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[K&C] Skull of the Man'ari Combo

  • Last updated Dec 13, 2017 (Kobolds Patch)
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Wild

  • 13 Minions
  • 15 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Warlock
  • Crafting Cost: 7300
  • Dust Needed: Loading Collection
  • Created: 12/7/2017 (Kobolds Patch)
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  • Poghy
  • Registered User
    • 10
    • 38
    • 92
  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    186

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The deck is aiming for a long control game, trying to survive until we have the combo pieces. Then you play the legendary weapon, Skull of the Man'ari (most likely not on turn 5, much later, so you can do other stuff on that turn). Next turn the skull will pull your only demon from your hand, which is Doomguard. You can attack with it right away, since it has charge. After that you play Carnivorous Cube on the demon then Dark Pact on the Cube, so you will have 2 more Doomguards that can also attack. Thats 15 damage and 8 heal in 1 turn at the cost of 6 mana in that turn. You can repeat this one more time with your second Doomguard/Cube/Pact.

If thats not enough and your demons got somehow cleared, Bloodreaver Gul'dan will bring back 6 Doomguards which is exactly 30 damage.

I know that the combo has some counterplays, mainly weapon destruction (thats why I have a Rummaging Kobold there), but I dont think oozes or Harrison will be that common, at least not after the first few weeks. There is also room for refinements and tech cards, but we have to see the actual meta after K&C to make some adjustments.

Mulligan:

Just some general mulligan advices (at least until the meta settles). Im gonna state the obvious, that you want some early game cards in your opening hand, like Mistress of Mixtures, Mortal Coil and Tar Creeper. Since we dont have too many activators for it, I think its correct to keep the Lesser amethsyt spellstone, because it sucks when you draw it after you have played the self-damaging cards. Generally its not good to keep any of the combo pieces (Doomguard, Dark Pact, Carnivorous Cube), because they are not so useful in the early game and mostly just dead cards until you have the full combo, but there is an exception. I think that its wise to keep the Skull of the Man'ari, since unlike the other pieces you have only 1 copy of it and its really important to draw it.

Gameplay Video:

Thanks for KadakHS for showcasing the deck. He had an unlucky draw against a priest and he had to make some though choices. But I wont spoil the whole video, you should watch it if you are interested in the deck:

https://www.youtube.com/watch?v=M-S9o9wwey4

I have some technical issues about embedding the video. Im still working on it,

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Edit 1 : -1 Rummaging Kobold +1 Shadowflame

Edit 2 : Added some mulligan tips and a gameplay video from KadakHS.