The Best Hearthstone Decks Post Galakrond’s Awakening

by in Hearthstone | Feb, 22nd 2020

With the latest solo adventure in Hearthstone (Galakrond’s Awakening), we have some brand-new cards added to Hearthstone. That can only mean one thing: The meta is shifting! That’s right, some new decks are going to stand on top, making them the best Hearthstone decks. Especially with the Shaman nerf earlier on in this expansion’s cycle.

So, we’re going to look at some interesting decks that have made their way into the highest peaks of Hearthstone, and why they work. We’ll point out strong cards, decklists, from our own perspective. While our own Jason mourns the loss of his powerful Shaman deck, he knew it was only a matter of time before that nerf got called down.

But that’s okay! There are always new decks to try, and new meta-shattering combos to bring to light. So that’s what we’re going to do! Get ready, we’re going to brawl in the tavern for a spell with the best Hearthstone decks after Galakrond’s Awakening!

Best Hearthstone Decks: Highlander Hunter (MidRange)

Personally, I don’t really play Highlander decks much. I should because you only need one copy of each card in the deck. That’s what a “Highlander” deck is. Think of the Highlander films/tv series/books. “There can be only one”, and that’s what you’re doing.

Hunters are always going to be good in my estimation, or at least, they always seem to be to me. The idea is that you have a variety of tools for any situation, plenty of creatures, and several that offer a benefit or buff when you have only one copy of something in your deck. It feels dangerous to me because you must really rely on RNG to provide the cards you need. With only one copy of them, that’s dangerous.

On the other hand, you can only have one of each of your legendary rarity cards in the deck anyway, and most of those good cards are Legendary, so you know what? Maybe I’ll just rethink how I feel about this deck archetypes. There’s no question that the deck works though. This is one of the best Hearthstone decks right now. But how does it work?

How Does It Work?

One of my absolute favorite Hunter cards is in this deck: Dwarven Sharpshooter! You can use it to ping enemy minions in addition to the player with your Hunter power. The upside of this deck is that you have so many options. You have drawn power, traps, secret powers, dragons, and the ability to Wish for the “Perfect Card”, thanks to Zephrys the Great.

That’s a card I really didn’t understand until I tried it. The game uses an algorithm based on yours, and your opponent’s board state to pick cards that will benefit you the most. You can only use it if you only have no duplicates in your deck.

In fact, you have three legendaries in this deck hinging on that. You can make copies of cards, you can discover cards that aren’t in the deck, but those are all fine because they aren’t “cards in your deck”. That’s important to bear in mind. So, what are your awesome “Highlander” cards?

Zephrys the Great: As we mentioned, you can wish for the Perfect Card. Pick between 3 cards to help you out, as their battlecry.

Dinotamer Brann: Whew. If you have no duplicates, summon King Krush (8/8 with Charge).

So, those are your big-time creatures, but they’re expensive to cast (except Zephrys). Everything else in the deck is built around card draw, or simply destroying your opponent’s board state so you can get these out.

You can summon random minions, clone them, gain temporary mana, and perhaps best of all, deal 5 damage to a random enemy whenever you use your Hero Power. If you’ve got Dwarven Sharpshooter on the table, this can destroy two creatures for the price of one.

This is also a deck still built around dragons. You have a lot of cards with “dragon synergy”, IE: If you keep a dragon in hand. The mana curve in this deck is generous too, so you have lots of room to be picky about what’s in your starting hand.

If I had to pick my favorite stuff to see in my hand/early game though, I’d pick: Dwarven Sharpshooter, Zephrys the Great, SN1P-SN4P, Freezing Trap, and Dragonbane. These are all reasonably priced to cast and have very useful powers.

If you want to really control the board though, Dragonbane, Dwarven Sharpshooter, and Veranus mean anything your opponent has on the field can die. Veranus turns the health of all enemy minions down to 1, so you can easily pop it with your Hunter Power and use Dragonbane to kill something else in addition.

That’s what makes this deck so great. You have so many options to simply put creatures down to stall your opponent. It’s likely they’ll have no idea what’s coming next. You summon plenty of random animal companions, mechs, while you get ready for the heavy hitters. Who are they though? Zilliax (technically), Siamat, Dinotamer Brann (through King Krush), Veranus, Rotnest Drake. Then factor in all the random stuff you create, and who knows what your frontline could be?!

Key Cards

Dust Cost: 16,440

Most of that comes from the 8 legendaries the deck runs. That’s a lot of dust. But this deck runs valuable cards that aren’t legendaries though. So, while yes, they are helpful, and getting them earlier rather than later is nice, I want to focus on key cards in this deck that aren’t all legendary. Just to show what kind of power this deck can have.

For example, you have board wipe with Veranus + Unleash the Hounds. This is a sort of late-game strategy, but you cast Veranus, then play Unleash the Hounds, and kill all your opponent’s creatures that now have 1 health, with a group of 1/1 hounds.

Conversely, you can go with Desert Spear, plus its 1/1 Locusts to ping weak units. But what stands out on its own?

Escaped Manasaber (Epic Creature, 4-cost, Beast): Escaped Manasaber is amazing. For 4 mana, this stealth ⅗ gives you 1 Mana Crystal when it attacks. It only lasts that turn though, but it’s temporary, very useful mana. Use this creature when you need to cast something your opponent isn’t expecting. It can let you use your Hero Power out of nowhere or could give you the one tiny bit of mana you need to cast something like Dinotamer Brann, Siamat, or a Faceless Corruptor. Mana ramp outside of a Druid deck? Love it.

Dwarven Sharpshooter (Common Creature, 1-cost): This one kind of speaks for itself. The Dwarven Sharpshooter is going to be a target the second he’s played, because of his power. He’s a ⅓ minion that lets your Hero Power target minions. That means you have direct target damage to creatures anytime, without sacrificing a creature to kill something dangerous (potentially). Unlike your attack though, it won’t hit you back! It’s safe damage, and that’s the best kind of damage. It synergizes with several cards in the deck, but he’s great all on his own. This ties in neatly with Phase Stalker, which lets you cast a Secret from your deck when you use your Hero Power (Snake Trap, Freezing Trap).

Primordial Explorer (Common Creature, 3-cost, Dragon): Why Primordial Dragon, you ask? Because he’s just another cog in this chaotic wheel of a deck. It’s not the only “create a random creature” in this deck, but Primordial Explorer Discovers a Dragon. That’s arguably going to be better than just about any Mech or Beast that you can think of. The odds of you getting something truly ridiculous is high. You can come out of nowhere with some bonkers card, and I love it. Not to mention, it’s a ⅔ Poisonous for 3, so it’s got value on top of whatever nonsense it creates for you.


Code: AAECAR8eqAK1A8cDhwSvBOEElwjbCaCAA6CFA7acA/yjA+SkA6alA4SnA4qtA4utA46tA/muA/uvA/yvA/6vA4ewA/+wA4KxA5GxA9iyA4S2A5+3A6+3AwAA

Dwarven Sharpshooter (1) x1

Springpaw (1) x1

Tracking (1) x1

Blazing Battlemage (1) x1

Faerie Dragon (2) x1

Corrosive Breath (2) x1

Zephrys the Great (2) x1

Freezing Trap (2) x1

Phase Stalker (2) x1

Snake Trap (2) x1

Animal Companion (3) x1

SN1P-SN4P (3) x1

Desert Spear (3) x1

Diving Gryphon (3) x1

Kill Command (3) x1

Primordial Explorer (3) x1

Stormhammer (3) x1

Unleash the Hounds (3) x1


Escaped Manasaber (4) x1

Evasive Feywing (4) x1

Dragonbane (4) x1

Rotnest Drake (5) x1

Faceless Corruptor (5) x1

Leeroy Jenkins (5) x1

Zilliax (5) x1

Veranus (6) x1

Dinotamer Brann (7) x1

Siamat (7) x1

Dragonqueen Alexstrasza (9) x1

Final Thoughts

This is a deck that relies a bit on chance, but that’s what makes it so fun. You have a ton of strength, and plenty of cards to bar the way for your opponent until you get there. Heavy crowd control could do it in, or other Highlander decks with better builds/more luck could also be frustrating.

I can see Embiggen Druid doing this in if it gets rolling before you do. This has a lot of low-cost cards (1-3 mana), but it’s all about using what you get. Dragonqueen Alexstrasza might not give you anything good, and the board state could change after you use Zephrys’ ability, making the card you get worthless.

This is a “play patient” deck. You can quite easily control the board with the right start, and just keep it the whole game. With the above Dwarven Sharpshooter/Dragonbane combo, you can eliminate virtually anything. But be aware that your creatures will be the target of anything your opponent has. These combos stand out hard. But it’s fun, it’s frustrating, and it’s Highlander! There can be only one, make sure it’s you.

Best Hearthstone Decks: Mecha Paladin (Mid-Range)

Now this is one of the best Hearthstone decks because it is a fun deck! It’s like Voltron-lite! For those of you who don’t know the slang, Voltron is mostly from MTG. You build up one or more creatures with a ton of annoying enchantments, so you can swing for lethal in as few turns as possible. One-Hit KOs if you can, but it doesn’t always work out that way.

I didn’t think that was a thing we could do in Hearthstone, but as it turns out you can! And you can do it in a frustrating way! This deck operates around an exclusive keyword: Magnetic. Only Mecha can use it, so every creature in this deck but one is a Mecha. Of course, we’re using Leeroy Jenkins, too. He’s too good to avoid using.

Fun fact, Paladin was my first deck in all of Hearthstone! But that was back before Mecha Paladin. Instead, I ran lots of Divine Shield and Taunt. This is a deck that is built around making a few creatures frustrating and slow, but dedicated buffs. You’re going to make your opponent react to you and batter them into pieces.

How Does It Work?

What I love about this deck, is you can start using Magnetic shenanigans very early. You have Glow-Trons at 1 mana, which is ⅓ Magnetics. So, before we go any further, what exactly is Magnetic? When you play a Magnetic minion to the left of an existing Mech, it was combined with that Mech.

They will add their stats together, and the old Mech will gain the text of the new Mech. That’s what makes Zilliax so filthy. They’re a 3/2 Magnetic. But that’s not so great until you factor in traits: Zilliax gives Divine Shield, Taunt, Lifesteal, and Rush! So, what do you do? You consider what you want to be your big creature.

I like Hot Air Balloon, myself. It’s a ½ for 1, that gains +1 health every turn. Or you could go with the Annoy-o-Module, that has Divine Shield and Taunt as a 2/4 built-in. That Divine Shield will go away, so giving him Zilliax will give one more bout of invulnerability. It’s important to carefully consider who you want to buff.

Another sound option is the Micro Mummy. I wouldn’t buff it too far but consider this: It gives a friendly minion (chosen at random) +1 Attack at the end of your turn. So, keeping him in the game is something you should be doing.

I feel like it’s a waste to play Magnetic creatures without something to attach them to. Zilliax can at least be fine on his own, but most of them are wasted otherwise. So how do we get mecha out? Skycopter gives us two 1/1 Microcopters, Mecharoo gives a 1/1 Jo-E Bot when it dies, and we also have Replicating Menace. When it dies, it creates 3 1/1 Microbots.

Finally, there’s SN1P-SN4P. A mecha with Echo?! That’s right! It’s a 3-cost normally, and each echoed bot will have Magnetic, and its Deathrattle (Summon two 1/1 Microbots). That’s what Galvanizer’s in the deck for. Its Battlecry reduces the cost of Mechs in your hand by (1) mana. So, with a loaded hand of bruisers, this is when you want to cast it.

We’re also running several Mechs with Reborn, so they’ll come back after killed. I cannot stress enough to not play all your Magnetics on one creature though. Why? Silence and Bounce will absolutely ruin your darn day. If a unit gets silenced, it will also lose all those sweet Magnetic buffs. The same goes if it gets returned to your hand.

That’s why we have so many options for Magnetic, and creatures, usually weak, without it. What makes this deck such a powerhouse, is you can make a creature suddenly a threat out of nowhere and bombard your opponent’s life points with damage. But do take care to not put all your eggs in one basket.

Also bear in mind that if you have a full board, you cannot play Magnetic creatures to bond with someone else. The Magnetic creature in question must hit the battlefield first, then it bonds with the target. It’s also important to remember where you want to place your Mech. Since it must be on the left of your desired creature.

That strategy, all told, is simple. Build an army of Mecha, use Leeroy Jenkins to smash a unit that particularly offends, or swing lethal. You have Truesilver Champion to get some health back, and Blessing of Kings to buff a unit that needs it, outside of Magnetic. You can also buff Leeroy if you want him to potentially attack more than once. I’d save it for the mechs though.

We have a nice blend of Magnetic/Non-Magnetics, too. Be safe, use those buffing mecha wisely, and pound the other player into dust with your machine army. There’s no fate, but what you make for yourself.

Key Cards

This deck pretty much runs all my absolute favorite Mechs. The best part perhaps, is SN1P-SN4P, in that he’s legendary and was incredibly easy to get. If you logged in during the Rise of the Mech event, you have it! That means you only need two other legendaries in this deck: A Zilliax, and a Leeroy Jenkins. What makes this deck so great is that the dust cost is low. You’re only running two Epic rarity cards: A pair of Micro Mummies. Also, honorable mention to Sky Claw, which gives you two 1/1s, and gives all Mechs +1 Attack. That’s real value at 3 Mana.

Dust Cost: 7,080

Wargear (Common Creature, 5-Cost, Mech): We’re running two Wargear, and it’s no real secret why: It’s a 5/5 Magnetic. So, you attach this to your Hot Air Balloon, and suddenly it’s a 6/8 that gains more Health every turn. Or pair it with Annoy-o-Module on another creature or two. It’s a 5-cost, which seems high, but with a Galvanizer or two, it can really come out cheaper. Heck, you can drop it on him to make him a 6/7! Then just start hammering away at whatever happens to offend you at the time. Decks that lack taunt are really going to get hurt by the mighty Wargear. Anything you attach it to is an immediate threat. If you’re feeling saucy, give him to Zilliax, and have an 8/7 with Divine Shield, Taunt, Lifesteal, and Rush. Something is getting battered lifeless. For 5 mana, you make something an immediate, must-answer threat.

Micro Mummy (Epic Creature, 2-Cost, Mech): A ½ Mech with Reborn? Now that’s fun. In addition, Micro Mummy has an incredibly useful passive to go with Reborn: At the end of your turn, give another random friendly minion +1 Attack. So, you don’t want to make this your main attacker, but do pair him with a Magnetic Mech with lots of Health. I’d probably pair him with Zilliax, just for Divine Shield and Taunt. Annoy-o-Module is another sound decision, but I worry about the Taunt. We don’t want Micro Mummy to ever die, but at least it has Reborn. The longer it’s out, the stronger your Mechanical Army will grow.

Galvanizer (Rare Creature, 2-Cost, Mech): This is not one of your Magnetic creatures, but they’re so darn useful. Galvanizer lowers the cost of all Mechs in your hand by 1 Mana. However, you can no longer do Infinite SN1P-SN4P with that. I do not believe it will lower beyond 1, because of the possibility for infinite combos. But this makes all your great Mechs cost 1 less, making it that much easier to start Magnetic combos. If you have two, you can likely drop them both at once, and then follow up with a Wargear, or get your Hot Air Balloon, Goboglide Tech, or Mecharoo on the board. It’s not your end-game card, but it will set you up nicely to do Really Mean Things (™).


Crystology (1) x2

GLOW-TRON (1) x2

Hot Air Balloon (1) x2

Mecharoo (1) x2

Micro Mummy (2) x2

Shotbot (2) x2

Galvanizer (2) x2

Goboglide Tech (3) x2

Sky Claw (3) x2

SN1P-SN4P (3) x1

Replicating Menace (4) x2


Blessing of Kings (4) x1

Truesilver Champion (4) x2

Leeroy Jenkins (5) x1

Wargear (5) x2

Zilliax (5) x1

Final Thoughts

I love this deck. I’m missing a few cards to really make it run for me, but I love the concept of it immensely. It’s not without flaws and weaknesses though. It can be very slow going, for one. The other real important thing to be aware of is counterplay. Your opponent is going to probably keep an eye out for what your big creatures are going to be, and either Cleanse, Freeze, Bounce, or otherwise destroy them.

Board wipe is dangerous, as is targeted damage. I know it can be tempting to drop all your buffs on one creature, but please, please be careful about that. If your opponent has even one Silence, that’s all going away. If you’re 100% sure they can’t stop it, and you can swing lethal with one creature, safely, that’s fine. But be aware of the risks that go with it. A final thing to note though: in case you aren’t aware, a Minion that has Reborn does not keep its Magnetic buffs when it dies. If it has Magnetic in addition to Reborn natively, it comes back and attaches. But if it’s a Minion that has Reborn, anything you attach to it is going away.

Best Hearthstone Decks: Galakrond Resurrect Priest (Control)

It’s not just a meme, friends! This deck is legit and can do some pretty nasty things as a control deck in Hearthstone. I think. . . I think I’m in love with it. I’ve had a hard time finding a control deck that really works for me in Hearthstone.

It’s a little on the slow side, thanks to the high cost of cards. But it can be filthy with bringing back creatures all the time. I’m still working out potential combos in the deck because there are just so many options. It even has 0-cost late-game options like Forbidden Words to potentially dump your mana pool to obliterate a minion. You could even target your own minions this way!

But why would you want to do that? Well, there are plenty of reasons in this deck. There are minions you want to come back in the future, to trigger abilities, so it might not be the worst idea to send one of your own to the Shadow Realm (Yu-Gi-Oh references, we’ve got ‘em)!

It’s a little on the slow side, again, but once the moves start happening. They can’t do anything but be awed at creatures refusing to stay in the grave.

How Does It Work?

Now, unlike most Galakrond decks, we aren’t packing this stuffed to the gills with “Invoke” cards. In fact, we’re playing two copies of “Time Rip” and that’s it! Why? Galakrond is great right out of the box for Priest. We want its awesome ability, the “destroy creatures” is just a bonus.

We only have so many creatures in this deck to make come back to life, and that’s where Galakrond, the Unspeakable comes in. It gives Priest a new ability: for 2 mana, you add a random Priest minion to your hand. Play it, let it die inevitably, and it has a chance to come back yet again!

Galakrond isn’t our game-winner, but he does make our win-con much easier. What is the win condition for this deck? Bringing back creatures repeatedly, for a variety of purposes. Bring back Khartut Defender after he comes back with Reborn, to constantly gain 3 life and have a taunt unit. You’ll want to keep bringing back Sandhoof Waterbearer, for his “Restore 5 health to a damaged friendly character”.

You have Convincing Infiltrator, that has Taunt and a lovely Deathrattle: Destroy a random enemy minion. So, they must die, to allow your life points to be targeted. But killing it means they lose someone too. Then you bring it back through a variety of means. So, what are our Resurrection options?

Grave Rune (4 Mana): Give a minion Deathrattle: Summon 2 copies of this.

Mass Resurrection (9 Mana): Summon 3 friendly minions that died this game.

Catrina Muerte (8 Mana) At the end of your turn, summon a friendly minion that died this game.

Archmage Vargoth (technically) (4 Mana): At the end of your turn, cast a spell you’ve cast this turn.

Psychopomp (4 Mana): Battlecry: Summon a random friendly minion that died this game. Give it Reborn.

So, you see? We have options. With Galakrond though, you can use it to create minions you aren’t putting in your deck and bring them back any darn way. But our only way to Invoke Galakrond is to kill something! Time Rip destroys a Minion, while also Invoking Galakrond. Personally, I’d hold that until I have Archmage Vargoth on the field. That would let me cast it again that turn and Invoke a second time for free.

But, if you need to, you can use it on an enemy or an ally minion. Always keep in mind that you can use it on your own minions to bring them back with Reborn, trigger their Deathrattle, or bring it back with one of your many Resurrection methods. That’s how we win: Death is never permanent.

Archmage Vargoth can do so many fun things in this deck. You can cast Mass Resurrection, Mass Dispel, Grave Rune, or Breath of the Infinite and just batter your opponents with them a second time. The only downside to Breath of the Infinite in this deck, is we have no dragons! So, our allies are likely going to get hit too unless we find a Priest Dragon thanks to Galakrond.

That’s okay though because our creatures come back inevitably. It’s especially great if you have cast Grave Rune on your creatures. Don’t be afraid to blow them up, on something like Convincing Infiltrator. When it’s killed eventually, two more pop up!

Then you use Psychopomp after it’s gone, to bring it back with Reborn. Then Grave Rune that one too! You’re going to force your opponent to deal with this wave of creatures that just kill your opponent’s minions at random. And you have plenty of ways to just. . . bring them back over and over!

It’s so obnoxious. The longer the game goes on, the more things can come back and be a pest to your opponent. My favorite thing to see come back is probably the Khartut Defender though. It’s a ¾ with Taunt, Reborn, and Deathrattle (Restore 3 Health to your hero). It comes back as a 3/1 with Taunt, but it’s another 3 health to your hero. That just makes the game last longer and keeps you in it far longer than you probably should.

Key Cards

Dust Cost: 11,400

One of the best parts of this deck is how many wild options there are. Even if it’s not in the deck, it has a chance to show up, if it’s a Priest Minion, thanks to Galakrond. I wish there were cheaper cost options for this deck. But you have plenty of options to either board wipe or kill individual trouble units. If you’re holding board advantage, you can kill your own stuff to bring it back.

Grave Rune (Common Spell, 4-Cost): Grave Rune’s one of my favorite Priest spells just in general. Grave Rune gives a minion Deathrattle: Summon 2 copies of this. No matter what, you get tremendous value for a creature dying. You can hold it for someone with Reborn, so it comes back, and then you cast Grave Rune to inevitably get two more, or you can use it on something strong, like Sandhoof Waterbearer. That means when that 5/5 dies, you get 2 of them! That heals two of your minions for 5 every turn! You can do it Archmage Vargoth, so you get to double-cast twice at the end of your turn, or Zilliax, to attach a Zilliax to another one! Every creature in this deck is worth having two extras of.

Zerek’s Cloning Gallery (Legendary Spell, 9-cost): As a legendary, it may be hard to pull this card in a deck where you have no extra card draw. But what makes Zerek’s Cloning Gallery, a 9-cost legendary worth using? It creates a 1/1 copy of each minion in your deck. They get all their traits and abilities to boot. This is great if you still have legendaries in the deck, and you recently board wiped with Plague of Death. Eliminate your opponent’s field, then next turn, you fill your board with every creature still in the deck. The earlier you can cast this, the better too. That means all those cards with Reborn, Deathrattle, et cetera will still trigger. Then, you can play the real versions out of your hand, when the time is right. This also helps you bring back stuff that died in the game. It doesn’t require real cards, just minions that have died.

Psychopomp (Epic Creature, 4-Cost): Psychopomp is in the running for one of my favorite creatures in the game. It’s a 3/1 for 4, with a great Battlecry. When it hits the field, you summon a friendly minion at random that died this game. Now, we aren’t running a lot of creatures. So, you can use this to your advantage if you’ve only had one creature die. Or if you have Galakrond out, created creatures that die count! Again, it doesn’t require it to be in a graveyard, it merely must have died in this game. Did Khartut Defender die, but you want another? Bring it back with Reborn! So Khartut Defender is a Taunt/Reborn/Deathrattle that gives +3 health to your hero. It dies, comes back with reborn. Then you use Psychopomp to do it one more time. There are so many great options for Psychopomp. You might even get another Psychopomp, that triggers its Battlecry to get another minion!


Forbidden Words (0) x1

Penance (2) x2

Breath of the Infinite (3) x2

Bad Luck Albatross (3) x2

Grave Rune (4) x2

Mass Dispel (4) x1

Archmage Vargoth (4) x1

Psychopomp (4) x2

Convincing Infiltrator (5) x2

Mass Hysteria (5) x2

Sandhoof Waterbearer (5) x2

Time Rip (5) x2

Zilliax (5) x1

Khartut Defender (6) x2

Galakrond, The Unspeakable (7) x1

Catrina Muerte (8) x1

Mass Resurrection (9) x2

Plague of Death (9) x2

Zerek’s Cloning Gallery (9) x1

Final Thoughts

This may not be the absolute best deck in the game right now, but it has climbed very high on the ladder. It’s strong and can really turn the whole game around out of nowhere. Its biggest weakness is how slow the deck is. You only have a handful of 0-3 cost options. Oh goodness, is it ever slow.

But the longer the game goes on, the more it can do. You can keep clearing creatures, bringing them back, getting life for no good reason, and killing more creatures (it’s that important). Simply playing Galakrond kills at least one creature, and lets you start pulling new Priest minions out of nowhere! That’s one of the things I love about the deck. I love control shenanigans and having ultimate control over someone’s ability to have fun in competitive matches. However, hyper-aggressive decks can defeat you before you ever get going.

You have so many ridiculous combos in this deck though. That’s not even counting what Galakrond can grant you to cast that isn’t even in your deck, and it’s beautiful. That’s why I don’t focus on that so much because we have no idea what chaos he’ll bring. But I’ve played against this deck, and I know it can do some serious damage with those random minions.

Outlast. Adapt. Overcome. Board Wipe.

Best Hearthstone Decks: Galakrond Rogue (Tempo Deck)

From everyone I’ve talked to, this is the #1 deck in the entire meta right now: Galakrond Rogue overtook Galakrond Shaman. It resisted the nerfs that came to Shamans and is now standing tall on the top of the pile.

Is anyone surprised that a Galakrond deck is still somehow top of the pile? I’m not. The Galakrond decks started off ludicrous and stayed that way. Each of the five Aspects of Galakrond does something horrifying when it hits the battlefield. However, Rogue’s Aspect does something pretty like the Priest.

Galakrond, the Nightmare adds “Galakrond’s Guile” as a new power for the Rogue. But what does that do? For 2 mana, you get a Lackey in your hand to use. That means crazy combo and tempo possibilities for the Rogue to take advantage of! You don’t have to stack your deck with them, they come when they are called.

Rogues are also powerful because they excel at controlling the board. You have plenty of cards that deal damage, return cards, deal damage, destroy all copies of a creature, deal damage, and best of all? Some of these can be played for free! That’s right, Galakrond, the Nightmare is serious business. If you can get him Invoked before he hits the field, that’s even better. Because what does Galakrond, the Nightmare do?

Base Form: Draw 1 card(s). It costs (0) Mana.

First Form: Draw 2 card(s). They cost (0) Mana.

Final Form: Draw 4 card(s). They cost (0) Mana. Equip a 5/2 Claw.

That speaks for itself, doesn’t it? But don’t worry, my friend. We’re going to go into greater detail on what makes this deck a star.

How Does It Work?

There are a few ways to really make this deck shine, but my favorite way is via our favorite World of Warcraft sneaky pal, Edwin Vancleef! He is built around a very easy to use keyword, “Combo”. So, Combo is a keyword that, if you played a spell before you played this one, that ability triggers.

Edwin Vancleef gains +2/+2 for each card played earlier this turn and is a 2/2 for (3). Sure, he’s just a 2/2, but consider this: Draw 4 cards for (0) mana with Galakrond, the Nightmare. Use Heistbaron Togwaggle to pull 3 cards, reduce the cost of them to 0. Play them all, then play Edwin Vancleef. So that’s +14/+14, in addition to any cards you can already play with the mana you have left unspent. The only downside is that he doesn’t have Charge!

If you pull Kronx Dragonhoof after you summoned Galakrond, you can also unleash a Devastation to make this even easier to win through. That’s personally my favorite way to stomp out a foe. It’s even better because who knows what all those 0 cost cards could be?! However, that’s not the only great thing to do with Heistbaron Togwaggle. He’s our other big-time card.

But he hinges on you having a Lackey in play. Thankfully, EVIL Miscreant gives you two random Lackeys in hand, provided you played a spell before you cast it (Thanks, Combo!). If you need access to more of them, you can Shadowstep EVIL Miscreant back to your hand, and play it again for 1 mana. It’s very easy to get more Lackeys. Plus, with Galakrond, the Nightmare, you can churn them out, 1 per turn.

You have plenty of cards that would be killer if they came out for (0) Mana, like Boompistol Bully. It’s a 5/5 for (5) Mana, with a terrific Battlecry. Enemy Battlecry cards cost (5) more the next turn. It’s sure to slow someone down at all phases of the game. You, of course, have Leeroy Jenkins, and once you no longer need one of those Lackeys, you can use Faceless Corruptor to turn it into a 4/4 monster.

Heistbaron Togwaggle, provided you have a Lackey in play, could be the win condition all on his own, if you want to roll the dice. If you have a Lackey, he provides you with a “Fabulous Treasure”, which you get to pick. Here’s what you get with each treasure:

Tolin’s Goblet: Draw a card. Fill your hand with copies of it. (3) Mana

Golden Kobold: 6/6 with Taunt. Battlecry: Replace your hand with Legendary Minions. (3) Mana

Wondrous Wand: Draw 3 cards. Reduce their costs to (0) Mana. (3) Mana

Zarog’s Crown: Discover a Legendary minion. Summon two copies of it.

So, while in theory, these could do hilariously awful things to your opponent, they could also ruin your tempo if the legendaries you get cost too much mana. For my money, Zarog’s Crown and Wondrous Wand are the safest, best choices. Wondrous Wand gives unreal card draw, and Zarog’s Crown gives you a shot at two very powerful legendaries for just that 3 mana.

Behind that, very close, is Tolin’s Goblet. The only downside is getting something that doesn’t synergize well with itself. The Golden Kobold is strong, and if your hand is less than ideal, if you have a bunch of stuff you can’t use, you can replace them with Legendary Minions. Now, if you filled a hand with Eviscerates? That’s a ton of damage that you can likely use to just win the game with.

Heistbaron Togwaggle offers you an incredible value, you just must figure out what you need the most. If you’re ready to win with the Galakrond/Edwin Vancleef combo, feel free to just draw cards, create a monster thief, and stomp someone down with him the next turn. Be careful though, he can be silenced or killed outright. But that’s half the fun when you roll the bones.

This is a deck where you can easily control the flow of the early game, to prepare for the late game. Conversely, if you want to abuse Edwin Vancleef, try not to dump your hand too soon. You have a few ways to draw cards, but you want to always have options in case you want to combo hard.

But you must consider your Invoke options. This deck has a few of them. Here are your choices, and their costs:

Praise Galakrond! (1) Mana x2

Seal Fate (3) Mana x2

Devoted Maniac (4) Mana x2

Faceless Corruptor (5) x2

Shield of Galakrond (5) x2

So yes, you have several options! It’s even better if you can drop Heistbaron Togwaggle, draw into 3 of these, and play them for 0 mana. It’s unlikely, but it could happen. You have plenty of ways to Invoke the mighty name of Galakrond and prepare for his arrival. He’s key to your success. Keep a full hand of control options, from Backstab, Shadowstep, Sap and Eviscerate, and make your opponent second guess all their movements.

Key Cards

Dust Cost: 11,040

I never really got into Rogues, but this deck sure changed my mind. There is so much potential for ridiculous combining, especially with Galakrond and Edwin Vancleef. But I want to highlight instead, some of the cards that can help us get there. We already know how good the Legendaries are in this deck, and Galakrond, simply by being named “Galakrond” is a good one. But what can help us set up our winnable situations? Well, I’m glad you asked.

Shadowstep (Common Spell, 0-Cost): Shadowstep lets you do so many things over and gain great value for them. Say, you Backstab for 0, to deal 2 damage to a minion. Then you play EVIL Miscreant, to add two random Lackeys to your hand. Now you can Shadowstep him next turn, bounce him to your hand after attacking with him, so he returns to your hand and is replayable for (2) Mana less. Play him for 1, get two more Lackeys in hand. That’s the power of Shadowstep. For (0) Mana, you return a friendly minion to your hand, and it costs 2 less to play. If you must play Edwin Vancleef early to defend yourself, you can bounce him back, when you have your (0)-cost landslide of cards ready to go. It also great value with your Invoke Galakrond cards, or Flik Skyshiv (Battlecry: Destroy a minion and all copies of it, wherever they are). That 0 mana goes a long way with Shadowstep. Heck, you can use Kronx again to get a second Devastation!

Seal Fate (Rare Spell, 3-Cost): Deal 3 damage to an undamaged character. Invoke Galakrond. 3 mana that has a lot of value attached to it. Now, one of the downsides to Backstab and Seal Fate, is that they require the enemy to be undamaged. But if you couldn’t quite kill something, and it healed to full, this is another shot. It’s also a way to soften up something for you to finish it off, with Pharaoh Cat, Skyvateer, or EVIL Miscreant. In fact, you want Skyvateer to die ASAP, so making sure something goes with it helps. It also Invokes Galakrond to make him stronger, which you want. You don’t want to play Galakrond, the Nightmare until he’s at least in his first form. The bigger, the better. Seal Fate can get you there. It’s even better if you get a full hand of them with Heistbaron Togwaggle. It’s up there with Eviscerate for “cards you want as many of as possible”.

Flik Skyshiv (Legendary Minion, 6-Cost) : A 4/4 for 6 is mediocre at best, but the Battlecry makes it more than worth it. As I said, you can also Shadowstep this card to replay it for 4 mana instead of 6! You could do it one more time if you genuinely wanted. But Flik Skyshiv is your best direct creature resolution option. He destroys a creature in play with his Battlecry, and then also destroys the other copies, no matter where they are. Hand? Deck? GONE. So if you bring him back over and over, you can keep removing your opponent’s keys to victory. I’d probably avoid using it on a Legendary unless you directly must. But he can get rid of the Minions that are the most frustrating. Taunt minions like Shield of Galakrond? Gone! Oh yes, Flik Skyshiv has tremendous value. If you pulled him through Heistbaron, through a variety of ways, you could really do filthy things, or with Galakrond.


Backstab (0) x2

Shadowstep (0) x2

Pharaoh Cat (1) x2

Praise Galakrond! (1) x2

Eviscerate (2) x2

Sap (2) x2

Skyvateer (2) x2

Evil Miscreant (3) x2

Edwin Vancleef (3) x1

Seal Fate (3) x2

Devoted Maniac (4) x2

Boompistol Bully (5) x1

Faceless Corruptor (5) x2

Leeroy Jenkins (5) x1

Shield of Galakrond (5) x2

Flik Skyshiv (6) x1

Heistbaron Togwaggle (6) x1

Kronx Dragonhoof (6) x1

Galakrond, The Nightmare (7) x1

Final Thoughts

Sort of like the Highlander deck, this deck does rely on some chaos and chance. If you want to roll the dice with this deck to try and get ridiculous things that you don’t need or deserve, the options are there. But, just built-in, you can really do some amazing things. In a way, it’s a TRON deck, because you combo up and pop Vancleef, and go for lethal damage the next turn. Perhaps you’ll get some Lackey or Legendary that will give him Charge, but I doubt that’s in the cards.

The more I think about this deck, the more I see the value in it as one of the best Hearthstone decks in the meta right now. It’s got options to easily Invoke, control options, combo, and strong Galakrond ability. In theory, you could get your final form Galakrond, draw 4 0-cost legendaries, and just start battering someone with impunity. It’s a tempo deck, so you don’t want to burn out your hand. It’s important to either always have an option, or make your opponent think you have an option.

It’s mean, it’s strong, and you almost always have a way out of a situation. The early-game pressure is serious, and the late game combining is filthy. This is a deck that gets wins when you learn how to pilot it. It takes practice though, because of cards like Heistbaron. He does a lot of different things, so you must figure out what is called for in a situation, or if you just want to gamble. Maybe he’ll drop you the only card you need: The Ace of Spades.

Best Hearthstone Decks: Quest Druid (MidRange)

Boy, it seems like there aren’t a lot of aggro decks ruling the land. Hearthstone has always felt like a “midrange” game to me. There aren’t too many situations where, by 3 or 4 turns, the game is completely over. In MTG Arena, I’ve had games be over by turn 2 with the right start. The other player might not know it yet, but it is.

The fastest I’ve won in that game is probably turn 3, besides surrenders. But today, that’s not what we’re here to talk about. One of the best decks in Hearthstone right now must be the mighty “Quest Druid” deck. We’re running all Druid cards, except one splashed in for extra special frustration: King Phaoris. The more cards in your hand, the more disruptive he is. For each spell in your hand, he summons a minion with the same casting cost of each of those. That lets you do some unpleasant things, especially since this is a Druid deck.

Sure, that guy’s a 10-cost, but this is Druid! We excel at making those cards drop incredibly fast. That’s what we live for as Druids: Making things frustrating, while also preserving the planet. But we’re less about protesting, and more about overwhelming force to stop people from harming our Mother.

How Does It Work?

I was torn if I can be honest. I like “Embiggen Druid” a lot, but Quest Druid has smashed me on more than a few occasions, so I must give it the credit that it’s due. Quest Druid is a Hearthstone deck that gives a lot of choices. Perhaps. . . too many choices.

So, what do we do? Do we pick one or the other, or do we work smart, and not hard? What we’re going to do instead, is choose both! That’s the big part of this deck, our Quest: Untapped Potential. We absolutely want this in our starting hand, or as soon as possible. The faster it shows up, the better. Why? What’s this quest? Why is it so darn great?

It’s a 1-cost Quest, and to complete it, you need to have 4 turns end with Unspent Mana. Innervate will help with that, as will simply playing patiently. Sometimes, you just must let a spell go through, and wait it out. Because Ossirian’s Tear is your reward. Ossirian’s Tear gives you a new Hero Power, a Passive Power:

“Your Choose One cards have both effects combined.”

No more picking! Not sure if you should have a Treant, or gain 12 life? Do both! Draw a card or get a creature? Do. Both. We’re running an absolute ton of cards that do that, and so we’re going to get out of control, quick, fast, and in a hurry. That removes a lot of the stress out of the deck! Your opponent can’t stop it from happening, either. Once the quest is complete, the Pact is Made. The deed is done.

Does that mean you have no combos in this deck? Don’t be silly, my friend! We have plenty of them. One of my favorites is Anything + Flobbidinous Floop! If Flobbidinous Floop is in your hand, he is a ¾ version of the last Minion you cast. There are so many things you can do with him in the mid to late game.

EG: Play King Phaoris. Get all those lovely minions on the board in a variety of costs. Probably very high, because you can have Cenarius and Ysera in hand. Use them, get them off the board (or win! That works too). Then the next turn, you play Flobbidinous Floop, and gain that ability a second time! That’s a ton of random creatures. Then you can play some of those Choose One spells.

Sure, that’s a lot of fun, but what about Ysera? You can play Ysera, add those 7 Random Dragons to your deck, that auto-cast when drawn (through the 7 Dream Portals). So, then you play Flobbidinous, to get 7 more! The best part about the “Casts When Drawn”, is you still get another draw after it! The Dream Portal casts as soon as you draw into it, plays a Dragon at random, and after it resolves, you draw another card. That way, you don’t miss a draw for turn.

As a final point with this card, you can also use Warlord Loti, to get two of the four forms (or one form twice)! Warlord Loti lets you pick from one of four powerful forms when you cast it. So, then you play Flobbidinous Floop for extra value.

So, you see how flexible that one card is? When most of your deck is a double dose of awesome abilities, you can afford to use Flobbidinous however you please. But you need that Quest completed as soon as you possibly can. 16 cards in this deck have a “Choose One”, including Cenarius.

You take things slow until you get the Quest, then you go into overdrive. This is another deck where you want cards in hand though, because of King Phaoris, and Flobbindous. You aren’t running a ton of mana ramp though. But having Unspent Mana also gives you card draw, thanks to Crystal Merchant. They are your early game card ramp, so you can get plenty of options for your old pal Flobbidinous. So, we get as much mana as possible, get Ossirian Tear, and cackle as you dominate the rest of the game with awesome, unfair effects.

Key Cards

Dust Cost: 12,200

Quest Druid runs an expensive deck. I think it’s the most expensive one in this article so far. With 6 legendaries, a pair of epics and a few rares, this is not cheap. But while it’s not easy to put together, it’s incredibly successful and has broken through to Rank #1 at least once. While you have an absolute slew of options in this Hearthstone deck to make it one of the best, my favorite is the host of Flobbidinous Floop combos. But we’ve talked about that a lot, so let’s look at some of those amazing “Choose One” cards that get buffed.

Hidden Oasis (Rare 6-Cost Spell): Oh, my goodness. For 6 mana, you get so much value, assuming Ossirian Tear is in play. What does Hidden Oasis do? Choose One: Summon a 6/6 Ancient with Taunt or Restore 12 Health. Do you see immediately why this card is incredible? Plus, we’re running two of them! You can play it early and do it again later if you need to stay in the game longer. So, if you play it early for 12 health to recover, you can do it again for both. Hopefully you get to do it twice for both effects though. I’d hold it until the life matters though. No sense wasting your biggest heal.

Rising Winds (Common 2-Cost Spell): This is a great early game option, even better towards the mid-game when you get Ossirian’s Tear out. For 2 mana, you get a Twinspell (it creates a non-Twinspell version in your hand when cast). So, with Ossirian’s Tear, instead of choosing one of these, you get both. Draw a card or Summon a 3/2 Eagle. So, you can, assuming you have the mana, just do it again, and get 2 cards, and a pair of 3/2 Eagles to be aggressive with. It’s beautiful, and it’s a must-have. Thankfully, it’s a mere common.

Cenarius (Legendary Minion, 9-Cost): Oh boy, Cenarius! But he’s a ⅝ with a 9-cost! That’s expensive, even with mana ramp. Thankfully we have that. If you cast Nourish earlier with the Tear, you get 2 Mana Crystals and draw 3 cards, so that will help. But Cenarius is how you get your beat-stick army ready. He gives you two powerful choices: Give your other minions +2/+2 or Summon 2 2/2 Treants with Taunt. So, get both, cast Flobbindous, and give those minions +4/+4 instead! Sure, that must wait a turn, but it will be worth it if your army is still there. Cenarius has plenty of value and is a key to success in this “Choose Your Own Adventure” deck.


Innervate (0) x2

Untapped Potential (1) x1

Crystal Merchant (2) x2

Power of the Wild (2) x2

Rising Winds (2) x2

Wrath (2) x2

Ferocious Howl (3) x2

Wardruid Loti (3) x1

Flobbidinous Floop (4) x1

Swipe (4) x2

Anubisath Defender (5) x2

Oasis Surger (5) x2

Starfall (5) x2

Hidden Oasis (6) x2

Nourish (6) x2

Cenarius (9) x1

Ysera, Unleashed (9) x1

King Phaoris (10) x1

Final Thoughts

Whew, this deck is a doozy. It might seem slow but remember that this is Druid. We have a ton of board wipe (Starfall), lifegain (Hidden Oasis), and lots of taunt options. We have Anubisath Defender that can cost 0, if you cast a spell that cost 5 or more this turn. We have Swipe to batter the enemy line and Ferocious Howl to potentially give yourself 8 armor. We have all the tools we need to win, but it can sometimes take a while to get there.

You must believe that you’ll get what you need and play patient. This deck has tools to deal with creatures, and chances to summon things that aren’t even in your deck. Ysera and King Phaoris are godlike if you get them out quickly, and even better if you combo it with our fantastic Slime pal.

Best Hearthstone Decks: Galakrond Warrior (Aggro/Midrange Deck)

Galakrond Warrior is in a pretty great place right now and is one of the best Hearthstone decks. It is a Tier 2 deck, but that in no way makes it not useful. There are decks in the meta that can smash through it if given the chance (Embiggen Druid is a fantastic example of that). I’ve heard the Embiggen numbers are going down though, so this could be the Warriors time to make it to the limelight.

I also wanted to pick this deck because it has two new cards in it, thanks to Galakrond’s Awakening: Risky Skippy and Bomb Wrangler. This is a great deck to deal with token decks, with its easy access to doing 1 AOE damage. It feels like Warlock Zoo, in that you play a lot of low-cost creatures and find fun synergies with them.

However, we want to Invoke Galakrond a lot, because his Battlecry is ferocious. Want to draw 4 minions and give them all +4/+4? Maybe you want to hit a player for about 16 damage with a pair of attacks from your Hero? That’s possible here. This is a wild deck, kind of risky, but I love it anyway. So, let’s take bathe in rage and blood!

How Does It Work?

So, much of this deck is built around minions (yours and theirs) taking damage. But we have two new cards to talk about that make this deck goes, and what make me choose this over Pirates. First, we have Risky Skipper. This new 1-drop deals 1 damage to all minions (ALL) whenever you play a minion. So, with that in mind, we want minions that do things when they take damage.

One of the new cards does just that: Bomb Wrangler. They are a 3-drop rare from Galakrond’s Awakening that summons a 1/1 Boom Bot anytime it takes damage. So simply casting it gives you another minion. Then, when the Boom Bot dies, it will deal 1-4 damage to a random enemy minion. This is even more crowd control.

So, we need more creatures that synergize from this pain. Acolyte of pain has you draw a card whenever it takes damage, for example. You also have the fantastic Bloodsworn Mercenary, that has you summon a copy of a damaged minion. If you’re feeling froggy, you can make even more Boom Bots this way (with Bomb Wrangler), or Armorsmith if you want to stack even more defense on your Hero.

This is a deck designed to keep enemies off the board as much as you want to. It also harms your minions, but you at least gain a bonus for it, whereas they do not. You want to Invoke as much as you possibly can, too. If you can get Galakrond to his final form, you draw those 4 minions with +4/+4 attached and gain the 5/2 claw. With the new Hero Power (+3 Attack this turn), you can hammer someone for 16 damage. If by some chance one of those minions you pull is Kor’kron Elite, they become an 8/7 with charge, and that right there can be enough to solve a match and swing lethal.

Luckily, this deck has a pile of Invoke in it. We even have a Weapon that Invokes Galakrond: Ritual Chopper! It’s a ½ with Battlecry: Invoke Galakrond! It’s only 1 damage, but it can ping down a creature. We’re running two though, which means more Invoke. Other Invoke options are:

  • Awaken (x2)
  • Devoted Maniac (x2)
  • Shield of Galakrond (x2)

So that’s six options for making Galakrond as strong as he can be. He’s your focus, your end game. Thankfully, the mana curve on this deck is low. Most of the deck is under 3 mana, and for those decks running lots of weak minions, you can deal with them. You have Inner Rage to give a minion +2 attack and take 1 damage. You have Battle Rage to draw a card for each friendly character that’s damaged. Scion of Ruin is a 3/2 Battlecry/Rush that summons two copies of it, if you’ve Invoked twice, so it’s worth it to do it.

You want to use that early game 1 damage AOE just enough to keep your opponents off the board, and prep for the coming of Galakrond. Once he’s there, you play those huge, beefy creatures, and smash beef all over the board with complete impunity.

Key Cards

Dust Cost: 6,940

For what it’s worth, this is a very inexpensive deck to play. But it takes a fair understanding of what it can do, and fair timing. You don’t want to play too many creatures at once, because you’ll lose all your triggering nonsense. You want to make sure you can still use things like Battle Rage. But if all those damaged minions die, it serves no purpose! Fortunately, most of your minions have decent health, so they can take a hit or two. Downside: If your opponent gets wise, they might start targeting your creatures, so they don’t stick around. At that point, you must hope and pray for Galakrond.

Frenzied Felwing (Rare 4-Cost Minion – Demon): This is a 3/3 for 4, which is disappointing, until you see its special ability. It costs (1) mana less for each damage dealt to your opponent this turn! So, with a single Risky Skipper proc, you can play this bad boy for free, or a Boom Bot. It will be very easy to get this done, giving you a 3/3 for very little. It also means you have another creature to take damage, or to ping something off the board, should you need it to. Worst case, you can hit it with Inner Rage once or twice, and swing for 5-7 damage directly onto your opponent’s hero (provided they don’t have Taunt out). Even if you only pay 1 or 2 mana for this, it still breeds value.

Armorsmith (Rare 2-Cost Minion): The early game of Warrior can be built around stocking Armor. Having an Armorsmith or two at once is a tremendous way to do that. If you already have Risky Skipper out, play an Armorsmith, then maybe another one the next turn. That’s minimum 5 or so armor. The more creatures you have that takes damage, the higher that armor count goes. You want as much as possible so you can be reckless and violent when Galakrond shows up. They’re a great thing to use with Bloodsworn Mercenary, so you can have a few Armorsmiths, just stocking up your lovely armor. Speaking of which. . .

Bloodsworn Mercenary (Epic 3-Cost Minion): For 3 mana, Bloodsworn Mercenary might be the best creature in this deck, except for your Invoke buddies. Bloodsworn Mercenaries Battlecry has you choose a damaged friendly minion. Then you summon a copy of it! You don’t get their Battlecry abilities, sadly. That implies you cast it from your hand. This is good at every point in the game. You can use it on your damage trigger abilities, or in the late game, when you use your +4/+4 Shield of Galakrond to swing at someone and make another of them! The possibilities are nearly endless. Just about every creature in this deck gains some value from this creature. Either you use it for aggressive attack options, or more fun, frustrating combos. Sometimes, everyone must die, so that you may live.


Inner Rage (0) x2

Risky Skipper (1) x2

Town Crier (1) x2

Armorsmith (2) x1

Battle Rage (2) x2

Ritual Chopper (2) x2

Awaken! (3) x2

Acolyte of Pain (3) x1

Bomb Wrangler (3) x2

Kor’kron Elite (4) x2

Devoted Maniac (4) x2

Frenzied Felwing (4) x2

Scion of Ruin (4) x2

Shield of Galakrond (5) x2

Kronx Dragonhoof (6) x1

Galakrond, the Unbreakable (7) x1


Final Thoughts

The major downside to this deck is that two of the cards come from Galakrond’s Awakening. That means you must spend real money or grind out the gold to unlock these. They’re worth it, though. At the very least, it’s a positive that you don’t have to spend dust on them! That’s the biggest downside to this deck. But at least it’s very inexpensive to build! You don’t have a ton of legendaries in it, just the two, and one of them is given to you (Galakrond).

This is a fun, sort of trolly deck, but I can see it not being a fan favorite. A lot of things must go your way, but it’s great at low ranks too, meaning you can use it to grind other decks. This is still an incredibly fun deck and can really ruin the day of other decks that are trying to flood the field with low-cost garbage. Warlock Zoo? Call that Zookeeper and put those dorks back in their pens! The only army is your army!

Best Hearthstone Decks: Highlander Mage (Control Deck)

This deck is an honorable mention. It’s not Tier 1, and it is so darn expensive. If you have 20K dust burning a hole in your pocket, and want to style on fools, this is the deck for you. So, with that in mind, I decided on this instead of Hunter Secret. I’ll probably look at that later if it’s still relevant.

I felt Highlander Mage ought to be discussed because I personally don’t think Mage is in a very good position right now. This is probably the best deck style for the class, and it relies very heavily on that Highlander “Only 1 of a kind” in the deck style. I mean, it has some truly remarkable cards in it. Remember when I said the last deck was the most expensive? No, not by half! This deck is 20,520 dust at last calculation, and that’s horrifying.

This is a deck you run when you really believe in the Heart of the Cards, have many of these already, or simply like Highlander Control. This deck will tick some boxes. Like playing spells for 0 mana. Enjoy casting copies of creatures to annoy your foe? Or maybe frustrating board wipe? Want to be rewarded for silly things (playing the right-most card in hand)? Highlander Mage is for you. While it is an honorable mention, it’s still worth discussing for the sheer amount of power, even if it’s not Tier 1.

But it’s fun, and it’s ridiculous! So, let’s talk about Mages!

How Does It Work?

We have a second Highlander deck! What’s our goal here? To be as disruptive as humanly possible. This deck works off a few Highlander style cards: Dragonqueen Alexstrasza, Zephrys the Great and Reno the Relicologist. I’d argue that he’s the better Reno because he’s a board wipe option! If your deck has no duplicates, he deals 10 damage randomly split among all enemy minions. With the right conditions and math, you can easily destroy your foe, and then start swinging safely.

Those are the cards that reward you for simply having no duplicates in the deck. This deck also takes advantage of a few other incredible cards. For example, getting Luna’s Pocket Galaxy is unreasonably strong. Getting it on the board makes the rest of the game mindless it feels.

Luna’s Pocket Galaxy makes all the minions in your deck cost (1) Mana. Kalecgos? ONE MANA. Tortollian Pilgrim? ONE MANA. Zilliax?! One. Mana. SN1P-SN4P??! That’s right, you can bombard the board with him for 1 freakin’ mana. It’s so good. Downside is that it’s a Legendary, and you have a low chance of getting it out, thanks to how many cards are in the deck.

You do have some card draw though, but one of them is kind of dangerous. Book of Specters has you draw 3, but you discard any “spells” drawn. So only creatures get to stick around. You do have Arcane Intellect for card draw, and Stargazer Luna. She’s perhaps the strangest card draw I’ve ever seen. After you play the right-most card in your hand, draw a card!

It’s so ludicrous, but I wish it wasn’t a creature. That way I could keep it out longer. This deck has some pretty great rewards for having Dragons in hand, too. Want to play Luna’s Pocket Galaxy for 0? Just have a Dragoncaster and that card in hand! That 6-cost Dragon makes your next spell this turn cost (0) Mana if you have a Dragon in hand. So hold Alexstrasza, Dragonqueen Alexstrasza, or Kalecgos.

Perhaps my favorite card in this deck though is Kalecgos. Though he’s a 10-cost monster, you can, in theory, get him for 1. That 4/12 dragon makes your first spell of the turn cost (0) mana, and you Discover a spell as his Battlecry. You want to get the highest cost spell you can get, so it can be 0. But there’s a fun Kalecgos combo to consider.

Play Kalecgos, then next turn, cast Conjurer’s Calling on him! Now you get two 10-cost minions to replace him! It’s not a requirement, but it sure is a blast. You aren’t running a ton of spells, after all, in the late game. It’s all about doing ridiculous damage.

This deck has a ton of crowd control until you can start playing your big creatures: The dragons, Khartut Defender, Zilliax, or a flood of SN1P-SN4Ps. Frost Nova, Blizzard, Flamestrike, Ray of Frost, and more are your ways to really put work in. Or you can use Malygos, Aspect of Magic to Discover and upgraded Mage spell if you have a Dragon in hand.

Also, consider the power of Power of Creation. It will have you Discover a 6-cost Minion for 8 mana, and you get two copies of it to Summon. It’s beautiful and can really turn the tide out of nowhere. You also have a bomb if you’re in a pickle. The Doomsayer is your “Oh no, the opponent is flooding the board, I need time to stall” card! At the start of your turn, destroy ALL minions. Your opponent has one turn to take him out or they lose everything. If nothing else, it’s a great way to make them play important spells.

This is a deck that’s very chaotic, like all Highlander decks. You want to have lots of low-cost options in the beginning, and hold down the fort until your big, meaty, powerful dragons drop. Luna’s Pocket Galaxy early (turn 6 or so) can really turn things around. Being able to play your legendaries for 1 mana is not fair at all.

Key Cards

Dust Cost: 20,520

One of the reasons that I’m leery of Highlander decks, it can be hard to pinpoint exactly what is the best card(s). In a deck where everything is essentially a legendary (since they’re all one-ofs), it is not easy to get anyone card in hand. You must sort of hope and use any card draw you have at your disposal. Some of these will help you dominate and demolish people though, and that’s what I’m here to help guide you to, after all. Of course, the “If your deck has no duplicates” cards we’ve already mentioned are key! But what else is there?

Luna’s Pocket Galaxy (Legendary Spell, 7-Cost): I mean, what more do I have to say other than “Minions in your deck now cost (1) Mana”? That’s it, that’s the tweet. Now, the cards in your hand suffer from not gaining this, so if all your awesome creatures are in hand, that’s a downer. But a lot of this deck is powerful creatures that cost a lot of mana. What could possibly be more devastating than drawing a few cards, and in one turn, playing Dragonqueen Alexstrasza, regular Alexstrasza, and then playing Siamat, all for (1) Mana a piece? This makes every future turn much easier to plan out. Sure, it doesn’t change your Spell costs, but those are already solid all around. Everything you draw after is incredibly powerful. These minions were already good, but playing them for 1 instead? That’s a no-brainer.

Conjurer’s Calling (Rare Spell, 4-Cost): This is the “big combo card” (™) for this deck. Why? What great thing does Conjurer’s Calling do that nothing else does? It makes copies of creatures. Plus, it has “Twinspell”, so you can do it again. It doesn’t specify “enemy” minions either. Conjurer’s Calling, for (4) Mana, destroys a minion and summons two copies of it to replace it. So, this has a lot of value. Now, this won’t help you proc more Battlecries, but it can give you some serious damage. You can copy Arcane Amplifier to make sure you do even more damage with your Hero Power. You can copy those dragons you played for free, or the creatures you played for (1) mana. It won’t give more battlecries, but it will give you overwhelming amounts of beef. Want two Siamats instead of one? Two Malygos? Anything is possible!

Book of Specters (Epic Spell, 2-Cost): Now that you have Luna’s Pocket Galaxy and Kalecgos in play, what else could you possibly need? More creatures, of course! That’s where the Book of Specters comes into play. Now, it’s a tiny bit risky. You draw 3 cards and pitch any spells you drew into the graveyard. However, we’re only running 8 spells! You have overwhelming odds on playing more creatures. This is even better if you have Stargazer Luna in play! She lets you draw again when you play your right-most card. Only reason she’s not a key card, is you can’t shuffle cards in your hand. She’s likely a good reason that update hasn’t happened. That way you could play 1/0 cost spells and just keep cycling through your deck for a win-con. But Book of Specters, once you have ridiculously cheap creatures, is just pure money. If Luna’s Pocket Galaxy is in play, you just draw into big beef and slap it down on the table with impunity. That’s the strat.


Arcane Breath (1) x1

Ray of Frost (1) x1

Book of Specters (2) x1

Doomsayer (2) x1

Firetree Witchdoctor (2) x1

Zephyrs The Great (2) x1

Bad Luck Albatross (3) x1

SN1P-SN4P (3) x1

Arcane Amplifier (3) x1

Frost Nova (3) x1

Arcane Intellect (3) x1

Stargazer Luna (3) x1

Bone Wraith (4) x1

Twilight Drake (4) x1

Conjurer’s Calling (4) x1

Arcane Keysmith (4) x1

Malygos, Aspect of Magic (5) x1

Zilliax (5) x1

Khartut Defender (6) x1

Dragoncaster (6) x1

Blizzard (6) x1

Reno the Relicologist (6) x1

Flamestrike (7) x1

Siamat (7) x1

Luna’s Pocket Galaxy (7) x1

Flamestrike (7) x1

Power of Creation (8) x1

Tortollan Pilgrim (8) x1

Alexstrasza (9) x1

Dragonqueen Alexstrasza (9) x1

Kalecgos (10) x1

Final Thoughts

This deck can be so annoying! The idea seems to be that you use those low-cost spells in the early game to hold off your opponent. Between those, the Blizzard and Flamestrike, you keep the board clear (along with Doomsayer) until you’re ready. You set up, play Luna’s Pocket Galaxy and you just take command of the game. You get so many massive creatures that your opponent is likely not going to have answers for all of them. You can just keep making more of them, too! Having a Conjurer’s Calling means it has Twinspell, so you can do it a second time, which is rare for this deck. You also have a chance to Discover another one, or something even better, with Tortollan Pilgrim and Kalecgos, so take heart, you just must play wisely, and believe in the Heart of the Cards. Or the Heart of Chaos, whichever. This is a chaotic deck, but it works so well together.

Do you have 20K dust to just throw around? This might not be a bad point of contention. It may be one of the best decks in Hearthstone right now if you’re lucky and skilled.


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