Zephrys Neeru Warlock
- Last updated Mar 30, 2021 (Forged in the Barrens)
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Wild
- 3 Minions
- 27 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6900
- Dust Needed: Loading Collection
- Created: 3/31/2021 (Forged in the Barrens)
- Swizard7
- Registered User
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Battle Tag:
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Region:
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Total Deck Rating
160
This deck aims to activate Neeru Fireblade consistently on turn 7, or 6 with the coin, and then use Zephrys the Great for lethal burst after your opponent lets just a single wave of imps from the portal Neeru Fireblade opens survive.
It only has 3 minions, Neeru Fireblade, Hemet, Jungle Hunter, and Zephrys the Great. This means that Free Admission will draw 2 of your 3 minions, with a 2/3 chance of drawing Hemet, Jungle Hunter even if all minions are in the deck. To increase the odds of having Hemet, Jungle Hunter played on turn 6 further, try to find Free Admission or Hemet, Jungle Hunter himself in the mulligan, and often even if you don't get Hemet, Jungle Hunter you will have another minion in hand drawn early one which means Free Admission will draw the 2 others. Hard mulligan for Free Admission or Hemet, Jungle Hunter but if you have a Free Admission in hand then keep any other minion in the mulligan since that Free Admission will be guaranteed to draw your other two minions for you. Overall, having a very low minion count helps a lot for consistency and helps get Neeru Fireblade active by turn 8 almost every game.
The goal is to play Hemet, Jungle Hunter on turn 6 which will destroy your deck except for Neeru Fireblade if you haven't drawn him yet and Impbalming. Then play Neeru Fireblade to open a portal that fills your board with 3/2 imps at the end of each of your turns. Finally, you have Zephrys the Great which can give you a lethal burst from even one wave or partial wave of imps that survives, usually from Bloodlust. He can be used flexibly for any situation such as using him for removal and then relying on the imp waves to win. Impbalming can delay fatigue for a while and allow you to have more imp waves before fatiguing. I initially tried Envoy Rustwix in this deck, however he turned out to be too slow against much of the wild meta and Zephrys the Great has been working a lot better with offering surprise lethals from just a single wave of imps that your opponent didn't clear due to not thinking it was lethal or not having a way to clear.
Other than the 3 minions, Free Admission to draw the minions, and Impbalming to delay fatigue damage, you have tons of spells that can keep the board clear so you can survive to the midgame and play Neeru Fireblade. One interaction to note is that your imps summoned from the portal are demons, so Demonwrath will only damage your opponent's minions. Also, after you play Hemet, Jungle Hunter, your spells that generate Soul Fragments will be almost guaranteed or in some cases guaranteed to heal you next turn or even the current turn if you draw a card after playing them.
Hope you enjoy this deck, and if anyone has any suggestions, comments, or questions about it comment below.
I have many suggestions:
Reno Jackson -->i'm pretty sure it helps in each muchup
Taelan Fordring -->after 10 games with him i'm still not sure if it helps or not
Renounce Darkness --> if hemet is not drawn, it has high chance to activate highlander cards without destroyingd deck. In empty deck mode it could transform soul shards or worthless imps into something useful
Corrupting Mist -->super forgotten removal
Shriek -->it's most valuable property is discard card, making space for another tap
Plague of Flames Usually, I play it when i have hemet and neeru on the board.
which cards did you substitute for these?
In the order of first to remove - last to remove:
Impbalming -->very good, if you are not running reno, or Talean
Demonwrath
Shadow Bolt
Twisted Knowledge -->you don't won't discover things, but cycling your deck
Soul Shear
I run only 1 Plague of Flames
Played 5 games with this but came against 5 aggro decks and got smoked every time. I can see how it would be great against control, midrange or combo decks though.
It was doing better when the expansion first came out when there were less secret mages. It's not meant to be competitive, it's mostly a fun and unique deck using the new expansion legendary. Now wild is mostly aggro decks, but if you want to counter them I would suggest odd warrior, I got 76% winrate with it to legend this month and if the diamond meta is still mostly aggro you could probably destroy all the aggro paladins, secret mages, and murloc shamans with it.
Pretty awesome meme deck, climbed to about Platinum 3 with it then it became a chore to climb since I was running out of extra stars to boost me along and my winrate wasn't very high with it. Enjoying playing it a lot though! Plan on playing it a lot more after I finish my climb to Diamond 5
Hemet seems to destroy soul fragments as well, which doesn't help with fatigue. Also if the enemy manages to let a full wave of imps survive even just a single turn, how exactly do you play Zephry's with no space left on the board?
LOVE The idea of the deck though.
The idea of soul fragments is you can play them after Hemet to then draw the healing next turn and you will definitely get the heal since your deck is empty. To prevent fatigue you play Impbalming after Hemet. It's a one of since you usually win with Zephrys burst off of the imp waves way before fatigue can kill you.
For Zephrys, usually there is a minion with 2 or more attack you can trade an imp into, but if not, there are a lot of spells in this deck that can deal 3 damage to a minion so you can use things like Darkbomb, Shadow Bolt, Soul Shear, Drain Soul, or even Defile then Mortal Coil one imp and then you still have enough mana for Zephrys Bloodlust lethal.
Thanks man, ill try it out again with that advice!
This is lowkey genius, good job thinking of such a unique idea!