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Cry Me A River

  • Last updated Mar 15, 2015 (Undertaker Nerf)
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  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5520
  • Dust Needed: Loading Collection
  • Created: 3/4/2015 (Undertaker Nerf)
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When I first went into queue this season, I was pretty salty when I saw a bunch of aggro decks beating me left and right. i had enough and decided to make them cry....

On a serious note, I made this deck for fun and wanted to counter the aggro decks, while also being capable of beating control decks. I thought the fatigue mage deck had a nice concept, but it turns out it worked better than expected!

Rather than only tailoring my deck to a fatigue mage concept, I also ran some elements of a tempo mid-range deck so that I also have the potential of beating my opponents around the mid-game, rather than the late-game.

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Made a few substitutions based on Slusssy's substitutions! [8/9/2015]
At times Acolyte cannot bring out its full value and can be duplicated, which is not what you want. Also, Arcane intellect guarentees you 2 draws.

  1x Kezan Mystic for 1x Big Game Hunter

 I do not believe I need to run Kezan Mystic anymore since I don't have a problem playing against mech mage or hunters w/o it. You do however, need to watch out for other Kezan Mystic users stealing your iceblock, but you do have another for insurance. 


 1x Mana Wyrm for Ethereal Arcanist

 I am not a big fan of this card, since this card is conditional and just dropping it down as a 3/3 body does lose you tempo. I would rather have a stronger early game with mana wyrm to fend off early aggression from aggro match-ups.

  1x Ragnaros the Firelord for Troggzor the Earthinator

 This substitution is preference since Ragnaros is a BGH target, but imo I would rather run 2 BGH targets than just one since I can bait out the BGH and follow up with another big threat that my opponent cannot handle.


AGGRO MATCH-UP (Skip to 5:34 or click the button at the side)



How Do I Fatigue?

This deck runs a lot of sticky creatures, where your opponent will need to waste a lot of resources to handle them and the more resources they waste, the less they are going to comeback late game.

In order to have them do this all game, we run cards like Echo of Medivh  and Duplicate to gain card advantage and make our opponents react to our threats.

Cards we like to have more of (listing them accordingly to priority)


I love this card because it pisses off the opponent the most and if we are capable of dupping and echoing several of copies, while also having Ice Block on the board, we can literally heal for days. Your opponent can probably handle the first wave of illuminators, but as more come, the more they will cry.

 Sludge Belcher

Very similar to the Illuminator, very annoying, but a lot harder to take out since it has 5 health and spawns a deathrattle. If you feel like you don't require anymore healing, opting to duplicate or echoing Sludge Belcher is a great choice.

 Ragnaros or Dr. Boom

These are just big threats that would not be wrong to either echoing or dupping, however due to their high curve, it is pretty hard to set-up so it is not ideal to figure out how to make copies of them in game.

 Piloted Shredder

This card is quite adequate to make copies of, but not ideal since there are better options. You usually copy this if you do not have a choice because sometimes, Piloted Shredder's RNG can swing to either player and copying this card isn't really as game breaking as either the Sludge Belcher or Illuminator


AGGRO - Frostbolt, Flame Cannon, Illuminator, Acolyte of Pain and Mad Scientist

  • You will not want any secrets in your hand because Mad Scientist is literally a 2 for 1, and needs to be used at its full potential
  • These are just early creatures and spells that helps with board control and stall long enough so that the aggro match-up runs out of steam.
  • I would keep the Illuminator in my hand until I have a secret to heal with and to make copies of

CONTROL - Frostbolt, Polymorph, Flame Cannon, Acolyte of Pain and Mad Scientist

  • You do not require Illuminator because the game lasts long enough to draw into it
  • We keep Polymorph this time to get rid of big threats, esp when druids like innervating Dr. Boom in like turn 3


I have a variant of this deck that takes out 1x Piloted Shredder and 1x Blizzard for 2x Mana Wyrm

 This version opts to counter the aggro match-ups really well since the mana wyrm really helps fending off a lot of early aggression.


  • You never want secrets in your hand because mad scientist does the job for you
  • Never play Illuminator early on the board unless you really need to
  • Do not be afraid to use Fireball to clear a minion for board control
  • You can take your opponents secret with kezan mystic and heal yourself with illuminator trolololol

Feel free to make adjustments to this deck, since I believe this deck has a lot of potential and not exactly perfect. This deck is really fun to play in general because you are playing this deck like a puzzle similar to freeze mage!