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Can't Trip Malfurion

  • Last updated Jan 15, 2015 (GvG Launch)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 5100
  • Dust Needed: Loading Collection
  • Created: 1/16/2015 (GvG Launch)
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  • Battle Tag:

    Virvox

  • Region:

    US

  • Total Deck Rating

    30

View 22 other Decks by Triangle1118Energy
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You'll notice that probably the most prevalent phrase in this deck is "draw a card."

The point of the deck is to maintain card advantage by continuously playing cantrips. Then when you have enough cards, you can drop a Mountain Giant and some Twilight Drakes. On the side, you can use Recombobulator on the inefficient cantrip minions, and use Youthful Brewmasters to bounce back those cantrips and also un-silence your minions. Your win condition is your huge minions. Malorne has great stats, and synergizes with Druid of the Fang, and your druids synergize . Also, Mountain Giants.

But wait, why don't I run Handlock instead? It runs Lord Juraxxas, and also doesn't need so many card draw minions. The answer is simple: Druid can better preserve their life total, and more imprtantly has the ramp mechanic. The Ancients restore and maintain your life total, and if you're lucky with your Malorne use, you can never go to fatigue.

I just have one point that makes it so I can't suggest you run this:

I haven't run it myself. This deck is entirely theorycraft. So really, I want you to run this deck in casual come back, and illustrate to everyone how it went. Remember: The more details the better, but you can just say so by upvoting or downvoting. Also, run before you vote. I don't care if you think it looks bad, I want you to find out if I can't run this.

So why Haven't I run this? I don't have Malorne or Nourish. QQ

Thank you in advance.