100% Easiest Heroic Chromaggus Deck
- Last updated Apr 26, 2015 (Blackrock Launch)
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Wild
- 24 Minions
- 6 Spells
- Deck Type: PvE Adventure
- Deck Archetype: Unknown
- Boss: Chromaggus
- Crafting Cost: 11320
- Dust Needed: Loading Collection
- Created: 4/26/2015 (Blackrock Launch)
- hammburglar87
- Registered User
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Total Deck Rating
101
I finally decided to upload this deck because I'm tired of reading the forums about how everyone is struggling on this guy even with the KT + Taunt glitch because KT can still die.
This deck will answer all your problems with this boss because literally the only way you lose is if you don't have Innervate and Alarm-O-Bot in your opening hand.
The trick with this deck is that you dont even need legendaries. You just put 2 Alarmo-o-Bots and 2 Innervates, 2 Naturalize and 2 Healing Touches and the rest of the deck is the biggest and fattest minions you have in your collection. The Alarmo-o-Bot on turn 1 brings out a huge minion and you use that minion to trade with every minion he puts down repeating this process with the Alarm-o-Bot until he kills it with swipe or flamestrike. In my case he didn't have swipe so I had a bunch of giants out there and because this combo is so cheap you can spend all your mana getting rid of his stupid spells AFTER you kill his minions on the board and then the game becomes simple.
Problem solved...you're welcome.
IT took me about 200 attempts, and 3 actual attempts, but I this is definitely super rng based. It shouldn't take 15 minutes to get the right starting hand. It worked, but I imagine that there is a better way
After about 10 tries winning became easy as the two Alarm-o-Bot came first with innervate
http://imgur.com/a/ozZyQ
I've put some changes, but the main idea came from this deck.
This deck has great promise, but ultimately is totally unreliable. You're just pulling a slot machine lever until you hit that Jackpot. I tried more than 50 games, and not once did the magic opening hand materialize after mulligans and initial draw. In fact, if you calculate the odds.... yeah. Not so great. I'm sure it happens, but the odds are not in your favor. You can literally spend days trying to get the right opening hand and still be waiting.
I tried playing every game in which I started with either 2 Innervates or at least one Alarm-o-Bot, and no game was really very close.
I recommend steering to a Priest deck with taunts, buffs, and Kel'Thuzad.
Took about 6 tries (and a whole lot of mulligans to get the right hand) but eventually I beat him with 1 hp to spare. Have to have a fair amount of luck pull your way. I got down to both of us at 5 hp w/ Ysera Awakens in my hand. Almost forgot Druid has +1 armor as part of his hero power or I would had conceded.
You saved me so much nerves mates... after trying other decks for a day, came here, got reminded of the gem called Alarm-o-Bot next thing you know:
Innervate->Alarm-o-Bot->Y'Shaarj, Rage Unbound
Have an up-vote !
Yeah,well,this statement "literally the only way you lose is if you don't have Innervate and Alarm-O-Bot in your opening hand" is wrong,because,nah,you still will probably die,even with this combo,because he will put this dragon spells in your hand,that makes his minions cheaper,which allows him to full the board faster then you.Also,you will die,if he will play Onyxia.
Still,if you will get really lucky,and have a Alarm-o-Bot,Innervate and Y'sharag combo in your hand you will win.Yeap,that simple,you will not need to reset bot,you'll be able to get rid of his spells as soon as possible.
Finally, got him!
You really need Alarm-o-Bot and Innervate at the start otherwise you've no chance, but once you have that you're sorted!
I did swap out some of the giants forAviana, Deathwing, Deathwing, Dragonlord, Y'Shaarj, Rage Unbound and 2 x Arcane Giant's
This was absolutely amazing. I spent hours with another deck, a priest deck using Kel'Thuzad and buffed taunts, but they were killed in two turns. With this deck it took me two tries, I was fortunate with the mulligan, but this was way better than the priest. Thank you so much!
Arcane Giant and The Boogeymonster mvp
Still works, though it took some luck!
I used a variation of this deck since I was missing stuff like Foe Reaper 4000 and Sneed's Old Shredder, but same general idea.
Most important thing is to have lots of big taunt minions. What REALLY got me the win was a lucky hand where I had Alarm-o-Bot, Innervate, and Bog Creeper, then I drew into another Innervate and Bog Creeper.
I was able to push the Alarm-o-Bot out on turns 1, 2, and 3 and keep tempo.
Finally got him down after trying buff priest for ages and restarting the game forever to pull out the combo with Innervate and Alarm-o-Bot. Once I pulled out the combo I did manage to survive early game and finish him off later with Troggzor the Earthinator whom had summoned by my Sneed's Old Shredder.
Thanks for the deck and special thanks to eponymous for the edit.
Putting in Y'Shaarj, Rage Unbound also works great in this deck.
Thanks! Seemed too gimmicky but it actually worked on the 2nd try lol
The concept of this deck is actually very good. I am confident that I will be able to use this to beat Chromaggus on Heroic. However...to say that "literally the only way you can lose is if you don't have innervate and Alarm-O-Bot in your starting hand" is completely outlandish. This deck still requires a massive amount of RNG, and I can tell you from experience now that I have lost probably about 15-20 times already with that exact combo in my starting hand. It's just not true that it is a guaranteed win with that starting hand. Sorry...but thank you for the deck, it is fun.
dudes tripin this deck sucks ass very hard to get the right combo there as to be better decks im sure ill find one
"the rest of the deck is the biggest and fattest minions you have in your collection"
When you need to substitute for high-value cards you don't have, I recommend prioritizing cards with Taunt and/or Shield. Because minions pulled in by Alarm-o-Bot need to wait an additional turn before you can use them, it's important to ensure you're including cards that have value even before they can attack. Extra taunts also increase the likelihood of being able to get KT behind one.
After having initially included more minions that had higher attack/health but without pre-attack utility, I made some tweaks this morning and handily beat Chro with the following deck: http://www.hearthpwn.com/decks/563555-hbrm12-chromaggus
Since this still has a ton of upvotes, I feel the need to chime in. I did some quick maths to figure out the chance of getting the perfect hand: Alarm-o-Bot + Innervate.
On your turn 1 you draw 4 cards. So the chances of drawing at least one Alarm-o-Bot and at least one Innervate are given by:
(2/30)*(2/29)*(26/28)*(25/27)*4 ≈ 0.015
The chances of drawing the combo by turn 2 are:
(2/30)*(2/29)*(26/28)*(25/27)*(24/26)*5 ≈ 0.018
Now, because Chromaggus has two Bites and those pesky anti-spell minions, if you can't get your Alarm-o-Bot down on turn 1, you might as well concede. So this deck relies entirely on this, and as you can see, the chances are 1 in 100 of actually doing this.
Bottom line is, don't bother with this deck, and either run a more reasonable ramp druid, or just go with the priest deck.
This math is totally wrong. Like, on so many levels. You're not factoring in the mulligan. You're multiplying in a lot of spots where you should be adding. Even a few casual test runs would have demonstrated to you that the odds of setting up a starting hand of Alarm-o-Bot + Innervate are way, way higher than 1/100.
I am too tired to puzzle out the actual math on this, but if someone good at stats wants to come and show their work for just exactly how far off you are, that would be cool.
Just because you're too lazy or too simple minded to check the math doesn't make it wrong.
I did make a mistake in my calculations by getting the wrong combinatorics for the number of ways to get exactly the combo on turn 1 and on turn 2, which should have been 4C2 and 5C2 respectively. But even with this correction, the odds are still less than 3% of getting the combo on turn 1:
(2/30)*(2/29)*(26/28)*(25/27)*6 ≈ 0.0237
And while you're right that I'm not factoring in the mulligan, the odds are only marginally higher even with a mulligan. Assuming that you didn't get any combo pieces on your initial hand and you mulligan the whole hand:
P(no combo on initial hand) = (26/30)*(25/29)*(24/28)*(23/27)*6 = 0.0237
P(get combo from mulligan) = (2/26)*(2/25)*(22/24)*(21/23)*6 = 0.0309
P(mulligan for combo) = P(no combo on initial hand) + P(get combo from mulligan) = 0.0546
So even with a mulligan that odds are still around 5% to get the combo on turn 1, which goes back to my original point that anyone looking to try this deck would be way better off trying a deck which doesn't rely on having the perfect opening hand.
And BTW, here's a link for you to get educated on probability and combinatorics, so next time you actually use your brain cells before writing an asinine comment.
"My initial estimate was off by over 360%, but you're the idiot." k neighbor
(I will happily admit that I misread your initial post and thought you were calculating it as 2/30 * 2/29 * 2/28 * 2/27 which I'm sure you'll agree would have been completely off base.)
A 1/20 chance of getting the combo sounds much closer to what my experience with this deck has been than 1/100, but either you're still calculating wrong or I've had ridiculously good luck with pulls. I wasn't keeping track yesterday, but it feels like overall I was getting the initial combo somewhere between 1/5 to 1/10 of the time. I repeatedly got a playable first hand, and I didn't play anywhere close to 100 attempts before giving up for the day. I started keeping track this morning, and unfortunately (or fortunately) on my fifth try I pulled the combo and used it to kill him. Obviously 5 hands is way too small a sample to draw any conclusions from, but it feels like a similar concede/play ratio to what I had yesterday.
What I will say is, EVEN IF THE CHANCE OF GETTING THE COMBO IS ONLY 1/20, the fact that you can immediately concede if you don't get the combo means this deck can be more viable than one where you have to wait longer only to learn that you've been wasting your time. That's a lot of nonviable matches you can bail out of after only having put in the time for the setup of your first hand.