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Battlecry Control

  • Last updated Dec 17, 2015 (Explorers)
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Wild

  • 23 Minions
  • 7 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4980
  • Dust Needed: Loading Collection
  • Created: 12/17/2015 (Explorers)
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  • Battle Tag:

    sippingcider1787

  • Region:

    US

  • Total Deck Rating

    18

View 13 other Decks by sippingcider
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The first goal of the deck is to out value your opponent with big tempo swing turns and tons of minions that replace themselves through drawing a card or being Anub'arak.   If that doesn't work you try to draw into Elise and golden monkey as soon as possible.  

Important Synergies

Abusive Sergeant/Dark Iron Dwarf on opponent's minion and then Betrayal.

Abusive Sergeant/Dark Iron Dwarf on opponents minion then Big Game Hunter it.  

Brann Bronzebeard + any battlecry minion.

Card Choices and Replacements:

Anub'arak - Some other card that gives you a ton of inevitability.  Ysera, Arch thief Rafaam, and gang up work alright.  If you have none of those Doctor boom is ok.

Big Game Hunter - Assassinate/sabatoge

Brann Bronzebeard - Really unreplaceable, but if you had to young brewmaster (or ancient brewmaster) are simular cards.

Elise Starseeker - Same replacement's as Anub'arak.

Harrison Jones - Fan of knives.  The idea of this card is as a cantrip more than his body, and fan of knives is ok in this meta.

Mind Control Tech - To be honest, I'm still not even sure if this belongs in the deck.  This could easily be another inevitability card (such as Ysera or gang up) or even a youthful brewmaster.   Zalae tried out this deck and suggested I cut this card for Sir Finley Murgglton.   However, the rogue hero power is amazing vs paladin and ok against a lot of other decks.  Going to try out different cards in this slot myself still.

Match Ups:

Mage:

Mulligan - Backstabs, SI agents, novice engineer, and Bran are really good.  Funnel cakes, eviscerate, and Healbot are ok.  Everything else I would mulligan.  

Tempo Mage - Try to hold onto novice engineer's and abusive sergeant's for mirror entities.  Play your healbots last if you can, baiting out their burn on your face makes it so they run out of cards fast.  Once they are low on cards in hand start dumping your hand.  This means tempo BGH's, abusives, Mind control techs, and fan of knives.  Putting a faster clock on them is good.

Freeze Mage - All you need to do in this game is have an answer for emperor, Alextrasza, and Antonides.   Your funnel cakes and healbots should be enough health to put you out of range of their burn, especially if you can combo them with Bran.  However, don't be afraid to play Bran on turn 3 or combo him to draw extra cards.  Using removal on doomsayer's is fine as long as you are protecting 5 or more power's worth on your side of the board, as that power can be used as removal on their threats as well.  

Mech Mage: Use those mana crystals.  Abusive turn 1 is a fine play, as is BGH on turn 3.  This game will be all about board control, so get your minions on the board early.  If you can keep their mechs off the board you should be able to out value them with all your creatures that draw a card with battlecry.  

Shaman

Mulligan - Backstab, abusive sergeant, and eviscerate are great.  Bran, heal minions, and SI agent are ok.  

Aggro - I havn't lost a game yet to this deck.  The key is controlling the board as early as possible and then letting your double healbots and funnel cakes keep you alive through their burst.  Harrison on a doomhammer is also nice :)  Don't try to hold back cards unless you have other plays.  Abusive turn 1 is great, bgh turn 3 is ok.  Try to kill off unbound elemental first, then tunnel troggs and knife juggler's.  The minions you kill last are argent horserider and totems, since the horserider often takes up two attacks and the totems do less damage early game (yes, spell damage totem can be scary late game).

Paladin

Mulligan - Fan of knives, Backstab, and SI agent are great.  Brann, Harrison Jones, and mind control tech are ok. 

Secret Pali - Much like mech mage, this game will be about board control.  The only difference is you want to save your BGH's.  During the early game don't fear the avenge secret to much as your health doesn't matter and you will usually be able to get rid the the avenged creature.  If you can control the board before Doctor 6 so as to force the avenge to land on him you can BGH it and the tempo swing should be enough to carry you the the finish.

Midrange - It is not so important to control the board as it is vs secret pali, but still a good idea if you have the opportunities to do so.  The most important thing is keeping the silver hand recruit population down, as your only way of dealing with a quartermastered board is mind control tech and betrayal (both of which don't fully deal with the problem).  Sometimes you get a good enough board to push for lethal over a couple turns (remember that eviscerate can go face).  Other times you can just grind with the paladin until you get Elise's monkey or Anub'arak.  

Warrior

Mulligan - Elise, Brann, and Harrison Jones are great.  Other cantrip minions are ok.

Control - Stay alive until you get Monkey off of Elise or get your Anub'arak.  The more cards you can save before you Monkey the better.  Try to use Brann on draw minions or Elise.  When you drop Anub'arak it is best if they have already used their sylvanus or both shield slams, but don't play around this to much.  If you do manage to put them in an Anub lock their only out is ysera or bursting you down.

Patron - Probably this deck's toughest matchup.  Your best chance is to deny them as much card draw as possible and hope they don't draw grim patron.  This means killing off minions, especially damaged ones, as soon as possible (to deny battle rage).  Killing off acolyte of pain in 1 blow is also important, even if it means using an eviscerate.  It is possible to survive a wave of patrons with betrayal's and mind control tech, so long as you are ahead on resources.  Don't forget to Harrison those deathbites!  

Warlock

Mulligan - Big game hunter and mind control tech are great.  Bran, cantrip minions, and spells are ok.  Really just mulligan healbots, abusive sergeants, dark iron dwarfs, and betrayal.  

Zoo - Try to save backstab for knife juggler, but a turn 1 flame imp is a fine target as well.  When using mind control tech feel free to pass up the first time your opponent has 4+ minions if they are mostly bad (like an egg and 3 imps for example).  You are likely to get multiple opportunities to use the mind control tech in the game.  

Handlock - This is a rough matchup.  If you get an early Elise into Monkey thats great.  If not, winning relies on good uses of betrayal, mind control tech, and drawing BGH.  Using betrayal to kill off one minion will not be enough value for you to win the game in the long run.  Try to use bran with some draw battlecries if possible.  If you have nothing else to do on a turn, feel free to fan of knives to draw a new card.  There will be turns where you play nothing and wait just take some damage from their minions, but it will be worth it to wait till you can do some value combos.  Anub'arak can be good, so long as you have gone through their owl and sylvanus.  

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More matchups to come soon!

I would appreciate any and all constructive feedback!