Skydiving Dancing Warrior
- Last updated Feb 19, 2021 (Vol'jin Patch)
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Wild
- 19 Minions
- 10 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 9240
- Dust Needed: Loading Collection
- Created: 2/20/2021 (Vol'jin Patch)
- DefinitelyNotDekkster
- Registered User
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- 2
- 5
- 15
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Total Deck Rating
1840
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I think I'm playing this wrong - I can't win a game at bronze 10 with it.
1-4 at D5. Hit the nut curve against a Quest Warlock, otherwise lost handily to another Questlock, a Whirlkick Rogue (who had a 12/12 and 8/8 QA at the end of turn 5), Face Hunter and Dragon Druid. The face hunter matchup was close and I probably should have armored more instead of curving out. Some very bad hands, particularly if you draw Ganargs and Sword Eaters without any draw or buffs.
Edit: 3-5 at D5 before making some changes. Dropped 1 Skydiving Instructor, Captain Greenskin, 2x Playmaker and 2x Athletic Studies for Quest, Sky General Kragg, 2x Corsair Cache and 2x Wrenchcalibur. Loses some of the rush flavor, but 4-0 with this version so far. Corsair Cache can probably be a 1-of, but I like being able to consistently have a weapon online and hitting either Ancharr or Wrench with the +1 charge is huge.
The lack of silence or other remove makes this deck very stiff. You basically rely on your opponent not to summon more than 3 taunt minions before turn 7/8.
After 20 games my conclusion is the following:
- Mage: deck works okay-ish, but Khartut Defender can screw up your game
- Shaman: If they start trading (but why would they) you can win
- Priest: pray to RNGesus they won't fill the board with taunt/reborn/heal minions before turn 7
- Demon Hunter: again, you need good RNG. They can just board clear/lifesteal until you run out of resources
- Paladin: You can concede on turn 1
- Hunter: Deck is pretty good
So yeah, 20 games aren't much, but the deck is nowhere near meta. It would be fun, but the ladder is plagued with Paladins and Priests and you cannot get around them with this deck.
Played about 15 games at low legend and cannot confirm this. You often do more than enough chip damage early on to close out the game before Paladin or Priest can recover or block you. And even if they do, E.T.C., God of Metal + double 1/1 rushers from the Playmaker can seal the deal even behind a wall of taunts. Still, same as you write, that's not nearly enough of a sample to be sure. What IS sure, though (at least subjectively), is that the deck is fun and a breath of fresh air at the moment.
BTW, now removed 1x Skydiving Instructor (too clunky for just the 2 Ganargs) and the Captain Greenskin for the Quest Hack the System and 1x Sky Gen'ral Kragg. I don't know yet if it makes it better, but it definitely makes it memeier XD
Is it really worth it to recruit gan’arg? Am I missing some other use for the skydiving instructor?