Alleria's The Grand Tournament Tavern Brawl Hun...
- Last updated Aug 19, 2015 (Blackrock Launch)
Wild
- 14 Minions
- 16 Spells
- Deck Type: Arena
- Deck Archetype: Unknown
- Crafting Cost: 4980
- Created: 8/19/2015 (Blackrock Launch)
- Fluxflashor
- Registered User
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- 31
- 104
- 694
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Battle Tag:
Fluxflashor
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Region:
US
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Total Deck Rating
27098
Alleria's TGT Brawl Deck
This week, Medivh and Alleria are fighting in the name of the Grand Tournament! Alleria's deck is a joust-centric deck which makes use of the new TGT Mechanic, Joust, while her opponent Medivh's deck makes use of the Inspire mechanic.
Playing as Medivh? Check out his guide!
The Joust Mechanic
Alleria's deck makes use of the new Grand Tournament mechanic, Joust. Every time you play a minion with Joust, a minion is revealed from both player's decks and if the Joust initiator has a higher-cost minion, they win and the stated effect will trigger.
This deck unfortunately has less higher-cost cards than Medivh's, but you come out somewhat ahead because Medivh has way more low-cost minions in his deck where you have more low-cost spells.
The following Joust cards are in this deck:
- King's Elekk - Play it early on to forcibly draw minions and to get bodies on the field.
- Armored Warhorse - Definitely want to play these on turn 4 if possible.
- Master Jouster - Excellent trading tool if you can win the joust.
- The Skeleton Knight - Pretty scary value out of this guy if Medivh still has a lot of low-mana minions in his deck by the time it is played.
Mulligans
Your deck is very joust-centric which means you need to keep your high-cost minions in your deck for as long as possible, so we're going to prioritize spells. Alleria has more high cost cards than you do in your deck, so it's a great idea to keep them in there for as long as possible, even if she does have plenty of low-cost minions.
- Bear Trap - Ironfur Grizzly for 2 Mana is awesome value. It can force Medivh to make poor trades, or get rid of that annoying Lowly Squire of his.
- Lock and Load - If going for this, try to also get Hunter's Mark and Arcane Shots for early game Hunter card craziness.
- Animal Companion - Huffer pls
- Arcane Shot - Get rid of annoying Fallen Hero and more.
- Snipe - Excellent removal, you'll need it.
- King's Elekk - Not as consistent as above cards but its pretty solid. Win a joust early on and you'll reap the rewards of a higher cost minion.
Tracking can also be a useful Mulligan but you should resist playing it early on as it will get rid of potentially good high-cost cards which are mandatory for winning Jousts.
Combos
Acidmaw + Unleash the Hounds
Feeling overwhelmed, maybe by Medivh's army of Kodoriders and War Kodos? This turn 10 (9 with coin) combo can help you come back from what looked like certain death.
Lock and Load + Spells!
This is a fairly late game combo if you want maximum value, but can also be played early on with spells like Hunter's Mark and Arcane Shot to gain more potential plays.
Ram Wrangler + Beasts!
Your deck has several beasts in it which means Ram Wrangler has the potential to be a super good Webspinner - one which just tosses the beast onto the field for free. Great way to gain tempo mid-game.
ProTips
- Fight for board control. Try to plan out for future turns by learning what Medivh has in his deck.
- Joust early, Joust often.
Who let this pleb post :D kidding. Since the only person I can offend with what im about to say works for blizzard, I think it safe to say this was one of the worst designed decks of all Tavern Brawls. For all its jousting was up against a deck that packed high value cards from 6-10.....I get the idea they were trying to showcase the mechanic, but this just pissed people off.
Blizzard's middle finger to hunters.
this is the worst deck ever put together intentionally
its even worse than the fricking encounter at the crossroads thing
Won about 70 brawls (on 3 regions together). It's seems to me that winrate of Mage near 80% - no less (I have many wins with Hunter, of course also). The main problems: too many random for hunter(it's harder to adapt yourself to it), and pretty straight and clear playing for Mage, great 4 removals in Mage deck and only 2 Marks and some combos with Acidmaw in Hunter's deck while in Mage deck there are at least 6-7 very dangerous creatures (drakes, giants, Ronin, Kvaldir, Kodo rider) and 4-6 pesky, with huge potential and with not bad stats. If Hunter loose at least couple of jousts - he loose the game, if Hunter get nothing or almost nothing from Lock and Load - he loose the game, if Hunter can't protect himself from early mage's aggression - he loose the game. And when Mage loose the game? Only if he have a really bad start, and his opponent have almost perfect answers every time. I really like this week Brawl (maybe the most among all other). But it was really dishonest to a Hunter. (I wrote that got rekt in this Brawl start - but then I got a taste;) )
It's not the deck that sucks its the person playing it that does!
it's an rng deck, luck based. It's not bad players its a bad deck
THIS DECK IS COMPLETELY USELESS
The best way for this deck is to approach this like face deck hunter as mage is less likely to have heal from the 3/4 elf. Trade only when necessary.
I'm just going to auto concede whenever i get Hunter
There is shit and 50 feet below, there is this deck.
Just wtf is this, rng based deck, this game doesnt need another rng based mechanic....
I lost 6 of 8 jousts....not games, but the mechanic joust. Ridiculous.
this deck is so bad ...
Too slow.
I have gotten Pyroblast twice from enemy Spellslinger.
TFW you go 0-3 in jousts in one game with the joust deck...
My first few games were like this as well. Lost every joust as the hunter player, I kept jousting against the Mage's Frost Giant.
Of course the moment I was the mage I lost all those jousts as well. It's all just luck sadly.
going 0-6 with this horrific deck.
I have more wins with hunter then mage as of right now (7-4). Yeah I think the mage deck has a bit more synergy, but that makes it all the more fun when you beat it.
I think the real key to this deck though, it properly utilizing Lock and Load at the right time. Yeah it's RNG, but it's an insanely fun card to use, and it allows you to be a bit more creative compare the mage deck.
edit: I can't spell good
So I only played one match as mage, and it really made me start to consider King's Elekk as less good card, at least not as strong as I thought in this particular deck. The card you draw is always a late game card, and you are already out tempoed by then. So it's basically a 3/2.