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)
- Aezuriel
- Registered User
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- 4
- 18
- 41
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
99
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.
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Minion (4)
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Ability (22)
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Weapon (2)
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Playable Hero (2) |
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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:
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:
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:
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.
Currently playing:
-2 Cornered Sentry
-2 Omega Assembly
-1 Heroic Strike
+1 Scourgelord Garrosh
+2 Shield Block
+1 Brawl
+1 Marin the Fox
I found the sentrys and omega assemblys to be underforming, and never even bothered trying the heroic strike. Shield block is great additional draw and survival, and Marin is a fun alternate win con. It also often baits out silence if played before Hakkar, which I think is the best win con in the deck.
Took this build from rank 20-15. Not very fast for laddering but fun games! Anyone have success in taking this higher?
gl vs kings bane shudderwock dk rexxar (and its deathrattles) quest rogue (yup still exists) taunt druid towaggle druid and apm priest which is the meta of rank 4+ but atleast you win vs odd palla and token druid thats sth a guess
Shudderwork is almost laughable unless they get the nuts, very very fast. And if they do... who cares? It's Shudderwock.
Kingsbane isn't as bad as it might seem with the weapon removals (especially copying them), though you have to create tempo plays, and often set up big armor gains. The cool thing about Hakkar, is that if they deck out, they die even faster. Quest rogue I haven't seen much, but might tougher than Kingsbane to force them to bottom out.
Versus any hunter, you are just playing control. Yes deathrattles hurt but you have opportunities to armor up and recover life with 8/7 Zilliax's (yes plural).
Togg Druid depends on what part of your deck they take, How you Dead Man's (and if they get the copy hand), and how fast they bottom out. You can also put some unexpected pressure on them with your mech generation. If you are really paranoid, you can add a copy of Geist to blast Naturalize (preferably before you sac Hakkar).
This decks is a lot of fun. Thank you for continuing to describe and update it!
My pleasure! I was actually worried that trying to make the deck more tempo relevant might alienate people who were looking for "different". I'm glad you enjoy it~
Have you tried supercollider in this deck?
The short answer is yes, a couple of different ways -- and while neat and interesting, it didn't have as much synergy with everything else as Blood Razer did. The long answer is that ... well, I am still kicking around a few ideas, but it would be a long stretch to get to a fill circle on the deck, and I think it just ends up being a meta call.
Right now, aggro and tempo decks are picking back up because of all the crazy combos running around, + Kingbane. Collider is great versus midrange decks, but Bloodrazer is more relevant for the moment. In a perfect world I would run forge and take both, but that's very down tempo from how I have been trying to push the list, and I'm not sure what I would cut to make room.
A really interesting list! Played a few games with the deck, check them out;
(Games start at 2:06)
Thanks for the interest Tommy! This is a very tough deck to play blind, and I hope you keep at it!
A replacement for Scourgelord Garrosh? Dusted it like 5 mins ago :c
Geez, why are people dusting Death Knights?! It is really hard to replace everything Garrosh does for us.
Maybe Something like Reckless Flurry if you can avoid sabotaging your armor completely.
Maybe Commanding Shout since it can be a toolbox card for when you start playing minions, or you can just cantrip it away.
Is Hakkar, The Soulflayer absolutely necessary for this to work? I've been holding on to Woecleaver and Scourgelord Garrosh for a while now, and I can't wait to try this.
This is an excellent observation/question. From time to time I ask myself this very thing -- every time I draw him early and know that he is just gonna sit in my hand for-freaking-ever before I get a chance to play him or even Shuffle copies back into my deck. The truth is, he is basically a tech card versus other "control" decks or decks that like to draw heavy.
Most of my games won vs Spell Hunter are because of Hakkar.
Mage wins? Hakaar and lots of armor.
Priest (excluding Combo Priest)... Hakkar.
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Part of me wants to think that normal fatigue, (or even enough WOMBOs) might win these matchups. But there is a catch... Corrupted Blood starts doing damage before fatigue does, and accelerates much faster once it gets going.
I think you can do this deck without Hakkar, the Soulflayer... but he is so important in certain matchups I wouldn't want to. The awkwardness of sitting on him in hand occasionally, is well worth the games he carries.
Hakkar has been great for me. I still run into a fair amount of people trying to empty their deck and it totally kills them. I went 12-2 with this last night.
This deck is actually so much fun. Thanks for sharing!
Absolutely! Thanks for the feedback!
Yes, this is the kind of deck I'm trying to make work. I can't not have Oondasta and some other big beasts in it though. Why did you take out the copy of Bring It On! Do you think Blood Razor is a must? I've had mixed feelings about it. I dusted my Scourgelord Garrosh awhile ago so don't think I'll be remaking him but I do have everything else. I have my version posted in my decks too if you wanna compare. Mine is super greedy with boomship and big minions to combo out. I should probably at least add Zilliax for the lifegain especially when he's Rhino buffed...
Regarding Bring It On!, I was having issues where the I needed the spot removal/draw and not MORE additional Armor. I found that most times I was sitting on Bring It On! for Heavy Metal! or Dead Man's, but in doing so it was clogging up my draws/plays.
Blood Razor is a comfort Zone pick for me. It chews through boards and leaves residual damage which is nice for Execute/Whirlwind/Warpath.
I think a heavy Recruit commitment is fine, though it is not what I was going for in this deck. I am eyeballing your Oondasta though -- and can see some pretty sick shenanigans with Woecleaver->Oondasta->Akali, the Rhino->Zilliax.
Heavy Metal looks interesting too. This version is definitely focused on the fatigue aspect, where mine is kind of more all over the place. I think I will try a very similar list today with Oondasta in place of Garrosh or something. It is really awesome when you get chains of buffed Rhinos and Oondastas flying out of your hand :) I think less minions actually makes more sense. 4 big rush guys that combo, plus the mech discoveries sounds perfect.
There's also another aspect of Fatigue/Deadman's that is harder to quantify. Stuff trapped in hand becomes excess deck-filler and dead draws. Having too many big drops can actually stall us later when we have to Dead draw a lot of stuff that we never casted. That is another reason why I upped the spot removal... in order to keep the hand size manageable. we need tools for using (and then going away) instead of holding on to stuff for so long that dead man's becomes a tempo stall.