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N'Zoth-Moonfire Otk

  • Last updated Mar 20, 2021 (Vol'jin Patch)
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Wild

  • 19 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Barnabus Druid
  • Crafting Cost: 11840
  • Dust Needed: Loading Collection
  • Created: 3/20/2021 (Vol'jin Patch)
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  • Total Deck Rating

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Control-type deck that sneaks in a cheeky N'Zoth, the Corruptor Moonfire combo.

Tends to work well against attrition, control, and somewhat aggro decks; provided the mulligans are well chosen and draws are on point.

Strategy switches between making plays and holding cards to make plays later: It works mostly like a tempo deck; where making sure there are five or six cards maximum are in hand to play Overflow without milling. Usually you'll be looking to complete Jungle Giants in the most efficient way possible in order to have either N'Zoth, the Corruptor or Mecha'thun cost 0. The rest of the game is continuing to control the board, emptying the hand; usually leaving a board of three minions when appropriate, and pacing until at least Moonfire and N'Zoth, the Corruptor are left.

Advantages to this deck include taunts and heals that allow a comfortable game against most mid-range decks, and the allowance to be in some fatigue when the combo is made. The deck also has the benefit of being able to keep all deathrattle cards in hand if they do already cost 0: rarely I've played four or five cards on the last turn as the board has been in control and; rather than risk a polymorph affect etc. , its' been safer to play all deathrattles and the combo at once.
Lastly, a lot of opponents don't expect it! Most of the game looks like you're vying for position and the last turn surprises most opponents {just be prepared to hold Overgrowth draw-cards to counter Counterspell, or to seemingly waste Poison Seeds in order to empty your hand}.

Disadvantages:
It is possible to beat Fatigue Rogue; though it requires an excellent draw and constant pressure: if they draw well there is a chance that there will be nothing that you can do about it; and that's something you may have to live with.
Both Mind Control Tech and Moonglade Portal can steal cards that may affect the combo - namely deathrattles. In this case either: The deathrattle takes up the free space on the board and doesn't affect the combo on the last turn, or; the deathrattle card requires you to push a little harder for face and to win the traditional way.

The deck does have some HailMary plays: For example Zilliax can be magnetised to Mecha'thun if either cost 0: This can save the bacon either if Hp is very low, or N'Zoth, the Corruptor and Moonfire have to be played early. In very rare circumstances; Fatespinner can be played in the +2/+2 position, however this works out less often than the bowel movements of a sloth.

Sidenotes:
Doomsayer: I'm sure there's a rule for when to play Doomsayer properly, but I don't know it.
You wouldn't believe it, but Explosive Sheep and Fatespinner are in actual fact the most overpowered Hearthstone cards ever printed.
Finally: A serious note on Sylvanas Windrunner: No need to worry about it: The combo works by exploding 2 x Explosive Sheep; doing 4 damage, which then sets of the two Fatespinners for a further 6 damage. Sylvanas Windrunner therefore has no chance to trigger as its 5-health is blown up on the same trigger as Mecha'thun.

Comments, feedback, questions etc.
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Its been a pleasure,
Magpai x