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[WILD] Kangor's N'Zoth Army

  • Last updated Oct 19, 2018 (Boomsday)
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Wild

  • 22 Minions
  • 7 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: N'Zoth Paladin
  • Crafting Cost: 11720
  • Dust Needed: Loading Collection
  • Created: 8/9/2018 (Boomsday)
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  • KoprQ
  • Registered User
    • 7
    • 21
    • 76
  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    176

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Card breakdown

The Mechs

Deck gains value with Mechanical Whelp and its token being brought back with Kangor's Endless Army and possibly N'Zoth, the Corruptor. Whelp is run instead of Mechano-Egg due to lack of other activators, Whelp can just simply trade itself away.

For more value or simply trading favorably we can magnetize Annoy-o-Modules on either Whelp or its token. Modules essentialy work either as buffs or decent early game taunts. Feel free to use them and revive them against aggresive decks.

Zilliax usually fills the role of a surprisingly high burst heal. Magnetizing him onto Mechanical Dragon gives you 10 hp back and a buffed mech your opponent has to deal with. Otherwise Zilliax is a solid stall card by itself.

 

The Deathrattles

Kangor's Endless Army basically works as N'Zoth, the Corruptor - it gives you value or survivability against aggro. And in this deck they even synergize between each other. 

Sludge Belcher, the evergreen card of Wild of course makes an appearance as just a solid wall minion. Can be replaced by Rotten Applebaum if you prefer heals over board.

Sylvanas Windrunner is a great control card, board centric card and can stop certain combos.

Tirion Fordring is a solid value card, and has taunt. Can be replaced.

Interesting (greedy?) idea would be to put Sneed's Old Shredder in the deck since it has synergy with both N'Zoth and Kangor.

 

Board Clears

Good Old Equality - Wild Pyromancer - Consecration. You can be a bit greedy and take an extra turn to the face in order to gain enough value to secure the board. Always remember you have limited AoE options.

 

Draw

Deck runs Solemn Vigil as a cheap cycle after a board clear or a card similar to Arcane Intellect. This is great against both aggro and combo as you gain more options to counter their game plan however it puts you closer to fatigue against other control decks.

Single Acolyte of Pain provides additional cycle/card draw + synergy with Wild Pyromancer.

 

Healing

The Deck is built around securing board against aggro, includes tech against combo while also putting lot of value against control. This means the cards in it must be effective/bring additional value.

Zilliax synergizes with the mech package and gives 10 burst heal quite reliably + can get ressurected.

Ragnaros, Lightlord provides recurring heals on an 8/8 body your opponent wants to remove most of the time.

You can add/replace with Forbidden Healing or similar card.

 

Cool Kids

Dirty Rat is a must against combo + you can highroll against aggro + you can pull a minion into AoE.

Aldor Peacekeeper is generally a good card, excellent against Even Shaman's big minions.

Stonehill Defender gives taunt + value.

Hydrologist is underappreciated: Wild Pyromancer synergy + value (Redemption, Getaway Kodo) + attack mitigation (Noble Sacrifice, Autodefense Matrix) + draw (Hidden Wisdom) + flexibility. Also Sacred Trial - gives you a chance against Star Alligner by killing Brann and reducing damage by half, and is likely to destroy a minion against zoo like decks (0 mana 5/5s and the likes).