The best Hearthstone decks for beginners | PCGamesN

The best Hearthstone decks for beginners

The best Hearthstone decks for beginners

Update: Our guide has been totally overhauled to include cards from The Grand Tournament expansion.

Hearthstone is a game that can deceive. While undeniably accessible, it doesn’t take long - or too many savage beatings - for it’s true depth to become clear. And once it does, what you’re left with is a great arena for battles of intellect, skill, and the occasional bit of luck. The saying “a day to learn, a lifetime to master” definitely has merit here.

Not long ago, Blizzard released a revamped ranked matchmaking system. Now players climb the ladder to attain fame, glory and legendary status. Understanding the mechanics and having knowledge of the cards isn’t enough: you need to have a great deck. With an ever changing meta, we’re here to lend you a helping hand. In this guide we’ll give you two exceptional decks for each class: one for a beginner requiring little dust, and one more for the advanced and costly.

Before we dive into the decks themselves, it’s a good idea to understand the best way to get cards:

  • Cards can be obtained from leveling up any class. The first 20 levels of each will net you soulbound cards: a basic set which can not be obtained by any other means. It’s highly recommended that you attain level 20 with each class as a priority.
  • You can also earn cards from packs. Packs can be obtained in three different ways. First you can buy packs with real money, but this is entirely up to you and your disposable income. Second is the Arena, a draft format tournament which can earn you card packs, gold and dust. It’s almost always more profitable to play in the Arena as opposed to using your gold to purchase packs, as even the minimum rewards guarantee you a card pack.
  • Finally you can create cards with arcane dust. This dust is obtained as a reward from the Arena or from disenchanting excess cards. Each card -- depending on its rarity -- costs a different amount of dust to create.

Now with that out of the way, let’s get onto the decks! 

Best Mage deck

Hearthstone

Beginner - Firestorm Invoker (3700 dust)

2 x Flamestrike
1 x Vaporize
2 x Frostbolt
2 x Mana Wyrm
1 x Water Elemental
2 x Azure Drake
2 x Kirin Tor Mage
1 x Pyroblast
2 x Fireball
1 x Counterspell
1 x Mirror Entity
1 x Duplicate
2 x Mad Scientist
1 x Sludge Belcher
2 x Unstable Portal
1 x Dr. Boom
1 x Piloted Shredder
1 x Antique Healbot
2 x Flamewaker
1 x Arcane Blast
1 x Polymorph: Boar

An unpredictable Mage is a nightmare to fight against, but a pleasure to play with. This deck is full of surprises in the form of Mage secrets, which will likely cause your opponent to writhe in agony as they miscalculate their minions into the nether. With your own high-value minions, and a flurry of reliable board-clears, gaining and keeping a strong momentum has never been easier.

At the start of a game, you’ll want to mulligan your cards until you find yourself with some early game plays. Being quite spell heavy, Mana Wyrms and Flamewakers will provide great synergy. You’ll also want to look out for Mad Scientist and/or Kirin-Tor Mage for those sweet secret plays. A trusty Frostbolt is also handy at removing or halting any nasty plays from your opponent; those Warriors and Paladins pack some hefty weaponry.

Your aim in the early game is just to gain control of the field with your trickery: Duplicate, Piloted Shredder and even some lucky Unstable Portals help with that. Maintain it as you progress into the mid-game by slamming down a Sludge Belcher and your Azure Drakes. Here is when you want to make use of your Flamestrikes and Blizzards to clear your opponent’s minions; the added Spell Damage from the drakes can make these very, very potent. Your finisher will often come off Flamewalker and a bunch of direct damage spells, or a well-timed Dr. Boom play.

Advanced - Secret Weapon (8220 dust)

2 x Sorcerer's Apprentice
1 x Flamestrike
2 x Frostbolt
1 x Archmage Antonidas
2 x Mana Wyrm
2 x Azure Drake
2 x Arcane Intellect
2 x Fireball
1 x Mirror Entity
2 x Mad Scientist
2 x Unstable Portal
1 x Dr. Boom
1 x Flamecannon
2 x Mechanical Yeti
2 x Flamewaker
1 x Emperor Thaurissan
1 x Effigy
1 x Rhonin
2 x Arcane Blast

This deck is basically the one before, except turned up to eleven. Flamewaker yet again provides an invaluable source of damage, this time jacked up by two new cards from The Grand Tournament: Arcane Blast and the legendary Ronin. Arcane Blast is just silly good - it’s cheap at only one mana, and by itself can deal with plenty of pesky minions. But drop down an Azure Drake, and suddenly the damage is doubled, allowing you to take down much bigger prey. Ronin is just a big fat body, but even when he’s killed, he continues to provide you will value in the form of three copies of Arcane Missiles.

Mana Wyrms and Mad Scientist is what you ideally want in your opening hand. Flamewaker is great if you’ve got the coin handy to get a free proc from him too. Unstable Portal can give you some free early-game plays, or some big bodies to drop in the mid-game. Early removal can also be of use, so if you’re against a class with some ugly early game class minions, consider keeping your Frostbolts and single copy of Flamecannon should they fall into your hand.

You have some really, really sinister combos in this deck, so your job is surviving and controlling the board until you can pull them off. One fantastic tool to help you do this is Effigy - the brand new Mage secret. It replaces a dead minion with another of the same mana-cost; think of it like a better Piloted Shredder. It’s better spent on some of your bigger minions, but if push comes to shove, don’t fret to play it earlier if it’s your only avenue.

Ronin helps fuel two of your win conditions. The first is Flamewaker plus three Arcane Missiles, which either does huge damage to your defenseless opponent, or clears their minions; or both. The second is his trusty ally, Archmage Antonidas - drop a Sorcerer's Apprentice and not only have three zero mana-cost Arcane Missiles, but three Fireballs to fling into your opponent's face for the next couple of turns. Marvelous.

Best Druid deck

Hearthstone

Beginner - Unleash the Beast (2980 dust)

2 x Ancient of Lore
1 x Big Game Hunter
1 x Nourish
1 x Force of Nature
2 x Dire Wolf Alpha
1 x Savage Roar
2 x Keeper of the Grove
2 x Innervate
2 x Druid of the Claw
2 x Swipe
2 x Druid of the Fang
2 x Druid of the Flame
2 x Savage Combatant
2 x Darnassus Aspirant
2 x Druid of the Saber
2 x Knight of the Wild
2 x Wildwalker

It’s been an deck archetype long in the making, but The Grand Tournament finally made a Druid based around Beast minions viable, and better yet, rather effective too. Four new Beast synergistic cards have entered the arena: Druid of the Saber, Savage Combatant, Knight of the Wild and Wildwalker. Throw in some neutral Beast cards and some removal spells, and you’ve got quite the menacing deck.

At the start of the game, you should be on the look out for cards that will accelerate your mana, as well as satisfy your Beast synergy. Innervate and Darnassus Aspirant are crazy-good when it comes to allowing you to play some of your bigger threats earlier than intended. On the flipside, Druid of the Saber and Druid of the Flame provide you with staple board presence that will be tough to remove. Against an aggro deck, you can’t go wrong with keeping the odd Swipe if you draw it either.

One of the best things about this deck is nearly every one of its minions provides you with two options when playing them, allowing you to tailor their effectiveness to the present situation. Savage Combatant and Wildwalker gives you the necessary bolster to make your minions stick, which is paramount when it comes to beating your opponent’s face. If you get completely wiped, it’s going to be hard to come back from unless you’ve got cards saved up, or a Nourish or Ancient of Lore to replenish quickly. Also, don’t be afraid play a Knight of the Wild for it’s maximum seven mana-cost if you draw it late - it’s still a respectable body to hide behind.

Advanced - Token Druid (3920 dust)

2 x Ancient of Lore
2 x Power of the Wild
1 x Force of Nature
2 x Azure Drake
2 x Savage Roar
2 x Keeper of the Grove
2 x Violet Teacher
2 x Innervate
2 x Druid of the Claw
2 x Swipe
2 x Wrath
2 x Shade of Naxxramas
2 x Haunted Creeper
1 x Dr. Boom
2 x Darnassus Aspirant
2 x Living Roots

A token in Hearthstone lingo refers to any minion that is created from another minion or spell: cards such as Haunted Creeper and Force of Nature are prime examples. The Grand Tournament introduced a new spell to aid this archetype: Living Roots. Now at face value, the card on its own seems pretty weak, and in all reality, it is. However, combine it with Power of the Wild and/or Savage Roar, the the ability to dish out tremendous damage becomes a reality.

As previously mentioned, your opening hand would be good to include a couple of copies of Living Roots. Mana acceleration from Innervate and Darnassus Aspirant are also favourable. If you’re going second and have the coin handy, a Violet Teacher can also be a formidable generator of those juicy tokens.

Your primary aim is to overrun your opponent with low-cost and initially weak minions. But that changes when you slap on a Savage Roar or a Power of the Wild, turning everything into deadly threats. Some decks will force you to trade some of your tokens away when a favourable opportunity presents itself, but never forget that your primary goal is to get your opponent in range of your deadly Force of Nature plus Savage Roar combo to finish them off.

Best Paladin deck

Hearthstone

Beginner - Murkadin (3940 dust)

1 x Old Murk-Eye
2 x Murloc Warleader
2 x Consecration
2 x Bluegill Warrior
2 x Truesilver Champion
2 x Murloc Tidecaller
2 x Coldlight Seer
1 x Ironbeak Owl
2 x Grimscale Oracle
2 x Leper Gnome
1 x Sword of Justice
2 x Abusive Sergeant
2 x Divine Favor
1 x Muster for Battle
2 x Shielded Minibot
2 x Puddlestomper
2 x Murloc Knight

Don’t let the cost of this deck fool you - the hefty legendary card is unlocked without the need for crafting it; just collect all the basic and classic Murlocs. In fact, the legendary card in this deck isn’t even the most important card: that falls to the Murloc Knight, a bizarre addition to the Paladin repertoire from The Grand Tournament. This little guy - riding his trust frog steed - single-handedly makes this deck both incredibly fun, and deceivingly effective.

Your mulligans should be looking for any combination of Leper Gnomes, Shielded Minibot, Muster for Battle, Abusive Sergeant or Divine Favour. Why are you not wanting to start with Murlocs, I hear you ask? Well, Murlocs are cheap minions, but only reach their max potential when played together; a lone Murloc will be easily dealt with. You’re going to want to dump your Murlocs all at the same time at the mid-game.

Murloc Knight is a real threat. You’ll need six mana to make use of its effect immediately, but if it manages to go off a few times, the game is all but won. Remember - Murloc Knight can summon any random Murloc, including itself. You might drop down a Murloc Knight, and have a full board of Murlocs the next turn. Of course, you’re going to be susceptible to the big board clearing spells and combos, but you’ve got enough steam to replenish your minions a couple of times before you’ll start to fall behind.

Advanced - Devout Secrets (2240 dust)

2 x Blessing of Kings
2 x Noble Sacrifice
1 x Argent Protector
2 x Truesilver Champion
2 x Knife Juggler
2 x Argent Squire
2 x Secretkeeper
2 x Abusive Sergeant
2 x Divine Favor
2 x Redemption
2 x Avenge
1 x Haunted Creeper
2 x Muster for Battle
2 x Shielded Minibot
2 x Competitive Spirit
2 x Mysterious Challenger

Everyone sort of laughed when the Mysterious Challenger card got revealed, but boy were they wrong about that one. For six mana, you get a 6/6 body, plus one of every secret that you have in your deck put into play. This deck runs four secrets, all with great synergy with each other: your opponent triggers Noble Sacrifice, which then triggers Avenge, and the minion from Noble Sacrifice is revived giving you even more board presence. It’s a powerful combo that can swing you huge amounts of tempo.

Because Mysterious Challenger does the work for you, you will want to avoid having secrets in your hand in the early game; Avenge and Competitive Spirit can work though if you have the correct setups. Establishing some minions should be your priority, so cards such as Shielded Minibot, Knife Juggler, or Haunted Creeper are auto-keeps. Secret Keeper can also work if you’re flooded with secrets early on.

This deck is an aggro deck at heart, so be aggressive and burn your opponent down quick. Don’t be scared to throw out your hand quickly, as a Divine Favour will put you right back on top of your card draw. Use Blessing of Kings and your Truesilver Champion to either deal huge amounts of damage, or get rid of emergency threats. If you’re not on the verge of winning by turn seven, you will run the risk of losing too much steam to pull through.

Best Rogue deck

Hearthstone

Beginner - Deadly Shadows (1520 dust)

2 x Deadly Poison
2 x Coldlight Oracle
2 x Cold Blood
2 x Arcane Golem
2 x Southsea Deckhand
2 x Blade Flurry
2 x SI:7 Agent
2 x Eviscerate
2 x Sap
2 x Leper Gnome
2 x Annoy-o-Tron
2 x Piloted Shredder
2 x Tinker's Sharpsword Oil
2 x Argent Horserider
2 x Buccaneer

Rogue’s didn’t get many interesting cards with The Grand Tournament unfortunately. This aggro deck only makes use of one new class card: the Buccaneer. It’s nevertheless a fine addition to this type of deck

Your opening hand wants to be full of one-drops, preferably the aforementioned Buccaneer being amongst them, which gives you a strong turn two to use your hero power. Other minions worth keeping include Leper Gnome, Southsea Deckhand, and Annoy-o-Tron. Try and make sure you combo off any of your spells for their maximum potential; it’s sometimes wise to hold back a cheap spell now and then when you know you will need it.

Deadly Poison and Tinker’s Sharpsword Oil can turn any old dagger - including your hero power - into a force to be reckoned with. If you manage to score any of those cards while you’ve got an Assassin’s Blade out, it’s pretty much ‘good game’. Try and save your Tinker’s Sharpsword Oils for when you can reliably run out either a Southsea Deckhand, or an Arcane Golem, for maximum damage.

Advanced - What’s in his pocketses? (5240 dust)

1 x Edwin VanCleef
2 x Deadly Poison
2 x Sprint
2 x Blade Flurry
2 x Azure Drake
2 x SI:7 Agent
2 x Preparation
1 x Fan of Knives
2 x Eviscerate
2 x Sap
1 x Assassin's Blade
2 x Backstab
2 x Violet Teacher
1 x Bloodmage Thalnos
2 x Earthen Ring Farseer
2 x Tinker's Sharpsword Oil
2 x Burgle

OK - so maybe Rogue got one more useful card from The Grand Tournament: Burgle. It adds two random class cards from your opponent to your hand. Now, this is different to your Priest shenanigans, as they steal directly from your deck - this one can add any card from your opponent's class, including legendary minions. In the end though, it’s all RNG, but because it’s class cards, you’ll almost always end up with something useful.

At the start of the match, you’ll want SI:7 Agent and Edwin VanCleef for some board presence, bolstered by spells such as Backstab, Deadly Poison, and Burgle. Never try and use Preparation on a Burgle, as you’ll want to save it for Eviscerate, Blade Flurry, or a turn four Sprint, which are way more important.

Just like the aggro Rogue deck, your biggest asset is your blades, which can be pumped up to ludicrous damage thanks to Deadly Poison and Tinker’s Sharpsword Oil. Just bare in mind that you’ll be using your face to tank a lot of damage if you chose to remove some minions yourself, and your only source of healing is a paltry Earthen Ring Farseer.

Best Priest deck

Hearthstone

Beginner - Combo Healing (1200 dust)

2 x Wild Pyromancer
1 x Circle of Healing
1 x Lightwell
2 x Inner Fire
1 x Mass Dispel
1 x Shadow Word: Pain
1 x Acolyte of Pain
2 x Power Word: Shield
1 x Faceless Manipulator
1 x Silence
1 x Shadow Word: Death
2 x Divine Spirit
2 x Northshire Cleric
2 x Holy Nova
1 x Zombie Chow
2 x Shade of Naxxramas
2 x Deathlord
2 x Velen's Chosen
1 x Holy Champion
2 x Tournament Medic

The Grand Tournament brought with it a new mechanic, Inspire, which triggers on minions every time you use your hero power. Thanks to a very versatile hero power, the Priest class can use theirs to heal themselves, or their minions, and take full advantage of Inspire minions. Tournament Medic is a perfect example - it heals your hero for two health whenever you use your hero power, meaning you can top yourself off even when you’re focusing on keeping your minions alive. Combine this extra healing with the new Holy Champion, and suddenly you have a growing threat on the board that can quickly get out of control.

This deck can take some time to warm up, so early damage mitigations is key. Your opening hand will want a combination of Zombie Chow, Lightwell, Deathlord and Northshire Cleric. A copy of Velen’s Chosen can help turn your Deathlord into something that can’t be ignored, and maybe bait out a silence from your opponent to counter the horrible deathrattle.

Your main win condition with this deck is to have either a Tournament Medic / Deathlord smash into your opponent’s face, once it’s had Inner Fire cast on it. Sometimes, this can prove to be too much if the match is early enough, ending games on turn four or five. Otherwise, you can build up your board and wait until you can proc your Holy Champion a bunch of times by using the copious amount of healing you have in your arsenal. It’s like a Lightwarden, but on steroids.

Advanced - Holy Dragon (4160 dust)

2 x Cabal Shadow Priest
2 x Azure Drake
2 x Power Word: Shield
2 x Shadow Madness
2 x Shadow Word: Death
2 x Northshire Cleric
2 x Holy Nova
2 x Dark Cultist
2 x Shrinkmeister
2 x Blackwing Technician
1 x Dragonkin Sorcerer
2 x Blackwing Corruptor
2 x Twilight Whelp
2 x Twilight Guardian
1 x Chillmaw
2 x Wyrmrest Agent

Just as Blackrock Mountain saw the ride of the Dragon Paladin/Mage decks, The Grand Tournament has given birth to the Dragon Priest deck, and it’s glorious. Wyrmrest Agent and Twilight Guardian bring some much needed synergy to the Priest class, while providing meaty taunts to hide and heal behind.

Having a dragon in your opening hand is vital to maximising your card synergies, so mulligan until you do. If you only have a Twilight Whelp in your hand, consider saving it for other more valuable cards such as Wyrmrest Agent, Blackwing Technician, and Twilight Guardian.

Playing minions on curve is the most important goal for this deck. You can heal/buff existing minions if you have no minion to play on any one turn, but always favour building up your board presence first. Lightbomb and Holy Nova are your two big mass removal spells, make sure you use them wisely. Chillmaw, the new Dragon legendary from The Grand Tournament can shred aggro decks to pieces with its deathrattle, but remember that you need to be holding a dragon minion in your hand when it dies for it to trigger.

Best Warlock deck

Hearthstone

Beginner -  The Classic Zoo 3.0 (1420 dust)

2 x Flame Imp
1 x Void Terror
1 x Dark Iron Dwarf
2 x Power Overwhelming
2 x Voidwalker
2 x Harvest Golem
2 x Knife Juggler
1 x Shattered Sun Cleric
1 x Doomguard
2 x Defender of Argus
2 x Abusive Sergeant
1 x Shadowflame
2 x Voidcaller
2 x Nerubian Egg
1 x Loatheb
2 x Imp-losion
2 x Imp Gang Boss
2 x Wrathguard

The popular Warlock Zoo deck has seen yet another revision with The Grand Tournament, this time with the addition of the Wraithguard demon. It slots perfectly into that early game pressure that Zoolocks so aptly wield, even with it’s potentially dangerous drawbacks.

In your opening hand, you’re going to try and get Flame Imps, Wraithguards and Voidwalkers to kick off your tempo. You’ll likely get a few good hits to the opponent’s face with these before you have to trade them away; in Voidwalkers case, you want them to trade into it in the hopes it’ll summon an even bigger demon from your hand.

Rush any minions directly onto the battlefield to uphold board presence as soon as possible. Feel free to use your Defender of Argus on your smaller minions to give them better options to trade with enemy minions, and to protect yourself from damage. If you run into another aggro player, make good use of that Shadowflame to clear their entire board once they run out of steam. Try and only cast your Doomguards if you know lethal is imminent, or right after you’ve dropped Loatheb to minimise any retaliation.

Advanced - Fizzlebang’s Revenge (10800 dust)

1 x Sylvanas Windrunner
2 x Mortal Coil
2 x Molten Giant
2 x Hellfire
2 x Ancient Watcher
2 x Mountain Giant
2 x Twilight Drake
2 x Sunfury Protector
1 x Lord Jaraxxus
1 x Ironbeak Owl
1 x Ragnaros the Firelord
2 x Defender of Argus
1 x Siphon Soul
1 x Shadowflame
2 x Sludge Belcher
2 x Antique Healbot
2 x Darkbomb
1 x Emperor Thaurissan
1 x Wilfred Fizzlebang

Just like the Zoolock, Handlocks are also enjoying renewed strength. Wilfred Fizzlebang is the Warlock legendary minion from The Grand Tournament. While he’s a paltry 4/4 for six mana, he causes any card you draw from your hero power to cost zero mana. Yep, that’s right, completely free to cast cards. Since Handlocks do nothing but use their hero power, Wilfred Fizzlebang fits in like a treat.

You’ll spend the first few turns pumping out your hero power to increase your hand size, with hopefully either a turn four Twilight Drake or Mountain Giant to show for your patience. But if you’re forced to expend some cards early, say a Darkbomb to get rid of a pesky minion, then don’t hold back. The main goal is to get to the lategame in anyway possible.

If you draw Wilfred Fizzlebang before turn six, you may want to save him until at least turn eight when you can use your hero power too. Start dropping the rest of your huge minions - namely your giants - and taunt them up with either Defender of Argus or Sunfury Protector. If you get too low on health, it’s time to whip out good ol’ Lord Jaraxxus to gain an extra slice of life, and some game ending tools.

Best Shaman deck

Hearthstone

Beginner - Elemental Mechs (1580 dust)

1 x Earth Shock
1 x Doomhammer
1 x Azure Drake
2 x Flametongue Totem
2 x Rockbiter Weapon
2 x Fire Elemental
1 x Lightning Storm
1 x Lava Burst
1 x Loatheb
2 x Cogmaster
2 x Annoy-o-Tron
2 x Spider Tank
2 x Mechwarper
2 x Piloted Shredder
1 x Clockwork Gnome
2 x Whirling Zap-o-matic
2 x Crackle
1 x Mechanical Yeti
2 x Powermace

A relatively cheap mech oriented deck, this aggro Shaman will smother the board with minions, and keep it that way before your opponent has a chance to play any big removal. Since you’re running mechs as the majority of your creatures, a Mechwarper out early will help you take the lead in the game. You should be hitting your opponent’s face at every opportunity, unless you can make an extremely favourable trade.

Your opening hand will want that aforementioned Mechwarper, but also early drops such as Clockwork Gnome, Cogmaster (as long as you have another mech), and Annoy-o-Tron. Powermace is a fantastic tool to help you remove some early threats, while using its deathrattle to power up your minions even further.

A single Lightning Storm servers as you’re only removal, and you’ll only want to play that with a healthy dose of spell damage from either a totem, or an Azure Drake. Your Lava Burst and Crackle cards want to be used exclusively on your opponent’s health total. Remember, it’s a race with an aggro deck.

Advanced - Totemic Rage (4280 dust)

1 x Earth Shock
1 x Bloodlust
2 x Hex
2 x Azure Drake
1 x Al'Akir the Windlord
2 x Flametongue Totem
2 x Rockbiter Weapon
1 x Defender of Argus
1 x Mana Tide Totem
2 x Fire Elemental
2 x Lightning Storm
2 x Zombie Chow
2 x Totem Golem
2 x Tuskarr Totemic
2 x Thunder Bluff Valiant
1 x Dr. Boom
2 x Piloted Shredder
2 x Haunted Creeper

One of the most interesting decks to come from the release of The Grand Tournament is that of the Totem Shaman. Thanks to three new cards: Totem Golem, Tuskarr Totemic and Thunder Bluff Valiant, Totems can now be taken seriously as an archetype.

Zombie Chow and Totem Golem are the most important cards to look out for when mulliganing, as they offer insane value. Tuskarr Totemic is a relatively safe keep if you’ve got either of the aforementioned cards; just remember to play him to the left of your minions to possibly gain bonuses from his randomly summoned totem. If you’re facing an aggro deck, consider keeping a copy of Lightning Storm.

This totem deck took a while to be taken seriously by the community, but gosh is it stronk. Your priority is to build the board up with as many totems as possible before turn five, where you will hopefully play your Thunder Bluff Valiant. With him on the field, every time you use your hero power to summon another totem, you will buff all your totems - including the newly summoned one - with plus two attack. Suddenly, your previously weak totems are either dealing massive face damage, or trading with minions much bigger than them. Bloodlust is a fantastic way to end the game with a full board of totems, but failing that you can combo out Al’Akir the Windlord with some Rockbiter Weapons to seal the deal.

Best Warrior deck

Hearthstone

Beginner - Everyone - get in here! (760 dust)

2 x Frothing Berserker
2 x Whirlwind
2 x Warsong Commander
2 x Slam
2 x Execute
2 x Gnomish Inventor
1 x Dread Corsair
1 x Cruel Taskmaster
1 x Inner Rage
2 x Acolyte of Pain
2 x Fiery War Axe
2 x Armorsmith
2 x Battle Rage
2 x Death's Bite
2 x Unstable Ghoul
2 x Grim Patron
1 x Emperor Thaurissan

The most infamous deck in Hearthstone right now, and just to make things better (or worse), it’s extremely beginner friendly too with an insanely cheap dust cost. The Grim Patron is true to his name - once he’s out on the field, in the hands of a Warrior, you can be sure he’ll be bringing in all his rowdy friends to play too. With a few slick cards to combo off, the Grim Patron can end games quicker than you can say ‘pile on’.

Your opening hand will want to include a Fiery War Axe for early removal, Unstable Ghoul, and Dread Corsair to combo off an early weapon draw. Acolyte of Pain is a really great source of card draw, and Armorsmith will pump you full of armour to keep you going. Use things like Whirlwind and Cruel Taskmaster to activate them if you need to.

Turn eight will be the time where you can combo out your Grim Patrons with your Warsong Commander, giving the patrons charge - the catalyst for their multiplication. You can always risk putting either card out a turn before the other if you’re desperate, but since these are your biggest win condition, it may be best to play it safe. You can also win with a huge Frothing Berserker, activated with multiple Whirlwinds and Death’s Bite.

Of course, Emperor Thaurissan once again enables you to do this a few turns earlier given the chance, so you may be able to win sooner than you think.

Advanced - Control Warrior 3.0 (13,700 dust)

1 x Sylvanas Windrunner
2 x Shield Slam
1 x Big Game Hunter
2 x Execute
2 x Brawl
2 x Cruel Taskmaster
1 x Acolyte of Pain
2 x Shield Block
1 x Ysera
1 x Ragnaros the Firelord
2 x Fiery War Axe
1 x Grommash Hellscream
2 x Armorsmith
2 x Death's Bite
2 x Sludge Belcher
1 x Dr. Boom
1 x Shieldmaiden
1x Justicar Trueheart
2 x Bash
1 x Varian Wrynn

The most expensive deck in this list, the Control Warrior is a powerhouse when it comes to its ability to survive just about anything. More often than not, you’ll have more armour than your maximum health by the lategame, and you will feel absolutely unstoppable. Along with a huge cast of legendary cards - including the debut of Varian Wrynn and Justicar Trueheart from The Grand Tournament - you’ll laugh each time you slam down an iconic card onto the battlefield.

As always, you want a Fiery War Axe in your opening hand, above all else. With your armour up hero ability, you can trade with minions with little cost to your own health. Make sure that if you do however, you armour up after you take the hit; your health has a maximum of 30, yet your armour has none; it’s also paramount to conserve your armour to use cards such as Shield Slam.

By the midgame, you’ll have a huge armour value, and your board will start to be populated with big taunt minions, which will be making your opponent sob with frustration. Shield Slam any minion that looks slightly scary, and if it really goes tits up, just throw out a Brawl to even the playing field. Come lategame, you’ll be looking for the opportunity to rush your Grommash Hellscream out of the gates, enrage him, and the smash him into your opponent’s face for the win. Playing Alexstrasza beforehand is a great way to ensure it’ll be lethal too.

Best Hunter deck

Hearthstone

Beginner - Me Go Face? (1040 dust)

1 x Unleash the Hounds
2 x Explosive Trap
2 x Eaglehorn Bow
2 x Knife Juggler
2 x Argent Squire
2 x Kill Command
2 x Ironbeak Owl
2 x Leper Gnome
2 x Abusive Sergeant
2 x Animal Companion
2 x Mad Scientist
2 x Haunted Creeper
2 x Quick Shot
2 x Argent Horserider
2 x Lance Carrier
1 x Bear Trap

Before you’re even allowed to play the most skillful deck in Hearthstone’s history, you are required to watch this educational video:

This is the purest form of an aggro deck you can get today. Play minions, hit their face, win (or lose). It’s essentially a bet: can you run out more minions than they can deal with before they get a chance to really get their deck working. Surprisingly, more often than not it works out in your favour. Better yet, every game is quite fast, making this a perfect deck to climb the ranked ladder with.

There really isn’t much more to say. Apart from your single Tracking, and your two Ironbeak Owls to silence some big threats, everything you play just needs to go to the face. That is your mantra - stick by it, or lose, horribly.

Advanced - Ace Ventura (2800 dust)

2 x Savannah Highmane
1 x Hunter's Mark
2 x Freezing Trap
1 x Houndmaster
2 x Unleash the Hounds
1 x Stranglethorn Tiger
2 x Eaglehorn Bow
2 x Knife Juggler
2 x Kill Command
1 x Ironbeak Owl
2 x Animal Companion
1 x Flare
1 x Webspinner
2 x Mad Scientist
2 x Haunted Creeper
1 x Dr. Boom
2 x Piloted Shredder
1 x Quick Shot
1 x Ram Wrangler
1 x Bear Trap

If you don’t have enough “skill” to play the Face Hunter deck, then why not try this one instead? It’s more of a midrange deck that focuses on Beast synergy much like the Druid one further back in the article. The Grand Tournament has two cards represented in this deck: Bear Trap and Ram Wrangler. Bear Trap is a great way to stay unpredictable when it comes to your secrets, and also puts a 3/3 Beast with taunt in play for you. Ram Wrangler on the other hand takes advantage of a Beast on the board, by giving you a completely random one for free; including any of the Beast legendaries. Anyone fancy a free King Krush?

Your opening hand should comprise of Webspinners, Haunted Creepers. Knife Jugglers and Mad Scientists. Animal Companion is a seriously solid drop on turn three, so you can keep that with little impunity. If you do manage to happen upon a secret early in the game (or Mad Scientist), you can also keep an Eaglehorn Bow since you’ll have a reliable way to maintain its durability.

Try and play your minions on curve, and don’t be afraid to trade into enemy minions if things start to go south. You’re not as aggressive as Face Hunter; this deck is all about making clever plays. Speaking of which - save your Flare against decks which contain secrets, like that pesky Secret Paladin, or just cycle it for a card draw when you have free mana. Unleash the Hounds can easily punish any aggressive decks you face, which you can combo with Knife Juggler and/or Houndmaster for even more damage. As you enter the lategame, finish your opponent off with Dr. Boom and your pair of Savannah Highmanes.

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Shriven Avatar
2506
1 Year ago

I can vouch for the beginner paladin deck. 6 wins 1 loss. lovely.

2
DustyGerkin Avatar
19
1 Month ago

As a beginners guide you might want to explain some of the jargon that goes with it otherwise as it stands you'll need some knowledge to even start with these.

Will have to give some of those decks a go.

2
PikaDoggy123 Avatar
1
1 Month ago

Is there still a decklist for the death rattle shaman deck(You can't kill it)?

1
Robertweb Avatar
3
1 Year ago

Fix Druid deck , 28/30 cards...

0
Nick Wilson Avatar
355
1 Year ago

Fixed. The two missing cards were 2 x Starfire. Thanks for the heads up!

2
Robertweb Avatar
3
1 Year ago

Upload new cards.(Curse of naxxramas)

2
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