![]() These decks got a lot of support in the new set, to the extent that the set could hardly support any other decks for the classes.Īn even bigger issue is how deep the tribal synergies are. Mech Mages, Mech Paladins, Pirate Rogues, Murloc Warlocks, and Quest Pirate Warriors were everywhere at the start of the expansion. In fact, many of the classes got such synergistic sets that it is nigh impossible to break free of them to explore other options. It was perhaps too smooth for such early days. The game felt smooth, the decks curved out nicely. There were lots of new decks to play right at the start of Sunken City. I’m not too hopeful about that.Ī major reason it is hard to build new decks in Voyage to the Sunken City is the overall set design. ![]() There is some hope that with less oppressive Ramp Druid and Quest Warrior, other decks can be changed to better fight against Aggro Demon Hunter. Quest Hunter puts up an even fight, but that’s about it. ![]() With the current decklists, Aggro Demon Hunter loses to control decks (Control Warrior, Control Paladin, Charge Warrior) and beats pretty much everything else. Ramp Druid and Quest Warrior are both hit by two nerfs, while Aggro Demon Hunter… Oh right, Aggro Demon Hunter is not touched at all. In the final stages of the Legend climb, these three decks are more than 70% of the field. In just two weeks, Voyage to the Sunken City meta has largely settled into three decks: Ramp Druid, Aggro Demon Hunter, and Quest Warrior. However, it did not take long for the meta to get figured out. Things felt fresh because many of the most powerful cards rotated out of Standard format. The new expansion, combined with the annual Standard rotation and the new Core Set, was initially well-received. The first Voyage to the Sunken City balance patch is coming tomorrow, and it is not a moment too soon.
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