(Patch 29.2.2 Update) All Splendiferous Whizbang Deck Lists and Gameplay Tips

Update: 8 out of 11 decks were buffed in Patch 29.2.2. It’s too early to tell whether the card will be good enough now, but things are looking significantly better than they were before the patch.

Splendiferous Whizbang is one of the cards releasing in the upcoming Whizbang’s Workshop expansion. If you were playing the game back in 2018, I’m sure you remember the original Whizbang the Wonderful. Putting him into your deck and launching a match gave you a random Deck Recipe (premade decks for every expansion). You can still play him in Wild, of course, but he wasn’t very competitive even back in Standard, so it might be pretty tough to win matches. However, competitiveness wasn’t his main draw. The card was so fun because it gave F2P players an opportunity to play with cards they don’t normally have. A new player could just craft Whizbang and enjoy the game, playing decent, diverse decks.

The new card is obviously a reference to the original, but it works a bit differently. Instead of using Deck Recipes, it has a fixed list of decks. However, instead of just being “normal” decks, each one of them comes with some special twist. In this guide, I will show all of the available decks (credit to imik for datamining them), their “special rules”, and give you a few gameplay tips.

Just one note – sadly, I can’t use our regular deck display for 3 out of 11 decks because they use cards from multiple classes. For those, I had to list cards manually. Even in the 8 decks it can display, I had to do some weird stuff because they can’t display more than 2 copies of each card. Our deck builder is simply not built for the craziness Whizbang provides. There’s also one Neutral deck called “Copycat Deck” that won’t be available at launch. Blizzard found some issues with the deck and had to disable it. We don’t yet know whether it will get reactivated later or maybe another deck will be added in its place.

How To Use Splendiferous Whizbang

It’s incredibly simple. When creating your deck, just add Splendiferous Whizbang to the list as your only card, and… save it. That’s it. You don’t need to do anything else. Now when you enter the match with this deck, it will roll a random build from the list below.

You can’t pick which deck you want to play, so if you want to playtest one of them you might need to queue a lot of games to get the one you want. Also, you don’t actually play as Whizbang. You will play as the class the deck belongs to. To not make your opponent’s job too easy, they won’t have any indication that you play Whizbang. This will be helpful during mulligan, however, they should realize it pretty quickly once the match starts because of the unique deck mechanics.

Table of Contents

Death Knight – Rainbow Deck

Deck list:

When you see “Rainbow Death Knight”, that’s probably not the kind of deck you think about. Instead of the usual “three different Runes” deck, we’re going towards another style of so-called “Rainbow deck”, one that includes multiple spell schools and ways to benefit from them. Sadly, without an ultimate finisher like Sif in Rainbow Mage, the benefits are quite limited, although it can still work out somtimes.

The goal is quite simple. You want to keep some cheap spells from different schools in mulligan (Wild Growth is by far the best one, but Thrive in the Shadows, Chaos Strike and Celestial Shot are also okay). Multicaster can be a good keep if you have Wild Growth in your hand already. Then when going into the mid game you want to start using your “win conditions”. Sadly you only really have two – Coral Keeper and Elemental Inspiration, both relying on creating wide boards. My tip would be to play them as fast as you can. Of course, you need to pump them up with spell schools a bit first, but you don’t want to wait for too long, because that gives opponent more time to find an answer.

Realistically this deck isn’t very strong, because other than some AoEs you don’t really have much in the way of stopping enemy aggression, and playing against Control decks will be pretty miserable because unless they draw horribly, there’s your late game is not strong enough to beat them.

Demon Hunter – Deck of Wishes

This deck contains 3 Copies of Wish Card. Sadly our deck display bugs out when trying to add more than 2 copies of a card so it’s displayed as 2 in the list above.

Let’s start with the most important – Wish works like Zephrys the Great. It analyzes the current situation and tries to offer you the best card from a fixed pool of cards. So, for example, playing it early might give you a ramp card or just some low cost minion to play. Playing it when your opponent has a big board might offer you a board clear. Playing it when you have an empty hand might give you card draw. It should also recognize lethal, so if you play it when your opponent is at let’s say 6 health, it should offer you a Fireball to finish them off. In fact, Wish is even stronger than Zephrys because it costs 0, so it can offer you even better selection of cards (this kind of effect prefers to offer you card that are playable immediately, so if you play Zephrys on Turn 5 it will focus on 3 mana cards, but Wish can offer you cards all the way to 5 mana because you didn’t paying anything for it).

Because of that, the deck can actually be pretty strong. The base build itself has a coherent theme and while it’s not the best, the Wish cards can push it past the finish line. In the early game, you want to focus on removing your opponent’s board. If you play vs a slower deck, try to sneak in some face damage, but against faster decks survival and maintaining a high health total is your main goal. When it comes to win conditions, you have big Demons. There’s your normal Illidari Inquisitor, which can really pack a punch. You want to play it, clear a minion, and hit your opponent’s face with your Hero the Inquisitor also attacks it for 8 damage. If Inquisitor survives, you can dish out A LOT of damage.

And the second big Demon win condition is a new Magtheridon, Unreleased. While it’s Dormant, it will deal 3 damage to all enemies at the end of your turn. So for the base card, that’s 6 damage over 2 turns, then it wakes up at the start of your 3rd turn. However, while a 12/12 body is nice, without Rush, Taunt or any effect like that, it will likely just get removed without getting any hits. That’s why you might actually consider using Red Card on it to get it back to sleep. This way you get two more rounds of AoE damage, and that’s honestly probably stronger than 12/12 body. In a pinch, you can also use Red Card to temporarily deal with one of your opponent’s minions, but Magtheridon is the best use.

Use your Wish cards according to the matchup and situation. Can’t really give you tips there because they are useful in nearly every situation. One cool thing you can do is playing it on Turn 2 for a guaranteed Wild Growth (this type of deck can really use some ramp) but other than that you probably want to save it for the times when you actually need it.

Druid – Deck of Discovery

This deck contains 15 Copies of Moment of Discovery Card. Sadly our deck display bugs out when trying to add more than 2 copies of a card so it’s displayed as 2 in the list above.

This deck is quite simple, but playing it might be a bit challenging, because you will have to make lots of decisions every turn. Let’s start with the basics – the deck consists of 10 ramp cards and 20 Moments of Discovery. Your mulligan priority are obviously ramp cards, that’s your main strength as a Druid. Mulligan heavily for Invigorate, Wild Growth and Overgrowth. Nourish is also a good keep (even if you don’t need more ramp you can always use it as a draw) but Crystal Cluster is a bit too expensive to keep unless you already have other ramp cards.

After you ramp up, you want to start using your other spells to Discover stuff. And here’s the problem – sadly I can’t tell you what you want because the cards are discovered from a massive pool of all Druid & Neutral cards. What I can tell you, however, is that they discover from a pool of cards you can afford to play. It doesn’t mean that if you have 10 mana you will always get high-cost stuff – no, you can still get cheap cards. But it means that if you play it with 0 mana left, you will ONLY discover 0 mana cards. While it might be technically useful to try to snatch an Innervate, you also need to think about winning the game. And in order to win the game, you need some mid and end game cards.

Which is why I would recommend trying to use Discover cards at the START of your turn, when you still have mana left. I would also recommend trying to ramp up FIRST and only then discovering them. For example, if you’re going second, your hand is Wild Growth, Nourish and a few Moments of Discovery, I would recommend skipping T1 without playing anything, then playing Wild Growth on two, Coin + Nourish on 3, and only then, on T4, WITH FULL MANA, use your Moments of Discovery and try to get some useful, more expensive cards. Because if you keep wasting them on low cost discovers then you won’t have any way to win the game.

Hunter – Deck of Legends

The twist in this Hunter deck is really simple – the deck is full of Legendaries, but it uses 2 copies of each instead of 1. The main problem here is that many of those Legendaries are slow and/or situational. And while you have some stacked late game, early game is going to be your main problem. Update: In Patch 29.2.2, some of the deck’s mid-late game was removed in favor of more early game. It means that you should have a higher chance of surviving to get to your late game burst.

That’s why you want to mulligan heavily for your cheap cards. And here’s the sad news – even those cards are pretty weak in terms of tempo. Any high tempo deck will outclass you so much in the early game, so expect some early losses. However, if you survive until the mid-late game, that’s when the deck shines. And you might actually get some easy wins against slower builds with your combo.

First of all, against slower decks, you want to try to play Lor'themar Theron as quickly as possible. If it won’t work, too bad, but doubling stats of all minions in your deck is BIG in this build. The best curve would probably be Blademaster Okani on T4, then Emperor Thaurissan on T5 and Lor’themar on T6. But even if it doesn’t work, that’s okay. Your main win condition against Control decks are big Beasts. Try to get rid of the smaller stuff from your hand first, leave only things like Mister Mukla, King Krush and King Plush (Krush is the strongest out of 3 for this usage), then play Beastmaster Leoroxx. 3 big Beasts will drop on the board, use Rush (Mukla) to clear the board while hit face with Charge ones. Your board is likely to get cleared, but don’t worry – you still have your second Leoroxx (or you can just play your Krush/Plush individually).

As you can imagine, doing your Leoroxx play after playing Lor’themar and potentially doubling stats of Krush/Plush would be the best outcome, but even without it you can snatch some wins this way. However, as you can imagine, this kind of strategy is pretty bad against any fast deck, since it will rush you before you can perform it. If you draw poorly, even slow, Control decks can sometimes outtempo you, but there’s sadly not much you can do about it.

Mage – Deck of Wonders

Yes, you read that right, this deck is literally full of Morphing cards. Those cards transform into random, playable Mage or Neutral cards each turn. Given the nature of the deck, I can’t really help you much, because how you play it will 100% depend on the random cards you get. And, as you can probably imagine, the deck is quite weak. It would be fun to play in a Tavern Brawl setting when both players have this effect, but not necessarily in Constructed, when your opponent is going to have a coherent theme while you struggle. Sadly, most of the cards you will see in your hand each turn will be bad. Maybe you will get lucky and get exactly what you need, which is a cool moment, but not consistent enough to be playable.

Just one tip is to not try to plan ahead based on what you see in your hand. It might be obvious when you think about it, but you might instinctively see for example a board clear in your hand and think to yourself “I have a way to clear board next turn”. But you don’t, you have a way to clear board this turn, but next turn it might be anything.

I think that Blizzard should buff this a bit and at least make the morphed cards discounted by 1 mana or something.

Paladin – Deck of Heroes

Deck list:

Theme of Paladin’s Whizbang deck is The League of Explorers. And since many of the Explorer cards are Highlander (singleton), you only run one copy of each card to keep them active. This is actually pretty cool deck and it can win some games if you hit your power spikes.

Just like most of the Paladin decks, you want to play on the curve in a Midrange style. Sir Finley of the Sands is your best early game draw, but you also want to keep your other early game cards in the mulligan. Try to put some pressure on slower decks and stay alive vs faster ones. Mid game is when your power spikes start. You can duplicate your hand with Elise the Enlightened. Vs slower decks you’re looking for extra copies of Dinotamer Brann and Dragonqueen Alexstrasza, while vs faster decks you really want to have a second Reno Jackson and Reno the Relicologist. Speaking of those, your best Turn 6 plays are probably either Reno – if you’re close to dying play the healing one, if you stare at a big board you need to clear (but you still have some health left), Relicologist is the way to go. Then keep playing your bombs and hope to win this way.

While this deck doesn’t run the latest round of League of Explorers, only the older cards, The Amazing Reno is still a pretty good board clear. Weaker than Reno, Lone Ranger, sure, but it’s a full board clear and a cool new Hero Power casting random spells each turn (which will, on average, benefit you more than your opponent).

It’s not an incredibly powerful deck, but it can actually win you some games with the right curve.

Priest – Nonuplet Deck

This deck contains 9 Copies of Astral Automaton Card. Sadly our deck display bugs out when trying to add more than 2 copies of a card so it’s displayed as 2 in the list above.

Automaton decks have seen some mild success on the ladder, but they have never broken into the mainstream meta. However, the difference is that they couldn’t play 9 copies of Astral Automaton, while this deck can. As you can imagine, that can be REALLY powerful. Normally you often want to hold back your Automatons until you can duplicate them in some way. In this case, feel free to just play them and try to win a tempo game. For example, dropping an Automaton on T1 and then two more on T2 will lead to 3x 3/4 minion on your board (ON TURN 2!) assuming the first one survived. That’s very strong, and the thing is that you can keep buffing and copying them further.

You see, sometimes you might want to hold back just a tiny bit – for example, if you have Pip the Potent in your starting hand, you can turn those 3 Automatons in your hand into 6 Automatons. And that’s double the fun. Other than Pip, you have Celestial Projectionist to get an extra copy (just keep in mind that it makes a TEMPORARY copy, so you need to drop it by the end of the turn or it disappears). Zola the Gorgon works like Projectionist, but the copy is permanent. It can be useful sometimes if you don’t have enough mana or want to keep it in your hand to copy with Pip.

The deck also runs some card draw (Crimson Clergy + Fan Club / Holy Nova / Hero Power) as well as a bunch of removals. Those removals aren’t really that amazing, so even against faster decks your best bet is probably just going for Automatons and trying to out-tempo them with big minions.

Rogue – Deck of Treasures

This deck starts with 5 random Duels Treasures (RIP Duels) shuffled in.

I’ll be honest – I have no idea whether it can give you ANY Duels Treasure or just gives you 5 random ones from a curated list, but either way, your results can still vary wildly. Overall, Duels Treasures are quite powerful, but their quality varies a lot. Sometimes they need specific synergies to work, some of them are better in faster decks, others are better in slower decks and so on. But all in all, I think that you shouldn’t be disappointed with them, because their average quality is higher than of your normal cards.

If we ignore Treasures for a bit, we’re left with mostly Pirates and Thief cards. However, sadly Thief cards have no payoff, so you should hope for some good standalone cards and not look at them as activators for other stuff.

The deck will have a pretty hard time winning without Treasures simply because the base deck doesn’t really get you anywhere. You have some solid tempo plays, and then Pirate Admiral Hooktusk to top it off – assuming you manage to summon enough Pirates (the 4 mana weapon helps A LOT with that task). If you play vs a slower deck, you might try sneaking in some early minion damage, then playing Watercannon + Deadly Poison and push quite a bit more damage this way. Even better, you can set up Watercannon without attacking one turn, then Sonya + 2x Deadly Poison the next turn to make a huge 11/3 weapon. But all in all, you probably still have to hope that you get good Duels Treasures and they will let you win the game.

One tip I would have is that since many of the best Duels Treasures are expensive, saving the mini version of Sandbox Scoundrel can be a great way to play them earlier. If you happen to find a 4 mana treasure, you can even combo it with Scoundrel to get an extra copy from Sonya.

Shaman – Questing Deck

Update: Quest Accepted! card has been updated in Patch 29.2.2 and now it draws you a Murloc and an Overload card. Not only it negates the card disadvantage of a Quest deck (because Quest is always one of the cards you start with), but it puts you ahead of a regular deck. The deck really needed it, although I’m not sure if it’s enough.

The three Shaman Quests are, in order of release, Unite the Murlocs, Corrupt the Waters and Command the Elements. The last one is technically a Questline, but it still counts. Quest Accepted! card works the same way your normal Quests do, so you always get it in your starting hand (you can throw it away in mulligan but I really wouldn’t recommend that).

The deck is built in a way to try to progress through all three Quests at the same time. The first one needs Murlocs, the second one Battlecry cards and the third one Overload cards. However, as you can imagine, when you try to progress three Quests at once, each one of them will be slower than if you had a full deck dedicated to it. And I think that’s the main issue with the deck. It tries to do too many things at once and because of that, it kind of fails at all of them. Sure, your deck is capable of FINISHING all of those Quests, but how can you actually benefit from them? Let’s look at them one by one.

Unite the Murlocs is probably the simplest one, but it already shows some cracks. You need to summon 10 Murlocs. Your deck is full of Murlocs. So it should be easy, right? Wrong. The problem is that most of your Murlocs just summon a single Murloc. With the exception of Spawnpool Forager, you need to play your Murlocs one by one (instead of using cards that can summon many at the same time, e.g. Call in the Finishers). Because of that, you won’t likely finish it before the late game. The reward itself (Megafin) is also pretty nice in a Murloc deck, which runs out of cards in hand pretty quickly, but this deck is built with two more Quests in mind, so by the time you get your Megafin it might not even be that useful.

The second quest is Corrupt the Waters. You need to play 6 Battlecry cards to turn your Hero Power into Heart of Vir'naal. And it can be a pretty strong Hero Power, giving you access to Brann Bronzebeard effect every turn… but the problem is that this deck can’t benefit from it. You run a lot of Battlecry cards to complete the Quests, but all of them are weak. The best you can do with this Hero Power is drawing more Murlocs, getting an extra Lackey or maybe dealing 2 extra damage. It’s just not good.

And finally, we have Command the Elements. Which is pretty difficult to finish in this build in the first place. You need to play a total of 8 Overload cards to get through the whole Questline. While you do get some rewards along the way, they are pretty minor in the grand scheme of things. The deck has no Overload synergies, no ways to clear it (other then Questline itself), so that will be pretty difficult to do. And finally – once you complete all 3 steps and get Stormcaller Bru'kan… you can’t do much with him. He doubles the spells you play but the problem is that you don’t really play any strong spells. The best you can do is doubling Command of Neptulon and while it’s great, it’s not nearly enough by the time you finish the Questline.

All in all, the deck has a lot of problems, it’s awkward to play and it’s probably one of the weakest builds because of that.

Warlock – Shrunken Deck

The deck’s “special power” is that it starts with 20 cards instead of 30. And it runs some cards that can further help you destroy your deck. And while it might be bad in most of the other classes, it’s a really cool concept here because Warlock has cards that benefit from your deck being nearly empty or even empty.

You want to start by mulliganing for your cheap cards – Scarab Keychain and Tar Slime. Yes, your early game is incredibly weak, but hopefully the can keep you alive at least for a bit. Do not keep Furnace Fuel as you’d rather destroy it while it’s in your deck and draw cards this way.

The first power spike happens when you have 10 or fewer cards in your deck. Blood Shard Bristleback and Barrens Scavenger become active. They can keep you alive for a bit longer, and that’s something you REALLY need at this point given your awfully slow late game. If you already have some win cons in your hand you can drop Waste Remover on Turn 4 (or even T3 with Coin) to get to your cheap Bristleback & Scavenger quicker.

Then your next big powerspike is when your deck is completely empty. Fanottem, Lord of the Opera costs 0 mana (you can play him with a few cards left in your deck too if the situation demands it). You can play Neeru Fireblade for a longer game or Chef Nomi for an immediate board tempo. In fact, Chef Nomi probably just wins you the game if not answered. But realistically, your opponent should have a way to clear one big board. So the best tactic against slower decks might actually be Neru + Archivist Elysiana. This combo lets you play a long game, because You get a full board of Imps every turn while you don’t suffer from Fatigue and Elysiana can discover you some useful cards.

Of course, ultimately planning is very hard in this deck, because you will rarely get all of your win conditions at once. You will often empty your deck by Turn 6-7, so you have to work with what you have. If you get unlucky, all of your win conditions might be on the bottom of your deck and you won’t be able to just destroy it and play them. But it is what it is. It’s not exactly the most competitive deck, but it can be fun to play.

Warrior – Deck of Villians

Deck list:

And finally, the last deck is kind of like the opposite of Paladin’s deck. It also uses cards from multiple classes, but instead of League of Explorers, this deck is based on League of EVIL (Dr. Boom, Rafaam, Togwaggle, Lazul). The deck has two parts really – the first one is early/mid game with tons of Lackey generators and the second one is the League itself, most of which are big mid/late game bombs. Well, at least they were at the time they were released, right now they are much, much weaker compared with the current power level of the game.

After the deck has been updated, it’s now incredibly easy to find Lackeys – you have a whooping 16 cards that generate them (17 if you count Erkh). That’s why instead of mulliganing for Lackeys, you want to look for your payoff cards that have been added. Dark Pharaoh Tekahn is probably the best one, as it turns your measly 1/1 Lackeys into much more formidable 4/4’s. Other than Tekahn, you are also looking for EVIL Recruiter (as a one-time early game tempo gain) and Weaponized Wasp (the same reason). Your early and mid game will be all about Lackeys, even though they aren’t as good as they were in the past (unless you make them 4/4, of course), they are still pretty solid in terms of tempo.

The deck also has some big late game stuff to play. Dr. Boom, Mad Genius is probably the one you want to play first, as it gives you some long-term value. Its Hero Powers swap each turn, but most of them are pretty strong, so much stronger than your base Warrior Hero Power at least. Swampqueen Hagatha is also a nice standalone cards. Heistbaron Togwaggle‘s treasures can give you more card draw or a big bomb by summoning two Legendaries (and the condition is very easy to meet in this deck). Togwaggle is also probably the best target for, well, Togwaggle's Scheme. Shuffling multiple copies of him into your deck can give you TONS of value and tempo (you can chain draw 3 cards and make them cost 0 into drawing another Togwaggle into doing the same thing again). If you already played Tekahn, Grand Lackey Erkh is also a good target for Scheme, as it gives you essentially a full board of 4/4’s every turn (with some extra effects).

And finally, if you run out of other things to do, you can always turn your Lackey generators (and Lackeys themselves) into random Legendaries with Arch-Villain Rafaam. But do it only in the slowest matchups when you know you won’t win through tempo – because the card is just incredibly slow.

While the initial version of the deck was pretty weak, it looks quite decent after the update.

Stonekeep

A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over that time, he has achieved many high Legend climbs and infinite Arena runs. He's the current admin of Hearthstone Top Decks.

Check out Stonekeep on Twitter!

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