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.
Damn, I knew I was missing something. I totally overlooked that Zola's Battlecry would also be doubled.
Thanks,
As a fellow yugioh player I have to agree that the term 'Exodia' is used very lightly and that the only thing that comes close is Uther of the Ebon Blade and Exodia Mage (which can ignore iceblock if you build it in a very particular way :p), I don't mind it too much though. At least yugioh is remembered for some of its iconic signature cards and not the ugly thing its become now. I really hope the next format if it survives this one goes back to basics. You know you've fucked up when seasoned players start leaving immediately.
Yeah, exactly my thought.
Even mage antonidas combo isn't truly exodia, cause can be negated by absurd ammount of armour. Not really that realistic, but for example if opponent have weally laggy pc/phone, they can just run out of time.
That thing is even farther from that, 14 armour to survive that not even that much. Cool concept though, but i dislike everyone calling every OTK as exodia.
Exodia is ABSOLUTE win confition. If exodia was born, opponent will lose regardless of anything. That thing not even close to that description.
this does ignore ice block as well since it happens on their turn, the only chance to survive is just having more than 44 hp. Which to your point still not true exodia, but still does bypass that out.
When not referring to the literal card(s) Exodia, we use the term "Exodia" to refer to an otk that is beyond an otk. An otk is when you have 30 attack worth of minions on board and go face with it. An otk deck is a deck designed to set up that situation, though that's obviously not referred to as such, since that's just called a deck, with exception. We refer to a deck or a combo by the term "Exodia" when it's entire point is to collect a number of cards in hand which, when played together, instantly win you the game, perhaps outside of specific situations in which your opponent has a state in which it doesn't work/is unplayable. (As opposed to the broader term "combo", which can also refer to any combination of cards with extreme synergy, or any deck primarily built around one or more combos that don't necessarily win you the game on their own.) By this standard, Exodia Pally is less of an Exodia deck than the conversation topic, as it isn't collecting a combo of cards to win you the game, but rather is using a single card to win you the game, unconditionally. (Despite the combo alongside the death knight to make it an otk, it can inherently meet it's "Win the game." condition by itself, over multiple turns.) While this obviously bares it's own similarity to Exodia, created in part by the lack of games with this effect, the popularised use of "Exodia" as a description refers to collecting a number of specific cards in hand (Without lethal properties by themselves.) to create an instant win condition, (Particularly with cards that are fairly weak by themselves, that when put together create particularly exponential synergy, but not often, because that's just how le card games are.) as opposed to a single card that, when it's self-enclosed condition is met, creates an uncounterable insta-win. An equal comparison to Exodia, but not the popularised and therefore recognised one. (A combo that ends in the creation of an uncounterable condition would be the best comparison, but dk pally hardly counts.)
but i thought "its" is correct not "it's" x(
I already regret the time spent on this comment.
I don't think so. The text says "play" , which I think refers to a Minion being dropped from your hand. The Horsemen are summoned, not played.
But the top card in thir deck may be the Ransom and they just swap back
Ransom goes to your opponents hand, not to his deck. This can be observed in the video, where Togwaggle was presented
Couldn't you replace spellstone with naturalize, throw in Geist, and then add a few filler 1-cost spells? You'd be ditching some survivability for the chance to reach combo quicker.
You can't add more stuff than the ransom to the opponent's hand or else you risk to full their hand and make them burn the ancient curse.
if my math is str8 u could remove 1 shade 4 the exact leathal. bad vs armor tho
edit: never mind. I totally overlooked that Zola's Battlecry is also doubled by Brann.
+1
Gift Card Druid
Bonus points for Comic Sans!
Yeah but what about the King's Ransom?
It's an OTK. Your opponent will die on his draw step right after you switch decks.