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HolyDiver

  • Last updated Mar 14, 2014 (Live Patch 4973)
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Wild

  • 20 Minions
  • 8 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 10900
  • Dust Needed: Loading Collection
  • Created: 3/10/2014 (Beta Patch 4944)
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  • Total Deck Rating

    5

View 4 other Decks by meadzilla
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Design:

It is a pretty typical control deck, but here are the things it really is tuned for. With the current meta (currently at rank 12) I am seeing about;

85% agro, mostly zoo, some warrior
5% midrange, usually mage
10% control mostly warrior or handlock5% random stuff like hunters with weird builds

With the meta being so aggro heavy it was easy to skew it in a manner that really increased the likelihood of winning. Pyromancer early usually just wins the games outright with things like equality and consecrate
I probably have a win % in the 70-75% against zoo, 65% against warrior, and 80% against hunters simply because its easy to keep them from comboing off. Overall you are highly likely to win against agro.

The deck can match handlock punch for punch if not go over the top of their giants just buy holding board wipes for giants. Once they cast Lord Jarraxus, you are more than likely to a point where you should win because they are hurting and your board is very much in a good standpoint.
Against other controls you simply are looking to match 1-1 trades, get a positive 2-1 if possible and save your equalities for high value. It becomes a very slow game but with your heals and wipes you can usually outlast their finishers.

Against mid-range I have found that you want to be the aggresor, your creatures are typically to powerful and your boards wipes give you lots of playroom. If you stick a Terrion you win, its almost impossible to lose at this point unless you already are.

The deck as a really interesting curve to it, climbing up to 4 very well, falls to 1 card at 5 being a faceless, then the same style of curve back to the top end. The great thing about this is in the mid game you want to be able to cast multiple cards during turns 5-7. This is where you win or lose the game most of the time. If you can enter turn 8 with board control, you are likely winning the game. Focus on those turns the most, draw out removal with cards like sunwalker and cairne so your giant or terrion can win the game.

Yeti is a solid late game card. Not many creatures can deal well with him and his large body can soak some damage, do not underestimate him.

The scariest matchup is the Control Warrior running armorsmith. You have to be the aggressor in this matchup or you fall behind fast and its so hard to catchup with their board wipes and shield slams, Armorsmith must die ASAP, the next target is frothing berserker. those two creatures will win the game on their own and can trade for every card in your deck. Draw out shield slams ASAP and get Rag to stick and you are in the winners circle.

Overall for this meta and what I have come up against most matches are winnable if you take your time and make good decisions. You will be in some bad spots but your heals and wipes will catch you up. Do not waste the heal if it isnt needed, your probably ahead and no use wasting resources if something bad happens.

Let me know what you think, any ideas or changes?
I want to add Ysera, but do not own her at the time.