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Working Majordomo deck

  • Last updated Apr 19, 2015 (Blackrock Launch)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4600
  • Dust Needed: Loading Collection
  • Created: 4/11/2015 (Blackrock Launch)
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Hi im just an average player from Eu server, and this is my first guide. I decided to show it because i think it works really well against any deck in the meta, and also original and i had exciting games with it. Im currently rank 6, and i have no trouble climbing the ladder with this. Proof: http://puu.sh/h9Mvy/8bfc0d05cd.jpg

I created this deck for Grim Patrons, and they are great in mage. With them, your hero power turns you into a super paladin. Grim Patrons with some other synergizing cards have insane potential, and i built the deck around that. Your goal is to make the game long enough to use them

First, you need to survive facehunters, mechmages, etc. Mad Bombers and Unstable Ghouls were the obvius choice, since they work well against aggro, and you can use them with Grim Patrons later. With Frostbolts and Mad Scientists, you are guaranteed to survive the early levels. Later, this deck has plenty of healing, and the Ice Block prevents any surprise lethal. 

The second thing is to deal with the more minion heavy decks. This wont be too hard, since i use the highest value minions available. Shredders, Belchers, Water Elementals, Dr. Boom, Sylvanas are great for controlling the board, the enemy wont get through them without having a strong board presence, and you can punish with your aoe.

Against combo oriented decks, my deck works well too. Ice block is essential against druids and rogues, and the Ice Barriers and the Healbot makes you unkillable without your enemy having board, and that is what you can handle 

Your win condition is to either exhaust your opponent, who is spending his cards to deal face dmg, or you can use the inifinite army of Grim Patrons to owerwhelm them. A good Majordomo can also finish your opponent, but you need to be careful, you need Ice Block, Healbot, and an Ice Barrier in hand.

Matchups:

This deck has no weaknesses in the current meta, Aggro Decks rarely pass through 2 Unstable Ghouls and 2 Belchers and deal 54 dmg and pop an Ice Block. Combo Decks, like Druid or Rogue can win with some luck, but i rarely lost to those type of decks. You have the edge against Paladins too, Bombers handle the 1-1s well. Control warriors tend to lose Grim Patrons and Water Elementals, Grim Patron warriors cant handle our powerful minions. Priest is an okay matchup too, if they cant run away with the early. This deck is weak against Handlock, Hellfire and Shadowflame wrecks your board, Demonlock can also win with a Bane of Doom Malganis, but that isnt very strong. And there is one card, Ysera, which is powerful since you cant really deal with her, 12 health is too much, but luckily she isnt very popular. 

Card explanations: 

There are some obvious choices (Frostbolt, Dr. Boom), but i would like to talk about some unique cards i included, and some cards i did not include.

Acolyte: Long games, you can ping them, primary card draw of the deck

Ice Barriers: The goal is to make the games long enough to win with value, and while they arent as good as healbots, from mad scientists they are nice. Also, funny to see your opponent playing around mirror or counterspell. And Kezans wont destroy your gameplay, your strong board wont have trouble dealing 8 extra dmg.

Blizzard, Cone: You need some good aoe, I use one Blizzard because people never expect it, but you can pick a second Flamestrike too. Cone sets up a nice Flamestrike, and good at delaying Boom for a turn too. 

Healbot: very good after Ice Block, 2 for 1 card, always valueable, could be swapped with Alexstrasa, but i dont have her

Madder Bomber: Not a very important card, you can swap this for anything, i use it for synergy, and it cleans up Implosions, Mustards, well. 

Majordomo Executus: With Ice Block, Ice Barrier, taunts this is a good deck to use its insane potential, but its not an essential card, anything will fit. Generally i found him valuable  http://puu.sh/h9J5z/bc677b6297.jpg

Fireballs: I dont use Fireballs, because they are good for tempo and face dmg, but this deck doesnt need neither. 

Loatheb: you are good against combos, so you dont need Loatheb

Emperor Thaurissan: Your games will be long enough to make mana costs irrelevant

Other secrets: everyone plays around Mirror and Counter anyways, Duplicate is too hard to activate, and they are deadly if they steal it.

Thank you for reading the guide, i can answer any questions if you are interested in something.

Edit: Mulligan

It depends on the matchup. You should keep Mad Scientists and Frostbolt most of the times. 2 drops are always valuable to gain some early pressure. If you are first, always try to find one 2 drop. If you are second, you have much more flexibility, which is good, but turn 1 is pass usually (except facehunter). Against aggro a Ghoul or a Bomber can seal the game, and sometimes Bombers kill Shades, which is great. Water Elemental works well against weapon classes, they are nice in the starting hand. The biggest thing you can maybe keep is Sylvanas against Warrior or Priest. 

Edit 2:

Instead of Cone of Cold, i use a Polymorph now, since i started to see more paladins with Tirions, and it seems effective, and i think poly is good against the incoming dragon meta too.