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Anyfin Can Happen! [Aggro Edition]

  • Last updated Dec 4, 2015 (Explorers)
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Wild

  • 23 Minions
  • 7 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3680
  • Dust Needed: Loading Collection
  • Created: 12/4/2015 (Explorers)
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  • Total Deck Rating

    20

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People have been theory-crafting with Anyfin Can Happen in control/midrange decks as a finisher, however I believe that this card has ridiculous potential in an aggro deck. Why? Simply because when playing aggro, if you're opponent can clear your board and you run out of steam YOU LOSE. This one card changes that however...

This one card allows you to do up to 22 damage if all 5 of your murlocs died that game THE TURN IT IS PLAYED and also creates a board that threatens lethal the following turn. This can give you that one final push for lethal.



This deck plays out like any other hyper-aggro paladin. Mulligan for early drops and smorc face! Divine Favor and Jeeves give you ridiculous draw power against control decks and you have plenty of cards at your arsenal to slow down other aggro decks, while still developing your board.


DO NOT BE AFRAID TO TRADE if it helps keep more of your minions alive. Also, if going against another aggro deck, don't be greedy with Divine Favor, if you can get 1-2 draws off it, do it if there isn't a better play!



I decided against adding Grimscale Oracle simply because Leper Gnome is a better one drop.

If you're facing a lot of aggro the 2nd Jeeves could be swapped out for something else since it's not a good card in those matchups (usually).

Novice Engineer is better then Loot Hoarder because the low curve usually lets you play the card you drew the same turn.

A 2nd Anyfin Can Happen might be playable (gives you another 22 damage of burst!), but has the possibility of being very clunky.