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Warrior, Shaman, and Rogue have been struggling on the ladder lately, but these fresh new decks are looking to turn that around.
Warrior, Shaman, and Rogue have been struggling to find success lately, but that shouldn't stop you from playing them on the ladder! In this article, I break down the best decks for taking on the current meta from the three worst classes in the game.
It's been a couple of weeks since Hearthstone was hit by a major balance patch, which has given the metagame a healthy amount of time to adjust and adapt to the recent nerfs. Though a few of the top dogs from the pre-patch meta continue to be popular choices on the ladder (such as Cube Warlock and Aggro Paladin), and a couple of previously overlooked decks are now beginning to perform better than expected (Secret Mage and Spell Hunter), the new-look meta has proven itself to be much friendlier towards experimental decks than the previous one. Both Patches the Pirate and Raza the Chained were extremely oppressive to a variety of compelling and interesting strategies, which means their departure from standard should open the door up for a number of slower and grindier decks to flourish. For the remainder of the K&C metagame, this should be great news for fans of decks on the "control" end of the aggro-control spectrum.
It goes without saying that as the speed of a meta shifts, each of Hearthstone's nine classes stand to gain or lose major percentage points. For the time being, the classes in need of the biggest boosts to their win percentage are Rogue, Shaman, and Warrior.
Class winrates in Standard, courtesy of Hsreplay.net
Not only do these three classes boast the lowest winrates across all levels of play, they can also lay claim to three of the four lowest playrates.
Class playrates courtesy of metastats.net
If you're a fan of one of these three classes, it's time to go back to the drawing board and see what can be done to fix this! In theory, a meta which is trending slower and grindier should favor decks with powerful late-game plans and game-ending combos. If you can't go underneath the control decks with a speedy aggro deck of your own, the best way to beat slow and greedy decks is to be even slower and greedier than they are (mill strategies are a perfect example of this), or to find a way to combo-kill them in a single turn before they can end the game with their own win condition (Quest Rogue immediately comes to mind).
However, the reality of the current meta is very different from "slow and grindy". Four of the top five most played decks are aggro decks (Secret Mage, Aggro Paladin, Spiteful Priest, and Murloc Paladin) according metastats.net. The more things change, the more things stay the same, eh? With that in mind, let's take a look at a few new and unique decks from each of the weakest classes to see how we can take on the current meta.
No class was hurt harder by the recent nerfs than Rogue. Arguably the best class in the game pre-patch, Tempo Rogue has fallen to a sub-par 47% winrate according to hsreplay.net. Though the nerfs to Patches the Pirate, Bonemare, and Corridor Creeper all hit the deck hard, Rogue is also being held back by the classes natural weakness against go-wide aggro strategies. With only Fan of Knives and Vanish (and sometimes Blade Flurry) as ways to deal with wide boards, Rogue often has a difficult time catching up when far behind on board. Though cards like Elven Minstrel and Vilespine Slayer do a great job of getting Rogue ahead in the first place, they don't have nearly as many ways to interact with a decent Call to Arms pull as the other classes do.
Though you could try to tech your favorite Rogue out with every defensive Neutral minion you can muster, this would have an equal-but-opposite negative effect on your control matchups. You can only sacrifice so many slots in your deck to aggro before you turn your good matchups into mediocre ones. It seems that the best bet for Rogue is to accept that you'll lose to the best draws from the best aggro decks, but that you might be able to beat their more mediocre or slower draws with a powerful midgame.
Gallon's Kingsbane Rogue
The first solid option for Rogue is a low-to-the-ground build of Kingsbane Rogue by Gallon, who peaked at rank 9 Legend with the deck two days ago:
This build of the deck skimps on cards like Tar Creeper and Fan of Knives to go all-in Kingsbane. It notably runs two Doomerangs and a pair of Counterfeit Coins to power out weapon-buffing minions like Captain Greenskin. The thing I love most about this list is that it knows exactly what it's trying to do (build a massive Kingsbane as quickly as possible) and it doesn't waste precious deck space pretending to be something it's not. It probably needs to draw really well to beat Aggro Paladin or Tempo Rogue, but that would probably still be the case even if the deck ran more defensive cards than it currently does.
Ryvius' Quest Rogue
The nerf to The Caverns Below all but killed the Quest Rogue archetype through Knights of the Frozen Throne, but Kobolds & Catacombs has provided the deck with plenty of shiny new toys. Both Zola the Gorgon and Sonya Shadowdancer give the deck even more ways to copy minions, while Wax Elemental provided the deck with a cheap tool to buy an extra turn or two of time both before and after Crystal Core is active.
Ryvius, a known Quest Rogue aficionado, was able to pilot this list as high as rank 8 Legend recently. He noted the deck is good as long you "avoid secret mage and aggro paladin", which will likely ring true for most successful Rogue lists right now.
Whereas Rogue was in a great spot before the recent nerfs, Shaman has been in a rut since the release of K&C. Evolve strategies were happy to pick up Unstable Evolution from the latest set, but nerfs to Patches the Pirate, Bonemare, and Corridor Creeper dealt a major blow to Token/Evolve Shaman's power level.
Fortunately for Shaman fans, the class is equipped with a healthy number of tools for taking on aggro decks. Devolve, Maelstrom Portal, Jade Claws, Lightning Storm, and Volcano all do an excellent job at dealing with pesky aggressive minions, which gives Shaman a fighting chance against cards like Call to Arms and Aluneth. If you want to beat Aggro decks as Shaman, you can probably find a way to do that without having to get too creative. The trick is finding a way to beat Aggro with enough slots remaining in your deck to still beat Control decks.
Purple's Mill Shaman
Mill has classically been known as control-beater, so it stands to reason that any mill deck which can weather the storm against the current suite of Aggro decks should be a solid choice for the current meta. With that in mind, take a look at this beautiful monstrosity of a deck:
Purple was able to hold top 100 Legend with this list for 7 hours on stream. What's your excuse?
Jokes aside, I actually love the direction this deck is going in and think a list like this has a ton of potential. Murmuring Elemental and Grumble, Worldshaker do double-duty in this list, doubling the effectiveness of both Coldlight Oracle and Jade cards. Healing Rain and Jinyu Waterspeaker excel as both anti-aggro and anti-fatigue tools, bolstering the deck's early and late game at the same time. With so many cards in the deck performing multiple functions, its no surprise that Purple was able to find room in the deck for rarely-played cards such as Rummaging Kobold and The Runespear. As a big fan of Shaman, I can confidently state that this will be the next list I'm looking to test and tune for the competitive ladder.
Frescha's Mill Shaman
With so many Warlock's running around these days, Hex is probably as strong as it has ever been since its nerf last September. Until Rin, the First Disciple and Carnivorous Cube become less prevalent on the ladder, the best Shaman lists will probably run a pair of Hexes.
The fact that Murmuring Elemental, Jade Spirit, and Grumble, Worldshaker are all Elementals could also motivate a mill-focused strategy to build a bit more around the Elemental sub-theme, which is exactly what Frescha did with this list:
I love the additions of Hex and Kalimos, Primal Lord as tools for combating Warlock, and have always been a huge fan of Hot Spring Guardian in Elemental decks. Though it doesn't heal for quite as much as Healing Rain will in the late game, it serves as an excellent road block for aggro strategies and can even have its Battlecry doubled by Murmuring Elemental or Grumble, Worldshaker. The Skulking Geist serves a tool for beating both Jade Druid and Combo Priest, but can probably be swapped out for a Healing Rain or Rummaging Kobold if neither of those decks are popular on the ladder at your rank.
Overall, I'd expect that the "best Shaman mill deck" would be somewhere between Purple's and Frescha's lists. There's still plenty of room for growth and innovation within the archetype, and I look forward to much of that myself in the coming weeks.
Warrior has been one of the worst classes in the game since the nerf to Fiery War Axe, and not much has happened in recent weeks to change that. Though Recruit decks showed some brief promise in the early-goings of the K&C meta, the archetype took up most of the new card slots from K&C and has failed to impress in the current ladder environment. I don't expect Recruit decks to suddenly become playable due to the popularity of aggro, but that doesn't that Warrior fans should give up hope. The three new "armor-matters" cards, Drywhisker Armorer, Reckless Flurry, and Geosculptor Yip, have largely been overlooked due to Warrior's abysmal playrates, but could potentially be used to shore up some of the classes old weaknesses.
It shouldn't be that hard for Warriors to beat aggro decks if they dedicate enough slots in their deck to do so. Whirlwind. Sleep with the Fishes, Brawl, and Blood Razor are excellent against wide boards out of Paladin decks, while Execute and Shield Slam can deal with problematically large minions out of Spiteful Summoner decks. Against the likes of Tempo/Secret Mage, Drywhisker Armorer and Bring It On! are capable of buying additional turns of time. The real question, once again, is how do we plan to beat Control after we have teched out our deck to beat Aggro?
Cocasasa's Mill Warrior
If Mill Shaman is somewhat viable right now, wouldn't a mill deck with two Dead Man's Hand be playable as well?
Cocosasa was able to reach top 100 Legend with this extremely low to the ground build of Mill Warrior. The deck features only one card that costs more than 5 mana, allowing it to consistently play to the board against go-wide aggro decks in the early game.
Cocosasa plays nearly every anti-aggro card I mentioned above, trimming on quite a few late-game cards to do so. Coldlight Oracle and Dead Man's Hand (and sometimes Zola the Gorgon) are the only cards which can actually win the game for you in this list. As the mill plan is the only plan with this deck, this particular build of Mill Warrior has less margin for error when playing against control decks than other builds might. If you're brand new to mill strategies in general, you might want to trim a Cornered Sentry or a Battle Rage for something which can stabilize the board for you on turn 10, such as Geosculptor Yip, Grommash Hellscream, or Rotface.
Fibonacci's Combo Warrior
Warrior has frequently been able to cobble together a wacky, janky, and totally off-meta combo deck each new expansion. Fibonacci has brewed up the latest (and hopefully greatest) Warrior deck with an OTK in it, though it would be a bit disingenuous to call this a "pure" combo deck.
As Fibonacci noted in this tweet, this is really an anti-aggro deck which happens to have an OTK in it. As the deck contains just 4 minions, you'll need to rely heavily on your spells to keep the board clear until Woecleaver can come down and pull out Grommash Hellscream for potential OTKs. The combo kill probably won't be as relevant against aggro decks, but it's a necessary evil for beating other control decks. I like this deck for a lot of the same reasons I like the Mill deck; it doesn't need to dedicate that many slots towards actually winning the game, so it is able to pack a diverse array of answers for aggro decks.
There is still plenty of time left in the Kobolds & Catacombs meta for the game's worst classes to turn things around. As the meta is currently leaning quite aggressively, any deck built to prey on aggro should be able to find some modicum of success on the ladder. Anti-aggro decks which can also afford to pack a lean and reliable late-game win condition, such as mill decks or combo decks, might also be able to find success against control decks with slower win conditions such as Rin, the First Disciple. Though I don't expect all of the above decks to become mainstays of the meta, I'd expect them all to perform admirably on the ladder in the right hands.
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Consider the following C program.
How many processes are created when running this program (including the initial one)? ExplainCode:#include <stdio.h> int main() { int i; for (i=0;i<3;++i) { fork();fork(); } }
Consider the following C program.
How many processes are created when running this program (including the initial one)? ExplainCode:#include <stdio.h> int main() { int i; for (i=0;i<3;++i) { fork();fork(); } }
I would say 3. One for the parent and one each for the children processes
It is not 3. Each child processes picks up exactly where the parent left off in exactly the same state, with the same variables*. Since you have a loop, the parent creates one child with the first fork() call when i == 0, then creates a second one with the second fork() call when i == 0. That first child picks up right after the first fork call, and inherits the parent's value of i, which is, so it also makes the second fork() call when i == 0. The loop executes 3 times with 2 fork() calls in each iteration, for a total of 6 calls to fork(). The parent makes all 6 calls, creating 6 direct children. The first child of the original process doesn't execute the first fork(), but executes the next 5, creating 5 children of it's own. The second child of the original process only makes 4 fork() calls, etc. Each of those children creates their own children (i.e. grandchildren of the first process), etc, until all processes have finished the loop.
You can see that this rapidly creates a large number of processes, growing exponentially. Try drawing the process tree out on paper zooro, at least for a few levels/iterations, and keep track of the value of i for each process. Look for a pattern in how many children each process has.
There's also a way to get the answer with printf, but I wont go into more detail, because you wouldn't learn as much from it.
* There are some differences in the state, such as memory locks, timers and signals, but they don't apply to your simple example. You can read about them in the man page
Whoops, didn't see the loop, my mistake.
thank u
anduril462 http://im.cprogramming.com/images/st...ser-online.png
..... i try to draw .. i am not sure is it 64 ???
ech fork has 2 process
each loop 2 fork ...
loop1 :
loop 3:
32*2= 64
Yes, 64 sounds right. Here's part of what the process tree would look like (not all branches are fully filled in). The numbers are just to count, not PIDs or anything.
This code is missing a few other potentially critical things:Code:1 +--2 | +--8 | | +--23 | | | +-- | | | | +-- | | | | | +-- | | | | +-- | | | +-- | | | +-- | | +-- | | +-- | | +-- | +--9 | +--10 | +--11 | +--12 +--3 | +--13 | +--14 | +--15 | +--16 +--4 | +--17 | +--18 | +--19 +--5 | +--20 | +--21 +--6 | +--22 +--7
1. You need to #include <unistd.h> to use the fork() funciton.
1. main should return 0. Not absolutely necessary per the C99 standard, but still a good idea.
2. Each process should wait for it's children to finish. Since processes are executed in an arbitrary order, it's possible a parent terminates before all it's children are done, leaving the child processes as orphans.
Since you seem to have a grasp of it now, the printf trick is just to put a printf after the loop and count how many lines are printed. Add this after the loop:
wait() waits for any child to finish, then returns. The loop is because a process may have more than one child, so it says "wait for all my children to finish" before it gets to the return 0 and ends itself. Read the man page (section 2) for details on wait().Code:printf("PID = %d\n", getpid()); while (wait(NULL) >= 0) ; return 0;
Woow ......anduril462 Thank u very much ....very good explaination .. I think in unix we use sleep() insted of wait () yah ????!!!
Read the man pages (section 2) for the sleep and wait functions. Type "man 2 wait" and "man 2 sleep".

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text:
almond pavlova stack
- 150ml eggwhite (approximately 4 eggs)
- 1 cup (220g) caster (superfine) sugar
- 2 tablespoons cornflour (cornstarch), sifted
- 2 teaspoons white vinegar
- ½ cup (40g) flaked almonds
- 1 cup (250ml) single (pouring) cream
- 2 peaches, sliced
- ¼ cup (60ml) dessert wine
- Preheat oven to 150°C (300°F). Place the eggwhite in the bowl of an electric mixer and whisk until stiff peaks form. Gradually add the sugar, whisking well, until the mixture is stiff and glossy. Add the cornflour and vinegar and whisk until just combined.
- Shape the mixture into 2 x 18cm rounds on baking trays lined with non-stick baking paper and sprinkle with the almonds. Reduce oven to 120°C (250°F) and bake for 1 hour. Turn the oven off and allow the pavlovas to cool completely in the oven.
- Whisk the cream until soft peaks form. Spread half over a pavlova, sandwich with the remaining pavlova and top with remaining cream. Place the peach and dessert wine in a bowl, toss to combine and place on pavlova. Serve immediately. Serves 8–10.
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The Independent Police Complaints Commission's deputy chairwoman, Deborah Glass, ordered that Pc Simon Harwood will now face Metropolitan Police disciplinary proceedings in public.
Mr Harwood, 45, was acquitted at Southwark Crown Court of the manslaughter of Mr Tomlinson in the City of London in April 2009. A jury of seven women and five men took 18 hours and 45 minutes to clear him.
He cried in the dock and his wife Helen sobbed as the verdicts were given, before they tearfully embraced as he was freed. Mr Tomlinson's family also broke down, while outside court stepson Paul King called the verdict "a joke" and vowed to pursue the issue in the civil courts.
Mr Harwood hit 47-year-old Mr Tomlinson with a baton and pushed him to the ground on the fringes of the G20 protests. The father-of-nine walked 75 yards before he collapsed, and died later in hospital from internal injuries.
It can now be reported that Mr Harwood faced a string of allegations about his behaviour before he came across Mr Tomlinson.
Ms Glass said it was "staggering" that he managed to medically retire from the Met while facing disciplinary proceedings for an alleged road rage incident - and despite this was later re-employed by the force as a police officer specialising in public order.
She said: "While the jury has today acquitted Pc Simon Harwood of manslaughter, it is clear that significant questions remain in connection with his actions on the day Ian Tomlinson died.
"Whether or not those actions were reasonable will be tested further at a misconduct hearing in September, which I have directed will be held in public. There are also questions in this case that the Metropolitan Police Service must answer."
Mr Harwood, from Carshalton in Surrey, said he used reasonable force when he hit Mr Tomlinson with a baton and shoved him to the ground as he walked away from police lines in the City of London. An inquest into Mr Tomlinson's death was held last year, when the jury returned a verdict of unlawful killing.