Advanced Duels Guide - With Example Decks And Treasure Tier Lists!



Advanced Duels Guide - With Example Decks And Treasure Tier Lists!

Hello fellow Duelists! You may have read the guide we have here on Hearthpwn on Tips and Tricks for Duels mode, but we also have something else for those of you who want more insight into what sees the most success. Here, we’ll go over the current Duels Meta; including the most popular starting builds, strongest treasures, and combos to look out for when drafting! We’ll start by ranking the neutral treasures on a scale of 1-5 followed by an explanation for the reasoning behind the ranks. Then we’ll get into what makes specific classes powerful. This is all based on my [RaptorWithWings] personal experience, but I’ll do my best to give the greatest possible advice!

* Many things that don’t stand out won’t be mentioned, as talking about every single one of them would make this guide way too needlessly long. Several will be grouped up as the reason for their level of usefulness maybe be similar, and some are effectively negligible and don’t really need its own separate explanation as to why it’s as good/bad as it is.


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Passive Treasure Rankings

Passive Ranking System

Rank 5 - God Tier Passives that are valuable in any deck that support it.

Rank 4 - Great Passives in general that can definitely help you throughout your run.

Rank 3 - Passives that have the potential to make a huge impact, but is heavily reliant on the game-state.

Rank 2 - Niche Passives that are either drastically underpowered or a little too specific to recommend unless you built your entire deck around it.

Rank 1 - Passives that are so inconsistent with their value, they can actively harm you. 


 First Passive Ranks

Rank 5: Any treasure that can consistently generate additional resources for free is amazing and stands out above even some of the 2nd Passives. Rocket Backpacks giving any of your minions Rush once per turn can make even the slowest of minions into a reactive play. It also has extra interactions with other things, especially treasure that summon copies of your minions.


Rank 4: Among the 1st Passives that provide discounts, Battlecries and Spells are just common enough to be worth taking a Treasure for. The ones that effortlessly generate damage or stats are also great options. Recycling won’t create tempo, but can build defenses that allow you to survive heavy aggro when you need a little extra time to catch up when you’re behind. It works best in decks that summon several minions.


Rank 3: Mysterious Tome is probably the best generic choice for a 1st Passive, but the value it generates each game is wildly different; ranging from nearly useless to game-defining. Crystal Gem may also fail to provide a meaningful bonus unless you have a great starting hand you can establish a head start with. Fireshaper is just free damage, but it does insist your deck to be able to cast spells frequently.

The value you gain from Sticky Fingers is directly related to which of your cards generate more cards and what you end up getting, but is still a nifty discount. Plaguebringer lets you cheat out more expensive spells much earlier, but unfortunately punishes you when you have several smaller spells you want to play.

The Dragon Treasures aren’t bad. It’s just somewhat hard to build a solid starting deck around Dragons with the available expansions. Later in your run after a few drafts, it can definitely be worth it. Any Weapons can give you constant value from Pillage the Fallen. You get the most value out of it when you break a 4 or 5-cost weapon, as they have some of the best possibilities to randomly equip.


Rank 2: While some of the passives that interact with certain spell types have amazing effects, most of them are severely underwhelming. The Mana Discounting Treasures have too minor of an effect to really make the most of it. The ones that heal don’t actively help you win except on the rare occasion when the healing means the difference between winning and losing. Arctic Armor is just worse than Recycling. It’s much easier for your minions to die than to run enough Freeze spells to gain a worthwhile amount of Armor. Firekeeper's Idol may give free minions, it’s just that 1/2s are weak and don’t really matter most of the game. If anything, Fire spells would rather have Robe of the Apprentice for the extra damage, which isn’t limited to Fire spells either. Taking Staff of Pain is great as an aggressive strategy, but you need healing to prevent yourself from being your own worst enemy. At least the main classes that use Shadow spells also have good healing options. Freeze Solid and Wither the Weak are actually pretty good effects for the cards they’re trying to support. Really, the only problem is that there aren’t many Freeze cards and Fel spells and even fewer good ones. None of them are things you’d want to run in mass.

Scattered Caltrops and  Small Pouches are technically positive effects, but way too negligible in the late game and especially a few games into a run. Grommash's Armguards has a similar problem. In order to make any cost reducing treasure work, you need to run a lot of those types of cards. Since you can only have 1 weapon equipped at a time, the discount isn’t even one you can build advantage with. It’s a directly worse treasure then Pillage the Fallen. Another treasure with a superior counterpart is Robes of Shrinking; the better one being Rhonin's Scrying Orb. You not only have to top deck the spell on your current turn to even use the discount, you have to have enough Mana to play it and you may not even want to use it on that turn. Hold the Line isn’t a passive you can actively take advantage of. It just makes your Taunt minions slightly more inconvenient for your opponent, and only on their turn.

Conduit of the Storms is a Shaman specific passive. It depends on you being Overloaded, which you don’t always want. The only way to take full advantage of the Attack gain is if your Hero Power is Ferocious Flurry. If you plan to use enough cards that would make you Overloaded every turn, you’re better off just using Stormcatcher. Righteous Reserves is also a class specific passive, only for Paladins. The activation requirement is a little too much to capitalize on. A random Divine Shield isn’t that impactful on an average board. You kind of have to go out of your way to give Divine Shield to something that can use it effectively.


Rank 1: With All Shall Serve, you have to be able to manage the number of Demons you have out in order to keep your card draw under control. In a match against a Warlock, there’s a good chance you’ll draw too fast and fatigue while also taking chip damage. Ever-Changing Elixir is hardly ever a worthwhile option. It does see success early in a run. It can let your minions trade more efficiently and keep board presence. But once you’re a few games in, you’ll likely have drafted minions that you don’t want transformed. Things like Deathrattles and Taunts are hard to keep on the board since there’s always a random chance of it being replaced. Even some active Treasures (whose main value is their big stats for small cost) will be completely negated if they evolve. There’s even the possibility that it could transform one of your minions into a worse one.

The Floor is Lava sort of trades 1 Health for 1 Attack on every minion you play. The biggest issue with this is that you can’t turn it off. You might want that Health more than the Attack, it pops all of your Divine Shields, and basically makes almost any 1-Health minion unplayable. The only class that might even want to use this is Warrior. However, the people who built a deck that can use it probably already have No Guts, No Glory, which is enough to not need this passive. The value acquired from Unlocked Potential ironically hinders about half of the minions in an average deck. The only kind of deck that could take advantage of this treasure is if you built your deck specifically around this one treasure and hope that you get it. Otherwise, it’s very hard to use this passive. The minions with the actual highest potential for this would be ones with extremely higher Health than Attack. There are some good minions that fit that description, but not many.


Second Passive Ranks

Rank 5: Rally the Troops performs insanely well by giving a ton of your Battlecry minions the value of a Far Sight every turn you play one! Effects the passively double the value of some of your cards are definitely some of the most powerful treasures. Robe of the Magi gives a massive boost to all damaging spells, making even the weakest of them extremely efficient. When your deck has a ton of cheap minions, Band of Bees automatically makes all of them effective removal. Hero Powers such as Bring on Recruits and Illidari Strike can frequently abuse this passive. From the Swamp is a constant source of board presence. As long as you keep killing enemy minions, you summon free stuff to buff, trade, and whittle down your opponent.


Rank 4: Emerald Goggles and Khadgar's Scrying Orb are both significant discount passives at all stages of any game. Captured Flag is a valuable source of free stats. Avenging Armaments is good for the same reason only Paladin specific. When you have legendary minions with effects that benefit exponentially by being duplicated like Aegwynn, the Guardian or Rattlegore, then Disks of Legend can be a huge game-changer; even though it does nothing else when you're not playing legendary minions.


Rank 3: Mummy Magic supports Deathrattle decks in a similar way Totem of the Dead does, both effectively letting you get twice the value out of Deathrattle minions. There are 2 main reasons this one is lower on the list though. First, you have to play the minion from your hand in order to get Mummy Magic's value; unlike Totem of the Dead, which works no matter how a Deathrattle minion is summoned. Secondly, Reborn is harder to abuse than double Deathrattle triggers. Eerie Stone lets you get extra minions as long as you have Shadow spells, and the entire value of the treasure depends on what you end up killing with them. Special Delivery is pretty straight forward with supporting Rush minions. However, if you also happened to have Rocket Backpacks, you'll get a 1-Health copy of the first minion you play every turn even if it isn't actually a Rush minion! 

Usually free stats makes a treasure fantastic, but Hagatha's Embrace gives those stats a bit too slowly to make huge use of it. Even if you build up a ton of stats onto one minion in your hand, most decks in Duels have ways to handle threats regardless of how big they are, including several treasures with destroy effects. Stargazing can be amazing, and your Hero Power determines exactly how useful this treasure is. In fact, the only reason this passive is ranked in the middle is because not all Hero Powers can use it as well as others. Having Roguish Maneuvers and Bruising cost less and become repeatable doesn't really make them any better, but the same bonuses can make Death Games and From Golden Light become win conditions on their own.

Orb of Revelation is only worthwhile if you have enough Discover effects and higher cost spells to justify it.  Scepter of Summoning is a good discount treasure so long as you have enough expensive minions to use it with but still have cards that keep you in the game until you reach the turn you can start playing them. Starving is most realistically usable in Hunter decks, which have a decent number of Beasts and below average card draw.


Rank 2: Corrupted Felstone and Flame Waves are both not half bad effects. They just require so many Fel/Fire spells to make as strong as other 2nd passives, and those kinds of spells aren't as spammable as things like Arcane/Holy since they typically don't generate more of them. Spreading Saplings can spawn Treants out of convenience for Druids and Shamans, since they have plenty of good Nature spells. It's just that unless you're building a deck around Nature spells, you probably won't be able to summon very many Treants. Without knowing you're going to get this treasure, there's no real point to building that kind of deck.

Dragon decks are hard to stick with since they rely heavily on drafting. But if you have a deck dedicated to a difficult archetype to use in Duels, then Dragonbone Ritual can become really strong support. Elixir of Vigor basically ensures you won't lose to fatigue, but you have to avoid playing low cost minions if you don't want fill your deck with useless cards and screwing up you future draws. Endurance Training is too limited in what it discounts. Being 2-Mana cheaper is great and Taunts are very common. The problem is most Taunt minions aren't exactly above average minions, and running tons of them (even if they're decently discounted) may throw off the overall power of your deck.


Rank 1Caltrops is the only one of these weakest passives with a guaranteed positive effect, but 1 damage to minions is almost negligible in mid to late run games. It doesn’t even damage everything they summon; only minions they directly play. Book of Wonders is a wildly inconsistent passive that might help you win the game, lose you the game, or do nothing at all. It only takes one backfire to ruin your entire run. Manastorm may be an Ultra Rare, but doesn’t give you direct advantage. The only thing it really does is accelerate the game, which you can mulligan for accordingly. After that, you don’t really have anything else to gain from that.


Active Treasure Rankings

Active Ranking System

Rank 5 - Treasures that can win you the game on their own!

Rank 4 - Extremely useful treasures that can turn the game around when used at the right time.

Rank 3 - Helpful treasures which can capitalize on your current advantage or bring you back when you’re behind.

Rank 2 - Lackluster effects that won’t be super game-changing very often.

Rank 1 - Treasures that can easily backfire unless you have nothing to lose.


Active Treasure Ranks

Rank 5: The best of the active treasures are the ones that can effortlessly and efficiently destroy multiple enemy minions by itself. Staff of Scales and Wand of Disintegration do this better than all the others since they can kill several minions at once regardless of their Health. They can also handle Deathrattles that summon more stuff really well. Book of the Dead is usually a much cheaper option and even deals sizable damage to face. The only downside is that since a few things have to die to be efficient, it isn’t something you can reliably use to catch up on turn 5 like the previous two. Hyperblaster can kill anything across multiple turns, which will make your opponent hesitate when they would otherwise play a highly statted minion. Crusty the Crustacean is both a single target kill AND a big beatstick afterwards. As a legendary minion, you can even get an extra copy of the buffed crab with Disks of Legend.

Banana Split provides massive tempo even when used on a medium sized minion. When you choose a target that scales extremely well with more copies, then it can be the big swing that wins you the game if your opponent can’t deal with it. It’s even easier to cheat out value if you also run Scepter of Sunmoning. Royal Gift is an excellent finisher. With 2 minions on the board, it can be a Blessing of Kings. With even more, it can become a cheap unavoidable source of 14 damage! Wax Rager, Dreamgrove Ring, and Wish are all Ultra Rares, but they can make a very hard-to-deal-with board that either forces your opponent to use precious resources to deal with, or quickly lose board control and get stuck in a bad situation.


Rank 4Blood Moon and Vampiric Fangs are decent enough, but they can provide big Healing to classes the otherwise lack it and struggle against decks based around Magnetic Mines and Mind Tether. Beastly Beauty and Bubba are simple minions with above average stat value for their cost. Successful Duels decks are able to keep up in card advantage one way or another on their own, but Bag of Stuffing can help you catch up if you’re unlucky with your draws and burn all your other resources. All the other treasures at this rank can function as removal, damage, and/or board presence that are just fine on their own and don’t have many direct combos with anything outside of duplicating them.


Rank 3: Bag of Coins and Hunter's Insight are decent treasures that let you play some of your cards earlier or combo easier. Coin Pouch, Creepy Curio, and Old Militia Horn have mediocre effects, but put a stronger version in your deck the first and second time you play them. You don’t really get the power of a Treasure until you cast the third and final version. If you can keep at least a few minions board, you can multiple the value of Gentleman's Top Hat by trading up and juggling the +2/+2 buff between your minions. Loyal Henchman, Loyal Sidekick, and Clockwork Assistant are no more than slowly scaling cheap beatsticks, but they can get pretty big late game/run.

Pure Cold is a usable finisher that can also spare you a turn of damage from weapon heavy decks like those with Pillage the Fallen. Princess is a pretty good Deathrattle support Treasure, but its lack of instant impact makes it a little slow for Duels unless you can make use of it right away like if you have Rocket Backpacks or brought Death Games.

Overpowered can duplicate anything, even other Treasures! It’s main limitation is in its Mana cost that prevents you from abusing it too much. Grimmer Patron does extremely well if you happened to have a deck with plenty of buffs. But even without being able to maximize the value of having it self-duplicate, it can still be an annoyingly sticky thing to get rid of. If your opponent happens to lack an answer to it soon, they’ll have to deal with constant 3/3s that you don’t have to pay for. Your value from Ancient Reflections depends on what you end up targeting, preferably things with persistent effects like Deathrattles. Keep an eye out for targets, as it’s kind of hard to plan a combo and save both pieces for it.

Phaoris' Blade can build up massive amounts of damage over time and can easily finish off your opponent at a certain point. It’s just rather difficult to ramp up that kind of damage. Several decks lack notable healing and most minions in Duels come with decent Attack, so a lot of them can’t afford to take so many minion hits. Those that can do much better with this snowballing weapon. Another weapon that warrants certain deck building is Jaws. Most decks have at least a couple Deathrattle minions, so you can reasonably expect this to become a 3/5. But when you or your opponent are running a large number Deathrattles, it can become a high durability behemoth of a weapon. Holding onto spells just to combo with Party Portal isn’t advisable. But if you happened to cast a ton of spells anyway, this can at least get you a nice board at the same time.

Canopic Jars is a strong effect only hampered by its hefty Mana cost. You usually have to have a stable board already to make it worth playing, making it a win-more card rather than one that can turn the game around when you’re behind. The effect of Sow the Seeds by itself is Prince Keleseth without a deck restriction. This is a really powerful card, but it’s a bit slow in Duels where there are frequent powerful swing turns as opposed to accumulative payoff.

The remaining actives are nothing more than slightly improved versions of existing collectable cards. They’re fine and everything, but they lack anything special that lets them be more than just a little better than the average card.


Rank 2: Mask of Mimicry and Golden Kobold replace most or all of the cards in your hand, which you don’t always want since you’ll typically be holding onto other Treasures for later. Fortunately, Hero Powers like Ice Shards and Bring on Recruits can just add stuff to your hand for the sole purpose of turning the minions into something much more useful. Most legendary minions have stats that will at least match the 4 Mana you pay for Astral Portal. It’s still very hard to gauge your options the turn you plan to play it since the possible stats range from Chameleos to Deathwing.

Supercharge may be free stats, but it’s a very underwhelming way to do it. With all the hard removal in Duels, a little bit of extra Health doesn’t matter very much. Greedy Pickaxe ramps up mana only if you draw it early game. It's a tempo loss the turn you play it and even becomes a bad weapon after you already have 10 Mana. You need a lot of Beasts to die to make Butch a stand-out treasure. Archmage Staff is a free mage spell every turn, so long as you don’t equip any other weapons or attack with your hero. That’s pretty limiting in some classes. Just like before, the unmentioned Treasures have simple effects whose impact is barely any better than an ordinary Hearthstone card.


Rank 1: Amalgamate is an inefficient way to get a big minion on the board. It’s effectively turning all of your minions into one big target, which is easier to get rid of than a wide board. Deathcharger is just not big enough to justify a detrimental Deathrattle even with Charge. Mindpocalypse and Puzzle Box are two of the only treasures that benefit your opponent as well. Chaos Theory can also backfire, but a perfectly timed one is actually capable of bailing you out of a situation. Even though you’re screwing with your opponent’s hand, you still have to be lucky to not have everything set you back even further.


+ =

Rank GG: Quel'Delar is a treasure on a whole other level. It’s so strong it requires you to draft 2 specific treasures to even gain access to it. Once you have both the Blade and Hilt of Quel'Delar in your deck, they fuse and become the almighty Quel'Delar. It shreds through enemies like nothing else, dealing 16 total damage to minions. If all attacks hit face, you just dealt 32 damage to your opponent with one card. This weapon also has some hidden secrets to it. The most important one is that it’s guaranteed to be in your hand by turn 1! If your deck is resilient enough to defeat an opponent with such a magnificent blade in their deck, you’ll receive one for yourself! I can’t say whether or not you should attempt to forge Quel'Delar (although it’s best to start early). It requires 2 treasures that might not even appear in the same run and each piece individually has roughly a 7% chance to appear. But since the payoff is so huge that it can get you 12 wins on its own, it might actually be worth trying to do if you accept the challenge! Or just crush someone who has it and take theirs; whichever works.


Class Strategies

Every major update, some classes and their attributes become more or less viable depending on what gets added or changed. This is my evaluation of all 10 classes as it stands now; after Humble Blessings has been nerfed to (4). 

Demon Hunter

Class Overview

Currently, the most used Hero Power for Demon Hunters at the moment has been Illidari Strike. With Wyrm Bolt and Bring on Recruits being so prevalent, people often use it as a card-free way to handle them. It’s almost always used alongside Gift of the Legion as a repeatable way to gain Attack; usually working as a substitute for the other 2 Hero Powers. Infernal Strike is still good enough to use, but it has become a little harder to regularly take damage from attacking minions to build up a meaningful number of Second Slices. Mo'arg Outcast remains an extremely strong treasure. It just takes some work to get the cards where you want in your hand.

Starting Deck Suggestions

Caution

  • Outcast: In Duels, you’ll often want to save certain treasures for certain occasion. This makes Outcast effects much harder to trigger. 

Potential Combos

The fact that Illidari Strike summons Rush minions usually doesn’t matter unless the first kills the target and you still have your second one to attack something else. But this opens up unique interactions with rare Rush synergies, most notably Potion of Sparking. When it comes to the super rare treasures, Demon Hunters can easily make extra use of two. Band of Bees makes those Illidari Poisonous, and Stargazing can not only turn Infernal Strike into 2 free damage, but also give you an extra Second Slice when you kill a minion.

Example Starting Deck

Demon Hunter Duels 12 Win Lineup
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Hero Power: Infernal Strike

Starting Treasure: Mo'arg Outcast

Creator Notes: Investing in Soul Fragments helps my deck maintain synergy within itself and can serve as support for other strategies you may want to draft. I go for cards that increase or benefit from the Attack of your hero. As a finisher, I like to save Mo'arg Outcast and cast as many Twin Slices and Second Slices as possible for surprise burst damage.


Druid

Class Overview

All of Omu’s Hero Powers have their place in the meta. Nature’s Gift is a good generic choice that can also give certain spells like Swipe massive value. Harvest Time! helps token strategies and is also a potential removal tool for big threats. Invigorating Bloom is often used with several expensive, high impact cards. Warden's Insight is the most popular Starting Treasure because of its flexibility between two good effects. Awakened Ancient is also worth taking as a defensive hand reload.

Starting Deck Suggestions

Caution

  • Naturalize maybe be a cheap removal card, but giving your opponent 2 extra cards in Duels is a much steeper cost since it can let them dig for their Treasures.If you want a cheap destroy effect and don’t mind drawbacks, just pick up Harvest Time!

Potential Combos

  • With all the AOE buffs that Druids have, Double Time can be extra deadly with no risk of backfire since random targets aren’t a factor.
  • Any cost reducing Treasure helps Druids a lot due to how much they excel with Mana Cheating.

Example Starting Deck

Druid Duels 12 Win Lineup
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Hero Power: Harvest Time!

Starting Treasure: Warden's Insight

Creator Notes: I focused on a token strategy that could make the most out of Harvest Time. I also included a couple Deathrattles and lots of spells to make use of treasures that work with those if they were amongst my options.


Hunter

Class Overview

With all the available cards Hunters have access to in Duels, Deathrattles are definitely the go-to archetype. Death Games is the ultimate Deathrattle Hero Power and can capitalize on quite a few minions. Bonecrusher and Deathstrider also fit perfectly into that kind of game plan. Some people opt for Savage Secrets to gain the card advantage Hunters generally lack, only there aren’t really any treasures that can abuse Secrets as well as Deathrattles.

Starting Deck Suggestions

  • Death Games can trigger any Deathrattle. Since the target is random though, you’ll have to be aware of what goes in your deck. You don’t want a weak or detrimental Deathrattle to intercept the trigger from a powerful one.
  • Secrets get decent bucket support. They’re also a great secondary archetype for a deck so you don’t have to be entirely reliant on one type of bucket.

Caution 

  • N'Zoth, the Corruptor has always been the go-to card in Deathrattle decks. However, Hunters in Duels want to run small minions that summon big ones. Getting a ton of minions with low stats and no immediate effects isn’t something you can easily afford to do since it costs your entire turn. If none of them have Taunt, your opponent can just ignore your board and rush you down before you can spam more Deathrattle triggers.

Potential Combos

  • Be on the lookout for Teron Gorefiend. With Deathrattle triggers, he’s a minion that summons minions that summon minions. If your opponent can’t deal with it, he can repeatedly summon minions that summon minions.

Example Starting Deck

Hunter Duels 12 Win Lineup
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Hero Power: Death Games

Starting Treasure: Bonecrusher

Creator Notes: My original 12 win run was with Bonecrusher, but after the nerf I would probably use Deathstrider now. I put in mostly high-impact Deathrattles as opposed to just pure Deathrattles so things like Vectus and the draftable Seeping Oozeling could become a much bigger deal. To supplement the space in the deck made by cutting out weaker Deathrattles, I added Secrets and cards that can cast them right out of the deck.


Mage

Class Overview

Wyrm Bolt and Frost Shards are similar in popularity and benefit from the same cards; Hero Power support. The ability to freely generate consistent Mana Wyrms or deal damage for 1 Mana are both very useful. Since Duels games can go on for so long, the most common Treasure is Infinite Arcane. This can also specifically shutdown bomb Warriors most of the time. Elemental Learning is also a fantastic card for Mana-efficient resources. Occasionally Embercaster can be a game changer, but it needs to be combo’d with just the right card. It’s still very good, the previous two are just easier to use.

Starting Deck Suggestions

  • The 2 popular Mage Hero Powers can easily be abused with Hero Power related cards, most notably Wildfire and Reckless Apprentice.
  • There is so much spell support you can draft that a healthy mix of card generation and damage can make a lot of things work.
  • Arcane spells specifically have better treasures associated with them than others, so it’s worth the investment.
  • Mages have plenty of good Elemental buckets, as well as a Hero Power that can consistently supply them for you should you happen to run out of Elemental-last-turn triggers.

Caution

  • Coldarra Drake sounds like a good idea at first. It’s easy to combo it with the 1-cost Hero Power. However, unless you have enough damage after casting Wildfire enough times to kill your opponent, you’ll be stuck with a ton of 2/1s that you have to pay (2) for to get them out of your hand.

Potential Combos

  • While it’s usually hard to save a treasure to combo with a specific card is hard in Duels, you can reliably have Open the Waygate  right at the start of the game. If you get three copies of Book of the Dead with Embercaster (or Time Warp if you’re extra lucky), that’s a win condition on its own!

Example Starting Deck

Mage Duels 12 Win Lineup
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Hero Power: Wyrm Bolt

Starting Treasure: Infinite Arcane

Creator Notes: I go for card advantage and tempo in my Mage deck. While running Hero Power synergy is still very good, I personally use Wyrm Bolt as a convenience rather than something I invest in. A lot of my cards generate or draw more, so that I can outlast my opponent with a resource pool.


Paladin

Class Overview

Currently, the top Paladin Duels decks revolve around Humble Blessings. The next best is centered around legendary minions and use From Golden Light and Royal Greatsword to gain massive advantage. Humble Blessings can use Bring on Recruits or Modest Aspirations.

Starting Deck Suggestions

Caution

  • When you’re going for the deck that uses Royal Greatsword, try to avoid picking Legendary minions for your Treasures.
  • High Exarch Yrel sounds like a good idea at first, especially since it’s pretty easy to draft only Paladin cards. Sorry to say, Treasures happen to be neutral.

Potential Combos

  • Humble Blessings can do very well in a deck built around it, but its power skyrockets if you also have From the Swamp to summon a 3/3 for every enemy that dies!
  • Avenging Armaments after playing Lothraxion the Redeemed will make every Silver Hand Recruit you summon a much bigger nuisance for your opponent.

Example Starting Deck 

Paladin Duels 12 Win Lineup
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Hero Power: Bring on Recruits

Starting Treasure: Humble Blessings

Creator Notes: Humble Blessings is a Treasure with probably the most unique interaction with other cards. Some people opt to use Knight of Anointment to target Humble Blessings specifically and play it as soon as possible. But the later the run gets, the harder it is to maintain that strategy. A majority of Paladin draft buckets include a Holy spell or two, so you either have to reduce the consistency of that strategy or severely limit yourself to buckets without Holy spells. Instead what I choose to do is run a Secret engine that uses Mad Scientist and Sword of the Fallen to thin out my deck. That way I’m getting closer to drawing Humble Blessings while also getting the value of Secrets without having to draw or play them.


Priest

Class Overview

Illucia has a Hero Power for both aggro and control decks, and both are quite good. Decks that pick Shadow Mend usually run C'Thun, the Shattered as something they’re trying to build into throughout the game. Mind Tether can easily chip away at your opponent’s Health by using spells that also generate more spells like Palm Reading and Shadow Visions. Both decks usually pick Shadow Word: Void as their Starting Treasure. It’s a cheap selective removal that creates an annoying board your opponent has to deal with.

Starting Deck Suggestions

  • Both popular decks run Spell focused strategies, many featuring Lyra the Sunshard as a spell engine.
  • Xyrella is great with Shadow Mend as well as any other Healing you pick up along the way.
  • Healing is recommended for Mind Tether users so you can outlast other aggro deck or mirror matches.

Caution

  • Corrupt cards are really strong, and Priests have a lot of good choices. It’s just hard to have a card sit in your hand in Duels if you have the Mana to play it, and even harder when you’re waiting to play a certain card first.
  • Be careful when using Shadow Word: Void to destroy something that will fill all 7 spots on your board with Voidfiends. If you can’t buff them or get rid of at least one through other means, you’ll be locked out of playing minions and your opponent can just ignore them while out damaging you.

Potential Combos

Shadow Visions loves abusing Treasures, whether it’s Discovering a Treasure in your deck, or combing with the many Treasures that has to do with Discover, Shadow, and spells in general.

Example Starting Deck

Priest Duels 12 Win Lineup
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Minion (7) Ability (8)
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Hero Power: Shadow Mend

Starting Treasure: Shadow Word: Void

Creator Notes: Since I have C'Thun, the Shattered deal most of my damage, the minions I take either generate resources or keep the opponent’s board under control. Treasures that give spells and removal even more value make this stall strategy even more sustainable.


Rogue

Class Overview

The Rogue Hero Powers all seem to encourage decks with the ability to activate combo effects. Many choose Connections to gain combo triggers and extra resources. Roguish Maneuvers is also a good source of damage and gives you something to use your weapon cards with. Ace in the Hole works well in both decks, but sometimes weapon rogues will take Deadly Weapons 101 instead for the damage spike.

Starting Deck Suggestions

  • Rogues haven’t had many minions that are big on their own, so try to add minions whose real value is in their effects. Swashburglar and Wand Thief are great for cheap card generation.
  • Weapon Synergy should only be in decks with Roguish Maneuvers, or you could get stuck with cards you can’t play if you don’t have any weapons drafted.

Caution

  • Vanish has proven to be good in control decks, but in Duels you can hardly afford to spend 6 Mana on it since you’ll only have 4 Mana left to reestablish a board. Other players can punish you if you can’t get ahead after clearing all minions on both sides.

Potential Combos 

  • Rally the Troops is amazing in any class, but is a little bit special for Rogues. This passive can fatigue some decks if a game goes on too long, but Rogue uniquely have the power to shuffle more stuff into their deck to keep cranking out value from it. Also, Rogues lack an iconic spell type and several minion mechanics. They’re exempt from a lot of the 2nd passives, so they’ll actually be offered this powerhouse of a Treasure more often than other classes!

Example Starting Deck

Rogue Duels 12 Win Lineup
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Minion (10) Ability (5)
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Hero Power: Connections

Starting Treasure: Ace in the Hole

Creator Notes: All minions in my deck are Battlecry or Combo cards. Aside from Treasures, a turn where I play a combination of Scabbs Cutterbutter, Edwin VanCleef, and Potion of Illusion are the reasons I won 90% of the time. Ace in the Hole also lets me do it all over again.


Shaman

Class Overview

Fireheart’s Hero Powers vary quite a bit in what they do. Stormcatcher is the most used one due to how much Mana you can save with it, especially with Chaos Storm. Ferocious Flurry is a strong generic choice that can turbo out the effects and damage of weapons like Tempest's Fury. This leaves Totemic Power rarely used, but it still a nifty choice for decks that would like to summon a decent minion on a Hero Power.

Starting Deck Suggestions

  • Most Overload cards are worth taking alongside Stormcatcher, but don’t forget to also throw in some ways to keep up card advantage to combat decks resilient enough to outlast the Overload cheating.
  • Shamans have so many AOE Spells to take advantage of, so those combined with good Spell Damage minions can keep the opponent’s board under control while you set up yours.

Caution

  • It’s very tempting to just draft every Overload card you can if you have Stormcatcher, but they don’t actually interact with each other. Sure, you’ll be making the most of negating the Overload on powerful cards, but you’re going to need more than that alone to compete with decks that have a direct game plan in mind.

Potential Combos

Plaguebringer is a difficult treasure to use in most decks, but completely eliminating the drawback with Stormcatcher just makes your spells cost (2) less. That’s twice as good as Khadgar's Scrying Orb on a 1st Passive!

Example Starting Deck 

Shaman Duels 12 Win Lineup
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Minion (4) Ability (9) Weapon (2)
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Hero Power: Stormcatcher

Starting Treasure: Chaos Storm

Creator Notes: In addition to Overload cards, I run tons of cards that can benefit from the plethora of spell-based passives you can draft. Since it’s easy to burn through all your Overload cards, I add enough card generation to keep me in the game against decks that can deal with the Overload-Free assault.


Warlock

Class Overview

Warlocks have access to Dark Arts, a massive cycling engine commonly used to search out C'Thun, the Shattered pieces. You can also run cards with effects when discarded to even gain even more advantage. Soulcial Studies gives your Soul Fragment generators additional tempo. They run as many as possible to maximize the effect and draft every Soulciologist Malicia as possible. Demon Blood is occasionally seen with decks that run a ton of Demons to surprise their opponent with a sudden big, cheap minion.

Starting Deck Suggestions

  • Dark Arts loves discard synergy. The 4 cards you can put in your starting deck are Malchezaar's Imp, Clutchmother Zavas, Boneweb Egg, and Silverware Golem.
  • Whether or not you use Soulcial Studies, Soul Fragments are a solid choice for starting decks. They have direct synergy with each other, consistent bucket support, and do well alongside Battlecry related Treasures.
  • For Soulcial Studies users, when you run out of Soul Fragment generators and no longer need the Hero Power, you can swap to Lord Jaraxxus and begin the assault of 6/6s.
  • Since you can pick what you discard with Dark Arts, it's safe to run tech cards like Harrison Jones. If you don't need him, you can just get rid of him to draw something you actually want.

Caution

  • Demonology 101 isn’t bad. It effectively a slightly cheaper Twisting Nether that crams a ton of Soul Fragments into your deck, and summons a 3/2 Imp in the deck it’s intended for. Collectively, the card is pretty good. It’s just not as strong as other options like Demonizer. There is nothing wrong with taking this Treasure. It’s just worth considering other options and not taking it just because of the Soul Fragment support.

Potential Combos

Example Starting Deck

Warlock Duels 12 Win Lineup
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Minion (11) Ability (4)
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Hero Power: Dark Arts

Starting Treasure: Killmox, the Banished One

Creator Notes: I use Sense Demons and Felosophy as a searcher and copier for Killmox by having him be one of the only Demons in my deck. This lets me start discarding him early for pure advantage while I search for C'Thun, the Shattered pieces. It sounds silly to run 2 cards that are meant to work with just 1, but a big Rush/Lifesteal minion that comes back stronger when Discarded to draw cards is just that good.


Warrior

Class Overview

All of the Warrior Hero Powers are offensive and defensive capabilities in their own right. Magnetic Mines is the most used and serves as its deck’s win condition given that they maintain Armor long enough; all of which take Scrapmetal Demolitionist to further this strategy. Bruising is usually used with Rush and Charge minions to have them attack twice, especially Brewster the Brutal. No Guts, No Glory is simply flexible between damage and defense that can trigger on-damage effects like Auto-Armaments or Frenzy minions.

Starting Deck Suggestions

  • Magnetic Mines insist on constantly having Armor, so almost any card that consistently provides it is worth taking.
  • C'Thun, the Shattered is a decent choice to give yourself something to wait for if you want to play defensively.

Caution

  • Weapons are powerful defensive tools, but you don’t want to trade with them too much in Bomb Warrior decks. You want to keep Armor on for as long as possible, so removal that doesn’t damage your hero is preferred.
  • Unfortunately due to how Frenzy activates, Blademaster Samuro won’t gain Attack until after the Frenzy effect goes off if you wanted to use it with No Guts, No Glory or The Floor is Lava.

Potential Combos

  • If you have Bruising, Lord Barov can almost always clear the board on his own.
  • Little known fact, if you play Grommash Hellscream and use Bruising to have it attack something and get damaged, it still gets to keep its Charge attack to go face with.
  • Out of all the Starting Treasures that scale throughout the run, Scrapmetal Demolitionist is probably the most deadly. It’s an easy source of several bombs, but Battle Totem can load up a huge chuck of your opponent’s deck with bombs while also giving you a pretty good amount of Armor.

Example Starting Deck

Warrior Duels 12 Win Lineup
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Minion (7) Ability (8)
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Hero Power: Magnetic Mines

Starting Treasure: Scrapmetal Demolitionist

Creator Notes: Armor is everything, and so is removal. I also run Rattlegore himself as a super sticky way to defend me and sometimes just go straight for face.


Conclusion

 I hope this extensive guide helps you rake in those wins! Is there something you think I missed or have a strategy you'd like to share? Lets us know in the comments so everyone can build off of each other's experiences!

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