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{Legend Climb} Troggzor Stick-a-din

  • Last updated Oct 6, 2015 (TGT Launch)
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Wild

  • 21 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 8980
  • Dust Needed: Loading Collection
  • Created: 6/10/2015 (Blackrock Launch)
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  • Total Deck Rating

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KremePuff here!  Legendary Paladin player who has hit Top 100 legend multiple times.  I've updated my Troggzor Stickadin deck with new TGT cards, and want to share it with you!  It is incredibly fun and definitely powerful.  I am currently using this deck, right now, to climb to legend and I am confident it can take you there with enough practice.

The goal of this deck is all about your opponent using two cards to remove one. With all the deathrattles, divine shields, and Troggzor the Earthinator, your opponent will have a tough time maintaining board control.

Zombie Chow seem necessary in letting the game steamroll for ya. This early game-->mid-game deathrattles-->leads to getting the most value out of your late game threats.

Troggzor vs Boom:  Boom is obviously "better" in a vacuum, but Troggzor the Earthinator fits the "two-for-one goal" of the deck while still being BGH proof. Because of the strong early game and hard to remove minions, you often can protect Troggzor, thus your opponent has to try and inefficiently kill it.

In general, most decks don't run enough removal to kill everything...and the extra removal they do have often is in the form of a BGH...they spend so much time trying to maintain board control that you can win quickly or even fatique them out...give it shot...it takes a few rounds to get used to it, but it's fun and definitely competitive.

*Card Draw Discussion- Many will clamor about the lack of card draw in this deck.  I get that, I used to make a big fuss about that early in my pally playing days, but have grown accustomed to why it's less necessary in this class.  First off, Lay on Hands is plenty and, however, if you want to ensure you are not constantly finding yourself in "top-decking" mode, practice utilizing your hero power over say, dropping a minibot because you have two mana left over and he seems "better".  If you already contest the board, there is no reason to over commit and thus make your board vulnerable to AOE as well.  Your hero power is a nuisance too, and will help in making efficient trades when needed.

Also Justicar Trueheart has also been introduced in the meta, and helps you to squeeze some late game value from your hero power.  This card, coupled with your other pseudo-6 drop in Murloc Knight can help you gain card advantage with it's inspire mechanic.

I've also introduced Captain Greenskin into the deck, since i took out one Truesilver Champion, to make way for Murloc Knight, and added a lower curved weapon in coghammer to fight off aggro...Mr. Greenskin, thus, helps squeeze more value out of your weapons to fight for board control.

FOR THOSE OF YOU LOOKING FOR MORE POWER AND CAN'T FATHOM EVER PLAYING A DECK THAT DOESN'T CONTAIN DR. BALANCED, THEN CHECK OUT MY WRITE UP HERE FOR MY DECK TITLED Reportin' 4 Whoop A$$