The Most Popular, Successful, and Worst Cards of The Boomsday Project
We're a couple of days in to Hearthstone's newest expansion and it's time we take a look at which cards are seeing the most successful play. Thanks to the folks at HSReplay, here are the top Boomsday cards so far!
Popular Neutral Cards
Lots of players bringing back Mechs. It feels like GvG all over again!
Popular Class Cards
Warlocks, Druid, and Paladins! Seems about right from what we've been seeing with popular decks.
The Top 20 Successful Boomsday Cards
Cards below must have positive winrates within decks (over 50%) and have more than 50,000 games played.
Card | Deck Winrate | Times Played |
---|---|---|
Doubling Imp | 58.6% | 340,000 |
Soul Infusion | 58.6% | 380,000 |
The Soularium | 58.4% | 110,000 |
Glow-Tron | 54.7% | 220,000 |
Thunderhead | 54.6% | 61,000 |
Crystallizer | 54.3% | 57,000 |
Giggling Inventor | 54.1% | 500,000 |
Menacing Nimbus | 54.0% | 100,000 |
Dreampetal Florist | 53.9% | 110,000 |
Mechano-Egg | 53.7% | 100,000 |
Landscaping | 53% | 59,000 |
Floop's Glorious Gloop | 52.9% | 50,000 |
Voltaic Burst | 52.8% | 67,000 |
Biology Project | 52.7% | 290,000 |
Wargear | 52% | 330,000 |
Mecharoo | 52% | 300,000 |
Void Analyst | 52% | 58,000 |
Shooting Star | 51.8% | 87,000 |
Mecha'thun | 51.5% | 64,000 |
Celestial Emissary | 51.5% | 84,000 |
The Worst Cards
Not showing much promise yet, you may want to hold off on creating decks with these cards.
Cards need to have over 20,000 plays to be included below.
I think it's a very hard card to use. Most people just dump it as soon as possible but when you use it right its just so damn strong. It will probably see play in the future.
Agreed. I think the reason why it's easy to use in Odd Rogue, is that there is really only one moment when you should use it, i.e., running out of cards and pushing for lethal. Pretty much a no-brainer. It's a lot more complicated for other archetypes.
I actually see it as a tool for emptying your deck, for controlled card draw. For example, you can use it before casting Academic Espionage to make sure that you only draw cards from your opponent's class, or before going infinite with Pogo-Hopper and Lab Recruiter to make sure that you only draw either of those cards.
It's an interesting card, for sure.
Dead Ringer is a good card that was played in a lot of low winrate decks.
Research Project has backfired on my opponent every single time they've played it. There's probably a niche tier-3 gimmick deck out there where it works, but I'm not interested in finding it.
My golden Legendary was Myra's Unstable Element , can i get a refund? Kappa
Mine was Dr. Morrigan....
Mine was
HARBINGER CELESTIA!!
Guys relax, I got 2 legendary cards from 20 packs and it was Dr. Morrigan and Harbinger Celestia. FeelsBadMan ;(
Got Myra (Minion) and Dr. Boom *-*
i didn't comment, but i got myra for golden and harbinger for guaranteed :/
I think the Test Subject deck has a low winrate because not only is it difficult to pull off, but its also quite weak to aggro. Dead ringer is in that deck too, so it shares a low winrate.
Thats proves zoo needs a nerf.
It proves that you need to l2p
Nerf after 2 days? Rly?
Naw, right now there is allot a experimenting going on. Zoo and aggro decks always flourish when allot of people are experimenting.
im very surprised by myras unstable element, but not so much by test subject. exodia priest might be even harder than patron.
I see Cybertech Chip in every Hunter deck
Topsy Turvy too difficult to play properly, eh?
It's interesting to see several Magnetic minions among the most successful, but Skaterbot among the least successful... I would have assumed that the strength of all the Magnetic cards would rise and fall together.
I am not surprised. The thing is...
- Mecharoo is the gold standard for 1-drop Mech minion, because it's sticky. Possessed Villager was a good card in zoolock, so it stands to reason that aggressive hunter, paladin, and warrior decks will also appreciate a sticky 1-drop. It's even more important for mech because keeping a minion around helps with Magnetic, and hunter double values it because of Fireworks Tech getting bonus value from it. So automatically, all one drops get compared to Mecharoo - and most come up short.
- Of course most decks want at least one more one-drop, possibly two, especially if they are trying to win with Magnetic. For Paladin, Skaterbot is competing against Glow-Tron which is much more durable and useful early game at controlling the board, and Righteous Protector which is not a mech but is extremely powerful in an aggressive Blessing of Might/Divine Favor driven build. It's even tougher in warrior, where Skaterbot matches up against the "Glowbot with upside", Eternium Rover.
- The real problem is that Skaterbot is mediocre turn 1, since the Rush is unlikely to be helpful, and mediocre late game, since Magnetic means those cards have pseudo-rush or Charge anyways. If you are going to run a one drop that isn't actually what you want to cast turn one, Faithful Lumi has a muuuuuccch higher ceiling.
I figured Skaterbot would be a middling card. I guess it's redundant if you can have sticky mechs out there already, since the magnetic buff usually acts as a soft charge if you use it on something that's been on the board already.
Also, I am still trying to make Myra's Unstable Element work. It's such a weird card haha, you'd think they had something in mind when they made that card. And I got it golden, so I really want it to work.