols for hitting certain levels on the achievement point scale or doing something with a super low chance of success that it might take you 600 times to accomplish. Wow I got legend rank 10 years ago and I could care less about ever gettin* it again because the boredom of doing it is something I can barely stand. Crossy road is fun but I don’t play it to hop around just to hop around , I play it to beat my high score …. When hearthstone does that it will actually be worth playing again. Right now it’s zero effort to 400 on the track while doing other things. When you can only make a deck with the cards you have and all you do is play against the same priest deck 9 times in a row you tend not to want to play. Twist was not even remotely enjoyable when I logged in and couldn’t play zoo warlock because of no cards and all I was matched against was the same priest deck……bored to death and I left. That’s why people don’t want to play the mode.
The excuses are the only thing that is legendary about Twist mode at this point. Hopefully they have people who are leaders willing to step up and correct the course of the ship before it crashes for good. I logged in to play some zoo warlock and rip trough the ranks only to find I couldn’t and all I played against was the same priest deck. When they finally realize people don’t want to play mirror matches and eliminate them from the game it will be 100% more enjoyable just knowing you don’t have to worry about matching up with another dice roll game.. seriously eliminate same class matchups. I’ve been sick of it for 10 years.
Well they patched it to include all of Legacy, so I guess it was a bug after all. Neat little meta for half the day though.
I really enjoy the variety that Twist mode adds to HS, and I like this trip down memory lane which progressively adds more expansions as it goes along. I just do not have the time right now to comb through all the viable combos and decks that are possible with this month's twist. I hope they are able to repeat this format in the future. Maybe a little slower than a new expansion everyday. Always appreciative of the work Hearthpwn puts into these posts. Keep up the good work!
I like this idea very much! :)
I am only sad that every expansion only stays for a day. A rotation on a weekly base whould be perfect for me.
I play HS since open beta. I have all cards I will ever need to play every time periode in HS no matter what.
This just makes me grieve for Duels all the more.
Honestly I am not feel inspired about joining Twist once more since almost people have the %90 collectible cards, decks just make you stuck with no progression so far
I don't get people who shy away from playing a mode because they don't have card X or Y and (presumably) could not compete at highest levels. Why not just find out how far you'd get with the things you have? Why not jump in at a date when you feel more confident about your collection?
Don't mean to pressure you, but I just don't get this mentality at all. Not to mention that today is all Basic, which means that you almost certainly have all the cards you'd need. Even if you never bothered to get the new additions, Mage is quite good with all its original cards. Flamestrike even got buffed.
FFS, you can unironically win games with Boulderfist Ogre today! How can you not be excited about that?!
As the Hearthpwn team’s self-proclaimed ambassador of underrepresented game modes, I SERIOUSLY apologize for having initial deck lists that don’t work. I built them knowing that Day 1 would be Legacy only, so I built Wild Decks in February where I picked Legacy in expansion selection and only used those cards. I didn’t know they were referring specifically to old fashioned “basic cards”. At the very least, the rest of the list should still be functional as a way to build up the archetypes I focused on even when they won’t be as strong on Day 1.
It would’ve been nice to have gotten any real details of this from Blizzard due to how a single paragraph makes it hard to plan an entire around guide around when not everything is made clear. I had to make “my best guess” when considering whether or not Galakrond’s Awakening or Caverns of Time were gonna be a part of it too.
Anyways, I hope this article helps, even if it’s just a little bit. I’d like to keep making things like this as a way to provide content for those who actually like these lesser played game mode (as my Duels Guide, my biggest contribution to Hearthpwn, gradually approaches obscurity). Even if there are some glaring flaws in this one, let me know if you’re a Twist player who might actually want more things like this.
No worries! Thanks for all your work!
Complete joke it is Legacy set and not Classic set, would have liked to play classic again even if for 1 day...
Totally agree. I wonder if the Classic set will be added at all this month.
I really wish that Twist do well. I don't play the mode, cause I like to build decks without any limitation, but is the only reason they even think about buffing Wild cards, and i'm so down for that.
I like the event tho. It's more of a nostalgia trip than an actual competitive format. But As a 10 year celebration, they really should unlock all cards for free. Specially for the early Sets, also is going to last only 1 month, and the meta is going to change every single day. It would be neat that you could play literally anything you want.
Like don't get me wrong. The game should made money. That's why is still alive after 10 years, while Legends of Runeterra closed after like 3 years. But I mean, for a month, a 10 years celebration, and bring a bit of hype to the gamemode before have to close it like the 50% of alternative Gamemodes than the game had. It's just a Backfire in my opinion. Specially cause the Twist idea was pretty good and was something that people was asking for a long time, but they handle it pretty poorly.
If they want Twist dead then this'll do it. Least accessible ruleset yet, having to change your deck up and adapt to new opponent's decks every single day.
If every player finds adapting to new decks every day too bothersome, logically you can just play whatever you want and play against players doing exactly the same.
But who am I kidding, as if anyone is actually playing Twist. Not to mention competitively, to a point that it would actually be necessary to keep your deck updated. I feel lucky if I can complete 3 games in an hour, without seeing queue timers that say it might take up to 12 minutes. And then I play against roping clowns, getting an anxiety attack after I was thinking that 1 hour should be enough to get one more win before the season ends.
dead mode
Just a heads up, none of these decks are currently Twist viable. The Paladin deck code yields only 8 useable cards, while the Warlock deck only has 2 useable cards. The only Legacy neutral Legendaries for Day 1 are: Brightwing, Old Murk-Eye, Elite Tauren Chieftain, Gelbin Mekkatorque and High Inquisitor Whitemane. *EDIT* My guess is the wrong set of Legacy cards was used to compile these Decks?
I think it's a bug, because there are a LOT of cards that aren't showing up in the collection manager right now. Perhaps to really stretch it out they purposefully didn't include most epics and legendaries day 1.
It's not "most epics and legendaries" missing, you have access precisely to the original Basic set, plus the cards that retroactively replaced other cards from Classic, such as Righteousness and Natalie Seline.
I can only speculate what the intention was. Maybe they wanted to have the first day be all about Basic and the other cards are the error. or they wanted to have the first day indeed be Classic, but the way they had sorted the set is all messed up by now.
I personally like the idea of only Basic decks for a day.