Hey, kvlt here with a guide to by far my favorite deck in the current meta. I spent some time developing this list since the Ysiel nerf and finally feel like I have enough games under my belt to teach others how to play it. Having peaked at rank 3 and finished top 10 multiple seasons (surely rank 1 eventually), I can safely say the deck isn’t strictly bait. I'd expect this deck to remain competitive in the new expansion, although I don't think it gains any new cards as the list is perfect (I might force Efflorescence, but I don't see it being great in this).
This deck is the best counter to both Thief Priest and Questline Demon Hunter, while remaining competitive into other archetypes. Since the miniset, I have played 276 games with this list at top legend MMR on both NA and EU servers. Here is a breakdown of the matchup spread and how to pilot against the common high legend decks.
Matchup Breakdown
Death Knight: LMAO.
Demon Hunter: Fairly easy. Most games are against Questline DH, with occasional Highlander DH (shoutout Pers). Ramping is arguably the best counter to Mana Burn in the game, making a ramping combo druid a natural predator here. QL DH often relies on you making a board for them to trade into, so they will often AFK while you safely ramp to your combo. If they do present early pressure or a board of brutes, cards like Pendant of Earth and Heartroot Stones let you easily heal past it. Prosecutor Mel'tranix can be annoying, but you can usually play around it by keeping a proactive play on the left side of your hand (like Nourish, Pendant, or Stones). Don't over-respect it, though—a 4-mana 2/6 is terrible tempo and skips their turn just as much as it might skip yours. Innervate and Lightning Bloom are great for playing around Mana Burn, and Guff on curve completely strips Mana Burn of its text. The matchup usually boils down to racing their Aranna turn, which you are faster than 75% of the time (apparently), though occasional DH nutrolls are simply unbeatable for any deck.
Druid: This list beats every other Druid archetype. Auctioneer Druid is common, and you beat them in a uniquely petty way: gaining 57 armor. That’s the entire game. If you cross that health threshold before they combo, they lose—and this deck builds armor faster than they can assemble their pieces. Deios Druid is much harder as it's a pure race to the combo first; armor gain slows them down, but mostly you just have to race. Reno Druid is heavily favored for this deck unless they Geist you, or you get caught by Blackhorn. You should be faster 90% of the time.
Hunter: ICANT.
Mage: Difficult. It feels manageable, but then they generate a random secret that annihilates you. Try to be smart and play around common secrets: find Nightshade Bud, Renathal, and Dungar; cast Aviana off Bud; then feed Renathal into the secret before playing Dungar. Most of my wins come from either comboing before secrets come down or carefully navigating around them, and popping them before they can get their stall loop started. Don't play around Objection if it delays your combo; it's rarely worth giving them more defensive turns. Try to pop them at 1 HP if they get Ice Block up so you can hero power them through a second one, and save a Swipe for Lone Ranger. Good luck—even with years of Malygos/Ysiel Mage experience, I still struggle here. An example of what can go wrong: https://www.twitch.tv/kvlt____/clip/NurturingAlluringAsparagusBibleThump-mEcPsEZhksWH8f4f
Paladin: CTA/Mech is the worst matchup. It entirely revolves around whether they find Crusader’s Aura on curve. If they drop it on 4, you die. If they don't, you win! I've also lost games to Oh My Yogg! deleting an entire turn. Riveting gameplay. Libram Paladin is much easier (though nonexistent now), but it's another zero-thought matchup: they curve out and kill you, or they find nothing and die. Focus on just ramping and largely ignore their board as it is strictly a race that you will likely lose. Just delete Paladin from the game already.
Priest: Majority of the games are against Thief Priest, but a fair number are against Shadow Priest as well. Shadow Priest is very easy; your healing completely invalidates their burn-based gameplan. Playing Shattered Reflections on Eonar is an instant ez win, or you can just control their board with Ultimate Infestations and Kael'thas. You don’t even need to kill them, because you can simply win on sheer tempo. You can also win by copying their own lifesteal minion, which gives you a ton of healing so you can ramp behind it safely. Thief Priest is a great matchup, but not so straightforward. Not a single one of those droolers knows how to play Dungar Druid, and even if they did, you’re faster than them the majority of the time (seriously, most Hearthstone players prefer not to think when they play). Their only real tech is The Harvester of Envy, but our deck runs very little burn, making it unlikely they copy Malygos and your 4 burn spells. Plus, they can’t discount your Swipes, so they always pay full price. UI is too expensive for them to easily copy without Kael'thas, and our combo has too many moving parts for them to steal effectively. If they do manage to snatch Malygos, you have a cheeky card called Shattered Reflections to simply steal it back for 5 mana. I’ve found that I win the majority of the time after they steal my minions, because they don’t actually present lethal on board or with burn—leaving them with a full board of Eonars that can’t attack and 2/3s that do nothing. Just save your Solar Eclipse and Moonbeams to easily kill them without Kael'thas if the game gets to that point, or just out tempo them since they can’t deal 5 damage to a wide board after an Eonar-Solar-Shatter play (and Whirlpool isn't commonly included at top legend). They don’t have any real tempo aside from KJ, so you can just beat their ass down as they continue to cast Birdwatching with zero minions left in their deck. Another possible out (though I haven't gotten to do it yet) is playing Shattered Reflections on their Ceaseless Expanse or KJ, which is a surprisingly effective wincon with Guff down, playing similarly to the late-game Thief mirror.
Rogue: Dead class. The few games I've played were against Miracle Rogue. You lose if they highroll early, you win if they midroll or lowroll. If they Shadowstep Cult Neophyte or similar disruption, try to ramp past it—all you need is Malygos down to Swipe away their board and win on tempo.
Shaman: Also a dead class. Mostly Big Shaman, which is so embarrassing to lose to that I got clipped for it. You're typically faster, and your backup wincon is casting Shattered Reflections on their big minion. As you can see here, I should've just solar shattered their Nep but I suck so: https://www.twitch.tv/kvlt____/clip/CallousTenaciousNoodleSwiftRage-9ozW21nre4k87Obl
Warlock: I hate this class. I've gone from thinking that the Tik Tok Warlock matchup is unwinnable, to not that bad, to unwinnable again. Then I realized the entire matchup is decided by the coin: if you have the coin, you win; if they have the coin, you lose. Truly the epitome of skill! They often chain tech cards that time-warp you, preventing you from comboing, and follow it up by discarding your hand. That said, they usually kill you around turn 5, which is right on the edge of your combo timing. Treat it as roughly 50/50 depending on the coin flip. The occasional Seedlock or Discolock matchups are free wins; Discolock plays out like Shadow Priest (though slightly harder if they go wide early), and Seedlock doesn't threaten lethal until around turn 8. Just don't lose to Malygos getting ratted.
Warrior: Another tough class. If you're following along at home, this deck struggles against wide aggro boards. The best way to win is to draw Biology Project in the mulligan; if you don't find early ramp, you'll often be dead by turn 4. Play Biology Project aggressively (turn 2 with Heartroot Stones into Nourish or Guff is ideal). Highlander Warrior is manageable as long as you dodge Geist or disruption. +100 Armor Warrior is harder because they clog your board with crocs to prevent Dungar from pulling correctly—get creative with Kael'thas and Bud to drop Malygos manually, or use Shattered Reflections to copy their strategy, though if they get to +200, the game is over.
The Combo Turn
This is notoriously difficult to teach, and I highly recommend practicing against the Innkeeper first. The concept is simple, but executing it within the rope is brutal.
The most basic win condition is ramping to 10 mana and casting Travelmaster Dungar. However, because there are 6 total minions in the list, playing Dungar with an empty hand risks pulling the wrong pieces—missing Eonar usually means instant loss. Fortunately, you can usually guarantee your pulls by holding 3 minions in hand by 10 mana (though desperate situations will force you to gamble).
Your ultimate goal is to get Malygos, Eonar, and Kael'thas onto the board, then churn through your deck with discounted spells to blast your opponent from hand with Moonbeams, Swipes and UIs. When you have Kael'thas and only cheap spells plus a high-cost payoff (Sleep Under the Stars or UI), look for Nightshade Bud to cheat out additional minions. Finding Aviana off Bud lets you drop Dungar, Eonar, or Malygos straight from hand. Sometimes mana is a social construct and you have double Sleep, allowing you to drop Malygos off Bud and combo with just Kael'thas and Malygos on board.
Because every game state is completely unique, it's impossible to write a rigid step-by-step guide for the combo turn. Just keep a close eye on your spell cost reductions and make sure you have enough mana to close out the turn. Good luck and have fun!
I never drew the heal Ogre. Turn 11, I was down to 10 heath. I played my 3rd kingpin. cleared their board, dealt chip damage to face and bounced kingpin. healed my face. They played 8 mana astalor, armored up, and played armor warden, which had taunt (not really relevant) and would have summoned another minion (bad). I topdecked Shard of the Naaru and silenced the enemy board, dropped Pud and summoned 6 4/4 ogres with rush and 50% chance to attack the wrong enemy. This was my last hope. I was down to literally 1 HP. My opponent had 24 hp+armor combined. I had a bunch of Ogres who needed to miss for me to win. I won the dice rolls somehow. The odds of this exact sequence happening are like a 0.024% chance.
Really? A value engine for Warlock, which has much better things to be doing across multiple archetypes, is worse for the format than a free turn 1 6/6 with charge?