[v2.0] COBALT/SCORPID TEMPO DH - D5-LEGEND (69%...
- Last updated Jul 19, 2020 (Pre-Expansion Nerfs)
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Wild
- 19 Minions
- 7 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Tempo DH
- Crafting Cost: 6220
- Dust Needed: Loading Collection
- Created: 6/22/2020 (Twin Slice Nerf)
- BMT3601
- Registered User
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- 1
- 8
- 16
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
73
INTRODUCTION:
Hello everyone, I'm BMT360. This is my first deck that I'm posting here, so take it easy. I'm here to share a deck that I've had great success (26-13) with so far at Diamond 5 and up and I'm currently cruising through the Diamond ranks and will probably hit legend at some point during the next sessions. I've hit the legend rank the past two months after taking a bit of a break with only DH as I wanted to get the golden hero, which I've now done.
I hit legend with VERSION 1 of this deck this morning (6/22). Here's the proof and the updated win rate. https://imgur.com/a/kZPx3Z3 and https://imgur.com/a/kzunQHk
So let's talk about how this version differs from the typical tempo DH:
1) My version is intended so that I have strong value throughout the length of the game. I never want to run out of steam. I've found that cards like Beaming Sidekick, Bonechewer Brawler, and Guardian Augmerchant are extremely nice in the early few turns, but then they lose value and become pretty much useless later on. I've actually found that cutting those cards has worked out better for me because I can't stand drawing them late.
EDIT FOR VERSION 2: With the rising presence of Hunter, we've got the keep some damage off our face, so adding two Bonechewer Brawlers felt perfect for that purpose.
2) My deck runs 2x Burrowing Scorpid. This card has a lot of flexibility because it allows you to deal two damage anywhere, and if you decide to kill a minion with it, it gives you an untouchable 5/2 which you can use to take over the board the following turn or push face damage. Priests and Warriors are pretty much the only classes that can deal with this (while stealthed) but I find that they usually don't try to clear it on it's own unless they need to in order to stay alive. It also combos well with Skull of Gul'dan and can be that extra two damage you need for lethal. It also can hit the annoying Faerie Dragons that those Highlander Hunters run that you would prefer not to attack with your weapon or hero power.
3) This deck also runs 1x Blade Dance. I'm actually quite surprised this card was never used as it is very cheap for its strong effect. With the Twin Slice "nerf" (nerf in quotes because I actually feel like the card is stronger now), it combos extremely nicely and I find it gives you a strong advantage against other DHs, Hunters, or Pirate Warriors.
4) Lastly, I run 2x Cobalt Spellkin. This card is DIRTY when played in a DH deck. By playing it, you get two cards that are either Twin Slice, Mana Burn, or Consume Magic which can all be extremely useful in any matchup. If you play a couple of Spellkins, you can get like 5 or 6 twin slices which when combo-ed with Warglaives of Azzinoth can be an easy win. And of course, those cheap spells work great with Altruis the Outcast.
Here's my proof of the deck's success rate - https://imgur.com/a/NP9FnVZ
And proof of being an experienced, golden DH - https://imgur.com/a/MVXm95O
I'll continue to update the list if I make any changes. Have fun and if you have any questions, comments, or suggestions please let me know below or feel free to add me on NA: BMT360#1693. Let's make the best possible DH deck we can for this current meta. :D
Mulligan Guide
Always keep: Battlefiend, Blazing Battlemage, Twin Slice, Umberwing. Don't keep both Twin Slices though if you don't have a card to play on turn 1. Always mulligan hard for a turn 1 play.
Sometimes keep: Frozen Shadoweaver, Chaos Strike, Vulpera Scoundrel. If you have the coin, it's reasonable to keep Satyr Overseer, but unless you have played Umberwing on turn 2, Satyr won't be able to be played until 4. If Eye Beam is on the left side of your hand, you can keep it, otherwise get rid of it. I don't think I ever keep Eye Beam unless I'm playing another DH, but I can see potentially keeping it mainly because it's probably the most useless card in this deck in the late game. I can see keeping Kayn Sunfury against Priest or Mage where you need to try to finish the game early before they unleash their late game stuff. If playing DH, Highlander Hunter, Rogue, or Pirate Warrior, Burrowing Scorpid might be useful. If you can manipulate your hand so that your cheap cards are on the outside, you can keep Altruis the Outcast against Spell Druids, otherwise you'll want to try to push damage as quick as you can.
Never keep: Skull of Gul'dan, Glaivebound Adept, Cobalt Spellkin, Warglaives of Azzinoth. These cards are your 'finishers' so you'll never want to keep them early.
Card Replacements - Note that these replacements are NOT as good as the one in the deck list.
- Kayn Sunfury can be replaced with any kind of silence, such as Ironbeak Owl or Maiev Shadowsong. I can also see replacing it with Evasive Wyrm though that my be a bit expensive for this deck. Consume Magic has also been used by members of the HS community and it's been successful as well.
- Metamorphosis can be replaced with another Vulpera Scoundrel because you often discover Metamorphosis from it. (VERSION 2.0 DOES NOT RUN METAMORPHOSIS)
- Vulpera Scoundrel can be replaced with Spectral Sight or Eye Beam. I am not sure if this is the best replacement for this card so please leave a comment if you discover something that's working for you.
- If you did not purchase the Galakrond's Awakening adventure and therefore don't have Escaped Manasaber, I recommend you insert back 1s Frozen Shadoweaver and 1x Eye Beam back in it's spot.
VERSION 2.0 (PRE-SCHOLOMANCE EXPANSION NERFS)
Deck List Subtractions: -1 Frozen Shadoweaver, -1 Eye Beam, -1 Metamorphosis, -1 Satyr Overseer
Deck List Additions: +2 Bonechewer Brawler , +2 Escaped Manasaber
Justification to Version 2.0 Changes:
- With the rising presence of Murloc Paladin, Highlander Hunter, and Totem Shaman, Bonechewer Brawler is a good way to prevent taking too much face damage early in the game. Forcing your opponent into the taunt is a good way of regaining board control via your weapons and other one drops.
- With the decline in other Demon Hunter decks, having two Frozen Shadoweavers is not necessary anymore. But I do find the card useful as it's a 3 drop for 4/3 is strong stats. It's also useful as you can freeze minions on turn 3 to ensure you can get a stealthed Burrowing Scorpid.
- Warglaives of Azzinoth is a crucial part of this decklist - Now it costs 6 after the nerfs and when we can't play it on turn 5 it's quite disappointing. Well... actually, not anymore... Welcome the Escaped Manasaber! Now you have a variety of strong turn 5 plays assuming you get Escaped Manasaber down on 4. You can play your Warglaives of Azzinoth, or Glaivebound Adept + Hero Power to get the effect, AND Skull of Gul'dan if you need card draw.
Original Cobalt/Scorpid Tempo DH List (For Reference)
With only a small sample size, I have found that version 2.0 works slightly better after the nerfs. However, if you still prefer the original list. You can find a screenshot (here).
Having huge trouble with mulligan with this deck, keep getting 4/5 mana cards instead of early game... makes me lose lots of games... n
That's the same problem I had with this deck. If you don't have a good mulligan and early draw you're in trouble.
I'm sorry to hear that. Hopefully you continue to use the deck and I'm sure you will have better luck! Thanks for trying it and thanks for the feedback. :)
To address some concerns about the Satyr Overseers... I tested a new variation today of the current list on Legend ladder. Personally, I feel that the current list is better than the one below, but if you are struggling and want a change, here is one change I can recommend. Let me remind you that I feel like these version does not curve out AS well, but it is still a viable play.
If you want a deck that MIGHT counter Highlander Hunter a bit better you can try adding 1x Mana Burn and 1x Vulpera Scoundrel in the place of both Satyr Overseers. The Mana Burn can be useful to avoid several counters to our board such as Rotnest Drake on our Burrowed Scorpid or it can help avoid face damage on turn 7 from King Krush Brann. Tonight, I went 5-2 taking out a Spell Druid, two Highlander Hunters, a Highlander Mage, and a Demon Hunter with ease before losing to an Aggro Stealth Rogue (usually unfavored) and a Galakrond Priest. Yes, I know it's a small sample size which is why I will continue to update, but I made a promise that I'd start some testing tonight so those are some early stats.
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I will continue to test this version tomorrow (if I have time) and provide some more stats as well as test some other changes. Please feel free to comment if you've tried any other variations of this deck. As I said before, I'm just trying to make the best DH list we can and have some fun. :)
This deck is incredibly strong and a lot of fun to play!
Nice, glad to hear! Keep up the grind. :)
The deck is quite fun to play, currently trying it to climb from D5 ( first attempt to Legend). I've had some great win streaks yesterday, then i lost A LOT today, and now in a winstreak serie, see below.
The Cobalt Spellkin is AMAZING, the true strenght of the deck, you get lethal if needed, you get silence against taunts ( I don't have Kayn ), or mana burn against druids and mage.
Blade Dance is really strong when the ennemy board is full, you'll definitely need it against Murloc Paladin, Druid, and sometimes Hunters.
However, i'm still not convinced by the Satyr Overseer , maybe once in the deck is great, but it's rarely really usefull, i'm thinking of replacing it but I don't know by what..
I'll let you know after a few more games, actually 60% WR for 55 games ( 33 - 22 ).
For what I saw, against Demonist you'll need to rush him down before he finishes the quest.
Against murloc paladin, board control and deal some damages, until you finish him.
Against pirate warrior it can be tough, when he gets the combo that gives him 40 armor, so pray that he doesn't play this version.
Against priest, you'll need some silence from Cobalt or if you don't have Kayn, play the Ironbeak Owl ..
First win streak :
Lose streak ;
2nd win streak :
I’m thinking as a test today, I’ll try running anotherVulpera Scoundrel and a Mana Burn in place of the Satyr Overseer. But like a lot of people here and on reddit, I’m a little hesitant to make changes as my win rate still hovers around 70% with this build. If I make the changes, I’ll keep everyone posted.
From D6 to D10 so... I guess this deck didn't work for me. I had like 5 win and 12 lose.
I'm sorry to hear that. Feel free to add me BMT360#1693 on NA and I can help you out if you want! I also have an EU account which I don't use, but can still communicate on.
Nice deck :) Pretty strong
Awesome, glad to hear. Have fun! :)
Where is Bonechewer Brawler and Guardian Augmerchant in this deck ?
The whole point of the deck is to get rid of those early game cards that become useless in the late game and overwhelm your opponent with late game value. Take a look at the guide. :)
I've used this deck to hit legend for the first time thanks for posting.
Awesome congrats!
Thank you :D
It was a really fun deck to grind with. Didn't really like the taunts and other minions from other iterations of DH.
TWIN SLICE ABUSE! How to play this deck against Enrage Warrior:
https://hsreplay.net/replay/7JT88kMUh8J5eG9qiWsuGG
Thanks for the deck and write-up! I hit Legend with it yesterday, with a 78% winrate from Diamond 4 to Legend. The Cobalt Spellkin s feel very strong, especially when you get two twin slices out of it (inner demon for half the cost), and the Burrowing Scorpid s have also been interesting.
I'm thinking about cutting the Satyr Overseer , as they die easily, and maybe adding another Eye Beam or another 2/3 drop...?
Anyways, I had great success with this deck and I like it more than the brawler/augmerchant/sidekick variant as well.
First off, congrats on Legend. :)
Personally, I like the Satyr Overseer exclusively for the Druid matchup as it can sometimes help me remove some of the Glowflies. Eye Beam is probably my least favorite card in this deck so I don't like having two of them, you could try cutting one of the Satyr Overseers and adding another Vulpera Scoundrel and see how that goes. Maybe another Blade Dance too if you're looking for more removal. Keep me posted on any changes you make!