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The War Doctor: Legendary Tempo

  • Last updated May 24, 2014 (Live Patch 5435)
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Wild

  • 20 Minions
  • 9 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7760
  • Dust Needed: Loading Collection
  • Created: 5/17/2014 (Live Patch 5314)
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  • Battle Tag:

    DoctorBatman#1241

  • Region:

    N/A

  • Total Deck Rating

    86

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Hello I am DoctorBatman a legend player on the US server and this is by far my favorite deck and class, i played it to legend in Ranked Season 1 and played it heavily within legend during Test Season 4. In Ranked Season 2 this deck is still incredibly viable as its match up vs most of the meta is pretty good however it lose's hard to ramp druid and control warrior with about a 7-3 or 8-2 match up which i will explain later. If you'd like to keep reading ill go over my reasoning for certain cards and offer replacements for the more high budget cards. (Note: At its peak this deck brought me to rank 66 legend in Ranked Season 1)

Card Choices:

For this section im going to avoid the obvious staples which are as follow; Backstab Deadly Poison Eviscerate and SI:7 Agent instead focusing on what actually makes this deck work the way it does.

Argent Squire the card is a great one drop and against rush decks can easily rack up massive value along side your Dagger. Latter on in the game or in the early mid game it serves as a cheap way to start combos while also developing your board.

Shadowstep this card is mostly put in for Leeroy Jenkins and i would not suggest playing it if you don't have him. Outside of the 12 damage combo it provides its useful with SI:7 to make use of its battle cry twice, allows for extra draws with Azure Drake and allows you to use Argent Commander's shield twice or hit for 8 with 9 mana.

Blade Flurry This card does 2 major things that are essential to win games against both aggro and control. Against aggro it allows you to wipe the board for relatively cheap along with Deadly or even with just the Base Dagger if you need to. against control it allows you to hit with your dagger twice in a turn which can be essential for doing that little bit of damage this deck falls short against late game decks.

Sap Bounces a troublesome card, huge tempo swing in later turns, lets you get past taunts for lethal. Whats not to love about this card? well not enough to play 2 as the card is inherently a -1.

Loot Hoarder This is a card that I've been on the fence about for a while but the general consensus for me is to keep it in for many reasons. Firstly i don't play Sprint so i need the draw power in other places, the card cant easily turn into a +1 for you if it kills anything, its cheap and good for mid game combo's and lastly it draws out your opponents hero power during the turn if they are a do 1 damage class so it forces their turn 2 or 3 more often than not.

Perdition's Blade i may take this card out in this meta i haven't had a good enough reason to yet though. The idea behind it is it give's you one more SI: 7 vs aggro decks making it easier to deal with early pressure while you try to develop. Alternatively it works very well with Captain Greenskin and can also kill 3-4 health minions the turn its brought out. 

Harvest Golem This card is a staple in any deck that wants tempo or mid game power as it can very easily gain massive advantage with its deathrattle. However the best thing the card does is give you an alternative 3 drop to SI in the event you cant combo or there is nothing to combo.

Defender of Argus Honestly any heavily minion based deck with decent early pressure should play this, it give you a great damage boost, can make great trades in your favor and in this deck its not unlikely to have 2 minions on the field at turn 4 for a massive tempo swing.

Sen'jin Shieldmasta this is a flavor pick as it should be this or a Chillwind Yeti the way you decide in between the 2 is the types of decks your seeing, aggro wants shieldmasta control wants yeti simple as that. I've been testing one of each and that is also a viable option if your opponents decks are all over the place

Azure Drake This is the other card to make up for the lack of Sprint but also serves as a nice body to take hits or even better to power up your Eviscerate's and Flurry's. All in all a very good card as most inherent +1's are.

Argent Commander Its hard to really tell you why this card is in the deck, it allows you to do so much that i cant exactly pinpoint what makes it a candidate for the 6 drop spot other than its huge versatility and its synergy with many of the other cards in the deck. Its just really good... play it...seriously just play it.

THE LEGENDARYS

Bloodmage Thalnos Ahhh the things spell power do for this deck is so disgusting in the early game or hell even in the late game, or you could even just use it to draw if your lacking good cards in your hand. Now as with any Legendary its impossible to really replace it but your alternatives are as follows; Kobold Geomancer Wild Pyromancer Acidic Swamp Ooze

Leeroy Jenkins Id say this this card is the only legendary that is essential to play the deck at a high rank, past rank 5 you cant get away with not having it. nearing the at 8 mana the you can do very very large amounts of burst damage finishing off opponents that think they are safe which is an invaluable tool to win games. Basically the card itself is a win condition and that is just insane                     Replacements; Arcane Golem and Reckless Rocketeer

Captain Greenskin The amount of love i have for this card is kind of disgusting but by no means do you need to have it in an version of the deck. I play for Aggro match ups so you can kill things very easy with your 2/3 Dagger, it makes Flurry much Better and against decks like Control Warrior it can even serve as your version of assassins blade along side a deadly poison, add in a shadowstep for even more shenanigans. best of all it commands the card itself be dealt with forcing your opponent to kill it while you got all the value you ever needed from it. Replacements; Spiteful Smith Stampeding Kodo [/card] [card]Harrison Jones Silver Hand Knight

The Black Knight this deck has the potential to deal with 1 big taunt creature, maybe 2... but 3? forget about it. You may as well surrender after you've killed the 3 giant or ancient as you will have no cards left by the end of it. This is an absolute must in higher ranks just as leeroy, you will lose so many games without it nearing legend. Replacements; Cairne Bloodhoof Boulderfist Ogre Sunwalker        

General Mulligan Strategy:

the main thing you want to accomplish with this deck is using all of your mana efficiently every turn so the idea is to keep small creatures and cheap removal. Anything over 4 mana you should send back without a thought (note very very rarely ill keep Greenskin but only if im on the coin and i have a clear path to using him turn 5). So lets go over what should be kept if your going first. you need to be looking for; Argent Squire Backstab Eviscerate Harvest Golem Deadly Poison. in some situations you keep SI:7 Agent or Predition's Blade the latter being kept only if you have the backstab and the former is its an aggro deck your facing.

Turn 2 Mulligans: MULL FOR SI:7 its basically the best you can ask for, the same rules apply as with going turn one with the added desire to keep SI:7 and Perdition's. However you do want to attempt for a good curve with removal.

Match up's:

I will in no means ever suggest that this deck is linear or plays itself, in fact i believe its one of the hardest decks to play correctly in the current meta sans handlock. Buuuuut the way the match ups are played is pretty linear. There are 2 main ways to play this deck nearly regardless of the deck your playing against. (Note obviously there are certain variations in what cards are good in certain match up's however as those seem a bit apparent ill leave that part out and just reply to comments regarding X match) Play style one is Racing which basically entails rushing your opponent as fast as possible with an over developed board and for the most part ignoring their minions forcing them to make the trades instead of you, this is basically reserved for Mid range decks and late game control decks as you have a snowballs chance in hell at beating them past turn 9. The drawback is if you dot play it out smart you will get destroyed by AOE effects. Type 2 is playing for the board control slowly developing your board while denying you opponent a chance top keep minions on board for more than a single turn. This play style is basically what you use against Aggro decks and also very viable against mid range as its a fairly flexible match up for the rogue player.

Thank you for making it through my guide! I will be editing as things change and replying to every comment with a question.