[S11] [70% Legend] WE WILL NEVER BE SLAVES !!!
- Last updated Nov 7, 2016 (Yogg Nerf)
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Wild
- 15 Minions
- 10 Spells
- 5 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Tempo Warrior
- Crafting Cost: 3960
- Dust Needed: Loading Collection
- Created: 2/11/2015 (Undertaker Nerf)
- Poach
- Registered User
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- 15
- 26
- 65
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Battle Tag:
Poach#11498
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Region:
US
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Total Deck Rating
920
I'm a 4x Legend player playing mostly Aggro Warrior. Surprisingly after the Undertaker nerf more players are playing mid-range and aggro decks. Notably Rogue and Mech-Mage and Mech-Shaman. This is my response to that meta.
Mulligan: Fiery War Axe, Leper Gnome, Faerie Dragon, Bloodsail Raider, Shade of Naxxramas, and Frothing Berserker.
Against Paladin and Hunter I also Keep Whirlwind for Muster for Battle.
Combos: Use the Death's Bite deathrattle effect and Whirlwind to damage our minions to activate Battle Rage for 2-5 cards. This will also pump up Frothing Berserker quickly for additional burst damage.
Card Choices:
x1 Upgrade!: With only 5 weapons 2 upgrades is too unreliable to put in the deck. This is also why Captain Greenskin didn't make the cut. However when put onto a Death's Bite or Arcanite Reaper Upgrade! will do an additional 5 to 8 damage for 1 mana :D
x1 Whirlwind: Decimates Face Hunter and Shockadin. Effectively deals with Paladin's Muster for Battle. Pumps up Frothing Berserker and Combos with Battle Rage. All for 1 mana :D
x2 Battle Rage: Card Draw is vital for an aggressive deck to stay relevant in the late game. At worst it's a 2 mana draw a card. Without an activator it's usually 2 cards. With an activator it's 3-4 cards :D
x2 Bloodsail Raider: It's a huge threat if combo'ed with a weapon. It's also a 2/3 to get through the early game.
x2 Faerie Dragon: Great 2 drop vs. Druid, Mage, Rogue, and Priest.
x2 Frothing Berserker: OP
x2 Shade of Naxxramas: Sticky minion for Battle Rage Combo. I usually wait until it's a 5/5 to attack. It's really a judgement call, you can also reveal it and trade if you are being swarmed.
x1 Dread Corsair: With only a 3/3 body this is a one of in the deck, since it doesn't do enough to stop aggression. But with this card you can flood the board and protectFrothing Berserker. It also combos easily with Battle Rage Combo.
x1 Spellbreaker: This is in the deck over Owl only because it has more than 1 health for Battle Rage Combo.
x1 Brawl: When things just don't go your way.
x2 Sludge Belcher: Great card vs. Aggro. Protects our big attack minions. Can give you a little more time to draw into our burst.
The deck went 30-5 today from ranks 14 to 4. Here are the stat distributions.
Druid 50% 2-2
Hunter 100% 1-0
Mage 100% 10-0
Paladin 75% 6-2
Priest 100% 2-0
Rogue 100% 4-0
Shaman 66.7% 2-1
Warlock 100% 3-0
Warrior N/A 0-0.
Changes Made: 1 Faerie for Dr. Boom. 1 Dread Corsair for an Arcanite Reaper. Dr. Boom is too good not to play in every deck this is no exception and Faerie Dragon is a nearly a dead card late in the game.
[Day 2] Stats with changes: from 6 to 2 [31-11]. (I played a little Shaman before returning to this deck)
Druid 66% 2-1
Hunter 33% 1-2
Mage 81% 9-2
Paladin 50% 2-2
Priest 100% 5-0
Rogue 80% 4-1
Shaman 0% 0-2
Warlock 83% 5-1
Warrior 100% 3-0
Next round of Changes: I was inspired by NayrSlayer13 to use Slam. Giving us another activator for Grommash Hellscream. Slam is an excellent board control card at any point of the game and it cycles itself which is pretty nice. Mech-Mages are not 50% of the meta, so bye-bye Faerie Dragon. For Grommosh take out Arcanite Reaper since they fill the same spot. Finally take out Upgrade! cause with only 5 weapons it's kind of a dead card.
Stats are probably too good to continue like this.
Day [3] Andd... I didn't get Legend on Day 3 :( [40-29] was the final count for the day.
Druid 70% 7-3
Hunter 41% 7-10
Mage 69% 11-5
Paldin 100% 4-0
Priest 75% 3-1
Rogue 60% 3-2
Shaman 50% 1-1
Warlock 40% 2-3
Warrior 33% 2-4
With the return of Hunter, the stats have finally straightened out
-1Brawl -1Spellbreaker +1Whirlwind +1 Amani Berserker. I made changes to fight the emergence of Hunter for next season. The changes also make the deck more stable in the early game, and can fight aggro much better.
Possible Changes: -1 Dr. Boom , +1 Loatheb
-2 Shade of Naxxramas, +2 Harvest Golem
-1 Arcanite Reaper, +1 Arcane Golem
Really? Your deck doesn't even have a single card from a post-Naxx expansion. Stop bumping up outdated garbage
Ahh yes. I was gonna change the tags to clarify what season decks were played. Thanks for reminding me. There's a Dr. Boom in there.
As others have said, this deck seems super inconsistent.
I went 1-5 with this.
If you get a great opening hand, it *might* do well. But this deck's minions are easily delt with (silence, freeze, taunt, or just 3-4 damage). It has trouble dealing with taunts like Belcher or beefy minions late game - where your only choice is to use your face to take them out.
100% lose mech-mage
VS. Mage keep I also keep Slam to get through their early game. I get about a 70% winrate vs. mech-mage. Sludge Belchers do a great job clearing their board. If you are facing a lot of mech-mage I would also put in a Brawl.
Hi there,no OP Here,but as i've seen in a few comments,he said Arcanite Reaper
You should also take out a Slam and replace with Spellbreaker.
tested this deck also (25 rounds) and have to say that it doesnt work... sry but there is no way that i can get board controll neither i can pressure them down... i have to say that i play on EU maybe this works on NA but not on EU... no way atm =(
Is EU a heavy Shaman meta ?? Others have had the same concern.
no but the typical meta decks crush this deck down... mechmage, freezemage, midrangehunter, snakebite, midrange paladin, all kind of druids.. maybe not milldruid, demonlocks, zoo, handlock... there is just no way that ur units survive 1 turn to do their dmg and u cant kill ur opponent with just a couple of weapons..especially nearly 50% of decks run harrison atm.
90% of NA has the same meta decks. So my stats should be similar in EU as NA. Maybe the Druids don't mulligan away their Swipes when facing Warrior.
Our minions are pretty sturdy. It's hard for any deck to have enough removal for them all. This is also why Shade is so powerful in this deck.
Harrison isn't really a problem, since we will have another one just around the corner. Also, if they are spending mana to deal with our weapon then they aren't dealing with our minions which are the real threat. Although I did lose to Brian Kibler who played a Spare Parts Priest and summoned Harrison 3 times with Time Rewinder.
wich rank did u get last seasson with this deck?
Rank 1 :( All my games from last season are listed. The third day I played 70 games from rank 3 to try and get Legend, but Hunters came and I was not prepared.
Should work fine. I recommend a second Arcanite Reaper, but any big thing will work fine. Rag is definitely one of the best big guys out there.
And I haven't yet, not this season at least. The deck is solid, and all my stats are posted, but the return of Hunter isn't good for this deck.
Feels fairly inconsistent... Like a face hunter that requires much more convenient mulligans.
I still fail to see how you are getting wins with this deck. I am not calling you a liar but it is very hard to believe you without any video evidence and you must be constantly facing horrible players who go AFK or something.
Looking at it purely from the burst damage you get from the deck, so I'm not counting frothing Bererker or Bloodsail Raider because you can't guarantee that damage. We have 85 points of burst damage (I'm counting Gromm as 10). A fair comparison is face hunter, with Leeroy and Arcane Golem, which has 56 points of damage, so this deck is quite capable. I should be playing tomorrow I'll put up my day 3 stats hopefully with legend proof. This deck usually gets a 65%, I made some changes from the base to fit my meta. You might have a harder time because you have a different meta, but the deck should have a fighting change against any deck.
I don't have Grommash actually I was playing with your deck from the previous version before you just recently changed to this one which isn't too much different. If you are in EU then I understand it a little better because that tends to be lighter on players than NA but nevertheless that is quite an accomplishment for you!
I guess I am just really awkward at these bursts kind of decks because it is tough to keep my minions on my board even with weapons and also at the same time trying to stay alive AND maintain a winning position when I can swoop in for the kill. Another big part is the fact that burst damage is great until you run into a taunt and then your burst plan doesn't always quite pan out.
Thanks as always for your helpful responses.
Wow! I totally agree. I just don't gt this deck. I been playing since last April and I have never went 1 for 5. Most games it wasn't even close.