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Cycle Zephrys

  • Last updated Oct 8, 2019 (Doom in the Tomb)
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Wild

  • 3 Minions
  • 3 Spells
  • Deck Type: Tavern Brawl
  • Deck Archetype: Unknown
  • Brawl: Six-Shooter
  • Crafting Cost: 1880
  • Dust Needed: Loading Collection
  • Created: 10/8/2019 (Doom in the Tomb)
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  • Total Deck Rating

    39

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Basic plan is to Wild Growth once or twice while playing as many Novice Engineers as you can in the early game, and then once you're at ten mana, stock up on Twisting Nethers and Time-Outs. When I came up with the deck, I thought it would be trash, but then I found it difficult to lose. The reason ends up being all of the internal synergies. Not only do your cycle cards help you get to your Zephrys with extreme consistency, but they also serve as bodies for your Zephrys to take advantage of through AoE buffs like Soul of the Forest and Bloodlust. I love this deck, but it should be thought of as a control deck except for when you face mill archetypes like mage and druid. In those match-ups, you want to use Zephrys to simply play for tempo and face damage.