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3 Way Elise OTK

  • Last updated Jul 23, 2019 (Rise of the Mech)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Miracle Druid
  • Crafting Cost: 11460
  • Dust Needed: Loading Collection
  • Created: 7/23/2019 (Rise of the Mech)
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OTK 1 is 10 mana. Play Elise while having in hand: Floop, Gloop, Bees and 1 of Pounce, Claw or Moonfire  and an otherwise empty hand. Best is Claw, because it’s fast animation and we gain the armor from it (can matter if you have slow APM).

Your hand after Elise will be: Floop x2, Gloop x2, Bees x2, Claw x2.

You cast 2 Gloops and Bees on own Elise. We spended 10 mana and gained 8.

Then we Floop. Our hand will be Floop x2, Bees x2, Claw x4.

We cast Claw and Bees on Floop gaining 10 mana, then we Floop and have a perfect hand we need to make a final blow.

Our hand is  Floop x2, Bees x2, Claw x6, which we basically cycle over and over giving your hero +6/+6 for each cycle.

If opponent has taunts, you can do the combo till our atk almost matches opponent’s hp and switch from killing our own 3/4 Elise to his taunts. Opponent has to have a super large amount of taunt hp like 4 7/8’s for us to not go through, because of board space issues.

Another way to OTK is using Swipe/Bite and Innervate (If you happened to give up Pounce/Claw/Moonfire for tempo or didn’t draw them).

Again, we have 10 mana and playing Elise while having Floop, Gloop, Bees, Innervate and Swipe.

After that we Gloop twice, cast Bees on Elise, Swipe your opponent and play Floop.

Our hand is Floop x2, Bees x2, Innervate x4, Swipe x2.

We go 3 Innervates and Bees on own Floop to gain 10 mana, Swipe opponent and finally play Floop to have the hand we need, which is Floop x2, Bees x2, Innervate x2, Swipe x2.

We cycle Swipe (4), Floop (4), Innervate (+1), Bees (3) over and over.

Bite is worse for this cause taunts block us and that’s can be a big issue, because we cycle 8 cards and if we don’t kill them this turn our topdecks can screw our combo (Drawing a minion means you can’t play him because our floop will turn into it, but if we don’t play him he will fully clog our hand – that means checkmate).