Meta Snapshot January 2022
Ease of play: Beginner friendly
Summary: Green currently is the color to beat, shieldspire is in a good position since it helps you out trade opposing chun lis in the mirror as well as many other match ups in the meta.
Mulligan: leader summons or basic felyne if you have good follow up
Strengths: Chun li is broken, using chun li makes your deck better than majority of the meta. Your average cards power level is stronger than most of the meta. Shield spire is extraordinarily good at getting good trades helping you beat other green decks.
Weakness: the entire meta game is built to beat you so that kinda makes things difficult but you have the tools to beat your counter due to the speed and resilience of your deck.
Change Form (Black/Green)
Ease of play: Easy
Summary: Change form probably has the most builds of any deck, just due to the power of the faith mechanic combined with the art. This is an aggro version that focuses in putting pressure on your opponent with agility units while adding some green protection. The ability to use both the faith and the green coordination package makes this deck prime to be one of the best in the game
Mulligan: Look for faith units so you can start getting those buffs asap and in case you suspect your black opponent is a build with many destroys it might be a good idea to look for 'When Something Smells...' so you can force them to waste a "low cost hate" action on him instead of on one of your buffed wincons.
Strengths: This deck runs the best agility options for both colors while taking advantage of the strongest board buff hero art that enables good trades and tons of face damage early on in case your opponent doesn't have many low cost blockers. This deck is the embodiment of throw all the best cards and art into one deck and let it roll.
Weaknesses: As many other dual color decks its fragile to some Purple and some Black decks that are tech'd to deal better with low cost threats. It’s inability to hold mana also allows it to have opening that can be exploited at higher level play
Ease of play: Intermediate
Summary: Change form prob has the most builds of any deck, just due to the power of the faith mechanic and their anti aggro tools. It essentially is a toolbox deck with many tools and strengths. This is a life sacrifice build built around eregion tho many builds are viable.
Mulligan: Look for your proactive units
Strengths: Your deck is a toolbox deck you have answers to almost any situation and strong low cost unit to back it up. Since your units are faith you usually don’t care too much if they die. You have strong low cost units strong high cost units and an array of removal and tech cards.
Weaknesses: These tools can also be awkward in your hand when the opportunity for them do not arise. And other times your tools are at the bottom of your tool box. Due to the nature of Change form you need to run a lot of units which makes cycling through your deck to draw answers slower than all the other decks in the meta. When you don’t draw your answers you can get run over. Being a strong change form player means you need to conserve your removal and know how to efficiently cycle so you don’t end up empty handed.
Ease of play: Challenging
Summary: Mirage decoy is positioned as one of the best decks in the meta, all its counters are pushed out by green. This deck main win con is the clock it’s goal is to push around 15 damage with narcellas and owls and stall until time runs out.
Mulligan: Hard mulligan for gen
Strengths: Not running cards 4 or less targetable units causes your opponent to brick on their removal actions. The threat of your hero art forces your opponents to slow down so you don’t always need to use it right away. Your art, genn and overwhelms let you handily control low cost decks while ada and your larger removal action will beat bigger units.
Weaknesses: Mirage is a deck that’s all defensive and almost no offense, if you fall behind on health you can easily lose to our opponent stalling. It also due to this has no come back mechanics outside of your memory units which are easily countered when you are behind. we are a triple overwhelm deck so we are weak to other decks that don’t run 3 cost units. Although we have ada and some removal actions decks that use a lot of 6+ cost units will be difficult due to our inability to close out games.
Ease of play: Challenging
Summary: AA has been the most consistent red hero art throughout the seasons as it is a strong protection to many strong legendaries that red has which are historically known to be game stealers if not dealt with quickly. This on top of the fact that AA can make even the smallest unit a threat makes AA still a contender. Most builds nowadays share a common core with 2-3 tech differences depending on if you want to add more explorers for art consistency or more overall damage. AA is a hard deck to evaluate powerlevel because at the top 50 level it’s arguably a top 3 deck but outside that it falls off fast.
Mulligan: Hard mull for 2 explorers/activators as keeping even one explorer and legendary units could become a troubling start to manage if you take too long to find more explorers
Strengths: Any unit can become a wincon depending on matchup and board state as the art enables better trades and if they deal with your threats odds are you'll have plenty more coming with each unit being able to significantly swings tempo. The low cost of your art allows you to continually out tempo your opponent and win the game.
Weaknesses: You will get into awkward situations where you'll draw none or few explorers which will significantly slow you down but thats not too common as you run many explorers and a couple of activators. It might also be troubling to deal with decks that runs many removals such a black decks beware of how many resources you are putting into each units while expecting them to have certain popular removals options. On top of that it struggles to deal with fast starts if they don’t have a quick way to get AA up or don’t have their strong legendaries to keep things under control. AA also has the biggest skill barrier to entry of any deck in the meta but if you keep at it it will pay off.
Ease of play: Challenging
Summary: Shadow blade is a deck whos goal is to run out the clock it has assess to a lot of healing through its art and Maria and has a lot of control tools to stall out the game. Shadow blade does damage by getting ahead with the lock package and pushing damage with units like Maria.
Mulligan: Hard mulligan for gen and Maria
Strengths: The fact that you have so much healing forces your opponent to go on the offense which allows you to punish. The lock package is still one of the strongest in the game and a lot of decks don’t have good ways to interact with it . Since you also have asses to damage you can deal with the big unit decks other control decks struggle with.
Weaknesses: Shadow blade has a lot of answers but relies a lot on Maria so not getting a Maria to stick can be very detrimental to your strategy. Also if you don’t draw your answers at the right time you can be run over like any control deck.