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[WILD] Xaphire's N'zoth Priest

  • Last updated May 10, 2016 (Old Gods)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: N'Zoth Priest
  • Crafting Cost: 8180
  • Dust Needed: Loading Collection
  • Created: 5/6/2016 (Old Gods)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    366

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Hi guys, Xaphire here with a Wild deck as opposing to my [LEGEND] Xaphire's N'zoth Control Priest.

I haven't quite tested it through but it sure is a fun to play deck. Currently a 64% win-ratio. 

Card Choices

As you can see, this deck mainly consists of strong deathrattles like sludge belcher, yeti's, cairne and sylvanas. These cards WILL make you win if you can get N'zoth out. Be sure your opponent has spent his brawls, equality combo's, lightbombs, whatever. Now that standard is out, don't forget what cards were in the game.

The main reason I decided NOT to put in Deathlord and Dr. Boom is that you can't quite top off the Deathlord and you don't want Boom Bots to get returned by N'zoth since you have way stronger minions that should have died by then. 

I don't want to go deep into all the card choices, I think most of them are obvious. The reason I put in a Justicar is simply for when you're facing any kind of control deck, you will need the +4 health if you're heading for fatigue. 

Entomb. Shadow Word: Pain. Shadow Word: Death. Holy Nova, Excavating Evil, Lightbomb and Cabal Shadow Priest is a thing to think about. Check where you are in your ranking. Wether you face lots of aggro, control or midrage: you decide how much of each card will be in your deck. There's a lot of choice and you kind of want them all, but that will be too much. You will need to play agressive in wild.

Acolyte of Pain & Nortshire Cleric - Your mana curve is quite good, hence why I decided to leave out a Cleric and as instead put in an extra Acolyte so you don't want to waste 2 mana on your hero power just to draw cards. Shifting Shade provides you with the extra bit of draw. 

Card Replacements

Wild mode offers a lot of cards. A fucking lot. First of all, I suggest you to take a look at my standard version to see what's in. 

Forbidden Shaping - As you see there is only of them in this deck. Purely because I have been to lazy to craft another one. You can easily run 2 if you miss out on a card.

Wild Pyromancer - Two words: Board. Clear.

The Skeleton Knight - Bad as the card is, in this deck it will have a great function.

Sneed's Old Shredder - I wish I had the card myself, this must have an amazing sync. If you decide to run it, please tell me the outcome.

Please upvote:

As soon as I've received some upvotes, I'll be explaining you more and even adding some video's as to how to play this deck. 

But what is of more importance: I think more people should try and play wild. 

+10 upvotes: Card Explanations & Replacements
+25 upvotes: Mulligan
+50 upvotes: Extra's
+75 upvotes: Video & How-to