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Bloody Genius

  • Last updated Dec 16, 2018 (Rastakhan)
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Wild

  • 12 Minions
  • 15 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Fatigue Warrior
  • Crafting Cost: 11340
  • Dust Needed: Loading Collection
  • Created: 12/10/2018 (Rastakhan)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    99

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This deck has been modified to push more into a tempo form since it was originally published.  Changes in the meta, always necessitate that we adapt and evolve.  As we do so, however, we always want to remember our roots. If you want to see the original concept, I have preserved it in the following spoiler.

 


Introduction


So here's a shell I am tooling around that seems to be catching people off guard.  It is part Mech, part Control, part Fatigue and stupidly fun to play.

Early game you are simply stalling, drawing/sculpting hand, and throwing your enemy off your trail, while building up armor.  Mid Game, you are playing to what you've drawn.  Late game you fall back on one of the following:

  • Dead Man's hand with Control -- Passively letting your opponent mill out and stack up Corrupted Blood
  • Dead Man's hand generating big hits between Akali and Zilliax
  • Stocking your deck with Omega Assemblies to unpack in hand and refill your tempo alongside Dr. Boom's Hero Power.

  


Core Synergies


The Rush Play:

https://i.imgur.com/pfgTKIp.png

Akali, and Zilliax are best buddies when is comes to big explosive plays and recovery.  It gets even more disgusting when you throw Dead Man's Hand into the mix allowing you to wombo Akali with a copy of herself,  and combo more than once in a game (given the need or opportunity).

 

Fast and Furious:

https://i.imgur.com/1x6deYf.png

Dr. Boom to doesn't just have a bunch of different hero Powers, he also gives all your Mechs Rush. Going "infinite" by saving Omega Assembly for late (with Dead Man's), gives you options for board control that doesn't involve burning valuable other resources.  Not only does this take some of the burden off your other spells, but sometimes means getting extra copies of Zilliax for playtime with Akali!

 

 The Long Game:

https://i.imgur.com/8xEjW3Y.png

Dead Man's hand alone, is extremely valuable for late game value in games that look like they are going to fatigue.  Hakkar, doubles down on late game giving you a source of late game grind even before fatigue is guaranteed to hit.  Corrupted Blood punishes decks that want to draw out way too fast, and it accelerates very quickly once it starts rolling.  This also gives you some surprising reach versus decks that want to stack tons of excess health or armor.  To drive drive it all home... the extra copies of cards we make with Dead Man's Hand help to manage our probability of triggering corrupted blood versus our opponent.

 

 


Card Choices


 

  • Omega Assembly -- Can be used early game if you need a creature for tempo. Late game becomes a card advantage engine.
  • Shield Slam -- Spot removal based on stacked armor. can be used to suicide Hakkar if necessary.
  • Cornered Sentry -- Decent ward with a downside that can be mitigated by a number of effects from our deck. Sometimes you even use it to play with Brawl math.
  • Dead Man's Hand -- Long game deck stuffing and fatigue engine
  • Drywhisker Armorer -- Armor stacker for big boards. Great for getting a body in play along with the armor.
  • Execute -- Spot removal that plays nice with all the whirlwind/ping damage in the deck. Always try to restock one of these (with another ping too if there isn't one in your deck) when using dead man.
  • Heroic Strike -- Sometimes you just gotta do stuff yourself. Early game removal, stacks with weapon attack. And sometimes even goes face.
  • Slam -- Cantrip damage or spot removal.
  • Warpath -- Whirlwind with Echo.
  • Weapons Project -- Armor stacking and Weapon disruption.
  • Acolyte of Pain -- Card drawing on a body. Can draw multiple cards if left unattended.
  • Gluttonous Ooze -- Weapon disruption. Sometimes just tempo-d out for a body, can combo for a cute bonus after your weapons project... if you don't need it for something else.
  • Blood Razor -- AoE, board chewing weapon.
  • Brawl -- One copy because we have so much other removal, it can clog our hand to get multiples, especially after we start using dead man.
  • Dyn-o-matic -- Mini-AoE on a body, similar to Brawl... and its a Mech :)
  • Harrison Jones -- Weapon removal that also draws us cards. Can be used on weapons project if you don't need it for other targets.
  • Zilliax -- All around good creature, taunt, lifesteal. Great combos with Akali.
  • Dr. Boom, Mad Genius -- hero replacement that gives us ridiculous options with our hero power, and also gives rush to all our Mechs.
  • Akali, the Rhino -- Rush removal that sets up something BIG in your hand. Combos with Zilliax or itself (after you Dead Man's). if necessary, you can even stock your deck with a tiny rush minion to still get the effect.
  • Hakkar, the Soulflayer -- Punishes decks that like to draw heavy, and magnifies Fatigue. Harder to get out without some form of recruit, but still incredibly valuable.

Gameplay Videos


This one is courtesy of Tommy Wave who braved playing the original version of the deck blind on his stream.  Lots of good observations, especially about learning the deck. Thanks for the video Tommy!


 

Here is one from my Original Build (before Oondasta)

 


Conclusion


This list has come a long way with input, and refinement from its original form, but am still excited to share it and get feedback from other players.  I will happily keep evolving it with continued interest.