Meta Value Deck
- Last updated Nov 29, 2014 (Naxx Launch)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 4500
- Dust Needed: Loading Collection
- Created: 11/14/2014 (Naxx Launch)
- Teej
- Registered User
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- 1
- 9
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
6
Innervate out your answers to counter the speedy meta!
Zombie Chow to take control of a rush aggro game!
Wild Growth is best played early to get an advantage against any class. Can also be played on turn 10 for a card cycle!
Wrath those early Undertaker/Knife Juggler/Mana Wyrm!
Wild Pyromancer is a great way to board clear aggros 1 health minions with all the great spells druid has. Also, it's a solid 3/2 body!
Savage Roar your minions to clear a heavy board, threat, or to finish off a game early!
Keeper of the Grove to silence off or deal two damage to a troublesome threat!
Swipe to remove a larger pest and clear off any zoo trash on the sides!
Druid of the Claw to charge for lethal or drop a dominating taunt in front of the rush!
Force of Nature to clear a board if behind or lock down lethal if ahead!
Big Game Hunter to deal with that a Ragnaros the Firelord, last giant, or to throw down early in zoo as a low cost 3 drop!
Earthen Ring Farseer is a great way to heal back from aggro or give health back to a damaged taunt. Also a solid 3/3 body!
Chillwind Yeti to innervate out on turn two or play on turn 4 for a bulky minion with incredible lasting value!
Sen'jin Shieldmasta for when you want to slow the zoo/rush to a screeching halt as early as turn 4!
Sludge Belcher to ruin aggros day and buy you time to play minions, gaining board control!
Ancient of Lore for needed card draw and a great 5/5 body on the board!
Ancient of War to eat aggro minions in its 5/10 taunt mode and slow down the rush!
Cenarius for a set of 2/2s with taunt or +2/+2 to finish a game earlier or get minions out of "removal" range.
Well above half of the games I played were a win. All zoo fell to the taunts easily. Only allowing the hunters to chip away 1 health each turn with your hero power was important behind taunts (not attacking into the Freezing Trap). The addition of the Ironbeak Owl allowed to silence off all of the control cards (Sludge Belcher/Sylvanas Windrunner/Savannah Highmane) to allow for a Savage Roar combo. Most, if not all of the cards are safe from priest removal (4 attack), as you reveal your Shade of Naxxramas when necessary, and your biggest mind control "give" is Sludge Belcher or Druid of the Claw (but they rarely do as their saving their removal for your non-existant Ancients). I've added 1 of each "meta" card (such as Acidic Swamp Ooze/The Black Knight/Big Game Hunter) to kill Eaglehorn Bow/Death's Bite/Ragnaros the Firelord. This deck, all in all, has been a fantastic jack of all trades. It doesn't excel at one thing in particular, but you'll never run into a "counter deck".