Crusher Deathadin [Legendary]
- Last updated Jan 23, 2015 (GvG Launch)
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Wild
- 17 Minions
- 11 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3020
- Dust Needed: Loading Collection
- Created: 10/24/2014 (Naxx Launch)
- HSCrusher
- Deck Architect
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- 12
- 23
- 46
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
1574
Peak NA Rank (Season 7): 135
Mission Statement: Take control of the board early with cheap, sticky deathrattle minions; reload your hand with Divine Favor; then close the game out fast.
Story: Having done tempo, midrange, and control decks already, I felt it was time I made an aggro climb. I settled in on an aggro Paladin that uses a similar spell/weapon package to Shockadin, but uses a deathrattle minion set. The resulting deck isn't as fast as Shockadin, but is much harder to remove. It's less face oriented than Shockadin, but not quite as board focused as Zoo either. This deck only has one legendary and one epic, and the legendary isn't critical, so it is easy to make a budget version by adding Dancing Swords instead.
Mulligan Strategy: Mulligan aggressively for minions you can play on curve the first three turns (count Noble Sacrifice as a minion). Keep Divine Favor against control and Consecration against aggro. Keep Avenge with Haunted Creeper. Keep Noble Sacrifice with Knife Juggler (extra juggle and protects a high priority target). Toss everything that's not a deathrattle minion with Undertaker (except maybe Divine Favor against control). I would pretty much always toss Coldlight Oracle, and I would also toss King Mukla unless I was really expecting my opponent to neglect the early board (like Ramp Druid perhaps). Those are two cards you usually want later. All the spells I haven't mentioned I would toss; you need minions early.
Matchups: This deck was actually fairly average against some of the more popular decks in the meta like Hunter, Zoo and Control Priest, but it had solid matchups against everything else except its one weakness, Deathrattle Priest. This was my longest climb in number of games (154), but in time it wasn't so bad because of how short games were. The following win rates are from rank 5 1 star through making legend. They are listed from statistically strongest to statistically weakest. Only matchups I faced more than 3 times are listed with everything else aggregated in the Other category.
Handlock: 7/8, 88%
Ramp Druid: 6/7, 86%
Other: 14/17, 82%
Midrange Shaman (5 bot, 5 not, all wins against bots): 8/10, 80%
Miracle Rogue: 7/9, 78%
Control Warrior: 12/20, 60%
Fast Druid: 4/7, 57%
Control Priest: 6/13, 46%
Zoo: 6/13, 46%
Hunter: 18/41, 44%
Deathrattle Priest (the counter to other deathrattle decks): 2/9, 22%
Some Card Choices: We all know now that Undertaker is incredibly powerful, and consequently the cheap deathrattle suite is strong and resilient. I'll comment on a few cards whose inclusion isn't obvious or have a novel synergy with the deck.
Avenge, Noble Sacrifice, and Mad Scientist: Mad Scientist is crazily efficient as effectively a 2/2/2 cantrip that plays a 1 mana card for free. The buff to Undertaker is a nice bonus. Avenge got kind of a bad rap because it didn't fit into any previously existing archetypes. I think it fits quite nicely in this deck and works well with Nobel Sacrifice, which forces your opponent to destroy one of your minions.
Equality: This is the key to breaking through big taunts that a deck like Handlock might get out. Almost functions like an all silence card, but actually lets you kill them. Easily comboed with Consecration, Avenging Wrath or just tokens like Spectral Spiders or Silver Hand Recruits.
Knife Juggler: Equality makes juggles lethal. Play Harvest Golems and Haunted Creepers first then next turn play Knife Juggler before you trade them away for extra juggles.
Coldlight Oracle, Divine Favor, Dancing Swords, and King Mukla: Divine Favor is the key to the deck. Everything is cheap and tries to be as unsituational as possible so that you can dump your hand and reload it up to your opponent's size. King Mukla and Dancing Swords can make your opponent's hand size larger for Divine Favor (and Mukla is just strong in a deck that is good at maintaining early board control). I found that double Divine Favor and double Loot Hoarder weren't quite enough card draw, so I added a Coldlight Oracle. You should be able to spend cards faster than your opponent so it will make your next Divine Favor stronger too.
Truesilver Champion and Avenging Wrath: These are your major damage sources, but they don't have to be used on face only. Avenging Wrath can be used with Equality for a board clear and Truesilver Champion is good at clearing taunts.
Deck in Action: See me face streamers from their perspective.
Tides of Time - Control Warrior (caution: language, audacity)
GvG Update: I've added Jeeves in place of Coldlight Oracle. They function very similarly but Jeeves has less downside and can potentially sustain you for longer. I tried running two Jeeves, but found that the second was usually unnecessary and was taking away from the decks damage potential.
Write any questions or suggestions about matchups or card choices in the comments. For anyone who gives this deck a shot, let me know how it goes and good luck! By the way, I've already heard that one player took in from rank 3 to legend within a day of me posting this, and he beat me along the way, haha. Congrats man!
News: Matt Sparks spotlights Crusher Deathadin in his segment Big Deck Playa. Check it out for card explanations and some gameplay!
When in doubt assume aggro because you have less time to find your answers then. So against Warlock, Mage, and Hunter I would assume aggro. Against everything else I would assume control.
So Crusher, you planning on giving a Mech update to this deck once the expansion's out next month?
At some point yes definitely. Looking through the cards spoiled thus far, I don't see anything I would add here. Explosive Sheep looks really good for my Handmage though...
Thanks for this deck. It got the job done. I was able to complete my pally quest. I wish HS kept win/loss deck stats. If so, I'd tell you how it performed for me. I think I've won about 70% with it. Perhaps more importantly it's fun to play. Also, I don't have King Mukla so I swapped in a Baron Rivendare to take fun advantage of some of the deathrattles.
I tried laddering a bit with this, between ranks 18 and 15. as many other decks, when it works it is unstoppable but when it doesn't work you don't land a single hit. 50/50 rate win. hence, I wouldn't ladder with it, would probably use in a tournament instead.
It's reasonably faster than hunter (unless he starts with Undertaker and coins a Webspinner and/or gets an Huffer on turn 3) but handles much better the taunts and control decks due to Equality and a stronger gameplan (secrets), also, it doesn't run out of gas with to DF which is well supported by mukla's bananas and oracle.
Problems I have faced are these:
1- facing a turn1 Northshire Cleric disrupt us 90% of the time as we totally lose tempo. I had a good rating vs priests (7/10) but I admit the 7 I have won ended between turn 6 and 8 with no starting cleric while the 3 I had lost were all against a turn1 cleric.
2- druids. 'nuff said.
3- zoolocks. more a 50/50 than else (the one seeing undertaker/juggler in starting hand normally wins), zoolock has still an edge over this in my opinion (in this matchup only, not in the general metagame) as his drop 1s are better, and has very safe ways to check our Noble Sacrifice. by turn 5/6 we are normally both in lethal range but again, he has the upper hand with Doomguard which costs 1 less than our Avenging Wrath.
4- Shamans. our best starting hand is totally killed by any shaman who happens to see a Lightning Storm or a Feral Spirit. Shamans tend to play both. in 2x.
I was happy about this deck as I hate to ladder with hunter / zoolock but for now It doesnt' seem capable of helping me out ranking up.
Good deck was really fun for 10 games all of them wins from rank 16 to 11. Then I ran into a string of hunters like OMG 7 losses in row to all hunters. No matter what I did they would always win, for 5 losses in a row I had the worst start ever almost like the game is trying to make you lose.
Hunters are the worst cause they always seem to flare my secrets at the perfect time. I lose tempo and then it just starts to snowball downhill from there. They really need to nerf flare a bit its such a HUGE tempo swing for the hunter. I wouldn't mind if flare took your secret but drawing a card too for one mana is a slap in the face.
This can be a great deck,... IF you draw Divine Favor, otherwise you just run out of gas very fast, and dragging it into late game is the last thing you want to do with this deck, I think it's overdepending on Divine Favor :( the few win I had where fun tho,
cool deck, any adjustments to make on the higher ranks of the ladder in this meta?
Nope. Good luck!
loving the deck
Coldlight Oracle is awesome against control decks. They often have a lot of cards in hand anyways, so you through King Mukla at them and then Coldlight, and you end up burning 2-3 of their cards. Sometimes its big ones and they end up screwed out of their build.
Thoughts on Argent Protector? Don't have Mukla and haven't been impressed with Dancing Swords, so I'm thinking of putting two of those in. I feel like they're great for early board control, even if they don't synergize with Undertaker. Argent Protector and Noble Sacrifice, in particular, would be great to keep high-priority minions like Knife Juggler and Undertaker alive.
I had Argent Protector in the very first version, but removed him when I streamlined the deck before I even really had a sense of how well he worked. I can see the appeal. Give it a shot and let me know how it goes.
Gave it a try, and ended up getting stuck with two of them in my opening hand against a Zoo player, which immediately lost me the game. After a few more games, I swapped a Dancing Swords back in for one and liked that much better. I did manage to get some great trades with the Divine Shields, but for the most part, I just made my minions a bit harder to clear. Overall, they were useful about half the time, and only twice out of the nine times I drew one did I wish it were a Dancing Swords/Mukla. May be worthy of consideration, especially for those who don't have Mukla. I definitely wouldn't want two Dancing Swords in the deck.
As a side note, currently sitting at 10-8 with the deck from the season start. Started off really well, but tanked against a few Zoos and aggro Mages. It really is insta-concede with a terrible opening hand.
can i replace nukla some how ?
This is the problem with having multiple paladin decks, lol.
What about replacing Mukla for a Sea-Giant ?
What about replacing Consecration for Wild Pyromancer as Board clearer with Equality ?
It takes me around 1 more week to get enough Dust for mukla :D For now my winning percentage is at around 90%... might be because of the restart of the season :D
Edit 1 : Started from rank 19, now at 16 1star after roundabout 1 hour
no matter what, awesome deck... specialy against handlocks and Fatigute Rogues (GUYS ! NEVER EVER let the Crushadin draw cards lol)
This deck absolutely destroys Handlocks. It isn't even fair, heh.
Sea Giant would be an interesting budget replacement for Mukla, but I would worry that he just gives an opportunity for your opponent to use premium removal when there are no other targets. Mukla has the benefit of synergy with Divine Favor. Wild Pyromancer would be a significant downgrade from Consecration in my opinion. Your board should almost always be larger than your opponent so completely clearing the board will usually be a bad thing. Consecration lets you clear your opponents board while also doing a little face damage, which can actually matter.
ok right got you ;) thanks