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Naga Jank (Legend)

  • Last updated Aug 17, 2020 (Scholomance Academy)
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Wild

  • 10 Minions
  • 18 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Combo DH
  • Crafting Cost: 2000
  • Dust Needed: Loading Collection
  • Created: 8/12/2020 (Scholomance Academy)
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  • Total Deck Rating

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 Edit 1#- This deck is jank. its made for fun, tough, and interesting games. And it can *probably* get you to legend. But it is not tier 1. Heck, I wouldn't even say its tier 2. But since some people insist on instant results, I have linked a tutorial in one of the comments. Please go there if you want a better understanding of why I made this deck.

Hope you enjoy it!- Scumbag

*Edit 2- Cult Neophyte may be more important to this decks success than I initially thought. i am around 50% in legend without it. It seems that stalling my opponents spells is crucial for surviving the mid game. Therefore, I am going to flip flop back to the build involving Cult Neophyte (Originally I had opted to switch it out for two copies of Double Jump).

*Edit 3- Hey everyone! So I want to test some more jank. There are many cards that could work with this deck and maybe even improve it! If you want to try mixing and matching, that would be really cool and feel free to tell me how they worked out.

These include Maiev Shadowsong (if you have dust), Blood Herald, Rustsworn Cultist, and others. Feel free to make your own variations. I think there is a better version of this deck than the one i've currently posted. Good luck!

This deck did not work in the last expansion. I tried my very best to make it viable, but it seemed like it needed just a little bit more help from blizzard. 

Then came along Fel Guardians.

and everything changed.

This deck got me to legend in a single day starting from platinum 10. (August 11)

What is good about this deck?

it is thought provoking and it requires alot of patience/planning to win.

It also doesn't cost much. There are a total of *12 commons and *4 rares you need to craft that don't come free with the demon hunter package. this means that this deck costs a grand total of 880 dust.

Cards to Craft-

Scholomance Academy- Fel GuardiansManafeeder Panthara, and Cult Neophyte.

Ashes of Outland- Skull of Gul'danImmolation AuraSpectral Sight, and Crimson Sigil Runner.

Saviors of Uldum- Beaming Sidekick

How do you play this deck?

On paper, you play Beaming Sidekick on Wrathscale Naga, play Fel Guardians for 0 mana, and play Immolation Aura to do a maximum of 18 damage in one turn.

That's how i thought it would work at least. However, as you desperately cling to life against aggro, sometimes you have to improvise (after all, you have two copies of the combos cards in your deck, so you can use them either defensively or offensively). You also have no healing cards, so your health is an important resource.

When playing against control, your play style may also change. This is because, by reducing the cost of cards through Skull of Gul'dan  you can deal a maximum of 30 damage with the combo. (this requires two copies of Wrathscale Naga, and Beaming Sidekick. However, this 30 damage combo only requires a single copy of Immolation Aura.)

This deck is complicated. You may sometimes be forced to play outcast cards without their outcast benefits because you have a hand filled with combo pieces. 

Weaknesses-

Loses to serious control decks (midrange warrior, control priest, and beast druid). 

*Though according to Pr1ncipe4i20, it is definitely possible to win against these types of deck sometimes.

I have added Cult Neophyte to improve the matchup against druid, but ultimately priest and warrior have a really easy time fending off your advances.

Druid you have a better chance against because you can play Mana Burn and the Cult Neophyte to slow their Overgrowth and other ramp. you can win, but it certainly isnt an easy matchup. Getting those cards is absolutely essential if you want to beat druid with this deck.

Strengths-

This deck crushes mid-range, combo, and aggro decks.

It is quite competent at beating shamans, rogues, paladins, other demon hunters, mages, warlocks, and hunters.

Shamans- Focus on the board. There are two shaman decks in the meta. Totem shaman and Quest shaman. 

Totem shamans want to get out of control early and kill you quickly. This deck has the cards to respond to totem shamans, especially Umberwing and Coordinated Strike. These cards can summon 1/1s that can kill totems for free. you also have silences for totems via Consume Magic and generally enough removal to pass by easily.

Quest shaman can be a little more complicated. you need to apply enough pressure that you can get them to 18 health and use the combo before they kill you with Pen Flinger and double battlecries.  Manafeeder Panthara, Cult Neophyte, and Umberwing are all early games cards that you want to push early damage with on them.

Rogues-

Aggro rogue is the only real variant currently in the meta. They intend to beat you down with weapons and small minions and then finish you with card draw from Secret Passageand Voracious Reader. Main objective: survive and play Fel Guardians. Get early game cards, but keep Fel Guardians in your opening hand if you can. that card soaks up so much damage from rogues and they have no real efficient way of dealing with three 1/2s with taunt that soak up hits from a four damage weapon. 

Paladin-

There is only really one type of paladin deck in the meta as well. This is the midrange paladin. its goal is to slow you down with early buffs until it can play strong survival cards like Libram of Hope. Your main goal is to set up a Wrathscale Naga (with a Beaming Sidekick buff preferably) on the board and keep it there. if you can land a Wrathscale Naga on the board against the paladin (along with Fel Guardians to protect it), and he doesn't have the Libram of Justice + Consecration combo, Then you can run away with the game. This is because you can take advantage of paladins large minions with cards that summon rush minions such as Coordinated Strike and Command the Illidari.

and if things get desperate, play your combo cards. sometimes it might just work out. Paladins as they are right now have very little single target removal that can deal with a naga (as long as you have the taunt wall to block weapons).

Other Demon Hunters- 

Once again again, there is only one deck that demon hunters use. its the aggro/midrange demon hunter. Immolation Aura is your friend against this deck. As with most aggro decks, your goal is to take the board from them and slowly chip away at both their resources and life total. you can remove their card draw by killing off Voracious Reader with all your early game cards. you can also prevent them from optimally playing Skull of Gul'dan via Mana Burn and Cult Neophyte (though if you have Cult Neophyte and Mana Burn early, you should play them as appropriate)

Mages-

There are two meta decks with mages. One is Mozaki mage (a combo deck involving two copies of Sorcerer's Apprentice and Mozaki, Master Duelist leading to heavy spell damage hits), and highlander mage.

Highlander mage is very easy to beat with this deck. consume magic destroys Doomsayer or taunts (particularly Khartut Defender) that they use to stall. Given how slow their deck is, you tend to easily chip away at them and then blow them away with the combo.

Mozaki mage can sometimes pull an upset, but on average you should still be favored. you can, on average, get your combo more quickly, and you have Mana Burn/Cult Neophyte to slow down their response to your aggression. Focus on getting a fast start to chip at them, and then finish them off with the combo if you can obtain it.

Warlocks-

There are two variants of warlock in the meta.

One is an aggressive variant that uses Darkglare to gain mana quickly and pound you down with the extra tempo. focus on having removal and playing defensively. they lose health for you (through their own cards) so you can just focus on surviving and obtaining the combo. Sometimes they will have large boards out. don't be afraid of using the Wrathscale Naga along with Coordinated Strike/Command the Illidari for a removal tool *especially against Flesh Giant. the combination is quite efficient at killing large boards (specifically against warlock, not as much against paladin), and you may end up winning games you aren't expecting to win.

the second variant, the control warlock, is pretty much the same idea. get early game cards, chip away at the warlock, get the combo. the type of hand you want is give or take the same.  (Umberwing, Fel Guardians, Manafeeder Panthara, and in particular against classes like warlock/shaman/demon hunter, Chaos Strike).

Hunters-

There are aggro variants and there are highlander variants.

Against both aggro and highlander you want give or the take the same hand. You want Fel Guardians. This card is disgusting against aggro/highlander. ever seen a King Krush from Dinotamer Brann hit a 1/2 taunt instead of your face? I know I have, and it is glorious. Also, they have no real good answer to it. they dont really have a board clear, just single target removal. I feel like hunters are by far the most weak to Fel Guardians. (in short, keep Fel Guardians against hunter XD).

Other than that, same plan as before. survive against aggro, push aggressively against highlander.

There you have it. enjoy!