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[3C] Corrupt Combo Control

  • Last updated Jan 12, 2021 (Darkmoon Aggro Changes)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Corrupted Shaman
  • Crafting Cost: 9880
  • Dust Needed: Loading Collection
  • Created: 1/11/2021 (Darkmoon Aggro Changes)
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  • Total Deck Rating

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Corrupt. Combo. Control..... Cwest?

-Basic Combo-

Play Tour Guide one turn prior to combo OR Lightning Bloom turn of combo to have enough mana efficiency for Y'Shaarj, the DefilerHeart of Vir'naal. This creates 2 copies of every corrupted Circus MedicDunk Tank you've played. The quick math for this, is each Circus Medic counts for 8 damage & each Dunk Tank counts for 4 damage (to face). Max damage combo without any gifted cards from outside deck is 4 Circus Medic(32 damage) + 4 Dunk Tank(16 damage) = 48 damage.

Against Control:

  • Mulligan for low cost battlecries to get your quest finished ASAP.
  • Plan is to get Y'Shaarj, the Defiler online with enough power to OHKO

Against Aggro:

Against Midrange:

  • Mulligan for early game battlecries and swing cards like The Lurker Below and Dunk Tank.
  • Toughest matchup for the deck, focus on saving your AoE's for when they are most needed.
  • Plan is to get combo online ASAP.

 

My Thoughts on Substitutes:

Sandstorm Elemental: Fantastic against aggro rogue but slows the deck down against decks with decent body spam (most decks right now)

Lorekeeper Polkelt: A battlecry, an activator for your corruption 4 drops, and a way to draw Y'shaarj a bit quicker, but sadly a bit slow for the meta, and requires you to have a Lightning Bloom or Tour Guide in hand before playing.

Cult Neophyte: Great against Demon Hunters, Warlocks, etc. Solid tempo battlecry that barely doesn't make the cut for me.

Cumulo-Maximus: Massive face damage or spot removal, also activates corruption. Not bad, but we don't run quite enough overloads to make his effect consistent enough.

Shattered Rumbler: Great clear unit with a strong body that activates corruption, similar to The Lurker Below, but we don't run enough spells to make his effect consistent enough.

Questing Explorer: Great if you draw it before quest completion, but this deck usually accomplishes that by turn 7-8, so it ends up being a 2 mana 2/3 too often.

Devolving Missiles: Excellent tech card, especially useful against paladins (one of our main weaknesses). Can be a good 1 of inclusion.

EVIL Cable Rat: Great card that classically fits into Quest shaman, but it doesn't get us our combo more quickly through draw, and requires us to spend too much mana for a 1/1 body with an unpredictable outcome. Slightly outclassed by Wandmaker in my opinion.