In this article, we ’ ve compiled some of the strongest Duels decks for each class. If you ’ rhenium looking for a room to get 12 wins in the format – this post should be a great first tone. While starter decks aren ’ thyroxine everything, things like blueprint buckets or Passives / Treasures offered are besides very important excessively, a good starter deck ensures a legato start and a estimable initiation to build upon. Since the buckets offered are based on the cards already in your deck, a thoroughly newcomer deck besides ensures a better blueprint experience .
Keep in mind that Duels is still in “ Beta ” and we are supposed to get new Heroes, treasures etc. every now and then. The plot mode was supposed to be updated with new Hero Powers very normally, but it looks like Blizzard has dropped those plans. still, we ’ ll judge to keep this list up to date after every expansion and major patch .
Table of Content
Click on the class you want to get to the decks more promptly !
And here are out other Duels resources :
Demon Hunter (Star Student Stelina)
When it comes to Demon Hunter, the class has a few discrete possibilities and they ’ re all playable, but deplorably none of them is very capital right now .
The first gear physique is a Burn deck with an add twist. It uses the new Stormwind Questline card – Final Showdown. Ideally, you want to get a Fireshaper passive, which will add a draw of damage to your combos. now, the finish is to cycle through the deck and play all the burn off cards you have. The pack of cards is capable of doing tons of damage, and besides drawing it quite well. You don ’ triiodothyronine expect to actually finish your Questline in your first games, so don ’ triiodothyronine worry about that – the discounts you get from step 1 and possibly step 2 just mean that you will be able to burn your opposition down faster. For the most part, ignore their board and hit them in the face .
moment one is token – it relies on summoning lots of small tokens and then “ sacrificing ” them for some extra effects. When it comes to token generators – the most basic one is your Hero Power. You can summon 2x 1/1 with Rush any time for 2 mana, which isn ’ t the most efficient way to get them out, but it ’ s a solid manner to build up a board and get some trades. then you have cards such as Coordinated Strike, Command the Illidari and Expendable Performers. As you can see, they scale up quite well. But they would be pretty badly without pay-offs – cards like Feast of Souls, Wrathscale Naga or Blood Herald make you summoning and/or killing off multiple belittled minions much stronger. Your prize is one of your biggest gain conditions – since you ’ re killing off a set of small minions every turning, it much becomes 5+ damage for 3 mana and you can keep reusing it vitamin a retentive as you cast it from Outcast place. For model, Expendable Performers + Treasure much becomes a control panel clear and 10+ burst damage .
Druid (Forest Warden Omu)
Druid has only one truly viable means to play and it ’ s tokens. fortunately, the strategy got a adult rise in Stormwind, thus if you ’ re into this kind of playstyle, it ’ s a solid choice ! Harvest time ! Hero Power is by far the best one, thanks to its flexibility. You can either use it to develop your own circuit board, while possibly triggering Deathrattles at the lapp time… or to neutralize your opponent ’ s big threats. When you play this deck, your opponent ’ second biggest minion will always be 2x 2/2 if you choose to, and that ’ s way easier to clear than e.g. an 8/8. other than that, you play it like a regular Token Druid – you want to create a big board presence, then throw in some AoE buffs and hopefully finish the crippled with attack boosters, such as Savage Roar or Arbor Up ( which is excellent even if you don ’ metric ton finish your opposition with it ). This build in particular runs one extra winnings condition – Greybough. The card can be in truth impregnable if your adversary has no room to neutralize its consequence ( e.g. through silence or transform ) .
If Tokens aren ’ t your thing and you still want to play Druid, I put in a second build – Taunt Druid. The trouble with slow Druid decks is that they much die early and can ’ t get far into the function because they don ’ deoxythymidine monophosphate do much for the first X turns. In this case, the deck ’ randomness writer decided to rely on Taunts in rate to survive the aggression. You can have a reproducible Taunt curve starting with Turn 2, and then possibly revive a crowd of them with either of N ’ Zoths. deplorably, if you don ’ thyroxine encounter aggressive decks, you can run into builds that outvalue you or win through other ways, and defensive Taunt minions aren ’ t best at putting atmospheric pressure. even, it ’ s an option .
Hunter (Professor Slate)
Hunter has only one basic scheme and it hasn ’ t changed in months – Deathrattle. Death Games is by far the best Hero Power of the class, for barely 2 mana you can get some actually brainsick Deathrattle effects. tied in the early game, Nerubian Egg or Devilsaur Egg are bang-up examples of adult tempo wins. Triggering them one extra time is already a big softwood, and it good gets well as the bet on goes by. previously, you played Bonecrusher, but after it got nerfed you run Deathstrider rather, which is besides pretty solid, possibly even better in some cases. It ’ s like your Hero Power on steroids – if you stick a strong Deathrattle and then drop Strider ( particularly a buff one, because it starts with 1 trigger, but gets stronger later into the move ), you can win your games without them ever getting to late game because of a massive tempo acquire. The best thing about Deathstrider is that you can trigger the like Deathrattle multiple times, so e.g. coining out Egg on T1 and then dropping Deathstrider on T2 can mean an instant game acquire late into the run. And that ’ s your scheme throughout – try to stick Deathrattles and then trigger them with HP and your cards. Opponents will be forced to kill them if possible, much wasting resources, and you will still get their impression anyhow. For example – if your opponent is forced to use removal on your 0/2 egg, then it ’ mho still good for you – they wasted resources and you got a 2 mana 4/4 .
Mage (Mozaki, Master Duelist)
When it comes to Mage, the classify strategies are all over the place, but sadly none of them is working incredibly well .
It looks like the most coherent one is the new Questline Mage – since your starting deck has a pretty small pool of cards and you can thin it even further with your Hero Power, finishing the Questline becomes relatively easy. once you do that, closing out the game becomes reasonably easy thanks to Ignite. While it starts lento, it builds up every time you play it. It besides makes your deck countless, which means that you don ’ t have to worry about running out of burn. Later in the run, once health pools become bigger, you can help yourself with Embercaster – copying a burn spell while you have permanent wave +3 Spell Damage from Questline can add A LOT of damage to your scheme. alternatively, you can try copying Cram Session ( 2 mana to draw 4 after Questline ) or and good drawing through your entire deck .
The second build hasn ’ deoxythymidine monophosphate been updated for the modern expansion, but it should still be working quite okay. The goal here is to run Open the Waygate Quest, finish it, and then drop Embercaster + Time Warp ( Quest ’ s reward ). You get an extra turn… and three spells that give you another extra turn in your hand. With so many turns at your disposal, any kind of control panel presence can well turn into a game victory. even the 3/3 Embercaster itself will deal 12 damage over those extra turns, assuming your opposition doesn ’ thyroxine have any way to prevent that. Those 4 extra turns aren ’ thymine enough ? No worries, you can get another copy of Embercaster with Potion of Illusion and get 3 more turns. In other words, after you get your Embercaster + Time Warp jazz band, you ’ re about guaranteed to close out the game, with some incredibly rare exceptions. Most of your efforts should be directed towards finishing the Quest – which is actually quite unmanageable to finish, by and large during your early matches, and that ’ s why the deck might crumble before it even takes off.
Paladin (Turalyon, the Tenured)
Paladin build featured here is your classical From Golden Light + Royal Greatsword jazz band, but with some total handbuff wrench. Divine Shields naturally combo identical well with your Hero Power – reviving a minion at 1 health is not that bang-up, but if you add Divine Shield, it suddenly becomes much harder to clear. now, if you add the new Legendary card – Highlord Fordragon – your Divine Shields on the spur of the moment become way more baleful. Trading them off means that minions in your hand ( normally besides with DS ) will become huge. Handbuff from Overlord Runthak besides works very well with your general scheme. Royal Greatsword lets you deal lots of damage while pulling your strongest minions very systematically .
Priest (Mindrender Illucia)
Priest is doing very well right now by and large thanks to the Mind Tether Hero Power. Your chief goal here is to basically combo your adversary down by spamming spells and letting them take damage from Hero Power ( and possibly Fireshaper passive voice if you manage to pick that up besides ). Voidtouched Attendant is the MVP of this deck, since it doubles the price of your HP – now every spell you cast deals 2 damage alternatively of 1. Thanks to that, you can easily set up OTK jazz band equitable a few turns into the game ( with the right treasures, it ’ second even possible to do it on Turn 1 ). Embrace the Shadows is besides a impregnable cock, since it lets you play your brassy mend cards as cut damage – Desperate Prayer and Flash Heal both become 6 burn damage each ( 5 + 1 from HP ), this 3 cards, 3 mana jazz band is 13 damage in sum. And if you run out of spells to play and your opposition international relations and security network ’ t dead so far – there ’ randomness constantly Lyra the Sunshard to generate more .
however, if you don ’ t like the Combo version, you can try and play a more classic Control build. sadly, this one is from last expansion, but we couldn ’ thyroxine find an up-to-date translation. It looks to win games by merely outvaluing the opponent. Thanks to its Hero Power, it ’ south intemperate to run out of value, so you will normally win the long game. And flush if you can ’ thymine succeed in value, you constantly have C ’ thun as a back-up. What ’ mho matter to is that there ’ sulfur Mutanus the Devourer, which works incredibly well in those decelerate builds. It can disrupt your opposition ’ randomness game plan – many of the Duels Signature Treasures come in form of a minion, and eating it gives you a huge advantage. then, there ’ randomness Joras Thuldoom providing an addition winnings condition, particularly against decks with no circuit board clear. It ’ s similar to the old-school Grim Patron, unless your opponent kills all of them, they will keep multiplying on your turn ( it has amazing synergy with Devouring Plague, since the jazz band fills your stallion board ) .
Rogue (Infiltrator Lilian)
Rogue is right now one of the worst classes in Duels, but you can distillery find some wins using the right starter decks and getting good passives .
The first option here is a Quest Rogue. not Questline, not Uldum Quest, but going back all the way to original Un ’ Goro Quest. The pack of cards has been ill-famed in Constructed and nerfed a few times, but interestingly adequate – recently the nerfs have been reverted and you can now finish it much more well. It ’ randomness even bad in Wild, but it actually made it playable in Duels. here, your goal is very elementary – you want to play four copies of the same wag equally quickly as you can. The calling card doesn ’ thyroxine very matter – there are some better and worse cards to finish the Quest with, but you want to grab any opportunity you can. Do it by bouncing it back to your pass and replay or getting extra copies of it with Nobleman/Zola. however, the easiest means to do it is with your signature Treasure – Ace in the Hole. If you play merely two copies of a menu ( e.g. play a card, Shadowstep it, play it again ) then future turn you can Ace in the Hole and play the last two copies, finishing the Quest. Later in the crippled you can use it to copy your most authoritative cards such as Sonya Shadowdancer or fair get more resources. Talking about resources, after the Quest is done, every turn you ’ ll get a 1 mana 5/5 in your hand with your passive voice, so you ’ ll constantly have something to put blackmail with .
The moment deck is from the survive expansion ( again, I haven ’ thymine seen an update version ) and it relies on Battlecries – you in truth want to get the some Battlecry-related passive voice ( doubling them or making them cheaper ). here, your basic goal is tempo – play all your Battlecry minions, hit your adversary with Hero Power, close up out the game with your boastfully threats like Edwin, Jandice or Alexstrasza. If your adversary plays something adult, jump it back to their hand with Tortollan Shell ( which is for the most part a much better Sap – costs only 1 and can return multiple minions later in the test ). The deck is quite aboveboard and should be slowly to pilot, but heavily relies on the right passives/treasures .
Shaman (Instructor Fireheart)
Shaman is doing quite well in Duels and it has two most popular options right nowadays – Elementals and Murlocs .
The first build featured here is an aggressive Murloc build that is meant to rush down the opponent. You want to quickly get onto the dining table and drop Murloc synergies, summoning hard minions, buffing them etc. Some of the new Murloc additions have actually made it a feasible option. Some impregnable new cards include Firemancer Flurgl and South Coast Chieftain giving you more tan / control panel control, Lushwater Murcenary, letting you come back from behind by giving all your Murlocs Rush and buffing them, and – of class – Nofin Can Stop Us, which is a massive, board-wide +2/+2 buff on your Murlocs, meaning that sticking merely 3-4 of them can make you run away with the game. If you stick some board, going for a big Gentle Megasaur can mean make over. Picking +Attack or Windfury can close out the game on the spot, while getting Divine Shield can make your board incredibly difficult to get rid of. Murlocs are ill-famed for having a hard time finishing the plot, but thanks to the extra damage from Hero Power you might be able to deal the last necessity damage points even after your board has been cleared .
The second base physique is created around Elementals. There has been a draw of solid ones added to the game recently – Wailing Vapor, Granite Forgeborn, Arid Stormer, Lilypad Lurker and Gyreworm merely to name a few. then if we add all the ones from Un ’ Goro, which is besides in the rotation, the deck comes together in truth well. You normally want to start by curving out with your little ones and keeping the board control, then you normally start outtempoing your opposition thanks to your 2 for 1 plays – e.g. Earth Revenant, Lurker or Fire Elemental, which can clear your opponent ’ s board ( or at least a contribution of it ) while putting a soundbox on the circuit board. Thanks to the Hero Power combined with Rockbiter & Stormstrike, the deck besides packs a nice punch to finish the matches .
Warlock (Archwitch Willow)
Warlock used to dominate the meta with Discard decks, but after getting nerfed at least 3 times it settled for unlike builds and is immediately in the middle of the pack. This Duels Warlock pack of cards is built around Soul Fragments – the Hero Power makes this option quite compelling. Whenever you play a card shuffling Soul Fragments into your pack of cards, you besides summon a 3/2 Imp. Normally, Soul Fragment return is quite dense. You first need to shuffle it, then you need to find a wag that takes advantage of it and play it besides. But with this Hero Power – pay-off is immediate. For exercise, Spirit Jailer now becomes a 1 mana 1/3 that summons a 3/2 AND shuffles Fragments into your pack of cards. Soul Shear can clear something and still generate a minion on the board. With the right curl, you should be able to nicely outtempo your opposition. Of course, the great news is that you still have all the Fragment pay-offs insensible, thus now both your generators and pay-offs create potent turns. The basic theme is to pick as many Soul Fragment-related buckets as possible now. The deck is besides built in a direction that makes it more likely to get a one of the Battlecry passives, which either gives you more value ( double passive ) or more tempo ( costs 1 less passive ) .
Warrior is credibly the strongest Duels course right now and you can get some pretty consistent 12 wins runs using this deck or unlike variants of it. The goal here is elementary. You play an aggressive Pirate build and rush your adversary down, but if that scheme doesn ’ triiodothyronine work, you have an amaze mid-late game accompaniment design – Questline. Raid the Docks is pretty strong and relatively easy to finish. After you complete it, you get board presence, a random weapon and some supernumerary price every go. even if your pack of cards is quite weak at this compass point ( because you focus on the early bet on ), Juggernaut can easily carry you and close out the equal. If you manage to snatch a passive voice that makes your minions cheaper and some excess menu draw, you can actually finish your Questline and play the wages on swerve – and that ’ s more pressure than most of opponents can handle ( assuming they don ’ thymine die early to your Pirates & weapons ) .