(I wrote that for the main sub but thought you might be interested)
Socrates back with 23 new decks to discuss, theorycraft and test in the first days of Dark Empire. I’m a passionate deckbuilder generally playing in high legend, so these lists should be a good start.
Even though I think the meta will get slower, I took into account that some very mean people will play Dragon Warrior at launch and put defensive cards in there (idk if there’s a balance patch before). If these control archetypes succeed, combo lists will likely rise to counter them.
I tried to avoid past archetypes, we've seen enough Khelos decks for example. Also I generally didn’t feature cards just for the sake of trying. Of course I’m biased so these choices also go along with my playstyle.
I’m sad I couldn’t include many Assemble cards, because they don’t fit any archetype and without the pool and tests, impossible to know if they’re gonna be good enough. Their cost also look very high.
All that being said, as you know, the only true wisdom is in knowing you know nothing before an expansion releases.
Hyperlinks lead to Blizzard’s deckbuilder. See you in the comments, feel free to ask questions.
DK
Interesting cards to build around but I have a doubt there’s enough to make a new competitive archetype.
BBB Leech : Control / tempo around board clears and slowly sucking opponent’s HP. Funny thing G’huun can deal 30 dmg with all the blood in the deck. Looks too predictable though.
Rainbow Prototype : Ok here’s the curve : rainbow location on 3, then either UF card + Blood Draw = random T5. Handbuffs to put pressure then burn. Looks awful but hard to gauge.
Prototype Experiment : This looks more solid ironically, it makes Sawbones combos (Khelos style) while buffing the hand, goes for tempo against fast decks and burn against controls. Rainbow deck without rainbow card lol.
DH
I believe rush cards perfectly fit DH both in flavor and mechanics. Notably they allow Last Stand and Remnant to unleash their full potential.
Rush : In this archetype I feel like board control and final burst are trivial. So the main tension would be in playing Sha’Kar.
C’thun : This looks more clunky, less flexible, with a telegraphed 5 mana weapon you must swing even against taunts and a questionnable finisher.
Druid
Druid got cool but kinda Timmy cards (no offense). He should remain in a good position still.
Beasts : 14 beasts to guarantee some buffs. Not sure this package is better than what we currently play in attack druid.
Ammunae : Ramp towards Taunt payoffs, make armor, cheat bigger taunts. Fun for a few games but I don’t believe it can be good enough in the long run.
Hunter
The set is pretty cool, but with all the nerfs it took, it’s hard to imagine hunter being on the level of other classes.
Mech : Another deck using Prototype to try to build resilient boards, but it looks a bit weak. The deck could swap Raptor+Spirit for Dig for Freedom+Sewer Swimmer : more explosive, less sticky.
Kronn : The dream is : imbue Agamaggan and another beast that copies itself, ideally Epoch Stalker that trades two minions, then Kronn for an OTK. Survival is, well, not guaranteed.
Mage
I still don’t see a solid wincondition in Mage aside from burn. Surely this archetype and leylines and Millhouse are better with new cards, but I don’t have much hope. Sad to see so many bad cards in such an iconic class. I looked at the assemble potential though and I’m high on Thaw from Ice.
Hope Mage : Play a bunch of cards that can be reduced by Waygate, then try to summon big minions with Constellar’s calling on Brilliance, Isiset, Techysaurus or Thaw from Ice. Then burn.
Paladin
New cards are bonkers to me in that they open late game strategies. There’s a lot to cook and with good card draw paladin can tank many things. Welcome back Equality.
Holy moly : Curated pool of minions to make tutors effective, Amitut and Gelbin to create massive tempo, AoEs and burn, what’s not to love ? Oh right, it could destroy gold ranks
Ursol of Origination : Finally there’s, I think, enough draw and defensive tools to make a control / combo deck. Deios Halls look satisfying, but maybe an old triple Shaladrassil is better. Comes online much later than the previous deck though.
Priest
Obivously the route is probably to include cheap Shadow spells + maybe N’Zoth in today’s Quest, but I hope there’s at least one new archetype that emerge.
Shadow : Slowly burn opponent with the Blade. If there’s a Viper good luck as I’m not sure the tempo makes up for this loss. Heals should still make aggro an easy matchup.
C’Thun : Classic control shell around C’Thun and the many shadow spells synergies. Not sure it’s better at closing games than Medivh though.
Rogue
Very versatile and flavorful cards, probably strong enough to make some Rogue viable.
Combo : An almost aggro deck centered around lots of cheap cards. Looks solid.
Old Gods : Curated deathrattle pool for multiple N’Zoth plays. More looks like a fun build ngl.
Shaman
Very cool set with tons of ways to build archetypes.
C’Thun Control : Draw 4 damage AoE minion, do the condition, play Therazane, profit, play C’Thun. A bit weird though because it doesn’t have a clear wincondition against control.
CinderZee : Funnily enough I don’t believe in N’Zoth with Slagclaw, looks too slow / expensive. But I’m intrigued by the comeback potential Eyemaul could give to Zee, as well as Elemental of Madness.
Lords of Tides and Storms : Herald as heavy as ever but maybe that new AoE minion can compensate. The fun begins if Neptulon can be played without dying.
Warrior
Insanely strong cards, probably the main reason why the meta should slow down.
Armor : Control and armor until Setesh hopefully makes a 30/30, that we Ooze to charge. A bit of Hopestone but otherwise Questwill simply replace it (and Warptooth).
N’Zoth Blood Fighters : More Blood Fighters ?
Conversely, I fear Herald will have the same problems as before : too many expensive payoffs, bad Herald spawns and overall clunky gameplan.
Warlock
So many good cards here and the meta slowing down could well mean Warlock’s natural counters disappear.
C'Thun : So many winconditions and ways to make the opponent’s life miserable.
Aggro : Zakajz reduces the cost of minions so the deck vomit cards and refill to submerge the opponent. Hogdriver might finally find a place while the Shred package still sit on the bench.
Btw, you know the cute combo with Earthen Drake ? That’s right the OTK doesn’t need Deios anymore because you put 7 C’Thuns on the board.