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.
This deck is unplayable. Too bad they couldn't construct an equal deck for this matchup to make it fun. Yeah, it's possible to win with this deck, but almost everything has to go right.
Funnily enough, my friends and I think that this deck far out-classes the inspire deck. This is sturdy, has efficient removal, and fantastic tempo plays. The Inspire deck requires too much setup imo.
I find if you can't get the board under control, it's is an automatic loss. Often the mulligan RNG I get stuck with no turn for a couple turns which also leads to auto loss. Probably have an 85% win rate with the other deck.
If you take a good look at the curve, it is pretty flat but leans slightly more to the cheap side. You should be able to get some early game since there are subsantial amounts of 2 drops. So I dont see how you missed turns, must have been unlucky. Also, hunters usually have faster games due to their hero power, which is also true in this one, with that Armored Warhorse and others. Overall, this fast/control deck can destroy the opposing slow inspire deck.
I wish I could live in that fantasy world.
Whose idea was it to make a HUNTER joust deck? I think the mechanic itself is well of, however this deck has got a bad curve. If they want to promote both TGT and new heroes, they should've went with Magni, as warriors tend to be more on the expensive side and magni is just better (also alleria is the most boring hero of them ALL). Could've also given us a control hunter deck BUT NO.
EDIT: Also, only low cost minions should have joust effects. Making 5+ mana minions with joust effects is just stupid.
I too have been having good success with the hunter deck.
However, the deck is trash and I'm smart enough to realize that. Just because I consistently RNGesus my way into on curve plays every turn while my opponent can't find plays does not make this deck good in any way. Any deck in the game can win if you get stupid luck, what makes a good deck is consistency and multiple win conditions.
This deck has no consistency and only one win condition, hope your opponent doesn't draw what they need.
I'm 8-2 with this deck, and 2-4 with the mage.... I'm awful but wtf. I think this deck is a lot better and more fun.
Spellslinger giving me things like : poison for the blade, life for my totems - good stuff !!! :D
Certainly not a bad deck...and this guide helps and will try some things out (already been doing some the right way!). But playing as Alleria I was 0-5. First match as Medivh? Quick win by concession. That inspire mechanic coupled with the Mage's hero power is devastating. Steamwheedle Sniper plus Inspire could be quite nice too for Hunters.
Not at all statistically significant, but the feel of the Joust mechanic is just too random for my liking. Blizzard at one time claimed that randomness led to epic experiences. Instead, people stayed away from cards that gave too much randomness. Those cards, by an large, did not see much play.
Maybe some different decks built around this mechanic will help it be better utilized. Against face hunter the Joust mechanic is could be huge.
I think the main problem with the deck is that it doesn't take full advantage of the implications of Joust on higher cost creatures; King's Elekk is a great 2-drop if your reliable turn 3 plays involve either Animal Companion or Bear/Snake Trap + Tracking. The minimum cost of non-Elekk minions in this deck is 4, which is a good way to start. It's almost like Violet Teacher was going to be in this deck to make Lock and Load turns guarantee board presence, but . . .
This deck had the skeleton of something good. Elekk, Animal Companion, and Bear Trap are the ONLY cards that can generate minions before turn 4, and you only have one copy of Bear Trap because reasons. I guess you're supposed to mulligan/concede until you get a playable hand. The more I look at it, the more it looks like the old Warrior class-challenge deck in Naxxramas that had all the whirlwind effects you could ask for, but no way to actually finish the game outside of one or two specific combos.
for the people saysing this deck is trash compared to mage's .. i played a total of 8 games right now .. 3-0 with aleria and 3-2 with mediv...
and the victories with aleria were crushing .. not even close
there is always this one guy...
You must be playing some seriously terrible players.
Also can we talk about how insanely bad Acidmaw is.
You can combine it with doggies to clear the board, but it only lasts for one turn... felt pretty much useless.
It's worse than Hemet Nesingwary
Wow all that stuff pretty much happened to me too like me getting hunter 90% of the time and me getting an shield slam. Are you my bad RNG twin or something? =-P
Alleria's deck is a joke, no way around it. If the deck had the same cards, there might have been ok, but everything that Alleria has can easily be countered by Mediev. Also inspire can make one player snowball, whereas Alleria has high cost cards mostly and all of them are RNG dependent, which makes it even more frustrating cause there is no skill involved, just RNG.
While one deck is very constant if played right the other one is pure crap cause it's all RNG. It rarely works in your favor and just seeing it work against you makes it even worse. I think blizzard forgot about the fair fight and poured crap into this brawl. If you get alleria, just quit, no use playing and getting frustrated over nothing
How can they make us play a super late game control Hunter, filled with trash tier and low tier late game minions no less, with no appropriate means of controlling the board early? Hunter really needs weapons and spells like Powershot early to not lose tempo hard. There's almost no ways to gain a tempo advantage with this deck, so you'll be playing from behind for the entire time. Cobra Shot etc are basically anti-tempo and anti-value and deal too little damage to even kill the minions at that stage.
I really hate playing the deck, but what I hate most is playing it 8 times in a row because they couldn't be arsed to make the decks alternate. (For the record I have a 25% win-rate which I'd rank as almost a miracle).