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Charlotte's Webspinners

  • Last updated Nov 25, 2015 (Explorers)
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Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5540
  • Dust Needed: Loading Collection
  • Created: 9/5/2015 (TGT Launch)
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  • m30w7h
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  • Battle Tag:

    m30w7h#1355

  • Region:

    US

  • Total Deck Rating

    13

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I'm new to Hearthstone, so I apologize in advance if something is wrong/wonky! O.o

Basic idea is to use the Webspinners as low-cost minions and to supplement my hand. Knife Juggler can add extra damage via Unleash the Hounds/Snake Trap/Ball of Spiders. Feign Death can help to get extra cards via the Webspinners/extra dmg to hero with Leper Gnome/extra Hyenas with Savanna Highmane. 

This deck is my first creation and has been a blast to play. There is a lot of situational play at work here but the card synergy is fantastic.

If you are new or lacking a bit of common sense- this deck may come off as difficult. My guidelines are just little tips, but there are tons of different plays this deck can pull off. It's all about knowing what you have left to draw/who you're up against and playing accordingly.

Turn 1:

Mull for low cost minions. Don't hold on to secrets in your first draw unless you get a Knife Juggler + Snake Trap + Eaglehorn Bow (+ the coin!) on Turn 1 and are playing against a hero who will attack Knife Juggler directly either themselves or with a minion to get the snakes to pop. 

Early Turns:

Mad ScientistLeper GnomeWebspinner and Haunted Creeper can all benefit from Feign Death. I wouldn't play this without at least two of these on the board to get more value out of it. Watch your Scientist when you have other minions on the board that your opponent will want to clear with direct hits.

Feign Death is also well played later on with either a Turn 6 Savannah Highmane or even a Ball of Spiders to refill your hand.

*Don't forget your bow will get +1 use for every secret you reveal. Use this to your advantage!*

Turn 6:

Depending on what you played up to this point, there are a few different options that really make this deck shine around turn 6.

Acidmaw is a lifesaver. He is also very unexpected. Paired well with Creepers or Spinners, he shines best with Hounds that guarantee a clear board. He can also be used somewhat in burst to boost your Hyena if your're willing to kill off some of your own beasts/gnomes/deathrattles and hold the advantage. Be careful playing him against Mages as their Hero Power can turn the tides on this.

General Tips:

Your use of Animal Companion will effect the pace of your matches. Here are a few little tips on that:

Charge Boar is great when you need to clear something pesky that will boof your Juggler or something similar.

Taunt Bear can buy security and up your chances of successfully getting a combo out with Juggler, Acidmaw etc. This doesn't work well against Rogues if you suspect they have "Destroy Minion" cards in their hand.

If you get the beast that boosts attack on your other ones, it'll help your Rhino, Spinners or Hounds get a little extra oomph. This is a good time to drop Bear Trap- this companion usually isn't attacked to the face unless you have other minions on the board. Have them hit your hero, get the Taunt Bear up and follow up with Rhino/Hyena/or Hounds, even snakes with a Scientist or secret in general.

Hunter's Mark is perfect for breaking enemy combos/wrecking a potentially bad setup/getting rid of pesky high-health minions.

If you have a taunt up and it's late game and still have a Tundra Rhino, it's usually smart to play it. (You can also do this yourself with a well-timed Houndmaster). You never know when a Webspinner will drop something that, if given charge, will net you a win or a healthy chunk out of your opponent's health... or when a Ball of Spiders will give you an insta-refill on your hand the following turn without missing a beat.

Kill Command is very situation-based. It can easily turn the tide of a battle but if you need to sub something in, I usually recommend doing so using this as your trade.

King Krush is a welcome change when most decks in current meta run Dr. Boom. It is also a slap in the face when your opponent thinks they have time to recover. Heheh.

Changes and edits:

1.0 *Swapped Gahz'rilla for a Tundra Rhino*

1.5 *Swapped out a handful of cards and made general edits*

2.0 *Swapped out a Mad Scientist for Acidmaw, yea!*

2.5*Swapped Kill Command for Baron Rivendare for more deathrattle goodness!

King Krush has been a lifesaver a few times. x3