+6
Favorite this Deck

Eggro Forest with Extra Aggro on Top

  • Last updated May 27, 2015 (Blackrock Launch)
  • Edit
  • |

Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1040
  • Dust Needed: Loading Collection
  • Created: 5/15/2015 (Blackrock Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    Dakaran#1947

  • Region:

    US

  • Total Deck Rating

    159

View 13 other Decks by Dakaran
BBCode:
Export to

67% winrate (22W-11L) in ranked play: currently hovering at 14** [Edit 27-May-15]
72% winrate (18W-7L) in ranked play: currently rank 14***. [Edit 21-May-15]

Inspired by WhoaWorthy's "Overwhelming Forest: Return of Jeeves Eggro Forest" deck. The core concept of this deck is to overwhelm your opponent with a board of small creatures that are tough to remove and then buff them up with cards like Power of the Wild or Soul of the Forest around turn 4 or 5. My version has an extra aggro focus with cards like Knife Juggler and Leper Gnome and less of a focus on the extra card draw in WhoaWorthy's version that uses Jeeves and Grove Tender. I'd love to hear any thoughts or feedback if anyone else is using a similar deck with any success. If there's enough interest, I'll also do some write-ups on my match-ups and mulliganing and the like as well.

I will add that this is actually a more challenging deck to play. With so much going on and many cards interacting with each other, it can be tough to make sure that you're maximizing your plays. For example, if you know you're going to cast a global buff like Power of the Wild or Soul of the Forest, check to see if you're going to get any new minions from attacking with an egg or a minion's deathrattle.

DECK BREAKDOWN

  • Nerubian Egg
    • I really wanted to find a deck to use eggs and this is definitely it. With all the ways to activate the eggs in this deck, these can really throw your opponent into a bind in finding a way to deal with them. These are definitely minions that'll stick around several turns as you wait to build your board to a state that you want to buff. They'll definitely give your opponent pause when considering using AoE spells too, especially if they're buffed with Soul of the Forest.
  • Annoy-o-TronArgent SquireHaunted Creeper
    • Cheap minions that are relatively sticky.
  • Abusive SergeantShattered Sun ClericDire Wolf Alpha
    • Aggro-enablers, ideally for your eggs.
  • Leper GnomeKnife Juggler
    • Pure aggro cards that provide bonus damage. The Knife Juggler in particular can be a real powerhouse with all of the deathrattle/damage-taking minion summoning that this deck dishes out.
  • Power of the Wild, Savage RoarSoul of the Forest
    • These are the main combo pieces to help you wreck your opponent. PotW and Roar are also great enablers for the Eggs.
  • Coldlight Oracle
    • With a lot of cheap cards, it's easy to drop a ton of cards. The Oracle and Acolyte can help you draw into your combo pieces and/or refill your hand.
  • Innervate
    • I recently added a second Innervate. It's helping me have some bigger turns by being able to drop a number of minions. It can also help ramp into an early Druid of the Claw, which I've also just added.
  • Druid of the Claw
    • I've added the Druids of the Claw to help those games that go a little longer that I'd like. For games that reach turn 6/7+, DotC can help stabilize with taunt or aid in a final push for lethal with charge.

EXCLUSIONS

  • Ironbeak Owl
    • There's definitely an argument that could be made for the Owl, as silence is a powerful tool, but I've found that the games I lose, don't come down to whether or not I could have silenced a threat. And when I've come up against a Sen'jin Shieldmasta or Sludge Belcher I actually generally found it more advantageous to send some of my buffed eggs or minions with Soul of the Forest buffs into it to kill it and wind up with more minions than I started that turn with. Threats that REALLY require silence, typically are coming down the line turn 6 or later, and at that point, I'm either close enough to winning that I can ignore the threat or I'm getting beat so bad that another threat worth silencing is just my opponent "winning more". I have included 1 Naturalize though in the deck for those truly necessary points of removal.
  • Jeeves and Grove Tender
    • Aside from not having them, I've also chosen not to craft and add it. A big part of my reasoning is that I wanted to take the aggro a littler further. While I could definitely see the card draw being useful, I've so far had a good deal of success replacing them with Knife Juggler and Leper Gnome and very rarely have I actually put myself in a spot where I either ran out of cards or wished I had some other cards. This could obviously change as I get a little higher on the ladder, if I find myself up against some different decks.

 POSSIBLE CHANGES

I recently pulled out Naturalize. I'm going to experiment without it, but may need to swap it back in at some point if I find myself hitting too many road blocks. I'm also considering swapping the Leper Gnomes for Worgen Infiltrators. While I like their deathrattle ability a lot, it makes the Gnomes a target for immediate removal, whereas the Infiltrators would be a lot stickier for later buffing.

BEST GAME - Turn 4 victory over a Hunter! =)