Alleria's The Grand Tournament Tavern Brawl Hun...
- Last updated Aug 19, 2015 (Blackrock Launch)
Wild
- 14 Minions
- 16 Spells
- Deck Type: Arena
- Deck Archetype: Unknown
- Crafting Cost: 4980
- Created: 8/19/2015 (Blackrock Launch)
- Fluxflashor
- Registered User
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- 31
- 104
- 694
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Battle Tag:
Fluxflashor
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Region:
US
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Total Deck Rating
27098
Alleria's TGT Brawl Deck
This week, Medivh and Alleria are fighting in the name of the Grand Tournament! Alleria's deck is a joust-centric deck which makes use of the new TGT Mechanic, Joust, while her opponent Medivh's deck makes use of the Inspire mechanic.
Playing as Medivh? Check out his guide!
The Joust Mechanic
Alleria's deck makes use of the new Grand Tournament mechanic, Joust. Every time you play a minion with Joust, a minion is revealed from both player's decks and if the Joust initiator has a higher-cost minion, they win and the stated effect will trigger.
This deck unfortunately has less higher-cost cards than Medivh's, but you come out somewhat ahead because Medivh has way more low-cost minions in his deck where you have more low-cost spells.
The following Joust cards are in this deck:
- King's Elekk - Play it early on to forcibly draw minions and to get bodies on the field.
- Armored Warhorse - Definitely want to play these on turn 4 if possible.
- Master Jouster - Excellent trading tool if you can win the joust.
- The Skeleton Knight - Pretty scary value out of this guy if Medivh still has a lot of low-mana minions in his deck by the time it is played.
Mulligans
Your deck is very joust-centric which means you need to keep your high-cost minions in your deck for as long as possible, so we're going to prioritize spells. Alleria has more high cost cards than you do in your deck, so it's a great idea to keep them in there for as long as possible, even if she does have plenty of low-cost minions.
- Bear Trap - Ironfur Grizzly for 2 Mana is awesome value. It can force Medivh to make poor trades, or get rid of that annoying Lowly Squire of his.
- Lock and Load - If going for this, try to also get Hunter's Mark and Arcane Shots for early game Hunter card craziness.
- Animal Companion - Huffer pls
- Arcane Shot - Get rid of annoying Fallen Hero and more.
- Snipe - Excellent removal, you'll need it.
- King's Elekk - Not as consistent as above cards but its pretty solid. Win a joust early on and you'll reap the rewards of a higher cost minion.
Tracking can also be a useful Mulligan but you should resist playing it early on as it will get rid of potentially good high-cost cards which are mandatory for winning Jousts.
Combos
Acidmaw + Unleash the Hounds
Feeling overwhelmed, maybe by Medivh's army of Kodoriders and War Kodos? This turn 10 (9 with coin) combo can help you come back from what looked like certain death.
Lock and Load + Spells!
This is a fairly late game combo if you want maximum value, but can also be played early on with spells like Hunter's Mark and Arcane Shot to gain more potential plays.
Ram Wrangler + Beasts!
Your deck has several beasts in it which means Ram Wrangler has the potential to be a super good Webspinner - one which just tosses the beast onto the field for free. Great way to gain tempo mid-game.
ProTips
- Fight for board control. Try to plan out for future turns by learning what Medivh has in his deck.
- Joust early, Joust often.
SAME.
RNGesus and I are not on speaking terms.
Just played both decks…it appears the mage deck has WAY more synergy. Using fireball had soooo many upsides with inspire. Turn 7 I was able to cast fireblast for 1 mana, I could cast it as many times as I wanted and it dealt 3 damage per hit.
Im not sure how viable inspire is, but it was fun to activate.
1 mana Fireball? Do you mean Fireblast?
CORRECTION, Thanks!
This brawl would be a lot more even if they replaced The Skeleton Knight and Cobra Shot with 2xPowershot.
All these people who think the deck is bad because they don't know how to play Hunter without going face.
Or because the other deck can play Fallen Hero and obliterate anything you can throw out before turn 4 with pings, making the early game extremely dependent on drawing Arcane Shot (or having enough luck to go second and drawing Elekk).
I've won 4 of my 5 Hunter games. It's completely beatable if you play it well.
Lock and Load and King's Elekk are really good.
If you go first and your opponent draws Fallen Hero, King's Elekk is ping fodder.
I've also won more than I've lost with this deck, but I have yet to lose a single game with the mage deck. For every game you get an opener of Arcane Shot, King's Elekk, Animal Companion, there's another game where you get garbage like Acidmaw (a 7-cost 4/2 with the effect 'allows your mage opponent to 1shot your minions') and other 5+ cost cards, even after the mulligan.
Acidmaw is definitely trash. If only it wasDreadscale. This brawl still gives me hope for constructed since I think the Lock and Load deck could be INCREDIBLY strong if you could make it without some of the more questionable cards in this deck.
EVERY deck is beatable if you play the other relevant deck well. No one said that the deck was unbeatable. Obviously, it isn't. There's a difference between:
"This deck cannot be beaten."
and
"This deck wins the vast majority of the time against the other deck."
The last statement is also speaking on general terms, as it relates to the general player base. You are trying to make a case about both decks, built only on your own personal, limited, successful experience with it. Either you are extremely lucky (having a great hand or your opponents not), or you are extremely good. Most people aren't exceptional players.
Decks in Tavern Brawl ought to have a measurable degree of equal competitiveness since TB isn't a "legend only" player feature, nor is it "100% luck" feature. It's a feature offered to the general public. That means it ought to have a respectable degree of balance. And so far, the overwhelming majority of the community has reported their experience of it not being balanced. That means that either those criticizing the decks are all below average players and the average and above average players don't post on Hearthpwn or it means there really is a balance issue here.
Nothing to do with "Face Hunter" - the deck is clearly weaker than Medivh's. You winning a few games doesn't disprove that.
That's how I've been playing and my hunter record is 5/2
Played 3 games and Hunter always wins. The amount of card draw is crazy and the Mage only has 2 removals in their entire deck. Don't know why everyone is so down on the deck.
It is possible to win with this, but you have to mulligan for traps, Arcane Shot, and/or Lock and Load. If you don't have those in your opening hand, you're in for a bad time. I find the Elekk to just be too slow in the first few turns. It's a fine card, but not enough to hold off the other deck's start.
9 straight auto concede now, just cant get medivh since i refuse to play something so weak it cant win unless you get extremely lucky and medivh draws and plays like total shit
rag vs nef was a shit brawl with grossly unbalanced decks this is even worse on the balance Allerias deck is one of the worst POS decks ever seen and you need to be extremely lucky to get 30% wins with it. it is auto concede everytime ytou get her to finish your quest
This has to be the most imbalanced Tavern Brawl yet - this deck is so poor in comparison to how great the Inspire cards are. Mage card quality in the brawl is insane compared to hunter. Only way to win with this deck is to play against a noob.
ive won twice with hunter and lost once against it with mage. idk what u guys raging about. lock and load gives insane card advantage
For as bad as this deck looked, been winning with it more than Magebro... snipesnipesnipe