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1stTK (OTK) Blood Magic Brawl

  • Last updated Jul 7, 2018 (Spiteful Nerf)
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Wild

  • 2 Minions
  • 28 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Miracle Druid
  • Crafting Cost: 1520
  • Dust Needed: Loading Collection
  • Created: 7/7/2018 (Spiteful Nerf)
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2 days left to enjoy the Blood Magic brawl. Everyone's using an OTK deck, and so can you! With this deck you will most likely win on turn 1 (hence First Turn Kill) whether starting first or second. You will win against most classes except against a druid playing this deck (for tips in mirror match see below). 

There are 3 objectives of this deck:

  • Armour up or Restore health
  • Draw
  • Damage

Drawing lets you keep up the momentum, armouring up lets you keep casting spells, and damage is what wins you the game, of course.

Mulligan

Mulligan aggressively for either Ultimate Infestation or Nourish. The more the merrier.

First Turn

The rules of thumb are:

  • Use Ultimate Infestation first, if you have, otherwise Nourish for 3 cards. 
  • Use your armour cards so that you don't draw down on health so much that you can't cast any spells 
  • Use your draw cards (except if hand is filling up)
  • Use your damage cards, and only at the enemy face
  • Use your buff hero/minion cards (Choose to buff attacks)
  • Attack face

A sample game flow:

Of course, the hand will turn out differently each time. Here are what to do with each card:

  • The Coin: throw it away if you have it (use it after Ferocious Howl)
  • Moonfire: use on face (use it after Ferocious Howl)
  • Claw: use on face
  • Mark of the Wild: wait for your minion to appear, then use on it
  • Ferocious Howl: use after card draw, if any
  • Gnash: use it (after Ferocious Howl)
  • Healing Touch: use it on Hero if you have it (after Ferocious Howl)
  • Mark of Nature: use it on minion for Atk (after Ferocious Howl)
  • Savage Roar: use it after minion appears 
  • Wolfrider: you won't get a chance to summon it so this is wasted in your hand
  • Bite: use it (after Ferocious Howl)
  • Oaken Summons: use it before card draw if possible (in case you accidentally draw both Wolfriders)
  • Swipe: use on face
  • Nourish: use for card draw (take care not to overdraw)
  • Starfire: use on face
  • Ultimate Infestation: use on face (take care not to overdraw)

Note that when you play a card, you will first incur the health cost before gaining the effects. So if you have 10 health, you can't use Ultimate Infestation since you would have gone to 0 health first before gaining 5 Armour. Although the game won't let you kill yourself accidentally this way, this means that you may accidentally cast in the wrong order such that you are left with insufficient health to "chain" the next card. However if you follow the Armour/Health-Draw-Damage flow you should be ok.

Also note that the main challenge of this deck is being physically quick enough to complete all the card plays before the rope burns out. Some cards have long animation times but you don't have to wait for it to end to play the next card! Just keep playing and remember to attack when the rope is at ~20% of the way and you should be good. The effects will still resolve even after the rope burns out, as long as you've played it before it does.

Can't win in turn one?

No worries, still do what you can, and hope that the enemy doesn't react with taunts or heals/armours. You would likely have a few 5/5 ghouls and buffed Wolfriders for Turn Two, which will probably win you the game.

Mirror Match

Against a Druid playing this deck, if you go first and can't win, still try to bring your opponent below 11 health so they can't use Ultimate Infestation. Otherwise, hope that they don't have the right hand :)