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[Legendary] Zul'jin

  • Last updated Sep 28, 2020 (Scholomance Academy)
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Wild

  • 13 Minions
  • 13 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Reno Hunter
  • Crafting Cost: 15480
  • Dust Needed: Loading Collection
  • Created: 9/24/2020 (Scholomance Academy)
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  • Total Deck Rating

    27

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So i made it today for the 3rd time to legend in Wild in the last 3 years. I made it once in the old system and 2 times after the changes this year. Its just less time itensive and therefore more motivatin to try:)

Here are my stats for the games from Diamond 4 to legend. I think the winrate was maybe even a little bit higher for the ranked games, since i played maybe like 5 games in Casual to test my deck and i lost i think 4/5. (I didnt manage that it shows the picture right away, so i also wont bother to add the legend proof in another link...could be fake anyway)

<a href="https://ibb.co/z8p62F4">

Some thoughts and strategies about my card choices:

Sphere of Sapience: Best card in the opening hand. Allows to navigate pretty good through the early game.

Dirty Rat: Great Card against combo decks like Raza Priest, Mechathun Warlock..especially in cobination with cards like Deadly Shot or Crushing Walls

Bloodscalp Strategist: In general we have quiet often a weapon in our hand. So we are given a situational choice for the given game situation. Just be careful not to take some spell, that sabotages later somehow Zul'jin

Pressure Plate: Can destroy combos that rely on spells...again like Raza Priest, Mechathun, Spell Mage, Combo Druids

Stitched Tracker: Nice for double Zephrys, Renos, Branns , Dirty Rats..helped me a lot in winning games, also since your opponent doesnt know, what card you doubled

Nine Lives: Is only for Sylvanas in the deck. Its cool against Control Decks. It allows you to steal big minions from your opponent and can be triggered again with Zul'jin

Zul'jin: The best spells to have used before Zul'jin are Nine Lives, Deadly Shot, Crushing Walls and of course Nagrand Slam. The rest of the spells are more for the early game.

 

The best things to get in the opening hand are:

Sphere of Sapience, Zephrys the Great, Manafeeder Panthara, Phase Stalker, Dwarven Sharpshooter, Demon Companion

 

Cards that might work in the deck:

Some of the cards i even had once in the deck. It just depends a lot on the decks you face the most. I faced mostly Control Warlock and Raza Priest.

Just in general you could add something anti-weapon or anti-secret. But for those there is already Flare and Zephrys the Great. I did fine with those, since i didnt even run into much of those decks. And the games against secret mages i won pretty much all.

Animated Broomstick: Good for the early game, as long you have some minions on the board. Can be great with Hyena Alpha or against control with Sylvanas

Imprisoned Felmaw: I had it in the deck. While it can be helpful, it is very weak against a early full board and in the late game it was pretty useless.

Shieldbreaker or Maiev Shadowsong: Great against Warlock and Priest taunt minions. Also can be good against magnetic Pala minions.

Grievous Bite: Great against early pressure. Also good in combination with Explosive Trap.

Professor Putricide: I had it in the deck for a while, but its to slow...since it needs 6 mana to make his effect work and you even might get something bad from it.

Zilliax: Good midgame card that allows you to instantly remove something, heal and it leaves a body, which hopefully can heal you once more.

Hunter's Mark: I thought about it, but there isnt enough cards in the deck, where you could benefit from it in form of a direct removal. Something like Candleshot or Rapid Fire would be needed.

Wild Bloodstinger: Good to disrupt combos. Will mostly survive and leave a body after it attacked....except you pull something like Mal'Ganis.

Matchups:

I felt in all of my games, that it is, or could have been possible. Tougher matchups are against Raza Priest and Control Warlock. Here it comes down to, if you can manage to pull out the right minions with Dirty Rat, or if you can get a Hex from  Zephrys the Great on a Mal'Ganis etc...its also a lot about timing.

I lost 2 games pretty quick against an Aggro Druid with Gibberling and i think a Totem Shaman. Once the board is flooded on turn 2-3 from some insane turns, even Zephrys the Great cant help out in the opening hand.  I know i had Zephrys the Great and Explosive Trap in my hand and felt pretty safe and still got wrecked by turn 5. This is the big weakness of this deck. Then again the opponent also needs to have such a dream opener. Not many decks can handle that pressure well :D

 

 

 

If you have any questions about card choices i made, or for which situations they are for, or you are struggling with a specific opponent, dont hesitate to ask!

(I'm kinda hyped, since i reached legend with an own deck creation, in a pretty brutal way. A walk in the park. So far i really thought, it can be only made with netdecks...and then suddenly from an "fun" idea a legend deck emerged)

Enjoy!