50 Shades Druid
- Last updated Sep 23, 2018 (Boomsday)
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Wild
- 6 Minions
- 23 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 11820
- Dust Needed: Loading Collection
- Created: 11/28/2017 (Marin's Treasure)
- SoupeAuxPois
- Registered User
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- 10
- 50
- 69
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Battle Tag:
SoupeAuxPois
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Region:
US
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Total Deck Rating
334
"- It's over Malfurion, I have the high ground.
- Don't undersetimate my power Anduin, I've assembled all
fiveseven special cards... allfiveseven pieces of the puzzle!- Exodia? It-it's not possible! No one's ever been able to call him!
- Exodia, obliterate!"
Hey everyone,
I'm SoupeAuxPois and proud to present 50 Shades Druid, the deck that keeps on giving and the new meta definer of wild rank 20.
The deck includes a lot of draw and stall in order to achieve the greatest combo of them all. There are tons of ways you can build around the main combo of the deck. This version is centered around drawing your whole deck as fast as possible while staying alive with a good defense.
The combo revolves around the Almighty Ancient Shade!
THE COMBO
The intent of your combo is filling your deck with the Ancient Curse and gift it to your opponent afterwards, thus forcing him to draw a deck full of successive mines. To accomplish this, the deck contains a ton of draw as your goal is to achieve fatigue the faster you can.
Once you enter fatigue and your side of the board is empty, your play is :
Aviana + Kun the Forgotten King + Brann Bronzebeard + Ancient Shade + Zola the Gorgon (targeting Ancient Shade) + Ancient Shade (x2) + kill Brann Bronzebeard (with Jasper Spellstone at 4 damage) + King Togwaggle + pass
Besides, you can add to the combo a hero power to the face from your remaining mana.
All in all, your opponent receives 42 damage from drawing 6 Ancient Curse in a row, an optional 1 damage from hero power (or 3) and finally 1 fatigue damage. The combo ends up in a minimum burst of 43 damage and optionally 44 or 46 damage.
Why is it necessary to kill Brann?
Killing Brann Bronzebeard is absolutely necessary, else King Togwaggle will trigger twice and you will get back your deck full of Ancient Curse and basically just kill yourself. To kill Brann, you must target him with Jasper Spellstone for 4 damage. Killing Brann will also free some space on your board, allowing you to play King Togwaggle.
What if my opponent's hand is full?
I have no confirmation of this but I suspect that if your opponent's hand is full, the combo won't go off since the curses will be burned instead of activating, just like the way Ambush! from Beneath the Grounds doesn't trigger in a full hand. Thus, we are not running Coldlight Oracle nor Naturalize to avoid overdrawing our opponent. All in all, your opponent must own a maximum of 8 cards in hand for the combo to go off, since you must consider the King's Ransom created by King Togwaggle as an extra card in his hand.
Well that's another combo entirely, and the way you describe it, you won't have enough board space in one turn to achieve it as an otk (you need 9 minions). In consequence, since it has to be done on multiple turns, you should burn the ransom to avoid your opponent swapping back the turn after your combo. This creates the problem of having to mill him before playing King Togwaggle. Thus, you'd have to play Brann and Oracle first, which means that you would need to kill Togwaggle afterwards. Then you need a jasper spellstone to kill Brann. So all in all, I count 10 cards in your combo so...
Damn, that's some good synergy with Zola over Brewboy.
The point is to get more damage. But yeah, Brewboy is an option if you want to stick to 28 damage from the curses instead of 42.
No no, I get it, I mean in terms of "Reasons to play 3 mana 2/2 which returns a copy instead, that you can only have as a one-of, over the classic brewer with better stats, cheaper cost, and double inclusion."
The obvious ones are for use with deathrattle and passive effect minions, over the standard brew-ttlecry, but use with Brann to acquire another copy as opposed to the null-synergy with brewey is a good one I'd not considered.
(Or for when you just want to keep the body.)
I could've edited my comment with this, but I didn't. Bite me.
Haha Brew Boy
If someone ever pulls off this combo please send me a video of it, I will cherish it for the rest of my life
guarantee it will be in a trollden video instantly if it does happen
The most important part of this is not listed in the description. You're deck must be nothing but the mines created by the Shade, and your opponent must have 10 cards in their hand. The spell from Toggle goes to the opponent's hand, not deck. So if they have 10 cards in hand, the Ransom spell mills and they can't switch back.I take it back! I forgot that Ancient Curse has "Draw a Card" at the bottom of it's text. So yes, 1 damage from hero power, if the deck you give them is 4 cards that do 7 damage each, plus make him Fatigue for 1 (because the deck is now gone) then that would be OTK.
1+(7x4)+1 = 30. I see it now.
You'd just have to hope you're not playing a Warrior with a lot of attack on the board and a ton of armor. Bringing the opponent down a few HP in earlier turns for safety isn't so bad either. I like the idea, but sounds like it requires a lot of skill, patience, and luck to not die before you can pull it off. I'd love to know after the launch what your W/L rate is.
seems like a lot of setup to make this happen, but i don't really know the wild meta. anyway, it is a nice idea and i like how more and more crazy ideas like this become possible in the game. i really feel like the new expansion closes a lot of gaps and brings cool synergy potential (even if not totally competitvely viable).
What about the spell King Togwaggle gives them?
if they top deck it you just lose.
The spell gets added to their hand. Since they die at their draw step, they won't even play it.
King Togwaggle gives the spell in hand not in the deck.
420
you don't have too worry as much about using your cards. The idea is just get the combo pieces then empty your deck. If you manage to draw all the combo pieces it doesn't matter if you mill a couple since everything else in the deck is just to stall or draw.
This is hilarious - Cheers!
To any of you dummies that say that this isn't practical, you are all morons.
This is an Aviana Kun deck - obviously there are more practical ways to win after pulling off the aviana kun combo that don't require 7 pieces of exodia. The point is that this is gonna make someone a star on Youtube when it actually happens on camera!
This deck is too much slow you need to wait too long until you have the combo and until you have no cards in your deck because he can switch back if he draw another card from your deck
He can not switch back if you trigger the combo when your deck is empty. The cards you give him then with Togwaggle will all be curses.
I agree that this version might be a bit on the slow side. Maybe SoupeAuxPois can elaborate more on some of the card choices. I don't quite get why Fandral and Mire Keeper are included and I do question the choice of two copies of UI. In my opinion, the second copy is mostly unplayable because it will overdraw by a mile. That's why I modified the list a bit:
I don't get your math. Can you elaborate on how you do 42 damage?
Your deck list states that you want to run one Ancient Shade and one Zola the Gorgon. Combine that with Brann and you get 4 Ancient Curses in the deck. That is 28 damage. To get to 42, you would have to run 2 copies of Ancient Shade, or am I missing something here?
On another note, as a former YuGiOh player, I think people are using the term "Exodia" way too liberally when it comes to Hearthstone. Exodia wins you the game no matter the current game state, it simply can't be stopped by anything. In HS, only Uther of the Ebon Blade can achieve you a win regardless of your opponents life total and board state. Even Exodia Mage with its infinite Fireballs can be stopped by Ice Block.
This combo deals a finite amount of damage, so if your opponent aquired enough armor, you are not guaranteed to kill him. Therefore it is not fit to bear the name of Exodia. Nevertheless, it is a nice combo, that I will definitely try out, if I can get my hands on all those Legendaries that are needed.
If you have brann on board before playing the shades it makes (1 shade + 2 (from zola)) x 2. That is 6 "mines" that deal 7 damage.