Caverns Below
- Last updated Apr 9, 2017 (Un'Goro Launch)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Quest Rogue
- Crafting Cost: 5180
- Dust Needed: Loading Collection
- Created: 3/24/2017 (Aggro Downfall)
- swinkscalibur
- Registered User
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- 3
- 41
- 50
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
216
Card Choice Explanations:
The Caverns Below Ummm... Yeah.
Wisp - The biggest question mark. This card while normally terrible has tremendous potential as a bounce candidate that looses zero tempo. It can be a great tempo play as well the turn you cast the quest spell to make up for the tempo loss of the 5 mana.
Preparation - Important for tempo-ing out the important spells
Shadowstep - Ummm... yeah..
Fire Fly - This is simply a 1 mana 5/5 - add a 1 mana 5/5 to your hand.
Glacial Shard - This is great stall card vs. aggro and late game becomes a 1 mana Frost Elemental
Swashburglar - A good candidate for bouncing, creates card advantage, cheap 5/5 late.
Novice Engineer - Cheap card draw and cycle.
Sunfury Protector - Help for stabilizing after the quest is complete. 2 mana 5/5 - create 2 taunts. Also decent for stalling.
Gadgetzan Ferryman - Bouncing is key - better and cheaper than the Ancient Brewmaster.
Youthful Brewmaster - See above.
Coldlight Oracle - the most efficient card draw, this deck should make far better use of its cards than the opponents in theory.
Mimic Pod - A means of more quickly finishing the quest and efficient card draw.
Vanish - This is the main recovery mechanic. After the quest is complete (or in a pinch before) this card can be used to very quickly flip a board. Amazing synergy with the cheap minions board control. Note it also leaves Sherazin's Seed on the board.
Questionable Slots:
Thistle Tea - A great way to multiply cards late game, its mana cost is made up by the tempo of the boosted 1 drops.
Moroes - Finisher, pops out a free 5/5 each turn after the quest.
Sherazin, Corpse Flower - There will be a lot of turns where 4 cards can be played, comes back as a 5/5 each time after the quest completes. Could get a ton of value.
you will have to remove two cards to put fan of knives, hunter will have a lot 1-cost minion, and shaman a lot of murlocs. Coldlight Oracle against these decks is very bad.
maybe, but at the same time I am racing them to the value. If i start trying to control a hunter zerg I will never beat them to the value. The idea is that I can outrace the hunter to completing the quest. Fan of Knives is way too slow at accomplishing that goal. I may end up switching coldlight oracle, however in play testing it was one of the easiest ways to make sure the quest finished fast. Once my minions are 5/5's I can use Vanish for tempo and it will be gg. At least in theory.
Anything but the Wisp I mean, put any single other minion x2, and it would give better outcome - or even 2 random Legendary.
But the Idea's very inspiring, have an upvote!
I know Wisp seems like a bad card, but it has a ton of synergy with this deck. In my thinking the biggest challenge of this deck is to get the quest done fast enough that you can overcome the tempo loss of the 5 mana spell before you just loose. With 2x Wisp you can theoretically finish the quest turn 3 with just the Wisps, Preparation and Vanish. If you follow that up with another prep turn 4 you could have up to four 5/5's on the board.
In general though if you aim to get the quest spell played turn 5, the wisp can be played with it as a 5/5. It also can be bounced very easily with Ferryman and Youthful.
I am going to test drive it anyway and see if the theory pans out.