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Nature's Alarmclock (Fun)

  • Last updated Mar 27, 2014 (Live Patch 4973)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 17640
  • Dust Needed: Loading Collection
  • Created: 2/24/2014 (Beta Patch 4482)
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  • Battle Tag:

    AcesWildNC#1422

  • Region:

    N/A

  • Total Deck Rating

    20

View 16 other Decks by AcesPlayFirst
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This deck is designed to be gimmicky and based off Alarm-o-Bot decks i've seen around...

Mulligan: Toss all cards for Alarm-o-Bot and\or Innervate, As this is your only chance to win with this deck early...

Early Game: Option A: If you pull Alarm-o-Bot, Play ASAP(turn 1 with Innervate, turn 2 with Coin), If Alarm-o-Bot survives the turn It will begin swaping for the VERY powerful minions in your hand...Always replay Alarm-o-Bot each turn to continue the swaps until you can play the biggies are their own.

Option B: If you didn't pull Alarm-o-Bot, Continue through the early game using hero power(as you cant afford any minions) pray an Innervate Draw and pray that your not being SUPER Rushed.

Option C: GG and Concede. (Why go into a fight handicapped if your trying to just have fun..)

Mid-Game: If yourAlarm-o-Bot is doing it's job. Then you should have a Minion or two on the board and you Opponent has spent alot of its BIG removal. Venture Co. Mercenary and Sunwalker will get you through this phase. If you had to take the Option B route, Venture Co. Mercenary and Sunwalker will give you a extra turn or two to draw your Innervates or power you into the the late game.

Late Game: If you have reached the late game..either Your Alarm-o-Bot has been hiding or He was killed. Good news..By late game your opponent has exhausted most if not all of his BIG minion removal an you can just continue to Drop down big baddie after big baddie.....your opponent will get overwhelmed eventually.


**Dream**

Turn 1:Innervate --> Alarm-o-Bot
Turn 2: Alarm-o-Bot swaps for Ragnaros the Firelord or Massive taunt, Coin --> Alarm-o-Bot
Turn 3: Alarm-o-Bot Swaps for Sea Giant or any other massive creature in your hand.
Turn 4: Rinse and Repeat Turn 3

Tips: Don't be afraid to play Venture Co. Mercenary on Turn 5. Your other creatures can wait until he dies. He is here to buy you time to get to the late game.

Wild Growth is in this deck just to get you to late game as soon as possible if you don't draw your Alarm-o-Bot or your bots are killed.

"I don't have all those creatures and cant afford this deck" - The only required components to this deck are Alarm-o-Bot x2 and Innervate x2. After that you just add EVERY big mana minion you own.

Edits: Replaced 1x War Golem with 1x Ancient of War - Just overall better card..but i only own one.