Big Combo Q (LEGEND#107)
- Last updated Oct 7, 2019 (Saviors of Uldum)
- Edit
- |
Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Combo Priest
- Crafting Cost: 6300
- Dust Needed: Loading Collection
- Created: 8/7/2019 (Saviors of Uldum)
- Julez Nobelman
- Pro Player
-
Country:
-
Tournament Decks:
0
-
Ladder Decks:
13
-
Submitted By:
Hey Everyone!
Before the expansion i was ranking to 42# legend, after the release i had to make a fast functioning upgrade to of my old Big Combo deck, an now its done.
this is currently my only viable deck in high legend, its a blast to play, but at a little hard to play. The Idea is to 2x Divine Spirit + Topsy Turvy, kill.
With Activate the Obelisk, its is now easier to play this deck than ever, as it fits perfectly in this deck(crazy synergy with Wild Pyromancer
+5=New Mulligan Guide (for the meta)
+10 New Comprehensive Mulligan guide
+15 New Video Guide (all match-ups)
OLD GUIDE (still usable)
UPDATE
after playing back and forth i found out a few facts.
1. the deck does not need big bodys too pull off the combo.
2. too much aggro on the list not to have questing explorer and injured tol'vir
3. High Priest Amet IS INSANE.
Mulligan guide
first off the comprehensive Mulligan guide will be up in a day or 2 when i know more about the meta.
Always keep Wild Pyromancer, Shrine of the Dead, Northsire Cleric, Extra Arms, High Priest Amet
The shrine is great to buff in match-ups where the enemy has clear, the stealth makes it such a good buff tool that this is the card i most often pull off the otk.
Now what you want to do is CYCLE, Use cheap spells in order to get draws and a fast quest completion, acolyte of pain, Wild Pyromancer, northsire cleric, IS our first priority, and you can ALWAYS drop a Spirit of the dead to secure these keyminions.
The second objective is now to create our wall and/or otk the opponent.
The wall is made by Grave Horror + sprit of the dead, cycle and/or bwomzamdi. The Dead
UPDATE*
after playing all evening to get one of each match-up, i've have realized this is impossible, as everyone is playing zoo lock, murloc shaman and pala.
the deck has therefor gotten at little more aggro oriented with Questing Adventurer and Injured Tol'vir
Also stay positive
-Julez
bad draws happens to us all.
that is the exact reason to why this deck revolves around draw, its is not unusual for me to win with 3 minions, neither is it unusual for me to play 20+ minions in long control games, that is why we have the spirits!
It takes a lot of practice, trust me. i've played over 100 wins with this archetype passed the last 2 expansions, i cannot stress this enough THIS DECK IS NOT AN EFFICIENT RANKER, nevertheless it has 45% winrate against the most aggro decks.. and if played well with a couple draws you can kill of any opponent with Divine spirit + topsy turvy.
if you feel like it has to few early minions then you should have seen the old version Old Version. quiet efficient still.
if you want to rank up fast, go with a high winrate deck, that also has a fast game time (aggro decks)
here's the one i use Floop's Token Druid. it's very efficient at getting you 30 wins of the day (key to legend)
How the hell did you get legend? With all the ridiculous aggro which kills you on turn 5 we have now i stand no chance.
He didn't get Legend with it, probably with an aggro deck then played this deck in legend and had decent results.
For climbing use this one!
https://www.hearthpwn.com/decks/1295144-token-druid-legend-47 or another aggro type
Unfortunately way too slow for ladder. It's decent against Sham but Druid (which is about half of what I'm facing) doesn't play anything for the first 4 turns, Warlock aggroes you down and Mage outvalues.
The quest is also next to useless in this deck because there are almost no heals. 4 healing cards, one of which is a 1 heal, means you MIGHT have quest done by turn 15.
And yes, I know how to play the deck, watched plenty of pro games with it, not the best player but I generally hit around rank 7-8 and right now I'm down in 16.
Hey mate, Divine Hymn get the job done, i agree with you statement, too much aggro.
I've tuned it a little more for this as i also meet alot of warlock and shaman. druid on the other hand is easily killed for me. This deck takes a lot of practice, even in the hands of a skilled player
- Cheers
Divine Hymn is great if you get Amet early or drop a double Shield on something, but if not then you're basically screwed.
Quest Druid is the worst because they spend their first four turns dropping nothing so you can't progress on quest, can't draw from Cleric or Acolyte, and then turn 5 they drop double 5/5 rush and you don't have the tempo to deal with it. And since you've got Topsy instead of Holy Fire you can't even make a big boi to handle it
Mulligan Guide incoming :D What do you do with your spirits of the dead ideally? And how greedy do you play and keep your pyro's, clerics and clears?
the Spirit of the Dead makes you less gready, use it to "lock" the board after a play. for instance if You draw with a Northshire Cleric and a Wild Pyromancer, you can drop the spirit and make sure you can cycle again in the future.
when stealths off drop a taunt or buff it.
Feedback and questions is down here :-)