With the release of an expansion, constructed play and effective ladder climbing always becomes a frustrating mess in Hearthstone, at least for the beginning. It takes time for the meta to settle down and adjust to all the new opportunities for viable decks, and the release of Journey to Un'Goro has been no exception.
The 10 Best Decks For Climbing The Ladder In 'Hearthstone' Expansion 'Journey to Un'Goro'
Thankfully, things have settled down as the Un'Goro meta seems to have solidified. There's a bunch of decks that are consistently performing on the ladder, and we're here to help you build them all.
With a bit of luck, our tips should aid in your discovery of how to effectively climb the post-Journey to Un'Goro ladder, and grant you the opportunity to rank up easily in this pre-historic #Hearthstone time.
- Hearthstone Un'Goro: The Best Legendaries To Craft And The Worst To Dust
- Hearthstone Un’goro Arena Tier List: Each Class Ranked for Arena
- The Most Underrated Cards In 'Hearthstone: Journey To Un’goro'
Though it's important to bear in mind that things are still changing quickly. A viable deck today could be trash in a week. With that in mind, let's break it down one by one: Here are the top decks in Hearthstone: Journey to Un'Goro.
1. Aggro Murloc Paladin
- Strength: Very strong minion synergy that can both end the game quickly by snowballing out of control or translate very well into the late game.
- Weakness: Susceptible to area of effect board clears and can have a hard time stabilizing if it loses too much tempo early on. Needs the right draws to succeed.
Paladin has returned to the ladder in style in Journey to Un'Goro after being absent for more than half a year. The most consistent performing and effective deck for climbing with the class is definitely the murlock aggro deck. It can spiral out of control very quickly and end games before you know it, utilizing the endless murloc synergy.
- The future for this deck: Looks bright and promising. The deck can punish greedy control decks and compete with both midrange and aggro.
2. Quest Rogue
- Strength: Good tempo-gaining cards, good removal and very strong, almost Jade-like board presence upon completing its quest.
- Weakness: Extremely dependent on the right draws and can result in a bunch of situational cards in hand.
Hearthstone player "Dog" became the first to actively reach Legend rank 1 with a new Un'Goro deck, and he did it with Crystal Core Rogue. Playing this deck requires some strange tactics but it'll turn your Stonetusk Boars and Violet Apprentices into killing machines, which is guaranteed fun.
- The future for this deck: We think there's still a ways to go before we see the final, perfected version of questing Rogue, but the deck-type's start has been so great we're sure it'll stick around.
3. Midrange Elemental Shaman
- Strength: Very strong card synergies that will result in huge tempo gains. Lots of hard removal and area of effect clears.
- Weakness: Suffers if you draw badly and your elemental-combo chain breaks. Requires careful planning and strategic analysis.
Shaman's reign as a good class continues in Hearthstone: Journey to Un'Goro. With the insane Legendary Kalimos and a strong lineup of minions, the elemental deck-type can play both aggressively and control-oriented thus helping you climb, climb, climb.
- The future for this deck: This is just the beginning for the elemental Shaman and we think the archetype is going to stick around for a while. At least until the next expansion where we might see a more aggressive meta.
4. Quest Warrior
- Strength: The ability to grind aggro decks to dust. Strong late game potential upon quest completion.
- Weakness: As strong as your hero power may be upon completing your quest, people can maneuver around it. Doesn't bring the same amount of strong late game minions into play in comparison with other control Warrior decks, especially if RNG isn't on your side.
Having the power of Ragnaros is truly satisfying—we know that from our time with Majordomo. Fire Plume's Heart is seriously unstoppable. Alongside some powerful new taunt minions, this deck can beat down aggro plays, conquer midrange decks and compete with other control types.
- The future for this deck: This deck will find a spot in the meta for the rest of the expansion. If aggro becomes more popular, this deck will be the perfect counter.
5. Two-Turn-Kill Mage
- Strength: Extremely fun to play and can snatch a victory against basically any opponent. Very good against minion-based decks.
- Weakness: Dependent on the right draws. Alexstrasza in the bottom of your deck? Too bad, you probably won't win. Takes a lot of careful planning and thought. Weak against armor-gaining classes.
The Freeze Mage 2.0, Open the Waygate has introduced some big changes for this deck. Who needs Ice Lance when you've got two turns and Arcane Giants? But while it seems to be a lot more versatile than previous Freeze Mage decks, it's also a bit more inconsistent.
- The future for this deck: This is just the tip of the iceberg when it comes to the potential for Open the Waygate. The future is bright.
6. Miracle Priest
- Strength: Strong removals, big minions and almost limitless value through Lyra the Sunshard and Shadow Visions.
- Weakness: Not drawing Lyra or Lyra generating useless and hand-filling cards feels bad, man. Dependent on early game removal to set things up.
This deck excels at stalling the game until you suddenly come up with some random way of ending the game. With the many draws provided by Purify, Northshire Cleric, PW:S and Lyra, you'll often find yourself with a Divine Spirit/Inner Fire 30/30 minion that OTKs the opponent. Extremely satisfying.
- The future for this deck: Though the deck is very random it seems consistent enough to work out. The randomness also ensures that your opponent can't really prepare for anything. Will work out as long as the meta doesn't go super aggro.
7. Midrange Hunter
- Strength: Great tempo-swinging tools, strong early minions and impressive face-hitting potential.
- Weakness: Gets screwed by too many taunts or too much area of effect removal. It can miss out on a bunch of beast synergy if your draws are terrible.
A deck that punishes greedy control decks, which there are a lot of this early on in an expansion. Hunters have been in the worst spot for a while now, but with Jeweled Macaw, Crackling Razormaw and Ravasaur Runt they are fighting their way to the top once again.
- The future for this deck: As the meta seems to be leaning towards control, we think Midrange Hunter will be in a comfortable spot. If things speed up, we'll see a faster version of the deck struggle to keep up.
8. Pirate Warrior
- Strength: Crazy strong weapons, pirate synergy shenanigans and the ability to kill in turn 4.
- Weakness: Suffers in the face of too many taunts or any deck than can deal with early pressure. Hand can become clunky with too many weapons.
Yes, Patches and friends are still around. At least for a little while. The streamlined gameplay of Pirate Warrior can still consistently wipe out most decks through sheer tempo and face-hitting potential.
- The future for this deck: The Pirate era is coming to an end. As people grow sufficiently tired of the rum-loving creatures, we'll see Golakka Crawler appear more and a slow meta with taunts and freezes is no place for a Pirate.
9. Control Paladin
- Strength: Great stalling methods through aoe removal and big taunts. Can outlast other control decks and stabilize if aggro decks don't finish the job early on.
- Weakness: Often gets outmaneuvered by aggro and midrange decks. Most versions lack single target removal which can punish you early on if you don't have an Aldor Peacekeeper.
It's true. Another actually viable Paladin deck. Instead of murlocs this control deck is similar to what has ruled on the ladder before, utilizing the class' strong area of effect, weapons and high-value minions. It'll take you a loooong time winning most games though.
- The future for this deck: If the meta speeds up too much it might be too slow. Also midrange Hunter can really have its way with this deck.
10. Miracle Rogue
- Strength: A myriad of removal and very strong burst potential.
- Weakness: Very, very reliant on drawing key cards like Gadgetzan Auctioneer, Preparation and Malygos. Sometimes it just flunks completely.
Some of the new Journey to Un'Goro cards like Sherazin and Razorpetals have resurrected this old deck type. Which is great, since it's one of the most unique and challenging decks in the game. Let the Auctioneer worshipping begin!
- The future for this deck: We're pretty sure we'll see many variations of miracle Rogue during this expansion and the next ones.
What decks have you played with success on the ladder in Hearthstone: Journey to Un'Goro?