Using Technology to Greet an Old Friend

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Well met! With the Boomsday Project finally having been released for two weeks now, I've seen amazing creations from the communities I've read through and have also asked various people their thoughts on the expansion. Overall it was positive and I feel that the new decks have impacted Wild in a huge way. One thing that probably surprised the entire community was the success of Mecha'thun. Not only was it not too slow or had a demanding requirement, but it was also very easily pulled off by multiple classes. Priest having the easiest time. But enough about the new cards. Let's reminisce to ye olde days, back two years ago when we first got our encounter with the four powerful Old Gods. N'zoth, Y'shaarj, C'thun, and Yogg-Saron. 

 
Yogg Druid.png

And that fourth Old God, the one that got struck by the nerfhammer itself, the one complained most about on Reddit, the one the entire community had  a love-hate relationship with is who I want to discuss in our deck today. This list was a blast to play and it really was exciting when he didn't blow himself up. I present to you: Yogg Druid.

 

Now the first glaring oddity you may see is that Yogg is our only minion. Well, yes that is why I built the deck after all. To embrace the madness that is the God of Death.  Now while this deck may look like a fragile shell, I can ensure you it is armored to the teeth(heh, get it?). We have countless cards that either produce us defenders, punish aggression, or make us that little bit harder to kill. And if our lord and saviour fails us, we have a back up play in our large green men. As long as we can get more armor over and over again, we are guaranteed to survive the late game. And I've done the numbers, this deck with all its armor gain can stack a maximum of 40 armor. That isn't even accounting for Ferocious Howl and any armor Yogg may grant us. 

 

Now granted the list isn't the best and could use another tool or two. Mainly, Floop and his Gloop. I failed to open either of these in my pack openings and it saddens me. Floop's Glorious Gloop in this deck would allow us to chain together spells after a massive board wipe with Poison Seeds and Starfall while the Doctor would allow us to have a second go at things.

 

Now there is the question of when to be reactive and when to be passive. The deck's reactiveness comes from its dislike of getting punched in the face too many times, therefore aggressive strategies are when you should be playing your removal and other defensive tools. Being passive however is when you see that your opponent isn't doing much either. That can only mean two things; he's either a Combo or a Control deck(or he's AFK and left). And while this deck does do okay against most control decks, it suffers against combo decks as those happen usually on a single turn and all you can do is hope you've gained enough armor to withstand the damage.

 

I do want to do a segment on the Green Men though before I end this. The larger and larger men serve two purposes in this deck. As board presence, and as a counter to both fatigue and your spell count. The times you'll be relying on this 1-mana spell will be more often that you think. So it would be wise to keep track of how many Idols you've shuffled, and how many you've played as this could spell your doom in the long game. So the trick I like using is to use the first Idol as a Summon. Then shuffle three on the second one. This makes counting all the copies a lot easier and so much harder to make a misplay. Granted still be wary that these also count as defensive tools. So if your opponent has minions on board, use them for value trades since most of them are dispensable in the long run. 

 

And on that note, I have but one thing left to say: PRAISE YOGG. Good luck(really) and have fun everybody!

Counting Down Boomsday

In the past few months, Wild has been having a resurgence of players and decks are now more powerful as ever. With the introduction of cards such as Bloodreaver Guldan, Reno Jackson, and the bane of our past Patches the Pirate, Wild has seen the rise and fall of multiple decks. While on the ladder players may experience the same matches over and over again in the Aggro Paladins, Renolocks, Taunt Warriors that things start to feel similar, boring, and outright dull.

Well that's why I'm here today. My aim with this series is to introduce a slew of interesting off-meta decks that are not only fun, but are also somewhat ladder viable(results may vary). So in the advent of The Boomsday Project, I thought the best deck to initially highlight would be a crazy one that fits the theme of hilarity, outright nonsensical mayhem, and explosiveness. I am proud to produce my very own Boomsday Project:

 
Precognition's Boomsday Project.png

Yes, you aren't seeing things. This is the amalgamation of multiple ideas stacking and synergizing witb one another. We have three main packages that we run in this deck. Mainly Dragon, N'zoth, and C'thun. Here we will be discussing each package and how each card functions in the deck.

N'zoth Package: The core late game package if all else fails. Chock full of sticky minions and sustained threats.

  1. Bone Drake: The neutral Savannah Highmane that contributes additional Dragon synergy to our deck, boasting high attack that can usually double or even triple trade into an enemy board.
  2. Dr. Boom: It wouldn't be Boomsday without the good Doctor. While we wait and see if his new reincarnation will see play, his old self still fulfills multiple roles from providing a triple-threat-- removal, Frost Lich Jaina synergy, and immediate board presence.
  3. Sludge Belcher: Still and most likely will be an always great defensive minion that provides a second defensive body.
  4. Rotten Applebaum: Similar to Sludge Belcher, our Applebaum provides us a defensive threat that also isn't susceptible to Priest's removal.
  5. Mad Scientist: Solid two-drop that trades well in the early game not to mention it cheats out one of our two secrets.
  6. Mistress of Mixtures: Our only one-drop in the deck. Acts as another one of our early sustain/stall tools to survive any aggression we face, damn Paladins.
  7. Sindragosa: A great insurance policy to contest the board. Serves usually the same purpose as Dr. Boom, but also has Dragon synergy and instead of dealing damage to an enemy character, instead we get additional threats through a 3/6 Water Elemental AND a random legendary.
  8. N'zoth, the Corruptor: One of our possible win conditions through building a massive board of stats and value.

Dragon Package: A hybrid offensive/defensive package that can stall the game and maintain the board through effective trades and synergies.

  1. Twilight Guardian: Mage doesn't like getting hit in the face early. This is another one of our defensive minions to combat the early game.
  2. Sindragosa: If drawn early, serves as an activator for our other Dragon cards.
  3. Blackwing Corruptor: People tell me this is just a Frostbolt without the Freeze that comes with a 5/4 body. And to those people, you are absolutely correct. A great body with removal tacked onto it.
  4. Bone Drake: Additional value and activator.

C'thun Package: Minions that provide stable pressure and removal through Battlecries. 

  1. Beckoner of Evil: River Crocolisk that empowers our 10 mana Arcane Missiles. Great early game minion for trading and can usually take a hit or two before she hits the dust.
  2. Disciple of C'thun: While feeble, the Battlecry serves as removal, empowerment, and early board.
  3. C'thun's Chosen: A great minion that almost always trades two-for-one that grows our Arcane Missiles.
  4. Doomcaller: Our Arcane Missiles died? Let's bring him back then. IT'S ALIIIVEE!!! Again.
  5. Twilight Elder: Calls immediate answer else a growing threat. Has an above average body for its cost. Should usually tick at least twice before dying.
  6. Omega Arcane Missiles: Our second win condition. With each servant's battlecry going off once each, we can have a 10 mana deal 15 damage and potentially more with Doomcaller.
 
 

Overall, Wild truly is an insane place and as many people like to call it, is truly the deckbuilder's dream. While some decks may not always have the same success, that's the fun with it. Making it better, striving to improve it, piece by piece. Wild deck ideas such as these are an example of what the format has to offer in terms of diversity and how you should always expect the unexpected. And like you, I too can't wait for the Boomsday Project for the additions to this and maybe a new mad deck idea will emerge. As always, good luck and have fun.

Consistency and Changing Card Tribes

With patch 12.0 and The Boomsday Project, we’ll also be receiving some consistency changes, but to some degree, the changes inherently make the game less consistent and less interesting.

 

This isn’t solely relevant to Wild, but I feel it more applies to Wild as the format has access to more synergy cards and access to stuff like the Curator that makes minions having these tags more valuable, enjoyable, and gives deck builders more options when trying to break the meta or just meme around.

 

So first let's go over what the addition and taking away of tribal tags do for cards, and which one is inherently better and worse for the card and for the game as a whole.

ADDING A TAG

When we add a tag to a minion, you create the ability for that minion to synergize anything cards revolving around that tribe, which can be seen as a buff to a card’s overall power and gives more decisions and applicability in terms of deck building. Cards become more interesting when they have the tribe attached, even when there is no inherent class synergy, because of cards like The Curator. There is the downside that they are now targetable by that tribe’s “hate cards” but those hate cards are brought into play when the power of those synergies is so strong that one feels like they need a card like that to combat, and in that case you’ve won to some degree because you have that power to begin with.

REMOVING A TAG

When we remove a tag, we don’t get nearly the positive impact. With this tag gone, the card loses the ability to be targeted by tribal “hate cards”, but becomes inherently less interesting. The card loses any potential synergies it may have had, and loses part of what makes the card interesting from a deck building perspective.


Now that we’ve established that, let's move on.

 

With this blog post, Team 5 is making a move to make cards more consistent by removing tribal tags on minions that with review now, don’t make sense. Currently, they’re going to remove the Beast tag off of Ghostly Charger, and the Elemental tag off of Ixlid, Fungal Lord. Last patch they removed the Beast tag from Jungle Moonkin, but that falls into slightly different territory because of the very small range that it encompasses. I would have liked to see it’s Moonkin counterpart Darkmire Moonkin gain the Beast tag from a gameplay perspective if we’re making things consistent, but it’s two cards that now for the future they have the rule on what to classify Moonkins as, done. Now we get into the other two that I’ll be splitting up to talk about separately.

GHOSTLY CHARGER AND SPECTRAL/UNDEAD BEINGS

The reasoning behind the change is because of the rest of the spectral/undead Beasts aren’t classified as such, so neither should this, and that is sound and consistent reasoning. However, what feels less sound is that other tribes that are spectral/undead are perfectly acceptable to have their tribe, just not Beasts. So in an effort to be consistent, they are less consistent among this whole type of classification. Now I’m not saying I want all spectral/undead beings to lose their tribal tags, but I think this as whole just leaves things in a very awkward place.

 

Now they did say why they wouldn’t go back and change all the spectral beasts, because, “changing them would have extensive balance implications.” I can’t argue with that, as much as I think it would be interesting to see those implications. Does Beast Hunter and Druid get a major buff in Wild? It does potentially leave them with less design space, which I can’t imagine isn’t also a part of their reasoning, as they have to watch out for more interactions.

 

This is an unrealistic option in reality, but it’s worth being mentioned. There is in technicality the ability to do what happened with Witchwood Grizzly and change art, and potentially even a name, to keep the original design of the card and dynamic nature intact. Obviously, this is very expensive to have to have artists redo artwork, but it is an option. As in this case, losing the Beast tag means that it can no longer have to potential to interact with Karazhan cards like The Curator, and off of effects that give random Beasts.

All of this is over consistency, and yet the lines are muddy and confusing. In an effort to make things more consistent we’ve opened a can of worms that is just downright awkward. Do we just leave this weird divide between spectral/undead beings? Do we make spectral/undead Beasts have their tags and see what they do to the meta? Do we change art and names of cards to avoid damaging the deck building questions offered by some of these cards?

IXLID AND CONSIDERING THE META

Ixlid’s case is a bit more like the Moonkin scenario, but the relation to Bogshaper makes it relevant still in this battle for consistency. Ixlid is losing the Elemental tag because they decided, “One of the biggest outliers to this definition [of Elementals] are plant creatures. There are a ton of minions in Hearthstone that are some sort of plant. We’ve decided that these do not count as Elementals in Hearthstone.” I also can’t disagree with their logic on this. However, when a card loses it's tag, it inherently becomes less interesting to deck build around, even by just a small margin.

 

Now with this, Bogshaper also fits the criteria to remove it's Elemental tag, but they’re choosing not to for the time being because it’s being relevant in the meta, which again, is good. This however brings up this current patch, where Witchwood Grizzly’s art was changed so that it’s Beast tag could remain in tact, and their choice to not change Arfus to a Beast, despite him being a spectral Beast, because of his relevance with the Build-a-Beast Hero Power from Deathstalker Rexxar. I do agree that the competitive nature of the game needs to be considered when making changes like this, but now there are still consistency issues that for the foreseeable future will remain unaddressed. Do we accept these inconsistencies? Do we hurt cards deck building potential and interest for consistency? Or do we do the “Witchwood Grizzly Move” to keep the card as is?


CONCLUSION

Ultimately, I don’t have a definitive answer on what to do. I felt I needed to get my thoughts out and display it all somewhat cohesively, as it’s an awkward situation as a whole. The positive note to this is that hopefully Team 5 consider this going forward in card creation, make their firm decision, and then we won’t have to deal with these awkward and honestly upsetting changes for deck builders out there, especially in Wild where those small synergies can be so much more present.

Reverting Nerfs and the Impacts on Wild

*DISCLAIMER*

I want to preface before starting that I will only be covering nerfs and changes that came AFTER Hearthstone's alpha and beta periods, as there are way too many changes and not as much information and general player consensus on cards available as there was from full release. Also, this article is not suggesting that all of the cards listed should be reverted, as it is just laying out information on cards that have that potential, or that portions of the community may want to be changed.

Over Hearthstone's history cards have received changes in the form of buffs and nerfs, though usually the latter. With Molten Giant getting it's nerf reverted and having climbed to Legend with Evenlock in Wild where Molten Giant was a big MVP, I wanted to take a look at other cards that we may want to consider bringing back to their former glory.


Warsong Commander

I’ll start off with this because besides Molten Giant, Warsong Commander is one of the main cards people go-to when on the talk of reverting nerfs. Warsong Commander has had several changes over the years, but we’ll, in particular, be talking about her nail in the coffin.

 

Warsong Commander used to be a core part of the Patron Warrior deck, a deck that revolved around the card Grim Patron, Frothing Berserker, and of course, Warsong Commander. You used those cards in combination with whirlwind effects and cards like Inner Rage and Cruel Taskmaster to summon Grim Patrons and you could use Warsong Commander and Frothing Berserker for massive burst potential. This deck was seen by many pros as one of the most skill-testing decks in Hearthstone’s history and there were many that were sad to see it go.

 

With Warsong Commander in her current state, however, none of this is really possible, especially as the game has progressed. There are considerably more ways to deal with what Patron Warrior did at the time, whether it’s through removal, disruption through Dirty Rat, or just having win conditions that Patron Warrior wouldn’t be able to handle. I do think while Patron Warrior would still have instances where it would be strong, it would still fall to the same faults for ladder play that it did before, as it is difficult to pilot correctly.

 

Warsong Commander will probably never have her nerf reverted and be moved to the Hall of Fame, however. While I personally do not think the deck would break Wild Hearthstone in any fashion, Warsong Commander in her old form limited a lot of design space, as Charge is a very powerful, scary, and un-interactive mechanic. For those reasons, we will probably never see her returned to her former glory, but one can wonder.

 

Force of Nature

Force of Nature in combination with Savage Roar was the driving force behind Midrange Druid which was prevalent when we were all also dealing with Secret Paladin and Mysterious Challenger. This 9 Mana 14 damage burst combo (22 with old Innervate and a second Savage Roar) defined Druids at the time. However, would this combo be as strong today? In some cases, yes, but there are a lot more sticky and hard to remove Taunt minions, and even in Wild, Druid doesn’t have the best in the form of hard removal and doesn’t have access to transform effects outside of Tinkmaster Overspark.

Again, this change will probably never happen, as it looks as Druid’s current Force of Nature will be playing a part in the Treant synergy that they're getting, even though the old version would still synergize with the new card Mulchmuncher. The bigger reason, however, would probably boil down to how the combo is un-interactive and too consistent and powerful for the minimal resources and technical skill it requires.

 

Blade Flurry

Blade Flurry received a massive nerf at the same time that Force of Nature did. This nerf killed off Oil Rogue as a deck archetype, which revolved around using Tinker’s Sharpsword Oil along with Blade Flurry and your minions to inflict massive burst to your opponents. This card was changed for similar reasons to the cards earlier in this article, as it was a strong combo at the time that was generally un-interactive.

As Blade Flurry stands now, the card is remarkably bad, and while it may have deserved either a Mana cost increase or the effect change, I think most agree that it didn’t deserve both. Currently it usually only sits as a one of in Kingsbane Rogue as most players opt to play two copies of Vanish and go towards a mill style of play. If we had Blade Flurry in any kind of better form, we may see more variety in the types of Kingsbane decks.

 

Dreadsteed

Dreadsteed’s story is a sad one. Already a card that was considered bad by most, Blizzard decided it couldn’t exist in its original state with Defile. Their reasoning behind the change was to eliminate the infinite loop that was caused by Dreadsteed. This reasoning is somewhat faulty with the current way Defile works. While not specifically stated on the card, Defile can only cast itself up to 14 times to prevent such infinite loops, as you can still produce one with clever Grim Patron setups. Because of this, I don’t see the reason that we never got the chance to have the interaction between Dreadsteed and Defile in the game. The combination is incredibly powerful for 6 Mana and may have required changes anyways, but it is personally something I would have liked to have existed first before seeing these changes.

With having the cap on Defile so that the game can’t infinitely loop the interaction, you find that the more you look at this combo, the more it seems reasonable and should exist in the game. The Dreadsteed and Defile interaction is a perfect example of why Wild exists in the first place. Wild is supposed to be that, Wild. As sets come out, new synergies emerge. Cards that never saw competitive play can pop up in Tier 1 decks as we’ve seen with the likes of Draenei Totemcarver in the very powerful Even Shaman. Dreadsteed is one of those cards that makes players want to come to Wild and experiment and try new things, and that is good for the game and format as a whole.

To meta implications. Such a powerful board clear would have to be game-breaking, right? I beg to differ. With the current way Warlocks that would run Defile are built, their Hero card Bloodreaver Gul’dan is a major part of those decks. With Dreadsteed being a Demon, it would have very negative synergy with these types of decks, whether it be Cubelock, Control-lock, or Evenlock, as Dreadsteed would more than likely summon itself 7 times when you played Bloodreaver Gul’dan. For that reason, I think that at least for a time, Dreadsteed and Defile’s interaction would have been something that the game could have been OK to have, as using the combo locks you out of some of the major power that Warlock currently has access to.

 

Shadowboxer

This nerf got announced literally in the middle of writing this article, so this might be more of a hot take and I’ll discuss why that may be as well.

Shadowboxer is like Dreadsteed, a card that never really saw major competitive play and still doesn’t to this day. However, with the introduction of Unidentified Elixir in Kobolds and Catacombs, you could potentially give Shadowboxer Lifesteal which would make the card continue to fire off until you hero was at full Health. The card is being changed to get rid of that interaction, which I feel is unnecessary and is just getting rid of another cool interaction with older cards that can potentially bring people to the format.

Now, this change is probably made because of the new Mech Zilliax being able to give the Mech it fuses to Lifesteal. However, I would still argue, that like Dreadsteed, this combo should be something that we as a community get to see first if it is something that we desire to be changed, and not giving us that chance is frustrating, to say the least.

Deckbuilding 101

 
Even Hunter 1.0

Even Hunter 1.0

 
Even Hunter 2.0

Even Hunter 2.0

One of the best things about being a Wild player in Hearthstone is the ability to access every card released since the launch of the game.  Being able to utilize interactions of cards released over the life of the game can create unique plays.  Building your own deck in Wild with all of these cards is a great way to challenge your creativity whether you are building a fun deck with a crazy meme play or just trying to build the newest meta-defining deck.

If you are new to deckbuilding or are hesitant to build because you feel that you don’t know where to start, this article should help you get started.

STEP 1 – The Idea

The first step is sometimes the most difficult; how to come up with an idea for a deck.  There are a couple of way to approach it.  Perhaps you can start by taking a card that hasn’t seen much play, or an interaction that you would like to utilize and build around it. 

To better help visualize this I will walk you through the steps in building a deck.

When even and odd decks were announced by the Hearthstone development team I began thinking of how they could work in each class.  I had seen Odd Hunter get some play early on with the three damage hero power, but I realized that Even Hunter could be equally aggressive as well.  Being able to chip in two damage for one mana was very powerful. 

STEP 2 – Building the Deck (Tempo)

Before you start throwing cards together there are a few things that you should be looking for, depending on what the deck is trying to do.  First, what is your win condition(s)?  Is your deck a mill deck, an aggro deck, or one-turn-kill (OTK) deck, etc?  With that in mind it is easier to build with a flow to the deck so that you can achieve that end result. 

The flow that I referred to is called tempo.  It’s the ability to control the board state and keep momentum of the game on your side.  For most decks this means keeping larger or more minions on the board than your opponent.  For OTK decks and Big Priest, tempo is about controlling your opponent’s board state until you can get to your late game win condition.  Figuring out which way you want to build the tempo of your deck is one of the most important things you need to building the deck.  Now having that concept in place, it is time to find out what cards work best in your deck. 

For our example Hunter deck, I thought that since I am able to get two damage off so easily that making it a face hunter deck would probably work well. 

STEP 3 – Building the Deck (Synergy and Value)

When choosing the cards, you are looking for two things that essentially made a card or deck more powerful:  synergy and value.  Synergy is how well the cards work together.  Murlocs, for example are very synergistic.  Most murloc cards have an effect of buffing another murloc, so if you fill a deck full of these cards, they will all work synergistically with one another. 

Cards that create value for the deck should give you more stats than the mana cost and/or give you additional cards to use.  For example, Drakonid Operative is a very valuable card in dragon priest decks because for five mana it gives you a five damage, six health minion (one health point over even cost); plus, if you have a dragon card in hand it allows you to discover a card from your opponent’s deck.

Looking at cards to include in the even hunter deck, I looked at spells and cheap beasts.  Cards like Crackling Razormaw, Scavenging Hyena and Kindly Grandmother gave me early beast synergy for two mana.  Kindly Grandmother also gives value since it is a 1/1 minion for two mana that leaves a 3/2 minion as its deathrattle, making it 4/3 of total value.

STEP 4 – Building the Deck (Curve)

Curve is the amount of cards in each mana slot.  If you have an early curve, all of your minions will be in the one through three mana cost slots, like zoo decks for example that flood the board with small minions.  Most decks have a few one drops, and the majority of the cards will be in the two through four slots.  They will only have a few five and six drops and even less seven through ten cost cards.  Too many large cost cards will clog your hand and not allow you to play on curve.  You will spend the entire game waiting for the late turns only to lose before that happens.  You can build a deck that has a lot of big minions, but your curve must consist of early removal that can be easily played in the early turns to allow you to stall until the late turns.  Regardless of the way your deck is structured, your curve and tempo should work hand in hand. 

The Even Hunter deck could only use two, four, six, eight, ten, twelve and twenty cost cards.  Since I decided to build it as a face deck, having the majority of my cards as two drops would allow me to be able to easily play them and allow for the use of my hero power. 

Left: My first iteration of this deck.

 

STEP 5 – Trial and Error

The next step is trying your version 1.0 deck against opponents to see what works and what doesn’t.  Playing against friends or in Casual is recommended, since most likely it will take you a few games to get used to your new deck and work out the hiccups.  Try to play at least ten games with the deck before making changes, unless you notice glaring weaknesses right away.  Make sure that your opponents are a variety of deck types.  You want to know how your deck works against aggro, control, etc.  Learn what your best mulligans are.  The data that you get from these games will help you in the next step.

In the first few games that I played, I quickly realized that the beast synergy I wanted wasn’t consistent enough.  The deck also was not aggressive enough.  It had a midrange playstyle with too many two cost cards.  It often ran out of steam against heavy control decks like Cubelock. 

STEP 6 – Tech

Now that you have the data of how well your deck performed against various decks, it’s time to refine your deck with tech choices.  This is where your skill as a deckbuilder really shines.  Think about what problems you ran into with the deck and try to find cards that counter that problem.  For example, is your deck a control deck that cannot outpace jade decks?  Then tech in Skulking Geist.  If your deck is falling behind in tempo to other decks, try adding more area of effect (AOE) cards like Volcanic Potion for Mage or Demonwrath for Warlock.  Even a Mind Control Tech might be the momentum changer that you need. 

To solve the problem of the beast synergy.  I took out the beasts with the exception of Kindly Grandmother and Hunting Mastiff.  As their replacements, I added in more charge minions to make the deck more aggressive.  I played a little more with this version, but still had issues running out of cards or into Cubelock walls.  I teched in Jeeves for card draw, since I frequently ran out of cards and my opponent almost always had at least three cards in hand.  I also added Justicar Trueheart for that extra punch of three damage per turn to finish off my opponent when the advantage of having a one cost hero power is invalidated by having a small hand.  Deathwing was also inserted as a late AOE, since my hand is usually nearly empty anyway it wasn’t much of a loss for me to play him.  He has certainly won me a few games that I would have otherwise burned out and lost. 

STEP 7 – Win Rate

Start enjoying your deck on ladder now that you have made the proper adjustments.  Record your win/loss rate and check your records against specific decks.  You should maintain a better than 50% win rate with your deck.  Understand the deck’s strengths and weaknesses.  Always continue improving your deck based on new expansions, meta shifts, etc.  Embrace being a Wild player and get creative! 

Good luck!

Our example deck, Even Face Hunter has maintained a 56% win rate.  Is it meta-defining? No.  Is it a good deck?  Yes.  It can destroy a Renolock or Big Priest quickly, but it still struggles against Odd Rogue and Even Shaman since Hunter lacks the early AOE outside of Explosive Trap, which is sometimes played around by my opponents. 

Left:  The current decklist.

 
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