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)
- meadzilla
- Registered User
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- 3
- 9
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Battle Tag:
N/A
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Region:
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Total Deck Rating
5
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.
This deck is designed more towards defeating agro meta. It has the great ability to take tons of damage and still live for the late game. The idea against control though is to become more the of the aggressor and put more pressure on your opponent to put them into difficult decisions.
Match ups:
All agro: Im putting all agro into one area as a broad spectrum and will highlight specific cards in each section as needed.
The best cards in this and need to be looking for are, consecrate, equality, wild pyromancer. these win the game period. look for 2-3 for 1 trades. do not play pyro unless you can board wipe same turn. keep life total about 15-17 because of OTKs. If you draw these cards you win 90% of the time
Druid: Usually always control, but some token agro.
In this matchup, you have 3 turns to figure out what they are doing usually. If they are token agro, your major need to kill cards are violet apprentice, and imp master. Both need to die asap. Your best way of doing this is through aggressively using your mass wipes and pyro combos. If you can achieve this, it puts them into a "bad control" deck. Your bigs will beat there bigs most of the time. Other than that, control them as needed.
Against control, the big cards are druid of the claw, ysera, rag, and cairne, along with tree combo. To its good to put light pressure on them and be more proactive. You want them dropping the bigs in unwanted situations for them so you can equality combo them in some way. Keep your life total around 20 and you should win often
Mage: Bate with big creatures like molten giant first, they have to sheep them or use burn. Mentally track the use and % they can draw. Keep no more than 2-3 minions on the board at all times to play around board clears. Once you move to late game, if you can be around 20 health you usually win.
Rouge: Play more aggresively, but similar to mage, your big threats must be answered or you win
Shaman: Play similar to mage, keep board as clear as possible. Kill almost every totem because they become problems later on. Save equality for the big creatures like flame elemental and rag. Dont overload board though you will get wiped. If you can force them to overload for 3-4 in a turn, you usually will turn out ahead for 2 straight turns. Be aggressive at this point and push for a major lead on board. Kill mana totem at all costs.
Warlock- Slow role them, equality win the game on its own with all the board wipe abilities. It probably is your best match up playing against giants.
All agro is the same, see above comments at start of post.
Paladin. Its a toss up. Your first few turns will determine if your aggressive or control. Base your decision on what you see. Divine Shields are the major problem and must be focused on for removal. It stops your board wipes most of the time and should not be looked over.
Warrior: Play like paladin, kill armor-smiths ASAP, watch out for alexstraza and grom. Those are the major problems and should hold an equality for them if possible. Do not fear shield slam, its a removal, try to force it early to save your game enders.
hunter: Only play 1-2 minions on the board at a time. You keep their combo that low and its hard to lose. Keep health high though because of the chance of being burnt out. Hunters are easy to beat if you keep to the 1-2 minion rule.
Priest: Kill the high defense creatures no matter what, their late game is ultra hard to overcome, be very aggressive, keep creatures at 4 health if possible to avoid their removal. It is a pretty easy match-up over all.