With almost two months since the Frozen Throne's release, we're in the middle of the road between this and the next expansion. Usually, it's the point at which the meta gets really stale. Luckily for us, the nerf patch had a significantly bigger impact than expected and it shuffled the meta around more than once. To be completely fair, we don't think that the meta is completely figured out yet, and so the best decks showcased here might go down a tier or two in the upcoming weeks.
The post will be divided into two parts. First part will be about the best decks - basically only the high tier meta decks, which were piloted to high Legend ranks by multiple players. The second part will be about the interesting decks - those decks are also somewhat viable (we won't write about the decks that simply don't work), but might not be a Tier 1 / high Legend material. However, they're more unique in the current meta and should be considered more "fun" by some players. Interesting decks are also experiments which might, or might not get a "best deck" tag later. If some new, unique deck will be created, we'll put it under "interesting" and see how it develops. The decklist showcased under each archetype are example lists. In most of the cases, there is more than a single decklist that's popular on the ladder. Feel free to visit our official decks section for more lists.
But without further introduction, let's open up with the recent standout lists.
Our Guide: Tempo Rogue Guide - Frozen Throne Deck List (October 2017) (Coming Soon)
Tempo Rogue was the biggest winner of the nerf patch. The deck that was probably around low Tier 2 has become a number one meta deck in a matter of days. Some of the fastest decks in the meta took a hit - Aggro Druid, Pirate Warrior and Murloc Paladin have all been nerfed. The decks are still good, but that's another story. Given that they've all have significantly dropped in popularity, we were left with almost no Aggro decks left. But the meta will always fill a void like that. We had a few faster decks popping out, but it was Tempo Rogue who really won the lottery. While I dislike calling a deck "broken" prematurely, it's without a doubt the most powerful archetype right now. With pretty much no bad matchups across the board (Highlander Priest is probably the worst right now, but it's still far from bad) the deck has started its dominance.
As for the decklist itself, the best variant still hasn't been figured out. We seem to get a new version every day and it's just as successful as the previous one. At first, it seemed that Prince Keleseth is one of the main reasons why the deck is so powerful, and yet some people have hit high Legend ranks with "princeless" lists (adding double Eviscerate, Golakka Crawler or some other cards into the 2-drop slot). Multiple cards are going in and out of the builds. We've seen lists running Xaril, Poisoned Mind, The Curator (with Coldlight Oracle and Vicious Fledgling), Shadowcaster, Naga Corsair, Prince Valanar, Bittertide Hydra, Plague Scientist, or even Cairne Bloodhoof. Given that some of the established meta decks used to have like a 28 cards core, it's really fun to see so many changes in the Tempo Rogue. It also makes the meta more diverse and lets good deck builders gain a slight edge over netdeckers (since they can adapt to the ever-changing "most popular" list much faster).
I'm pretty sure that Tempo Rogue will surprise us a few more times, and that it will stay as one of the best meta decks until the next expansion. So if you're not sure whether you want to learn how to play it, or spend some dust crafting necessary cards, I'd say that it's worth it.
While some have predicted that Highlander Priest will be the number one deck in the post-nerf meta, I think that we can say that Tempo Rogue has stolen that spot. At the same time, it's still a dominating force in the current meta, even more so than it was before the nerf patch. The fact that the first player to hit Legend this season was running the deck and ended up with about 66% win rate (which is a lot early in the season, given that you face other Legend players all the time) should be enough to convince any non-believers that Highlander Priest is powerful. As an extra note, the deck featured above is exactly the same deck Hunterace used for his very early Legend climb.
Unlike Tempo Rogue, Highlander Priest is much closer to being "solved". Well, it was popular pretty much since the first day of the expansion, so people had much more time to optimize it. Almost every list on the ladder is fast, cycle-heavy and with a combo finisher (Prophet Velen + Holy Smite + possibly a Mind Blast). The differences are mostly in tech cards. Of course, it doesn't mean that you can't be a bit more innovative. Looking at the build above, the card that immediately catches your attention is Holy Fire. Last time I remember this card seeing more play was a few years ago in Control Priest, but even then it wasn't super common. So what does it do in this deck? Well, it's a response to the 5/5's that are very common right now. Cobalt Scalebane is one of the best 5-drop options, while Bonemare is the most common card on the ladder (yes, it's in about 1/3 of the decks right now). Not to mention that the card adds a bit of everything to the deck. More burst if you need it (e.g. Hero Power + Holy Fire + Hero Power + Mind Blast + Hero Power is a 16 damage combo), or some healing if you're getting low on health.
Believe it or not, but Murloc Paladin is still a strong meta deck. Sure, the Warleader's nerf had a significant impact on the deck's resistance to board clears, hitting a good Murloc curve into Gentle Megasaur is as deadly as ever, and Coldlight Seer fixes the health problems a bit. So why no one plays it after the nerf? Well, it's really hard to say. I think it might have something to do with people disenchanting their Warleaders, or maybe it has something to do with the fact that people don't like to play stuff that was just nerfed (I've seen it in many online games before).
Funnily enough, while the Warleader's nerf was definitely a hit to the deck in the vacuum, it might actually be even better than it was before. The fact that it's unpopular basically means that no one runs Hungry Crabs. Even Hunters and Aggro Druids, where Hungry Crabs were incredibly common techs, have been cutting them because there is simply nothing to hit. So right now you don't have to play around getting your big Murloc eaten out of nowhere (it always felt bad to buff Finja, the Flying Star with Spikeridged Steed just to get countered by a 1-drop).
So yes, Murloc Paladin is one of the best decks right now. Still. As for the decklists, they didn't really change. You could honestly run the pre-nerf deck and it would be just fine. Like I've mentioned before, the only difference is that people are starting to add Coldlight Seers to compensate for the health buff lost. And so, you can choose between +2 Health or +2 Attack depending on what you need at the moment. I think it's nice that you don't have to play around both (at least not before Turn 6), Murloc floods are still strong, but right now Paladin often has to make an actual decision whether he wants to make the board stronger or more durable.
The list featured is the one Georgec used in the ESL UK Qualifiers. He went 7-0 with his line-up, so it was a quite successful run.
It's really interesting that Zoo Warlock has jumped from an unpopular, off-meta deck to a high tier meta deck so quickly. Similarly to Tempo Rogue, it has heavily benefited from the nerf patch. Like I've said when discussing the Rogue, faster decks will always be in the meta because it's simply the most efficient way to climb the ladder and the best way to counter some of the greediest or most "uninteractive" decks.
And just like Tempo Rogue, it's another deck that takes advantage of the Prince Keleseth. However, as much as some pros have tried to build "princeless" Rogue lists, it's an absolute staple in the Warlock. Why? Because the 2-drops slot is very weak in Zoo anyway and because Warlock can compensate with tons of 1-drops. After playing around with Keleseth in Zoo, the only 2-drop I've been really missing is Dire Wolf Alpha, but hitting Keleseth is way, way more impactful.
Even though Warlock can't bounce him multiple times like Rogue can, the effect itself is probably much stronger in Zoo. Since the deck is all about the on-board tempo and all about the minion trading, basically everything that's related to minions, the extra stats are handier than in Rogue. Rogue can still come back on the board with SI:7 Agent, Vilespine Slayer etc. and sometimes it doesn't even have to, because of all the burst available. Zoo, on the other hand, has much harder time coming back and that's why staying ahead (thanks to the stronger minions) is so important.
Another cool thing about the current Zoo lists is that they're taking a more Midrange approach by adding 2x Despicable Dreadlord and Bloodreaver Gul'dan. Warlock Hero might seem too slow, but after playing around with it, it turned out to be a very solid finisher. It's about that time when you're really running out of steam, and having a huge tempo swing from resummoning the Demons, potential immediate burst with Doomguard and obviously extra 3 damage per turn it exactly what the deck needs.
The featured list was piloted by GingaNinja to #22 Legend last season.
I can't lie, nerf to Innervate hit Jade Druid pretty hard. The win rates have dropped across the board. But the deck still stays strong, even though its play rate has dropped significantly. It might still be a bit too strong, but right now it's nothing a Skulking Geist tech can't fix. The biggest problem with Jade Druid before was how unpredictable it could be. Because they could gain up to 4 points of mana out of nowhere, it was really hard to predict their plays sometimes. Like, right now you see that they're at 9 mana, so you know that you can expect Ultimate Infestation next turn. It still hurts, but you can prepare for it. Before, it could come down on Turn 8, or even Turn 6 if they hit double Innervate.
However, since Ultimate Infestation wasn't changed, the deck still has an insane way to refill the hand. The first turns have taken the biggest hit, which made Druids run more early game techs like Doomsayer or Golakka Crawler. Alternatively, a lot of the decks have decided to add 2x Mark of the Lotus instead. This tech serves two purposes. First, it heavily improves your first Jade turns after the ramp. For example, you often ended up dropping 2x Jade Spirit after ramping/drawing, but the Jades were still at let's say 2/2. Now, 2x 2/3 + 2/2 + 3/3 is not that good of a board. But if you put an AoE buff at it and turn it into 2x 3/4 + 3/3 + 4/4, now it's significantly better. And maybe, more importantly, the card combos really well with Spreading Plague. Getting a lot of 1/5's is already good, but if you can turn those 1/5's into 2/6's... well, now that's a proper counter to the board floods. And it does its job quite well. The main downside of the Spreading Plague was that the Taunts had 1 attack, meaning that the opponent could value trade into them very often. As 2/6's, they put a better fight back.
The featured list was created by Casie and then piloted to #1 Legend by Zanananananan (offtopic: if it was my name, I would never remember how many "an"s I have there). The only "weird" choice is Power of the Wild, but that's basically like a third, just a slightly weaker, Mark of the Lotus. However, another common tech choice I've been seeing lately is the Dirty Rat + Mind Control Tech combo. I've seen MCT's for a while already, but Dirty Rat can push that card over the top. Remember how many times your MCT was useless because the opponent was staying at 3 minions. Now you can just add that 4th minion to the board. Not to mention the instant wins from pulling Archmage Antonidas vs Exodia Mage, or let's say Raza the Chained vs Highlander Priest. But no matter what techs you choose, the deck is still probably Tier 1 (or AT LEAST high Tier 2).
Another deck that became much more relevant after the nerf patch - Token Shaman. It first became popular about a month into the Un'Goro and it's a staple in a lot of the line-ups since then. It's also another deck that's pretty much "solved". While yes, some people are trying to experiment, the lists you see on the ladder are, well, almost the same. I mean, you might see some small changes like dropping the second Bloodlust, or the Saronite Chain Gang and playing something else instead, but 90% of the Shaman decks on the ladder will look like that.
There's not really a lot to say about the deck because it's been played in the same form for the last 5 months or so. It's just good in the current meta. It's a high Legend material. While I wouldn't call it a Tier 1 deck at this point, it's a solid Tier 2 list.
Control ("Big") Priest
If you follow my posts, then you probably know by now that I hate this deck with my whole heart. But I have to admit that it's a strong deck in the current meta. Slightly weaker than the Highlander variant, yes, but still good. The deck has like 25+ cards core, so it doesn't really change much. The removal package, the revive package, the big minions package etc. are all the same across the decks. The only real difference is in the tech cards. Some people play Silence, others don't. Some people run Mind Vision or Thoughtsteal to "fill out" the dead turns (and possibly steal something meaningful). Mass Dispel is also a semi-common tech - after all, Silence is good in the current meta and you don't want to run Spellbreaker as a Silence option because it might mess up with your Barnes / Shadow Essence pulls.
Even though the deck looks a bit crazy for someone who hasn't got a lot of experience, it's actually quite straightforward. The plan is to get one of your big minions somehow, then spend your mid game reviving it, then start dropping the rest of your big minions in the late game. Sometimes a single Barnes high-roll can win you the whole game. On the other hand, there are some games where you just don't draw anything to play and you drop your first minion or Turn 9 (if you even manage to survive that long). It's definitely an interesting deck, and if you like playing a huge minion after huge minion and completely crushing your opponent in some games, then you'll definitely enjoy it.
This specific build was used by Controlguy to hit #5 Legend on NA server last season.
Did you think that the Innervate nerf will kill Aggro/Token Druid? I have to say that such a thought went through my mind once or twice. Because let's be honest, some of the most disgusting Aggro Druid openings were available only thanks to the Innervate. But I kept forgetting that the deck still can snowball like crazy and that it forces the opponent to have an AoE clear after AoE clear, or else he dies from Savage Roar. And that part didn't change.
Current decks are very similar to how they looked before the nerf. Just remove two Innervates and add two different cards (Southsea Captain or Genzo, the Shark are common options). Some builds (like the one from JohnnyStone I've featured) also replace Bittertide Hydra with some other stuff. In this case, Cobalt Scalebane. It feels like people were sleeping on this card at first, but now they've realized its potential and are putting it into a lot of decks. It comes one turn before the Priest's Dragonfire Potion and it plays around it perfectly, since it's a Dragon. You drop it while having 2-3 other minions and now Priest has to choose between clearing it (and leaving rest of the minions) or playing Dragonfire Potion and leaving this on the board. While it's still not a Priest kryptonite like some of the 4 Attack minions, it's a great tech vs the second most popular class.
Outside of that, there's not much to talk about. The gameplay didn't really change. The only difference is that you have to mulligan for the 1-drops even harder because it's more difficult to curve out without the Innervates.
So... I won't really say much about this deck because I just can't. I haven't played the Keleseth version yet and I didn't face it on the ladder at all. I've played at least a hundred of games since the nerf patch and I've faced the Keleseth Pirate Warrior... once? And he flopped with the draws, so it was an easy win for me. I also didn't see it much on streams, or in tournaments. So basically, I can't talk much about the deck.
Its position in the Best Decks is because of the stats. Both Vicious Syndicate and Metastats say that even after the nerfs, it's still a decent deck. Sure, Fiery War Axe was probably the most severe nerf in terms of its actual impact. Pirate Warrior's Turn 2 was already weak, while the deck's Turn 3 was already bloated. And so, clever minds have decided to drop the only 2-drop that the deck had left (Bloodsail Raider) and run Keleseth instead. I mean, it's probably a good decision, at least better than adding sub-par 2-drops. However, it made the whole deck much less consistent. Since you can't play a Turn 2 Fiery War Axe, your early game board control will be weaker. You also won't be able to curve with T2 Axe into strong minion on T3 (especially Bloodsail Cultist to upgrade your Axe). And since you now have only a single 2-drop (instead of four you had before), drawing it vs not drawing it is a huge deal, especially since it's Keleseth and drawing it means that the rest of your deck will be stronger.
Pirate Warrior has dropped a few % in win rate, but it still keeps itself above the 50% level. However, more importantly, it has SIGNIFICANTLY dropped in popularity. The fact that Golakka Crawler is one of the most common techs, thanks to the Rogue, doesn't help the whole thing. I'm keeping it under "Best Decks" for now, but I'll give it a shot and see how everything develops next week.
OldBoy's N'Zoth Control Warrior
Yep, that's in OldBoy's line-up for the HCT Summer Championship. I know, the tournament meta is different, you can ban something etc. but it's still fun to see a Control Warrior deck. An important note is that it's NOT a Fatigue variant, as it runs only a single Dead Man's Hand (and no Coldlight Oracles). Most of the games with this deck are won through one of the oldest methods - forcing your opponent to concede because he doesn't want to play that match anymore. It usually happens after you clear every threat he has and runs him out of cards while being at high health yourself. But, unlike some of those "concede" decks, this one has an actual win condition - N'Zoth, the Corruptor. Not only a single N'Zoth, but two of them - running one Dead Man's Hand means that in a very long game you can play it two times. And what's even more important, since you run Direhorn Hatchlings, each N'Zoth will also shuffle a few 6/9 Taunts into your deck. I mean, two N'Zoths and up to eight 6/9 Taunts (eight rarely happens, but five or six is common) is enough to outlast most of the slower decks.
But before you jump in and start crafting cards for this deck, remember that Control Warrior isn't good in the current meta. Yes, you can hit Legend with the deck if you have a lot of practice, but you should prepare for most of your matchups to be poor.
DerpyTroller's Pilfered Power Aggro Druid
At first it looks kind of like a normal Aggro/Token Druid list. But then you look closer and see that the curve is off, no one sane plays Bonemare AND Ultimate Infestation in the Aggro Druid. Then you look even closer and notice one key card - Pilfered Power. Pretty much no one has played it before. Slow decks didn't have enough minions to consistently take advantage of it, while faster decks didn't want to lose the tempo. But well, someone has tried it now and it surprisingly works better than expected.
The idea behind this deck is to flood the board early, just like Token Druid can. Then, when having at least two (but even better if you have three or four) minions on the board, you play Pilfered Power and gain extra mana. With the right hand, you can ramp up much better than Jade Druid can, and with only a single card. But what you can do with that ramp if you run out of steam quickly anyway? Well, there's one Druid card that draws you some cards... while dealing damage... and putting a body on the board. Yes, you just play Ultimate Infestation. It's a weird choice in Aggro Druid, but if you happen to play it on Turn 5 or 6 (and it happens), it's crazy good. Not only you summon a significant body, but you also refill your hand. Now you have refills for days, especially if you happen to draw the second UI.
This deck is definitely less consistent than the standard Aggro/Token Druid. Since you have a higher curve, you risk a chance of drawing the Bonemares and UIs, while not drawing Pilfered Power, which sucks. On the other hand, you can get a perfect Pilfered Power and then only draw your small cards, which makes all the ramp useless. However, if it hits the right draws, it's so much more powerful than your usual Aggro list. I've played a few games with the deck and really, I had games where I've played Turn 3 Pilfered Power into Turn 4 Bonemare and that alone was usually more than they can handle. And I still had UI in my hand, but the game was over before I had an opportunity to do that.
Since the list is very fresh, it's hard to say which one is better yet. It might be just a fad that will pass like we've seen with many innovative builds before. But if it sticks, we'll have another high-roll aggressive deck in the meta.
Sjow's Control Mage
Slower versions of the Mage were very popular throughout the last expansion. We had pretty much a daily "Primordial Glyph is broken and should be changed" threads on Reddit. Knights of the Frozen Throne, however, wasn't gracious for the Mage. The only deck that really benefited from the expansion was Exodia Mage, and it's not exactly the best deck even after getting Simulacrum. Neither "Burn Mage", nor "Freeze Mage" are really played. The most popular Mage deck right now is a faster Tempo/Secret Mage, but it's still almost an off-meta deck, with less than 3% representation on the ladder.
However, some of the pros aren't stopping and are trying to make Control Mage work. And I have to say that despite all the meta reports, all the stats, Control Mage might be a bit better than most people imagine. Not "Tier 1 better", but "Tier 3" better. For example, Sjow had quite a lot of success this season with his Control Mage list. Frost Lich Jaina is a card with a lot of potential, it just waits for the right deck to shine. Given how Mage was pretty much shafted this expansion (when compared to Un'Goro, where it got like 5 or 6 good cards), we might have to wait for the next one before the class starts to recover.
As for the Sjow's list, it looks a lot like the Un'Goro Burn Mage lists, with just a few changes. First of all - Jaina. It's the card that wins the long games. Then, Baron Geddon. After playing Jaina, Geddon is often like a board clear combined with Reno Jackson in a single card. It's incredibly powerful and lets you rebuild the tempo/health back after slowing down with the Jaina. Deck also runs Skulking Geist - mostly to have a chance in the Jade Druid matchup, but it's also solid against some of the other decks, like Evolve Shaman or Highlander Priest (if they have those 1 cost cards in the hand, which is quite common). Rest of the cards were played by the old Burn Mage.
Monsanto's OTK Warrior
This is definitely one of the craziest successful decks we've seen in a while. Yes, successful - Monsanto has hit #9 Legend late last season with this OTK Warrior list. I'm absolutely sure that the surprise factor had a lot to do with his score because people simply don't expect such a combo from the Warrior
Warrior was always the true king of Combo. Warsong Commander + Molten Giants combo back in the day (Warsong Commander used to give ALL minions Charge), Alexstrasza + Charge + Gorehowl combo a bit later (Charge costed 0 mana and let you attack anything, including face), then we had many more combo decks like Patron Warrior, Worgen Warrior or Arcane Giants Warrior. Combo Warrior is definitely the archetype Blizzard tried to shut down most, with each one of those decks getting their vital pieces nerfed. But Combo Warrior comes back again, this time with Don Han'Cho + Leeroy Jenkins combo.
I've already seen a similar combo in Paladin, but this one is significantly stronger. Warrior is the best class for the combos because it has a lot of cycle options (Battle Rage is incredibly powerful card draw mechanic), plus they're better at surviving thanks to the Armor gain and many removals.
If you can't spot the OTK combo in this deck (I don't blame you, it runs some... underplayed cards), it's actually quite simple. You isolate Leeroy Jenkins in your hand (play all your other minions), drop Don Han'Cho and buff it to 11/7. Then you play Leeroy + 2x Inner Rage (bumping it to 15 Attack) and then duplicating it with Sudden Genesis. 30 damage combo.
Sudden Genesis could obviously be replaced with Faceless Manipulator (Edit: Not really a great idea, because now Faceless can catch the Han'Cho's buff instead of Leeroy. Thanks /u/MightyMalte for pointing that out), but it seems that the Genesis is just better in this list. In the matchups where you don't need the combo, you can use it to duplicate your smaller minions - Armorsmith, Wild Pyromancer and Acolyte of Pain. Dropping two Armorsmiths and then duplicating them is a huge win condition in the aggressive matchups - you gain so much Armor that it will be really hard to die.
The deck is, just like most of the combo decks, quite difficult to pilot. But when played perfectly, you can snatch a lot of wins from the opponents that don't expect anything. The deck looks a lot like a Fatigue Warrior until you drop Don Han'cho, and at this point it might be too late to counter the combo. Very fun deck to play, but you should expect to lose a lot at first.
Satellite's N'Zoth Control Shaman
This deck reminds me of Wild a lot. Control N'Zoth Shaman is one of my favorite deck in the less-popular format. In Standard, Control Shaman isn't really played for a long while already. While some have tried to revive it early in the Un'Goro, it didn't work well enough. It doesn't mean that the deck is completely useless - you can play it and you can snatch some games from the opponents that expect to face a Token Shaman. The deck has enough removals to play versus the faster decks, and enough late game to face against a slower list. Two Dirty Rats also mean that you might be able to win Exodia Mage matchup, or games by Highlander Priest (which is very hard unless you pull out their Raza the Chained).
The deck's main win condition are Jades. They naturally go up to 8/8, but you can get them even higher thanks to the Spirit Echo and N'Zoth, the Corruptor. 10/10 should be pretty common in the long game. Another win condition is sticking White Eyes and reviving it a few times with Ancestral Spirit, then playing N'Zoth, the Corruptor. Not only you get a few 5/5 Taunts, but you also shuffle back tons of 10/10 Taunts into your deck. And... that's pretty much it. Of course, just like with any other classic "Concede" deck, your often just win the game by forcing your opponent to forfeit when he's out of resources to put a fight back. It's mostly the case vs Aggro and Midrange, but some of the slower decks also just have to give up when you play a huge minion after huge minion in the late game.
If you're missing some key cards (like White Eyes), I wouldn't recommend going for it and crafting the deck. But if you have all the pieces already, why not? It's pretty fun experience and it plays differently than any of the currently popular meta decks.
Savjz's Handbuff Paladin
Handbuff mechanic was first introduced in Mean Streets of Gadgetzan, but it didn't see almost any play. It has seen a brief play in the early Un'Goro meta, with the Elemental package. And right now, in Knights of the Frozen Throne, it's actually a viable deck. It's not a high tier one, but I've seen it quite a lot on the ladder and it works. This list by Savjz is the one I've been facing quite a lot yesterday after he (and few other people, e.g. Asmodai) streamed it. It's another Prince Keleseth deck, because well, all the cards that work well with Handbuffs also work well with Keleseth. It sacrifices a bit of consistency (because you have to cut 2x Grimestreet Outfitter), but it gets a better high-roll potential. Getting an early Keleseth means that the rest of your deck gets much better.
It's very easy to see the potential in this deck. Even a +1/+1 buff (which is very easy to get) on Corpsetaker is pretty big - 4 mana 4/4 Taunt with Divine Shield, Lifesteal and Windfury. Prince Valanar who? Those buffs can even turn seemingly useless cards into serious threats. For example, you put +1/+1 on Grook Fu Master and it's suddenly a 4/6 with Windfury. It's no longer just a way to give Corpsetaker a Windfury buff, it's also a serious threat, especially versus Priest (can't be cleared by any of their removals - they need to put two removals into that single card).
The deck's late game is also solid. Even if the tempo push from the buffed minions doesn't win you the game, you still have 2x Blazecaller (solid body with a lot of damage - great tempo swings) and of course Tirion Fordring. Also, if you hit the Keleseth buff, all the minions will have a much better scaling into the late game.
Overall, it's a pretty fun deck to run. Just like any Keleseth deck, it's pretty high-roll'y, but I think that's just something you have to accept in the current meta.
A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. He's achieved infinite Arena and multiple top 100 Legend climbs. You can follow him on Twitter @StonekeepHS.