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Hearthstone Forged in the Barrens Decks to Try

Date:

by
Jason Parker
in Hearthstone | Apr, 9th 2021

It’s time to look at Forged in the Barrens decks for Hearthstone! There should be plenty of new, exciting builds in the meta, thanks to this expansion. I want to at least highlight a few decks that are worthy of trying. I’m not going to promise they will set the world on fire as Tier-1, top of the world decks though. But they should be a lot of fun to play. I’ll come back to the meta in a few weeks, and see where things have settled out at, as always. I hope there aren’t as many powerful decks that have just stood the test of time if I’m honest. That’s boring, and I hate seeing it come to pass.

While all of these decks will be powerful, they may not stay that way. That’s one of the hardest parts of a new expansion. You may craft something and then decide you don’t like it. Nothing in a card game is worse than buyer’s remorse. However, some of the older cards are going to wind up really synergizing well with these cards in some exciting ways. If I had to have pick a favorite concept to come out of the Hearthstone Forged in the Barrens decks, it would have to be either Deck of Lunacy Spellless Mage or Deathrattle Demon Hunter.

I haven’t seen much about Taunt Druid yet, but it’s something I hope comes to life, and soon. A variety of decks I hope come to light, like Paladin Murlocs. I haven’t seen much about their strength, but I’m holding out hope. Not all of the classes are in a good place right now though, and that’s a sad fact. I’m going to look as many as have potential to climb and stomp up the ladder, but that will not be all of them. The Druid deck I did see sounds very promising though – Token Druid. So with that in mind, let’s look at the up-and-coming decks for Hearthstone’s Forged in the Barrens.

Deathrattle Demon Hunter


This deck features one of my favorite new card styles in Hearthstone, for these Forged in the Barrens decks. That’s right, the Watch Posts! The Watch Post cards are all Neutral and have the ability to be in so many different decks. They can’t attack but offer very useful abilities. Mor’shan Watch Post can’t attack and is a ⅗, but after your opponent plays a minion, you also summon a 2/2 Grunt. Conversely, Far Watch Post also can’t attack as a 2/4, and after your opponent draws a card, it costs 1 mana more.

It means that our opponents can’t get one-up on us easily. Sure, they can be attacked, but they hit back. However, what if there’s a way to also swing with these? I mean, it’s not game-breaking, but the possibility is certainly there. However, this deck only really exists because of one card: Death Speaker Blackthorn. If it winds up being useless or less-than-desirable after a few weeks, this deck will probably fall into the abyss. Now if we can just pull that free Taelan Fordring from the deck, thanks to Blackthorn. . .

How’s It Work?


This is a deck that doesn’t really have a lot of bad matchups. Rogue and Druid maybe? Other than that, it seems to be doing remarkably well. There are several cards that summon Deathrattle minions from your hand that cost X or less. The lower-end ones are Razorboar (3 or less), and Razorfen Beastmaster (4 or less). However, these are Deathrattle effects, so these creatures absolutely have to die first. To help, we have cards to draw with, like the ever-popular Skull of Gul’dan, and the Vengeful Spirit. Vengeful Spirit draws 2 Deathratlte minions if it’s Outcast (left/right-most card in hand). There are a few ways to play this deck though, and I’ve seen a few interesting archetypes. But I like this one the most. Sadly, we aren’t using the Warglaives though. Why? Because of cards like Far Watch Post and Mor’shan Watch Post. We use these in the early game to slow the other player down and give us time to set up. That’s important. We need to draw into the right Deathrattle cards, after all. At least, for those first two creatures. But what about our new 7-cost Legendary, Death Speaker Blackthorn? He’s a 3/6 for 7. His Battlecry summons 3 Deathrattle minions from your deck that cost 5 or less. That means we can get Taelan Fordring!

He’s one of the Neutral minions and is an absolute beast. A 3/3 for 5, it has Taunt, Divine Shield, and Deathrattle. His Deathrattle draws your highest-cost minion! That’s either going to lead us to Kargal Battlescar or Illidari Inquisitor, depending on the game has gone. More likely, we’ll pull an Illidari Inquisitor, which helps us push out incredible damage.

 This next part of the chain gives us an 8/8 with Rush for 8. After our Hero attacks an enemy, this attacks it too. So we attack with our hero and get free 8 damage on the enemy. We also have Trueaim Crescent to help us trigger Deathrattle effects. It’s a ¼ weapon, and after our Hero attacks a minion, our minions attack it too. As far as fun summon Deathrattle minions, we’ve got Darkspear Berserker which hits your own hero for 5 when he dies. However, it’s a 5/7 for 4, so it’s going to get some serious value down. We can fix that health drop with Death’s Head Cultist, which is a 2/4 Taunt/Deathrattle minion that heals your Hero for 4 when it drops.

The whole point of this deck is combing into value. Keeping our Deathrattle minions in hand to summon for free is incredibly important. I’d kind of like to include Mankrik somewhere in this deck, but I’m not certain what he would replace, to be frank. It’s a deck that takes some forethought and planning though. You have to keep in mind what Deathrattles you have in hand, and which you have in play to make plays with. We’re going to be using all these creatures to push lots of damage, and use that Hero Attack+Illidari Inquisitor combo to drop tons of damage. If we can get two of those Inquisitors into play at once? That would be the best.

Demon Hunter Decklist


Cards


Illidari Studies (1) x2

Tuskpiercer (1) x2

Trueaim Crescent (1) x2

Razorboar (2) x2

Far Watch Post (2) x2

Fogsail Freebooter (2) x2

Razoerfen Beastmaster (3) x2

Death’s Head Cultist (3) x2

Mor’shan Watch Post (3) x2

Renowned Performer (4) x2

Vengeful Spirit (4) x2

Darkspear Berserker (4) x2

Taelan Fordring (5) x1

Skull of Gul’dan (6) x1

Death Speaker Blackthorn (7) x1

Kargal Battlescar (7) x1

Illidari Inquisitor (8) x2

Deck Code


AAECAea5AwTZxgP66AO/7QOoigQN4c4Dyd0D8+MD9+gD+egDmOoDmeoDu+0DvO0Dvu0D/e0DgIUEpooEAA==

Final Thoughts


I like the idea of this deck a lot. The downside of it is the only use for Death Speaker Blackthorn is upsetting though. I feel like maybe they should have been a Neutral legendary instead. That would open it up to several decks, but perhaps that would have been too powerful? We can deal a lot of prolonged damage in this deck, and if, by some miracle, we get both Inquisitor cards into play, we can hit a player for 16 damage minimum in a turn. It’s going to be a really interesting deck to see kick off though. I’m curious to see where it goes.

Spell Mage Is The Best?


It sounds like this might be the best deck in the meta right now. It’s kind of sad that there aren’t any real control decks other than Warlock – and it’s not even that good! If we draw into Deck of Lunacy for our starting hand though, we can do some absolutely bonkers things. It’s a card that was not created in this expansion, but it winds up being wildly useful in this meta instead of the previous. It’s a 2-cost spell that transforms all the spells in your deck into ones that cost 3 mana more. They also keep their original cost.

Some of these decks still use C’Thun, the Shattered but I think the minion-less version is ultimately the better choice. There are just so many powerful spells for Mage right. It doesn’t specify mage spells, either on Deck of Lunacy. There’s no telling what we’ll get. The best thing to see around turn 6 or 7 is Nagrand Slam. People scoff at decks without creatures, until we clear the board, and send 12 damage directly into the enemies’ face with Nagrand Slam.

How’s It Work?


There are quite a few expensive Mage spells right now. So if we can cast those for 3 mana less, and not even include them in the deck? Just another wild bonus. Deck of Lunacy transforms all the spells in our deck, so there’s no telling what we’ll get. We may even get spells that were already in the deck, only 3-mana cheaper.

The C’Thun variant is similar in build, but includes, predictably, a C’Thun in it. It doesn’t have Deck of Lunacy in it though, so we won’t be covering it (For now). There’s always a chance this deck flops though and returns to just being a meme. A meme that people can hit Legend with, but a meme nonetheless.

Ideally, we want a starting hand with Deck of Lunacy in it, but that’s okay even if we don’t. We still have card draw, like Arcane Intellect, which draws 2 cards. We can buffer some defenses with Font of Power. It lets us Discover 3 Mage minions and pick one. If we have no minions in our deck, we keep all three. Primordial Studies will Discover a Spell Damage minion, and the next one will cost 1 less.

We have spells to wipe the board and slow things down too, like Flamestrike, which deals 5 to all enemy minions for 7mana, and Cone of Cold to freeze a minion and the minions next to it, and dealing 1 to them after. We can also use Incanter’s Flow to make things a bit easier on us. It makes the spells in our deck cost 1 mana less.

But most importantly, we want to have Deck of Lunacy and Refreshing Spring Water in hand. Deck of Lunacy will alter our deck for the remainder of the game, allowing the Spring Water to be cast later. It has us draw 2 cards and refreshes 2 Mana Crystals for each Spell Drawn. So we’re guaranteed to get 4 mana back and have all sorts of things to play with.

The idea behind the deck is pretty simple. We just cast that Deck of Lunacy as soon as possible, and start slamming players with as much damage as we can. In theory, we could get 1-cost Fireball (6 damage), or a 7-cost Nagrand Slam.We could see just about anything at this point. Skull of Gul’dan? It’s possible! We could get a 6-cost Libram of Hope and get that amazing 8/8 with Taunt/Divine Shield. If we could hold onto an Incanter’s Flow in hand before we do this, we can make these even cheaper! Oh, you love to see it.

The only thing we have to do is figure out what nonsense is in our deck now, and make the best of it. That’s what’s so great and fun about the deck. Normally I’m not for random decks, but these cost 3 mana less than normal! That will make it just fine in my book. Potentially anyway. I just hope this concept takes the Hearthstone Forged in the Barrens meta decks by storm. Oh, I’d love to see it.

Spell Mage Decklist


Cards


Font of Power (1) x2

Brain Freeze (1) x2

Devolving Missiles (1) x2

Primordial Studies (1) x1

Deck of Lunacy (2) x1

Incanter’s Flow (2) x2

Runed Orb (2) x2

Arcane Intellect (3) x2

Combustion (3) x2

Cone of Cold (3) x2

Fireball (4) x2

Refreshing Spring Water (4) x2

Ring Toss (4) x2

Apexis Blast (5) x2

Flamestrike (7) x2

Mask of C’Thun (7) x2

Deck Code


AAEBAf0EAs3OA5PhAw7BuAOMuQOBvwPgzAPHzgOU0QP73QPr3gPQ7APR7AP8ngT9ngT+ngTmnwQA

Final Thoughts


We still have a ton of damage spells in this deck if things go awry. Or we could get them cheaper. Like Mask of C’Thun which deals 10 damage to random targets, for 7 mana. Apexis Strike hits for 5 damage for 5 mana, and if we have no minions in the deck, we summon a random 5-Cost minion. It’s such fun, frustrating. Will we have any idea what’s in our deck? Absolutely not. Is it still possible to make this chaotic mess a winner? You bet!

Paladin: Secret Over Libram (Barely)


Paladin is apparently, the actual strongest deck going right now. Whether it’s Secrets or Librams, it has virtually no equal. Some people prefer Librams, but I like the new stuff that came with Secret decks. I can’t help it – Kazakus, Golem Shaper is just a card right up my alley. However, it does lack one of the fun new Secret cards, Cannonmaster Smythe. I’m sure it will be back in decks, but for now, we have one of our favorite cards of the Murloc variety – Crabrider. Rush/Windfury on a ¼ Murloc? And we can potentially grant it +3 Attack from Conviction?

We have plenty of Secrets for the deck, and lots of minions that gain benefits for when we have/reveal Secrets. Like Crossroads Gossiper, which is a 4/3 for 3. After a friendly Secret is revealed, it gains +2/+2. That’s already fantastic, as it now becomes a 6/5. But what if we keep revealing Secrets?  We don’t even especially have to wait on drawing into secret cards, not with Sword of the Fallen in our grasp. It just casts one of our Secrets whenever our Hero Attacks. As a ⅓, we can get a lot out of it, and two copies of it in the deck no less.

How’s It Work?


Secret Paladin is an incredibly low-cost deck. We should almost always be able to cast stuff in our deck. It also features no 4-cost spells, for Kazakus, Golem Shaper. It requires us to have no 4-cost cards in the deck. If we do, we can build a custom Golem. This is a deck that can get really aggressive, really fast. What sorts of secrets do we have to make this deck go?

Avenge triggers when one of your minions dies. It grants a random friendly +3/+2. That’s going to be incredibly useful, and hopefully, it triggers on Crabrider. Next up is Galloping Savior, which triggers after an opponent plays three cards in a turn. This grants a ¾ Steed with Taunt. Just another fun, an annoying defensive creature that we can hopefully buff too.

Noble Sacrifice triggers when an enemy attacks. It summons a 2/1 Defender as the new target. This can save your bacon if your foe swings at your face by a high-power, low-health creature. We even have Oh My Yogg! Which triggers whenever an opponent casts a spell. Instead, they cast a random one of the same cost. Sure, it could be better, but it’s not what they needed. Hopefully.

Sunreaver Spy gains +1/+1 if you control a secret, giving us a ¾ for 2, instead of a ⅔. Northwatch Commander draws a minion if we control a Secret on top of that. We can keep the secrets coming with Sword of the Fallen too. We have a few creatures with Divine Shield to allow double-dipping on safe damage. Goody Two-Shields for example, allows us to have a 4/2 with Divine Shield, and it also has Spellburst: Gain Divine Shield. Once we drop that Level 3 Conviction and give hopefully 3 Divine Shield minions +3 Attack, it should be a sufficient, game-winning bomb.

Between these, we also have Knight of Anointment to draw into a Holy Spell – Conviction or perhaps better, Hand of A’dal. It grants +2/+2 to a minion and draws a card. We combine all these buffs and aggression to just run people down with reckless abandon.

Paladin Decklist


Cards


First Day of School (0) x2

Avenge (1) x2

Conviction (1) x2

Galloping Savior (1) x1

Knight of Anointment (1) x2

Noble Sacrifice (1) x2

Oh My Yogg! (1) x2

Righteous Protector (1) x2

Crabrider (2) x2

Hand of A’dal (2) x2

Sunreaver Spy (2) x2

Sword of the Fallen (2) x2

Crossroads Gossiper (3) x2

Goody Two-Shields (3) x2

Northwatch Commander (3) x2

Kazakus, Golem Shaper (4) x1

Deck Code


AAECAZ8FAvzoA9vuAw7KwQOezQPK0QOD3gOR5APM6wPO6wPP6wPj6wOr7APqnwTIoATJoATQoAQA

Final Thoughts


It’s not my favorite way to play Paladin, but it’s clear Secret/Libram decks are the way to go right now. I hope, as the weeks progress, we’ll see the power of Murlocs come to life, but time will tell. BabyBear used this deck to stomp his way to Legend, so it’s clear it works. It’s powerful, and with the seriously low mana costs, you won’t be worried about spending mana each turn. The highest mana cost is 4, so in the late game, you can drop several cards at once to set up a victorious battle.

Token Druid, Starring Gibberlings


Gibberlings are still incrediblypowerful, and so it’s going to be a star in this spell-themed Druid deck. We’re running virtually no creatures, and we can just keep making more Gibberlings, as long as we plan when we’re going to drop them. So with that in mind, you can keep just making more and more of them. How do they do this? Gibberling has Spellburst: Summon a Gibberling. It still has the Spellburst on it, so you can do this again and again. Since Druid has a bunch of 1/0 cost spells, you can easily flood the board, even on the first turn.

It’s a deck we set up a flood of creatures/tokens, buff them, and just swing for tons of damage in one go. It’s even better if we can double up, dropping Solar Eclipse and then Pride’s Fury. Thus, all our minions gain +1/+3 twice and are significantly harder to kill. We could also throw in Savage Roar to make sure we hit harder.

This is a solid, reliable deck, and it’s no secret that it’s continuing to be an oppressive force on the ranked ladder. One card that I think is an interesting one is the possibility of Guff Runetotem. He grants a creature +2/+2 anytime you cast a Nature spell, but I’m not sure if he really belongs. It’s somewhat in contention right now, with some decks using it, and some not.

How’s It Work?


This is a deck where we can be incredibly aggressive. We have spells like Fungal Fortunes, for example, that is a 3-cost and gives us 3 cards to draw. But we discard any minions we find. Since we only have two copies of Gibberlings, we aren’t scared. This combines amazingly with Glowfly Swarm. With a full hand, we can get 6 or so 2/2 creatures. Then we use these to knock out any threats and swing right into your opponent’s face, again and again.

Adorable Infestation gives you a 1/1 Cub and grants a minion +1/+1. It also adds a Cub to your hand as well. If necessary, we can use Power of the Wild to give us a 3/2 Panther, but it can also give all your minions +1/+1 instead. Depends on which you need more, but I’d rather buff all my minions at one time. If we need creatures with Taunt, we can use Throngrowth Sentries, which summons two ½ Turtles with Taunt. In the late game, we also summon two 2/2 Treants with Arbor Up, which does this for 5 mana, and also grants all our minions +2/+1!

That’s the best part about that and Pride of the Forest! Both of those are excellent to cast with Solar Eclipse. This spell has us cast the next spell twice. Either way, we buff our allies one way or another twice! From there, we just swing for lethal. We have more than Tokens to summon though. Nature Studies, for example, for 1 Mana Discovers a spell. Then the next we cast costs 1 less. If we do this on a 1-cost spell, it’s now free.

Guess Your Weight is also a lot of fun, if you feel up to gambling. For 2 mana you draw a card, and you can guess if the next card costs more or less to draw it. Since almost the whole deck is 2 or fewer, it’s pretty easy to guess what the odds are. You can use a Gibberling early to rush an opponent down with lots of low-cost spells and hold another one for the mid/late game. When you’ve got lots of mana, you drop another Gibberling, play a bunch of 0/1 spells again, buff the squad, and swing for lethal. Between the Gibberling swarm and the mid-game Glowfly Swarm, we can do a ton of damage without a whole lot of effort. It does require playing your spells wisely though.

We have Innervate and Lightning Bloom of course, as 0-cost, as temporary mana ramp, and 0-cost spells to help us with Gibberlings. We can use these in conjunction with Nature Studies too, to have extra mana, get another spell, and use that mana to make it cost 1 less.

Token Druid Decklist


Cards


Innervate (0) x2

Lightning Bloom (0) x2

Adorable Infestation (1) x2

Gibberling (1) x2

Nature Studies (1) x2

Guess the Weight (2) x2

Lunar Eclipse (2) x2

Power of the Wild (2) x2

Solar Eclipse (2) x2

Thorngrowth Sentries (2) x2

Fungal Fortunes (3) x2

Pride’s Fury (4) x2

Soul of the Forest (4) x2

Arbor Up (5) x2

Glowfly Swarm (5) x2

Deck Code


AAECAZICAA/lugPvugP5zAObzgO50gPw1AOJ4AOK4APR4QOM5AOt7AOz7AOunwTXnwTZnwQA

Final Thoughts


Token Druid lost a few cards with the Standard Rotation, but we received enough new tools to make it work. The strategy more or less remains the same, and I think it’s better than it was before. We can be very aggressive with this deck, and the more your opponent beats down your tokens, the more you make, and the stronger you can make them. It’s a satisfying deck, and I’m a big fan of it. I want to see Taunt Druid more, to be honest, but I don’t know how viable it’s going to be fun to find out.

Aggro/Spell Hunter Uses . . . Pen Flinger?


What a wild deck this is! I didn’t even think about using Pen Flinger in a Hunter Aggro deck, but here we are. Since it can just return to your hand over and over infinitely (as long as you have spells to cast), you can just ping away at your foe. We have several spells to directly harm the enemy player, we can discover Secrets (so we don’t need to include a ton of them), and deal Trample damage! For Hearthstone players that don’t play Magic, creatures with Trample that deal more than lethal damage to an enemy, deal that extra damage to the other player.

There’s no keyword for this in Hearthstone because it’s not used often. But cards like Trampling Rhino and spells like Piercing Shot have the capacity to do this. The best way to abuse this is to hit the weakest enemy possible, to make sure as much damage gets through. Of course, it also uses one of my absolute favorite creatures to come to this expansion, Sunscale Raptor. We don’t use a lot of Beasts in the deck though. Why? Because of cards like Warsong Wrangler. It has a Battlecry that Discovers a Beast in your deck, and all copies of it everywhere gain +2/+1.

How’s It Work?


How’s it work? By dealing tons of damage, friend! That’s how it works! If we can keep rotating those Sunscale Raptors, and then Discover one with Warsong Wrangler? That’s the dream. Though Trampling Rhino is another fun one to get with the Wrangler. What do these two Beasts do to help the cause though? Sunscale Raptor costs 1 Mana and is a ⅓ with Frenzy. So the first time it survives damage, it triggers an effect. Shuffle a Sunscale Raptor into your deck, with a permanent +2/+1. This happens every time, and it stacks again and again.

We have a handful of Beasts. These, Wolpertinger, which is a 1/1 that summons a copy of itself, and Trampling Rhino. Trampling Rhino is a 5/5 for 5 with Rush. This is the creature that deals essentially Trample damage. If we can summon this with Warsong Wrangler, we can hit for 7 on a target, and the rest goes through.

That’s where our potentially big damage lies. That, and in Piercing Shot. For 4 mana, it deals 6 to a target minion, and excess damage hits the enemy hero. If that means we deal 5 damage, then that’s just fine with me. Those are our biggest outlets for damage, but not the only ones. This is a deck that’s all about having options. There are so many ways to hit our opponent. But Pen Flinger is reliable. As long as we can trigger a spell after casting him, we’ll get that awesome Spellburst over and over. This is a 1/1 for 1, that deals 1 damage to a target. Spellburst returns him to our hand. Then we can just cast him again when we want! You can do it multiple times in a turn in theory, or just do it every single turn.

We also have Arcane Shot to deal 2 damage or Quick Shot for 3 damage. Quick Shot also draws a card for us if we’re out of cards in our hand! Tracking will Discover a card from our deck, so we’ll have more options. We can also do steady damage in the early game with Intrepid Initiate, which is a ½, with Spellburst:  Gain +2 attack. I’m also a big fan of Kolkar Pack Runner, which is a ⅔ for 2, and after you cast a spell with this in play, summon a 1/1 Hyena with Rush. This will trigger multiple times, so you can use them to weaken enemies, kill weaker enemies, or hold them to attack the next turn, so they can swing on the face.

That’s why this deck is so fun. We have a variety of options, and we just hit the other player in the face again and again. We have Headhunter’s Hatchet which is a 2/2 weapon, that becomes a ⅔ if we control a Beast. Rinling’s Rifle is our only Legendary, and it is the card that Discovers a Secret and casts it, after our Hero attacks. It’s a 2/2 for 4, so we don’t get a ton of use out of it. But it is a way to get cards that normally aren’t in our deck!

We could get really useful damage with our Demon Companion cards, and a steady flow of Sunscale Raptors means our damage will go up and up. The catch is we have to get them and keep them! It shouldn’t be too hard though. The hardest part is picking them up again once they’re in the deck. They’ll show up, and will just grow to become more and more of a menace. The trick is to stay on the offensive, making sure you’re constantly pinging away at the other player, never letting them up off the defense.

Aggro Spell Hunter Decklist


Cards


Adorable Infestation (1) x2

Arcane Shot (1) x2

Demon Companion (1) x2

Intrepid Initiate (1) x2

Pen Flinger (1) x2

Sunscale Raptor (1) x2

Tracking (1) x2

Wolpertinger (1) x2

Wound Prey (1) x1

Headhunter’s Hatchet (2) x2

Kolkar Pack Runner (2) x2

Quick Shot (2) x2

Piercing Shot (4) x2

Rinling’s Rifle (4) x1

Warsong Wrangler (4) x2

Trampling Rhino (5) x2

Deck Code


AAECAR8Cj+MD2+0DDtzMA5/NA6LOA4LQA7nSA4biA9vqA9zqA5/sA/DsA6mfBKqfBLugBL+gBAA=

Final Thoughts


A low-cost Hunter deck with lots of damage? You love to see it. It makes use of several new, exciting cards too. Piercing Shot is among my favorites. 6 damage for 4 Mana and the remaining damage goes through to the player? It could quite easily become a kill shot for you when you get the other player low. The potential for shenanigans and sudden bursts of damage is very high with this deck. I’d love to see how big we can get those Sunscale Raptors, but if I’m honest, the Trampling Rhino could also be the real star of the creature damage. Plus you can consistently drop multiple hits of damage a turn, thanks to Pen Flinger. It helps that the vast majority of this deck costs less than 2 mana, so you can drop Pen Flinger multiple times a turn in the mid-game, and easily to boot.

How’s Control Warlock?


It’s. . . it’s getting there. It’s being said that Control Warlock isn’t doing so hot, as it’s probably around Tier 3 or so. There are only a few decks at the top. Sadly, Warlock is still being fine-tuned by players to figure out exactly what will work best with it. Our ultimate goal is to remove threats from the board over and over, draw cards with Life Tap (Hero Power), and utilize Tickatus to remove 5 cards from your opponent’s deck – then do it again with Y’Shaarj, The Defiler. If your foe has no cards, they have no threats.

Then, we win! Another point of contention is Tamsin Roame, the new Warlock legendary. She duplicates “Shadow” spells you cast and makes them cost 0 this turn. Well, any Shadow spell that costs 1 mana or more. It means we can use spells like Drain Soul, School Spirits, and Twisting Nether again. Don’t worry, we have some Neutral Shadow spells too! Soul Shear and Hysteria are also on that list of spells we can cast more than once.

There are cards that might get removed though since they don’t ultimately fit the deck archetype, like Envoy Rustwix. I love the card, he adds 3 random Prime Legendary minions into your deck when he dies. As a 5/4 for 5, that Deathrattle has some pretty serious value. We can win with damage, through Strongman, Y’Shaarj, The Defiler, and Tickatus. Ultimately, this deck is all about running people out of options and making them give up or run out of cards.

How’s It Work?


One of the downsides to Warlock is our life total. We’re going to need to keep it safe for using Life Tap. That’s why having so much control of the board is key. We don’t want to take too much damage from enemies. That’s why I like Tamsin Roame in this deck. We can use Drain Soul to deal 3 damage to a minion and lifesteal 3 (for 2 mana), and with Roame in play, we can do it again for 0 this turn if need be. That’s a lot of life back. Or we can hold off, and wait and cast it another turn.

At least we have a few minions, for the early game. Armor Vendor gives 4 Armor to both Heroes, which is fine. We aren’t obsessed with dealing damage right away. Spirit Jailer adds some Soul Fragments into our deck and so does Luckysoul Hoarder. The biggest of these is the Hoarder, as a 3-cost ¾. If it comes into play Corrupt, you also draw a card. You want to cast things as Corrupt as often as possible. This sets up a late-game bomb with Y’Shaarj, The Defiler. He’s how we ultimately want to win. The late-game happens, and we suddenly have a handful of 0-cost Corrupt cards.

Against aggro decks, you might want to just play one of your Corrupt cards without the effect (to get the card on the board, thus preserving your life total). If we can keep Tamsin Roame on the board too, that will be amazing. I’m not 100% positive she belongs, but right now, I think she’s useful enough. We also one of the best Corrupt cards, in Cascading Disaster. Hold onto it, and corrupt it twice to randomly destroy 3 enemy minions.

A lot of this deck is “Okay”, but not “Great”. Ogremancer is neat. It summons a 2/2 Skeleton with Taunt whenever your opponent casts a spell. It slows people down, but it’ snot OP. Taelan Fordring is excellent card too. He draws your highest-cost Minion whenever he dies and has Taunt/Divine Shield/Deathrattle. This all but guarantees you Lord Jaraxxus or Y’Shaarj, The Defiler, depending on where your card draw has gone for the game.

Overall, this is an interesting deck. It can win, but I don’t know how it will hold up against faster, stronger aggro decks in the meta. But it certainly can. Wise use of removal, and knowing when to Life Tap and when to abstain will really help. We also have Lord Jaraxxus as an alternate win condition. It turns us into Lord Jaraxxus (3 Attack, 15 Health), and equips a Blood Fury, which is a ⅜ Weapon. We can use this when we’re low to restore our health back to 15 and start swinging hard with him.

Our ultimate goal is to remove as many cards as we can with Tickatus (through a double dose with Y’Shaarj), and use all those sweet 0-cost Corrupt cards. Swinging with our big creatures, and keeping our opponent on the defensive, with as few options as possible is how we win.

Control Warlock Decklist


Cards


Armor Vendor (1) x2

Spirit Jailer (1) x2

Drain Soul (2) x2

Soul Shear (2) x2

School Spirits (3) x2

Hysteria (3) x2

Cascading Disaster (4) x2

Envoy Rustwix (5) x1

Ogremancer (5) x2

Taelan Fordring (5) x1

Tickatus (6) x1

Soulciologist Malicia (7) x1

Strongman (7) x2

Twisting Nether (8) x2

Lord Jaraxxus (9) x1

Y’Shaarj, The Defiler (10) x1

Deck Code


AAECAf0GCM/SA5XeA/zeA87hA/bjA/LtA6iKBIWgBAusywPM0gPN0gOO1APG3gPm4QP14wP44wOS5AODoATnoAQA

Final Thoughts


This is a deck with a lot of options. If we can abuse Tamsin Roame, it’s great. It gives us a real double-dose of useful spells. Like Hysteria, which makes an enemy minion randomly fight other minions. If we have none in play, it will just attack its allies. Then we do it again to finish them off. Double dipping on Soul Shards is also really handy. School Spirits is another double-dip Shadow Spell, which deals 2 damage to all minions. This has a chance to kill Tamsin Roame though.  It also hits your minions. It also adds more Soul Fragments. We can also win with Envoy Rustwix if we pull all those mighty Legendary Primes. It’s just a neat deck, and it has the potential to be successful. It’s not as awesome as some of the other decks, but I still like it.

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Source: https://www.esportstalk.com/blog/hearthstone-forged-in-the-barrens-decks-to-try/

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