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



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

Updated: 3rd of January. Any major changes to the previous version of this guide will have a * in front of it.

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.


Navigation Links


Passive Treasure Rankings

Passive Ranking System

Tier 1 - God Tier Passives that are valuable in any deck that support it.

Tier 2 - Great Passives in general that can definitely help you throughout your run.

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

Tier 4 - Niche Passives that are either drastically underpowered or a little too specific to recommend unless you built your entire deck around it.

Tier 5 - Passives that are so inconsistent with their value, they can actively harm you. 


 First Passive Ranks

Tier 1: 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.


Tier 2: Among the 1st Passives that provide discounts, the ones that effortlessly generate damage or stats are excellent picks. 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.

The impact of Book of Wonders varies wildly, but has the ability to outshine a lot of the other primary passives. This is only really a treasure for people who are willing to run its risks for bigger effects than most other options. Cannibalism and From the Swamp move into primary passive pool with effects that match the strength of their competitors. As far as Primary Treasures go, these are both great options, mostly for strategies that involve maintaining a wide board like token decks. All Together Now is pretty versatile since it discounts one of the most plentiful kinds of minions.

* Out of all the school specific Spell Damage, Kindling Flame benefits its particular school the most. Almost all Fire spells deal damage and can abuse this passive very effectively in a deck that revolves around Fire. Unholy Gift is a pretty nice pick for a first treasure. Death Knight cards are on par with some of the above average treasures, but there can be a few dead draws though like Army of the Dead in a spell-heavy deck.


Tier 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.

Staff of Pain was okay on its own and is prone to backfiring. But now it can contribute to the all-powerful Questline The Demon Seed, and it does a VERY good job at rushing the Quest progress and abusing the effect afterwards. Staff of Pain is also pretty good in Priest’s new Shadow/Aggro archetype. Stormwind finally gave Demon Hunters some pretty good incentive to run Fel spells. Wither the Weak adds on some extra power to the typically cheap Fel spells, making them an above average tempo play.

Doubling the effectiveness of Ever-Changing Elixir makes it a notably bigger threat now. It’s still a trade-off for a lot of decks though. This functions very poorly in deck with good minion effect like Deathrattles and Persistent Auras. However, it goes great with expendable minions like tokens and used Rush minions. Small Backpacks is effectively their way of buffing Small Pouches. It’s not a deck defining passive, but it’s MUCH better than its previous version and not a bad addition to any deck. Pillage the Fallen has nearly the same amount of value, with only a minor change that gives it a slight Attack buff. It’s likely that this was done to make low-rolling a zero Attack weapon less of a problem, as there were no innate problems with the passive.

All Shall Serve is the Demon equivalent of Starving, which also made it to this spot on the Tier list for being nearly the same effect for a different minion type. Without the self-damaging side effect, it’s less of a detriment to play a Demon-centric deck that wants to draw a bunch of cards. The problem with Dragonblood’s old effect is that it was too easy for your opponent to get around the effect. Now your value is guaranteed with the effect becoming a handbuff instead of a board buff that required multiple minions to survive and not die to AOE removal to make the most of it. The effect of Freeze Solid now involves a damage buff as opposed to instant destruction of minions. The most important aspect of this is the fact that it works against the enemy hero as well. This gives any Freeze Mage builds an actual win condition instead of more board control it doesn’t really need. It may still seem bad since there aren’t very many cards that Freeze heroes, it’s extremely significant that they receive double damage from ALL sources. This gives Freeze Mage the offensive potential it never had before. So if you have a decent board of minions or a high damage spell or two in hand, you can use just one of your Freeze spells or an on-damage Freeze minion to burst down your opponent a significant amount.

Firekeeper’s Idol is a relatively low-impact passive (as 1/2 minions with no effects don’t do much), but it provides an extra resource in your hand as well. It gives you just a little bit extra to play, and also triggers the effects of “If you played an Elemental last turn” card without having to cram a ton of Elementals into your deck to keep their effects live. Invigorating Light is still the weaker Holy spell passive, but it gives your hero Health too. This helps with the uselessness it had before when playing Holy spells on an empty board. While it does give your hero some extra Health, it’s roughly the same impact as before. The mana discount of Inspiring Presence is a really nice if you happened to be playing a bunch of legendary minions. Meek Mastery does great with neutral token generators, but makes decks that would otherwise be willing to sacrifice class cards for neutral ones far less powerful. It's great for decks that already happened to be running a ton of neutral minions.

*Druids and Shamans are the Nature spell classes. Natural Force can benefit both, but Druid’s Nature spells tend to involve Mana generation and value rather than damage. Shamans on the other hand have more damaging spells for Nature than any of their other spell schools, so they can make far greater use of this passive.


Tier 4: While some of the passives that interact with certain spell types have amazing effects, many of them are severely underwhelming. The Mana Discounting Treasures have too minor of an effect to really make the most of it. One 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.

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. Hold the Line's Attack boost is decent, but you can’t actually take advantage of it yourself. Your opponent has the initiative to respond to the extra Attack however they want. The most this passive can do is make specifically your minions less convenient to trade into.

The weapon draw and discount of Grommash’s Armguards is baseline (2) mana in value, which isn’t much even for a 1st passive. It requires you to add several weapons to capitalize on the effect. Since you can’t have more that one weapon out at a time, it’s not a very optimal deck building strategy. Mending Pools and its ability to heal your minions as well as your hero is great, but it suffers a major issue. It requires a game state that doesn’t happen very often in a very specific kind of deck. You need a decent amount of Nature spells, minions big enough to heal, AND for those minions to be damaged. In modern Hearthstone, a lot of people don’t bother damaging minions unless the damage kills it, so the value of the treasure won’t be live very often.

*Bitter Cold is nearly useless even in decks that like Frost spells, which is basically just Freeze Shaman. The Spell Damage doesn’t benefit Snowfall Guardian or Windchill and Snowball Fight will have a have a harder time chaining its own effect with it. Mages have decent Frost spells too. But if you’re running a ton of them, at that point you’re better off taking Freeze Solid instead.


Tier 5Arctic 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. The effect is too niche and underwhelming to be picked over other passives even in a Freeze deck. The Floor is Lava is a double edged sword. Even when effectively casting Inner Rage on everything you play results in a net increase in stats, Health is generally more valuable than Attack. This is especially true in a game mode that has a lot more removal on average.

 


Second Passive Ranks

Tier 1: 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. The minions from Party Replacement may be small, but they do come with a nifty effect, you get one every turn, and they’re absolutely free! Whether your opponent likes it or not, they’ll have to deal with those 2/2s somehow. They’re forced to use resources getting rid of stuff you’re just effortlessly and constantly getting. The Poisonous and Divine Shield ones are especially annoying.

*Mantle of Ignition is basically a permanent Zentimo and is extremely potent in any class. It can benefit your own board, like with Paladin’s Blessing of Authority or abuse targeted removal like with Shaman’s Stormstrike. The potential for getting TRIPLE value out of a spell is just too good to pass up.

*The Bronze Signet doubles the full value of every minion you draw, but this is done in the form of card advantage as opposed to extra tempo or high impact. Getting twice as many minions is fantastic, but there is no added efficiency to playing them like other doubling passives. This is a great pick, but only if most of the minions in your deck are good. If you drafted sub-parr cards, you’ll either end up with too many weak minions or have to lose tempo by playing them to free up hand space.

*Cloak of Emerald Dreams is arguably the best of the new card generating passives. All of the Dream cards are good. The spells are the better than the minions and are amazing when you just get a bunch of them for free. Even Laughing Sister and Emerald Drake are still decent since you don’t have to spend a ton of mana to dump them out of your hand and actually are above average minions for their cost.


Ooops, All Spells!

Tier 2: Emerald Goggles is a significant discount passive 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. Flame Waves gives all of your Fire spells the added value of a free Consecration, which is an amazing passive board clear. Realistically, Mages are the only ones who can pull this off. But with 2 damage AOE attached to a ton of your spells makes it very difficult for your opponent to establish a board.

The cost increase from Greedy Gains is intended to offset the benefit of the stat increase, but there is one thing in particular that massively abuses this effect, tokens. Minions summoned by cards (or better yet Hero Power) will gain the extra stat bonus without having to pay the extra cost minions you play directly will have. When used with these token generators, the efficiency of this treasure is basically double that of Captured Flag. This passive is amazing, but not every deck can capitalize on it . So even though it's insane in some decks, it’s not an auto pick unless you can cheat around the cost detriment.

Ooops, All Spells! and Khadgar's Scrying Orb both serve as extremely efficient discounts towards your spells. The former is good for ironing out all of the minions from your deck for those that would rather have easier access to their spells than their minions. Passively obtaining discounted copies of enemy minions sounds amazing, but Eerie Stone isn't perfect. Most people build their decks centered around their treasures. Their minions are extremely synergistic and rarely will you get the same value from playing them as they did. Killing minions with Shadow spells just gives you more things to play without losing tempo on playing the removal. Because of how people tend to build Deathrattle deck with the high impact ones, you can get a lot of milage out of Deathly Death!. This opens up unique builds that involve protecting your priority Deathrattle effects with other Deathrattle minions, like ones that also have Taunt. 

*Iron Roots works best in a token Druid deck, since a huge chunk of its support spells are Nature. You’ll pretty much always have a minion on board to buff and the extra stats directly contribute to that deck’s win condition.

*Runic Helm provides a steady stream of generally great cards, but does have one notable flaw; Sometimes you’ll get dead cards that stay stuck in your hand. Multiple Frostmournes and Anti-Magic Shells when you’re unable to keep a board. You can’t turn it off, so you’ll have to spend mana on them to make space, which isn’t always an optimal play. It’s also hard to draft a deck that builds off of all the Death Knight cards you’re getting, especially since they don’t all share a common effect you can capitalize on.

*Glacial Downpour provides astounding payoff for playing Frost spells. A lot of the time, you only really need to play 1 in a turn. This lets you space them out to summon as many Water Elementals as possible. They’re also pretty good minions too, and can contribute to Freeze Solid’s burst damage.


Tier 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. 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! Outside of this combo, Warriors have proven to make more use out of this treasure than others and could be considered Tier 2 for that class in particular.

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.

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. Unlocked Potential allows you to gain free attack on your high health minions, which can circumvent the tempo loss some cards have with their stat distribution. You'll have to build your deck with this treasure in mind if you want to use it, but it has the ability to become a major powerhouse with the right minions.

Being able to draw a card off of any Battlecry with Rally the Troops is valuable, but its discountability is somewhat limited. It comes down to free card advantage that will sometimes make it cost less. Hagatha's Embrace is still one of the slower secondary passives, but doubling the handbuff value makes it a decent competitor for the secondary passive slot. Orb of Revelation lost a lot of its combo potential, but is still a good way to get big discounts for spell centric decks. Corrupted Felstone finally provides a sizable handbuff that might be worth considering. However, it’s relatively difficult to build a deck with a balance of Fel spells and minions that scale well with big stats. It also has limited ability to snowball due to Demon Hunter’s lack of minions that directly scale with being handbuffed. Legendary Loot can give you amazing early advantage if you get your hands on the right weapon, like Woecleaver or Twig of the World Tree.

 * Expedited Burial makes high impact Deathrattles easier to combo with and can be played far earlier. However, since the minion is losing its stats as a price for its cost reduction, you won’t be gaining much board presence. One of the best ways to use this is alongside minions whose Deathrattles summon bigger things. The effect of Imp-credible Trousers isn’t horrible, but there’s a couple things wrong with it. It doesn’t generate any advantage immediately upon activation, and you can’t control when you get the payoff. A pair of free 3/3s per Fel spell is great, but the way in which you get it is pretty slow for what you need to be able to do to keep up in a Duels game.

*Just having +2 Hero Attack on your turn all the time is nifty, especially since it’s consistent damage that really helps with early game control and late game face damage. However, Battle Stance’s effect is very minor and has few synergies when compared to the game winning passives that entire decks are build to support. Idols of Elune gives your spells twice the potential, but it’s relatively inconvenient sometimes while trying to control which spell gets repeated when you want to play more than one in a turn. You also don’t get to continue your plays afterwards either. This treasure exists to be a weaker version of Double Time, a super rare 2nd passive that was seen as too strong to be so easily available. This lesser adaptation has its power level dialed down to fit in better with a lot of the other treasures on its level.


Tier 4: 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.

Band of Bees was incredibly powerful giving your small minions to trade into big ones, but the actual reason it was so strong was because it worked on tokens. Most cheap minions can be summoned in large amounts by card effects and even some Hero Powers. The new change eliminates that entirely. Now the only way to maximize its usefulness it to run several 1-2 cost minions, which makes the overall deck pretty weak. The only real way to abuse an effect like this is through minions that deal damage with effects like Wild Pyromancer and Knife Juggler. But if you really want to do that, you’re better off just starting with Vile Concoction as your Hero Power and make room for a better passive. Endurance Training is good at cheating in Taunt heavy decks, but having the minimum cost at (2) makes it relatively debatable on whether or not it's worth taking over other passives.

*Mages and Shamans with several ways to Freeze minions can get some decent milage out of Moora… I mean Ring of Black Ice. The value is entirely dependent on the minions generated. But a lot of Freezing cards hit several things at once, so you’ll at least get a bunch of stuff to play if you happen to be low on cards. However, this can muddy up your hand with mediocre to useless minions that you have to spend mana on to get out.


Tier 5: 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. Elixir of Vigor was always a tough passive to make useful, since a lot of the cheap minions decks run will just screw with your draws if two of them go back into your deck. It's only good in the very rare kind of deck with tons of draw and only valuable minions you want constantly recycled. It's an extremely niche treasure, but it does have its possibilities like in Quest Mage for getting extra copies of Arcanist Dawngrasp.


Active Treasure Rankings

Active Ranking System

Tier 1 - Treasures that can win you the game on their own!

Tier 2 - Extremely useful treasures that can turn the game around when used at the right time.

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

Tier 4 - Lackluster effects that won’t be super game-changing very often.

Tier 5 - Treasures that can easily backfire unless you have nothing to lose.


Active Treasure Ranks

Tier 1: 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 Summoning. 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. Ancient Reflections actually has quite a few amazing targets that can win you the game. This treasure even appears in Top Duels Moments most weeks.


Tier 2Blood 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.


Tier 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, Surly Mob, 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. It's especially abusable with Deathrattle triggering effects. 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. Now that Hunters have a a plethora of ways to summon and use a huge board of beasts, Butch can now get to big numbers more reliably.

*Black Soulstone is not only capable of generating a powerful treasure, but it goes back into your deck to do it again! The only thing holding it back is its cost. Spending (6) mana to get one card kind of goes against the cost efficient nature of active treasures. It’s hard to find a good turn to slip this into, but it’s fantastic value if you can. It’s especially useful if you can cheat out the value without losing too much tempo.


Tier 4: 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. 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.


Tier 5: 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 also give your opponent extra cards. Puzzle Box sounds good at first glance. The problem is that the optimal time to use it is when your board is big and your opponent's is empty. But if that's the case you're already in a pretty good spot and don't really need it. It also doesn't help at all if you're behind. It's strictly a Win-More card, which aren't very good on their own. 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.


+ =

Tier 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. 

* The Lord of Terror brings destruction upon the Duels meta. Whether Diablo is the strongest hero or not, he's definitely the most popular right now. We've added a section just for him while he's available for those that want some tips for using this new dual-class!

Diablo

Class Overview

Diablo gets the benefits of having access to two classes. His Hero Power grant support for existing archetypes in Warlock and Warrior. Since Diablo is both new and limited, this guide will go over all of the Hero Powers and treasures instead of just the best ones.

Hero Power

Primal Power is a simple Hero Power that does a few things that have synergies with both Warlock and Warrior cards that involve Armor gain, self-damage, and attacking.

Demonic Transformation just replaces a card in your hand with a somewhat cost-efficient Demon. It technically creates (1) mana worth of value, but has no controllable aspects. This only really works in Discard Warlock. Despite the name of the Hero Power, it doesn’t actually transform what you discard. So it’s possible to get endless Demons if the effect hits Killmox, the Banished One, Clutchmother Zavas, or High Priestess Jeklik.

Doom Charge is astounding for Big Warrior decks, but mostly if the minions have good Deathrattles like Rattlegore and Cowardly Grunt.

Signature Treasures

Claws of Terror is a neat staple option that can work well in any deck, especially with cards that give weapons durability.

Fire Stomp’s control potential is pretty great against decks that manage to get out a board hard to deal with on early turns.

Apocalypse is a win condition on its own that lets you rush down the last of your opponent’s Health. You do need a plan though since it takes most of your turn and doesn’t let you set up your board in advance for it.

Soulstone Trap is comparable to Shadow Word: Void where for (3) mana it removes a minion and generates value based on its stats. However, the damage scales with Attack, your hero gains protection, and takes up no board space. It’s great as a simultaneous offensive/defensive tool.

Horns of Flame functions like Archmage Staff but for a different pool of spells. The average Fire and Shadow spell comes in the form of some kind of removal, so this is a very control oriented passive weapon. The only drawback is that it discourages you from playing other weapons, and definitely doesn’t want you to use Primal Power with it.

Starting Deck Suggestions

  • Primal Power is extremely good at completing The Demon Seed all by itself as well as abusing the reward!
  • Big Warrior decks should absolutely include Rattlegore, allowing Doom Charge to potentially endless amount of enormous hard to kill beat sticks.

Caution

  • If you plan on running cards that gain armor, you may not be able to make much use of healing effects if your hero never gets damaged. You'll probably have to choose one or the other as a form of recovery if you want to run a lot of it.

Potential Combos

Example Starting Deck

Due to the fact that you can't build a dual class deck list the normal way, a list of all the cards will have to do.

Athletic StudiesDrain SoulMan the CannonsMinefieldSoul ShearFull-Blown Evil, BarricadeHysteria, Reaper's ScytheBrawl, Humongous Owl, Mo'arg Forgefiend, Plagued ProtodrakeRattlegore, N'Zoth, the Corruptor

Hero Power: Doom Charge 

Treasure: Fire Stomp

Creator Notes: Doom Charge giving you just one Rattlegore can sometimes be what wins you the game if no one has already gotten insane early advantage. Spamming out other big Deathrattles also contributes to the insane power of N'Zoth, the Corruptor!

I didn't make a Warlock Questline example deck, but it's another extremely powerful and aggressive strategy. Primal Power can easily turbo out The Demon Seed rewards all by itself. Adding in all the extra self-damaging cards just piles on the burst potential Diablo already has.


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

  • Soul Fragments have direct synergy with each other, consistent bucket support, and do well alongside Battlecry related treasures.
  • Death Synergy (like Wrathscale Naga and Nethrandamus) adds to Illidari Strike and Gift of the Legion value.
  • Demon Hunter’s Deathrattle cards might be awkward in early rounds with so many deck thinners and so few cards, but there are enough buckets and treasures you can draft to make the deck much more consistent.
  • Jace Darkweaver and a few other minions made running a few Fel spells actually not too bad of a choice.
  • *There's enough Big Demon support to allow this archetype to hold its own in Duels.

     

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 Stargazing. It 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 Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (11) Ability (2) Weapon (1) Playable Hero (1)
Loading Collection

Hero Power: Infernal Strike

Starting Treasure: Mo'arg Outcast

Creator Notes: Deathrattle Demon Hunter still remains good enough for Duels because of how many passive treasures it can put to good use.


Druid

Class Overview

All of Omu’s Hero Powers have their place in the meta. Nature's Gifts 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

  • The Survival of the Fittest/Carnival Clown combo is much more effective when you can reduce the cost with Invigorating Bloom.
  • Guardian Animals and 5-cost Beasts get a lot of support in drafts.
  • There is also a fair amount of spell-based Tokens cards that can work with spell-based treasures for maximum aggression.
  • Nature's Gifts can complete Lost in the Park at a decent rate without having to pack a whole bunch of Attack gaining cards.
  • *Beast-based Token strategies have enough cards to construct a starting deck now

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.
  • Jerry Rig Carpenter can give you both versions of Warden's Insight.

Example Starting Deck

Druid Duels Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (9) Ability (6)
Loading Collection

Hero Power: Harvest Time!

Starting Treasure: Warden's Insight

Creator Notes: Token Druids don’t get much direct support from treasures, but it can get some pretty strong possibilities like Jerry Rig Carpenter with Warden’s Insight or Heart of the Wild with Mantle of Ignition.


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.
  • A deck centered around Deathrattles that summon a lot of extra minions is both accessible and supported with buckets.
  • Survival Training can actually use the rewards of Defend the Dwarven District and is even more effective than the base Hunter Hero Power.

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 Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (12) Ability (2) Weapon (1)
Loading Collection

Hero Power: Death Games

Starting Treasure: Death Strider

Creator Notes: Deathrattles still remains at the top of Duels Hunter decks, except with a couple extra options. The most notable is Korrak the Bloodrager summoning more copies of himself. It’s even harder to get rid of than Nerubian Egg or Bloated Python since the minions being summoned have the Deathrattle as well.


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.
  • Fire spells have support now, and Flame Waves is so good, it can actually be work trying to get a hold of by having a majority if not entirety of you spells be Fire.
  • People are using Secret Studies now to draw out secrets that satisfy the conditions for Sorcerer's Gambit.

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 Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (8) Ability (6) Playable Hero (1)
Loading Collection

Hero Power: Wyrm Bolt

Starting Treasure: Infinite Arcane

Creator Notes: Whether you pick Wyrm Bolt or Frost Shards, Arcane Burst is a worthy transition from both. You’ll want a lot of draw power to fish out your key cards. Infinite Arcane helps preventing fatigue and recycling big plays like Mordresh Fire Eye.


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 Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (12) Ability (2) Weapon (1)
Loading Collection

Hero Power: From Golden Light

Starting Treasure: Favored Racer

Creator Notes: With so many Divine Shields in the deck, your chances of being offered Righteous Reserves and Avenging Armaments are quite high. This plus a few handbuff cards makes this build extremely potent. With both these passives and mostly Divine Shield minions, you can easily create a constantly growing hard-to-kill board.


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.
  • Holy spells don’t have much support in Priest at the moment, but they do largely take the forms of healing and removal. Running Mind Tether and managing to snag Divine Illumination as your first passive can give you the resource cycling and control you need to gun down the opponent with your Hero Power.
  • Priests can more easily use Dragon treasures now that they can start with Duskbreaker and Twilight Acolyte.
  • Shadow Priest support really helps the Mind Tether game plan.
  • *Xyrella, the Devout lets Deathrattle strategies become even stronger than they already are in Duels.

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 combining with the many Treasures that has to do with Discover, Shadow, and spells in general.

Example Starting Deck

Priest Duels Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (8) Ability (6) Playable Hero (1)
Loading Collection

Hero Power: Shadow Mend

Starting Treasure: Shadow Word: Void

Creator Notes: Shadow Mend is a great tool to stay healthy and draw cards, but mostly if there’s something you’re digging for in your deck. Xyrella, the Devout is a very suitable win condition. Not only is repeating you Deathrattles a big play, but your Hero Power also doubles as a source of damage that can gradually blast your opponent’s Health away.


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.
  • Kingsbane can make the huge weapon buff from Deadly Weapons 101 permanent.

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, Rogue lacks an iconic spell type and several minion mechanics. It's exempt from a lot of the 2nd passives, so they’ll actually be offered this Treasure more often than other classes!

Example Starting Deck

Rogue Duels Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (10) Ability (4) Playable Hero (1)
Loading Collection

Hero Power: Roguish Maneuvers

Starting Treasure: Ace in the Hole

Creator Notes: Thief Rogue doesn’t sound like a reliable strategy in Duels, but it has actually proven its worth in multiple instances during testing. This build combined with Inspiring Presence or Sticky Fingers as a first passive performed phenomenally.


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.
  • Running only Nature spells and Elementals has proven to be really good thanks to Primal Dungeoneer. This can also work in Duels since plenty of buckets can offer more support for it. Sure more spell-based treasures aren’t Nature, and the Dungeoneer doesn’t get the bonus effect if it gets drawn. But that means you just tutored out your treasure, which is usually more valuable than just getting the extra Elemental.
  • Command the Elements is extremely easy to complete when Stormcatcher can ignore all the Overload.
  • *There are a couple decent Frost-based treasures that can push Freeze Shaman plays further.

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 Ooops, All Spells! on a 1st Passive!

Example Starting Deck 

Shaman Duels Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (10) Ability (5)
Loading Collection

Hero Power: Ferocious Flurry

Starting Treasure: Tempest's Fury

Creator Notes: This is basically Freeze Shaman but with cards that greatly benefit Ferocious Flurry. This Hero Power, Rockbiter Weapon, Stormstrike, and the Stirring Rod Cookie the Cook gives you all work really well together.


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 Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (9) Ability (5) Playable Hero (1)
Loading Collection

Hero Power: Dark Arts

Starting Treasure: Killmox, the Banished One

Creator Notes: Dark Arts is really good at cycling through your deck without losing a huge amount of tempo, and transitioning into Dreadlich Tamsin makes it even better. This helps you get closer to your C'Thun, the Shattered pieces.


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.
  • Ringmaster Whatley has encouraged a Menagerie style deck for warriors and does so pretty well. With Kresh, Lord of Turtling and Mutanus the Devourer, there are now enough good minions with types to have N'Zoth, God of the Deep fill the whole board without having to find mediocre alternatives.
  • * Outside of massive early-game swings, Duels have a tendency to last longer than normal games. The infinite value from The Juggernaut after completing Raid the Docks can stand out more than in normal Hearthstone games.

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 chunk of your opponent’s deck with bombs while also giving you a pretty good amount of Armor.

Example Starting Deck

Warrior Duels Example (Alterac)
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (6) Ability (9)
Loading Collection

Hero Power: Magnetic Mines

Starting Treasure: Scrapmetal Demolitionist

Creator Notes: New Armor synergies have allowed Bomb Warrior to be an even bigger threat. In addition to Bombs carrying out your win condition, Captain Galvangar is an astounding backup closer!

 


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!

87

Comments

  • To post a comment, please login or register a new account.
Posts Quoted:
Reply
Clear All Quotes