+1
Favorite this Deck

[Beginner] High Aggression and Trading

  • Last updated Feb 3, 2014 (Beta Patch 4482)
  • Edit
  • |

Wild

  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 820
  • Dust Needed: Loading Collection
  • Created: 2/4/2014 (Beta Patch 4482)
View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    1

BBCode:
Export to

[Disclaimer]

I'm a fairly new player to Hearthstone, but I've found great success running this deck. I've labeled the deck as beginner, because I do not played ranked. However, I have have lost very few games with this deck (and slight variations thereof)

The Ideology

This deck strongly relies on making efficient trades with the enemy. The deck is about pumping out minion after minion to gradually whittle them down and finish them either with either a climactic 10+ Swing or a flood of minions

It is to this end that the deck is filled with 2-3 Mana minions that, generally, are efficient at making trades. The true strength in this deck hinges on the use of Abusive Sergeant, Blessing of Might, Argent Protector, Knife Juggler, Truesilver Champion and Harvest Golem.

Strategy

Early

You want to begin taking control of the game by your second turn. Either by playing Acidic Swamp Ooze or Novice Engineer. If the enemy is high aggression (such is the case with Murloc decks) you want to keep the enemy numbers low. Cards like Knife Juggler followed by Reinforce is a strong combination to lower numbers. You'll know you're playing properly if the enemy is spending spell cards or minions turn after to turn to slow your gradual domination of the board. Cards like Harvest Golem, Acidic Swamp Ooze can be boosted by either Abusive Sergeant or Blessing of Might to trade for high priority cards.

Mid

Save Truesilver Champion and Hammer of Wrath for trading minions, UNLESS you feel you can end the game by using them. These two cards are excellent at clearing 3-5 HP minions when combined with Reinforcements. 

You'll begin to get Sen'jin Shieldmastas, Chillwind Yetis, and Frostwolf Warlord(s) onto the field. These cards, combined with Shattered Sun Clerics and Defender of Argus will be extremely menacing for your opponent, possibly forcing heavy hitting spells to slow them down. This should allow you room to further grow your horde of Reinforcements and low cost cards.

Late Game

If you don't have a strong momentum by the time you're reaching 9-10 mana, if your hand is about empty, and your field is looking sparce. Then your only hope is that you've brought them down low enough for a buffed Argent Commander super strike. The late game is not this decks strong suit. You must hope that the enemy has exhausted their arsenal of spells and minions in holding you off, thus leaving an opportunity to muster a force of mid-game minions.

 

Variations

Assuming you have the cores such as Knife Juggler, Harvest Golem, and Abusive Sergeant, the deck's mid-late game composition is very flexible. I'd recommend keeping Chillwind Yeti, but cards like Argent Commander, Defender of Argus, and other cards you may not possess are replaceable, though you should keep the general theme of control and conquer.