Looks like a fine list, to be honest. I think more importantly for you now, you should think about teching against what you’re seeing. Like adding oozes against weapons, BGH if you’re seeing big minions, things like that.
So I got to 500 wins with my priest, so I decided to start another, and am trying a Grim Patron warrior deck, with only Thaurissan as a legendary. I started at Rank 19 and flew up to 16 in a few games. I was actually apologizing to other players because, despite not having the legendaries, it can work so well that it’s just sick. I haven’t faced a Mage yet, nor one of those hyper loaded decks, but I love it against Hunters because of the Grim Patron. Only 400 more wins with the Warrior to go.
Rank 16 doesn’t tell you very much - I think you could pretty easily make rank 16 with a deck of completely random cards - it doesn’t start getting hard until 10 or so. Control warrior decks definitely rely on a few big legendaries. I don’t see your deck as being viable past 12 or so, if it can make it that far.
I’ve played a ton over the last few days and I had a weird thing where I had a 15 game win streak to go from 16 to 9, pretty much went 12-10 or so, win/loss/win/loss to get to 8, and then just lost like 20 straight matches to get back down to 12. Very streaky.
The face hunters (is there any other kind?) have been tearing me up. I don’t know what to drop into my deck to stop them, except maybe some sunfury protectors. Any tips?
A grim patron deck is surprisingly cheap, if you have BRM. There are really no essential legendaries apart from Thaurrison, which comes free.
Antique healbots, annoy o Tron and death lords, pretty much. It also depends on the class.
The druid power “recycle” is 6 mana and “Shuffle an enemy minion into your opponent’s deck” - is that it? Is it basically like sap, except it goes back into the deck instead of the hand? That seems like a poor use of 6 mana, when sap is 2 and assassinate is 5. I mean I guess the advantage over assassinate is that it doesn’t trigger any deathrattle, but it leaves them the opportunity to use the card again at some point - seems like a poor tradeoff for equal mana, let alone one more.
They also lose a card draw because they have to draw it again in order to use it, unlike sap where they get to play the card right away.
It’s not a great card, but it’s not completely useless.
i’ve made a deck around Flamewaker which i’m really having fun with, and i’m hoping it could be made viable. i’m willing to make anything up to a neutral legendary. any suggestions? i’m thinking a pyroblast will be better than Nefarian. what type of deck is mine? i don’t even know what to google for. thanks.
There are quite a few decks out there right now that build around the Flamewaker. Just do a search for “mage flamewaker” and you’ll find plenty.
Yours is really heavy on the secrets, which makes it a lot slower than all the builds I’ve seen. I think you need two sorcerer’s apprentices and two mirror images. The former will let you get more spells out with the flamewaker. The latter will trigger the flamewaker and protect them to boot. You want to try and use the counterspell to specifically play around board clear, since the idea is to have your flamewakers on the board for as long as possible.
The version I’m playing right now has two sorc. apprentices, two knife jugglers, and two azure drakes. Lots of damage thrown around. I think the only legendary in my deck is Dr. Boom (though I should really craft a Ragnaros). I only have one counterspell and one polymorph. It’s a pretty aggressive deck that can kill very quickly if I get lucky with a strong early mana wyrm.
the ones i’ve found with “mage flamewaker” are all heavier on minions and card draw. the fun part is the spell-heavy aspect of the deck.
i’ve tried sorceror’s apprentice and it is really good but it seems i could only do so by switching out the Ethereal Arcanists; also, without card draw the reduced mana costs aren’t always needed except for the first few turns. Mirror Images are good too but it clashes with Duplicate.
i’m wondering how much of a difference a Dr Doom or Ragnaros would make.
eta: ya mine is a slow deck unless the early mana wyrm survives.
I’m playing a version known as tempo mage, but a very aggro version. You can have a look here
It runs Antonidas and Dr. Boom, so if you don’t have either you can sub in Pyroblast for Antonidas and… something big and heavy for Dr. Boom, I don’t know what. Nefarian, why not. Thaurissan isn’t super necessary if you aren’t running Antonidas (personally, I don’t think it’s worth a slot, I don’t get the effect off often enough).
like every other one i found, it seems to be built around Antonidas which i cannot afford. i’ll try the spare parts though, maybe replace Arcane Missiles or something.
Well… Antonidas just really gives it that extra reach. Most times, you’ll find with an aggro deck that you’ve gotten them down to 14 but have lost the board, and they’ve put taunts up. Antonidas can turn your spare parts into fireballs, and usually that does the trick.
That said, if you don’t have Antonidas, then I would recommend something even more aggro… something like this. Aggro Mage - Hearthstone Decks
This is pretty much what I ran with to rank 3 midmonth. Somehow, it worked, but it seems people have learned to counter it. It does really well against face hunter, but not so well against midrange. You can often burn control decks down before they really start.
I got inspired to run the deck again after posting it up, and gosh dang it still works at rank 5. Ha!
It’s not super interactive, in that most of the time the correct play is to dump your hand and go face, but you do have to occasionally have to take some trades to protect your key minions, and save cheap spells for a big Flamewaker turn. I’ll be running it until the season ends to practice, so if you see me online feel free to spectate.
Oh, and finicky cloakfield doesn’t work on flamewakers. Just FYI.
but it does trigger the 2 damage.
i’m still trying out your deck. it certainly is much easier to win, but the playstyle is also completely different. i really like how useful Jeeves is in this deck.
Yup, once I see Jeeves, it’s time to start dumping cards on the board (it is always time to start dumping cards on the board).
It’s different from face hunters in that face hunters can do damage from zero board because of all the charge. This deck doesn’t run charge, so you have to have a board - it’s better to think of it as a tempo deck rather than an aggro deck, except that the tempo starts from turn 1, unlike the traditional tempo Rogue etc who really start their tempo on turn 3 and 4.
It also board controls, but in a very incidental way - all the random knives from juggler and flamewaker. So unlike face hunter, we can still control the board kind of, while going face.
Mulligan guide:
NEVER keep Jeeves or Arcane Intellect. You want to draw into them to dig for fireballs to close out the game. Spending turn 3 or 4 doing nothing is a super tempo killer, and this is an extreme tempo deck.
Without coin:
1 drops. Your tempo starts from turn 1, missing turn 1 is crazy bad. If you have a 1 drop, consider tossing your other 1 drops back for a 2 drop, unless there is combo potential.
Keep: Mana Wyrm, Clockwork Gnome, Leper Gnome
If you have Mana Wyrm, consider keeping flame cannon or frostbolt against druid, Mage, Priest, to counter the 2 drop Mana Wyrm counters (Knife Juggler, Flame Imp)
If you have any 1 drop, consider keeping Mad Scientist, Sorcerer Apprentice, unstable portal (in that order) to accelerate tempo
turn 2 and 3 (Mad scientist draws and plays a secret, which is mirror entity, which is super tempo, and Apprentice can give you free Mirror Image which keeps tempo, and allow you to play Unstable Portal)
With coin:
You have more flexibility. Always keep Mana Wyrm and Mirror image, Mana Wyrm + coin + Mirror Image is the best turn 1 start you have with this deck. If opponent commonly plays 1 drop 1 health minions, consider keeping Mana Wyrm and Arcane Missles (Hunter, Zoo)
You can also consider keeping Apprentice + Mirror image, Mad Scientist.
General:
Always keep frostbolt/Flamecannon against Shaman, Mage. You don’t want to get burned out from T1 by Zapobot, Mechwarper or Mana Wyrm. If you get out-tempoed, you’re in a bad position, and these decks tend to be able to do it if you don’t have a ready answer.
Watch out for AOE, especially against Shaman, Paladin, Priest.
Shaman you really can’t do anything about, so keep your some minions in reserve and trade aggressively - you can often win by controlling the board against Shaman.
Paladin watch for turn 4 2 damage AOE, again, trade on turn 3. Kill Knife Jugglers on turn 2 or Turn 3 muster will wreck you.
Priest watch for turn 5, trade on turn 4. These days not many people play auchenai circle. It’s probably better to ping his auchenai than to attempt to deny him healing, as auchenai gives priest some intense tempo with 2 damage hero power.
So I finally hit legend today, with my aggro Mage deck I posted above. Finally, I’m free! Free to play my aggro priest deck, free to play my OTK Malygos Shaman, free!!
Phew.
Thanks to Shijinn, who accompanied me for my final 3 stars. 
you made it look easy!
Grats on hitting legend! I tried a mech shaman today simply to finish the 5 win shaman quest and ended up going from rank 8 to rank 3 with only a single loss. It was probably a fluke but the deck was very fun to play.
Thanks!
Mech Shaman is one of the scarier decks to face. If you don’t have removal for the wheebot, you lose. If you don’t have BGH or similar for the fel reaver, you lose. If you get down to below 10, you get crackle/lava bursted and lose. So scary!