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'Z' man

  • Last updated Jan 5, 2021 (Darkmoon Aggro Changes)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Highlander Rogue
  • Crafting Cost: 10980
  • Dust Needed: Loading Collection
  • Created: 1/3/2021 (Darkmoon Aggro Changes)
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  • Total Deck Rating

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I'm back. (Working Title)

I went a little crazy working Z into what is otherwise an old Waxdred deck idea that I've had around for a while; I hadn't done anything with it recently, and I finally realized that I should. I don't remember if I've always gone with the quest card before, but I don't see why not; I mean, I'm in love with Dragon's Treasure, anyway.

So anyway--the original deck is designed to shuffle copies of stuff back into your deck (Waxdred himself, of course, but also pretty much everything else, too), so working Z in really throws it for a loop--he's just unplayable late game; you have to play him before you shuffle anything back into the deck. So you have to weigh the probability of his usefulness against the probability of drawing otherwise desirable cards. I think I erred on making fairly certain that Z would be effective (by trimming most cards to copy-less, and padding the difference with secrets), but that affects the effectiveness of the Waxdred deck itself too much for my liking.

With this revision, I hope that I return to a happy medium--where Z certainly does not work most of the time, but just often enough to justify keeping him around (and where you also feel free to abandon the possiBILity of him sooner); closer to that ideal, anyway.

Actually, I already suspect that I won't be able to work with the Waxdred deck at all; but at the same time, I don't want to abandon the idea too soon, either. (especially since I already have the cards crafted)

Last minute: even more Z-friendly than before.

 - FINALLY AXING WAXY -

I've managed the infinite Waxadred a few times, and I've always left with that 'Yay! so what?' feeling - sort of like achieving Acolites, whatever they were called. There's probably a name for that feeling by now--named after one of these accomplishments, no doubt. The trick with those decks is to take the next step: to actually win with that accomplishment. (It is true that it's just more obvious with straightforward combos like survival->clowns, though, so that next step is certainly worth looking for; I think I've exhausted that with Waxadred, though.)

The interesting thing is that once I finally admitted to myself that Waxadred isn't worth keeping around anymore, so many other cards just fell away--especially justifying Z. And that's when it hits: the deck just naturally morphs toward highlander. (I probably should have expected that.)

Why should that be a big deal? It probably wouldn't, except I've never made a highlander deck before. (I think my reluctance to go highlander stems from my MtG days, though, when you could sway the odds of drawing any particular card a lot more; I've always had it in the back of my head that I was just prejudiced and highlander isn't necessarily such a detriment anymore.)

In any case, here I am crafting a highlander deck, and it turns out to be super easy--because I'm creating it on HearthPwn, and I haven't necessarily crafted all of the legendaries that I'm throwing in. Because as long as they're legendaries, I don't have to make a decision whether to double it or not. Finally, I just limit myself to one only--no matter what. Insures Z's usefulness as early as you draw him, so you can pick the missing card. Because that would be perfect, right? hmm--we'll see.

Anyway, with this version, I have trimmed the legendaries down to mostly ones I already have, but I have also left in a few legendaries that I don't have yet. I want to research whether they are worth crafting (so late in their lives, in at least one case, I think).

Before I test, I eliminated the sphere and de-emphasized secrets. So I don't think I have to craft anything.