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IMPLOSION!!!

  • Last updated Jan 13, 2015 (GvG Launch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1080
  • Dust Needed: Loading Collection
  • Created: 1/9/2015 (GvG Launch)
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First deck I've posted on here. Extremely fun and simple to play!

The concept behind this is to take normally rather sub-par removal cards and turn them into absolute monsters in terms of their power, and eventually setting your opponent up for a OTK. If at all possible, save your dark bombs and soulfires for face damage, everything else you are only able to use on minions so of course, use those spells on minions to maintain your advantage.

Defender of Argus and Sunfury Protector can be used early on against aggro to protect yourself and your extremely valuable spell damage creatures. 

Demonfire can provide some good early game advantage as well as help make a push for lethal at the end. If you have lots of spellpower minions on the board, it can actually serve as some cheap and efficient removal as well.

As with Demonfire, Mortal Coil turns into amazing removal with the added effect of drawing a card.

Hellfire is a great board clear, even more so if you've managed to fall behind on the board. It is also a great way to push in for that last bit of damage on your opponent. Recommend keeping this in your opening hand if you have nothing to play turn 1 or 2.

Shadow Bolt is usually not very great, but even with just one spell damage minion on the board it is great for taking out just about anything.

Now to talk about the bread and butter of this deck, Imp-losion! This is easily my favorite card in GvG, kills pretty much anything if done right and summons a ton of imps for you to use for even more punishment. If you can manage to combo this with one or two Knife Jugglers and some spell damage, it's pretty much game over for the opponent. On the next turn you can use Demonfire and Cult Master to kill off whatever your opponent plays and help refill your hand. Sunfury Protector and Defender of Argus also combo very well as getting past a bunch of 1/1 or 2/2 taunts can be extremely annoying.

Card replacements:
A Kobold Geomancer can definitely be swapped out for a Bloodmage Thalnos, as it provides the same cheap spell damage as well as drawing a card. 

Defender of Argus could be swapped for a second Sunfury Protector to provide more taunts, and cheaper ones at that.

A Dalaran Mage could be swapped out for a Mistress of Pain to provide a bit of survivability and gives more combo potential for Demonfire. The second one could be replaced with a Siphon Soul to help deal with late game creatures and just big things in general.  Kel'Thuzad is also a good replacement for these.

Future Considerations:
Mal'Ganis would be very good in this to buff up your imps or to help you live a turn or two more if you get caught in a bad spot. I do not own him however and there's not much room to replace things at the time.

A Doomguard may be another card I try to find room for in the future, as this deck mainly relies on your spell damage minions and imps to carry things for you, and having a solid finisher or just a big creature in general would definitely help in certain match-ups. 

Any and all comments about the performance of the deck and any suggestions for improvement are greatly appreciated!