Crusher Deathsummoner [Legendary]
- Last updated Feb 16, 2015 (Undertaker Nerf)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7400
- Dust Needed: Loading Collection
- Created: 1/29/2015 (GvG Launch)
- HSCrusher
- Deck Architect
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- 12
- 23
- 46
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
1574
Peak Rank: 335 NA Legend, Season 10
Mission Statement: Play progressively stronger deathrattle minions and build your board. Then switch gears and end the game with Savage Roar, Cenarius, or Kel'Thuzad.
The Story: My first reasonable deck, back before I had many rares let alone epics and legendaries, was a Warlock deck with minion summoners like Razorfen Hunter and Silver Hand Knight. The idea was that it took simply too many actions to keep up with your board, and eventually you would overrun them. The strategy is of course weak to AoE, but the Warlock hero power somewhat made up for that. This unfortunately is not really a viable deck at the high level, but the concept of having minions that simply take your opponent too many actions to handle is back with GvG. This time the summoning is delayed on a deathrattle so that even AoE is mitigated. Druid is the platform because of its finishing potential with Savage Roar and Cenarius, which specifically take advantage of your expansive board. We still have all the great deathrattle minions and Undertaker from Naxx, but we also have some great new deathrattle minion summoners in GvG: Piloted Shredder and Piloted Sky Golem. This is really a tempo deck, so you should take advantage of the smooth curve and Innervate to build bigger and bigger threats and control the board until you can see the finish line in site. Then switch gears and finish them.
Undertaker Nerf: This deck is headed for some change with the incoming nerf. I have a feeling Undertaker will no longer be good enough to justify its spot, but there are plenty of cards waiting to take its place. I've been experimenting with Power of the Wild for the versatility of another early minion or taking advantage of a large board.
Mulligan Guide:
Always keep: Innervate, Undertaker, Haunted Creeper, Harvest Golem.
Wrath: Keep against all but Druid and Warrior
Keeper of the Grove: Keep against Hunter, Mage, Shaman, Warlock, and Warrior
Piloted Shredder: Keep against Druid, Paladin, Priest, Rogue, Shaman, and Warrior
Swipe: Keep against Hunter, Mage, Paladin, and Warlock.
Sludge Belcher: Keep against Hunter, Mage, and Warlock.
I wouldn't keep anything else. Ultimately though, playing minions of curve is what is best, so deviate from the above plan when it helps you better achieve this goal.
Matchups:
Overall this deck has a 62% winrate in ranks 1-5. Here are the stats for individual matchups where the "Other" category consists of decks I faced fewer than 5 times. They are listed from statistically strongest to statistically weakest.
Rogue: 6/7, 86% (a mech, a couple miracle, and the rest were something else I didn't recognize)
Zoo: 4/5, 80%
Control Warrior: 4/6, 67%
Midrange Paladin: 13/20, 65%
Other: 12/20, 60%
Mech Mage: 3/5, 60%
Aggro Hunter: 20/34, 59% (a few were face, but most were deathrattle)
Handlock: 3/6, 50%
Ramp Druid: 4/9, 44% (only taunt variety listed here; I went 1/4 against the faster combo variant)
Ask questions and give suggestions about matchups or card choices in the comments. For anyone who gives this deck a shot, let me know how it goes and good luck!
i think zombie chow is a better replacement than power of the wild. since if you don't draw well early, you don't have much taunt to save yourself, because there's no druid of the claw.
this is a bit off topic but since you created the crusher shaman deck. Do you think earth elemental will be viable again? or is it to much of a risky pick with all the BGH's being played atm?
I still play that deck from time to time. It still works, but BGH is definitely a pain. Not as good as it was, but GvG did give it some nice tools.
About to take this for a spin! Trying to decide what to do in place of UT first...
I'm trying Power of the Wild. It's working, but not sure it's the best choice. Really wasn't expecting the nerf so soon.
Zombie Chow is good for early game control since enemies won't want to kill it so early; giving you the opportunity to clear THEIR early game.
thing with zc is that he is in most cases a dead card after mid game. i would maybe try argent squire or Shield Bearer? Shield bearer can be pretty decent early and late game. Looking at 2 drops annoyatron could also be pretty decent. I think power of the wild works just fine though
I could see Annoy-o-tron being pretty decent. While it isn't a 1 mana (there aren't many), it does have a 2-turn delay kind of thing to delay their aggression. The down side is that is can't trade well with its 1 attack. I haven't played the deck (yet), so can't say. It is staple in my shaman deck, but its job is to delay while I use other minions and spells to take care of business. You would know better whether the delay tactic or a 3/2 would be more important.
Another option would be the clockwork gnome. While it would be weaks, it could at least do its 2 damage, and the spare part (x2), though random, could really swing some games (freeze; +1 atk or HP for trading up or 2:1).
how about that cute little mech teddy bear?
That ll being said, I can see Power of the Wild's flexibility working well, especially since it is yet another way to buff all minions later game. but it sucks losing the 1-drop.