Dragonz'rilla
- Last updated Jul 10, 2016 (Old Gods)
- Edit
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Wild
- 23 Minions
- 6 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 9760
- Dust Needed: Loading Collection
- Created: 12/22/2015 (Explorers)
- lHlakai
- Deck Architect
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- 14
- 40
- 64
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Battle Tag:
Hakai
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Region:
US
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Total Deck Rating
2373
New Channel @ twitch.tv/lHlakai
The Deck is split into two distinct classes, the Dragon Class and the Support class. The Dragon class cards include your Dragon minions, and also non Dragon minions that require the possession of a Dragon in your hand to activate their high value Battlecry abilities. This class contains the majority of the muscle in the deck and heavily revolves around the synergy within itself. While the class might be powerful and favored when it comes to making trades on the board, it can’t get things done all by itself and requires some support in order to maximize control of the board/game.
The Support class cards include your weapon, spells, and minions with very unique abilities that provide, but not limited to, card draw and area of effect damage. Most of the cards in this class are reactive and only meant to be played in particular situations. While it is not the most active class when it comes to minion board presence, the Support class has a very powerful synergy and does account greatly for how smooth and efficiently a match progresses and develops.
Card draw is one of the most important aspects in a control build, and in this particular deck card draw comes in a variety of flavors. Dragonz’rilla contains 8 cards that possess the ability to draw, but only 6 of those cards are applicable.
Quick Shot has a secondary ability which allows the drawing of a card when your hand is empty. However, due to the highly unlikely occurrence of having an empty hand this card is not considered an option and its draw ability should be ignored.
King's Elekk x2:
This card has been chosen for its ability to joust and still provide the traditional stats of a 2 cost minion. I consider the 3/2 stat line favorable in a world with Darnassus Aspirant, Voidwalker, Mana Wyrm, and Twilight Whelp. You always want this card in your starting hand. Sometimes I use Elekk without even caring if I win the joust because i just want to see what my opponent is running early to help shape my decision making moving forward.
With the multitude of heavy hitters present in the deck, you will find more often than not King's Elekk will provide you with that extra draw. It’s also a great tool for snatching a dragon early to enable your dragon dependent cards like Blackwing Technician.
Acolyte of Pain x2:
This card is straight forward, he takes damage and draws a card. While it's fine to play the Acolyte all by his lonesome, he works very well with Wild Pyromancer and Dreadscale and it’s best to take advantage of that synergy. Because Acolyte can be silenced he doesn’t have to provide a draw, but you should still count him as at least 1 draw.
Azure Drake x2:
This is the only guaranteed draw in the deck and doubles as a dragon. In addition to card draw the spell damage bonus will come in very handy far more often than you think. The Drake's Spell Damage buff helps in the process of clearing the board, and at times provide a small but well appreciated extra damage to finish off the opponent.
With any control deck comes the required ability of clearing the board and performing efficient removal. Hunter has never been very strong at this particular aspect of the game which makes control difficult. However we do have the tools to methodically pick off our targets, resulting in what I consider an ongoing tempo oriented board clear.
In other words, Hunter might not have the convenient ability to deal 2-4 damage to the entire board on command, but with the combination and synergy of Dragons, minions like Dreadscale and Wild Pyromancer, paired with Hunter's Mark and other spells, clearing the board effectively is a reality; A very interactive and fun one at that.
Hunter's Mark x2:
This is the card you use to deal with any major threat. Your choice of combo can be with Wild Pyromancer or Dreadscale. Another option is a very basic method of using a minion on the battlefield to trade after designating a target. I must stress that you should not squander this card on mundane things.
Dreadscale:
This miniature Baron Geddon is a Paladin and aggro deck's worse nightmare, especially when it hides behind a taunt. It might not be the most effective board clear by itself, but it does contribute a great deal and shines in specific matchups where a lot of tokens are prevalent. Combining this guy with Hunter's Mark is effective for eliminating a huge threat.
Chillmaw:
A 6/6 Taunt with a built in Excavated Evil. This card can be played as a standalone minion on an empty board, but it is best played when the opponent's board is occupied and its ability can be used to maximum effect. Chillmaw also has the ability to play mind games with your opponent, causing them to play inefficiently thinking the A.O.E. will trigger when you actually have no dragons in your hand.
I have questioned myself whether I should have an Antique Healbot in the deck. Even after all my time of playing the deck I have still yet to be met with a case where a heal would have won me the game or saved me. Health just has not been much of an issue, and one of the reasons for that is the Longbow.
When it’s crunch time and you find yourself in a situation where you would need to heal, the Longbow dishes out the damage and provides the well needed immunity. From another perspective the weapon has a flexible heal. Whatever the attack value of the opponent you strike is how much health the bow provides you. So when you are helping your minions by crashing your face into a 8/8 giant, allowing King's Elekk or Blackwing Technician to finish him off, is essentially playing an Antique Healbot simultaneously.
I have won games due to this weapon and I understand fully why it has to be so expensive. I will just share with you a memorable example. I had a match against a Shaman and he was on an insane rampage. One of those games where the opponent top decks the most ideal card for every turn and seemingly has a counter for everything you do. I managed to hold on till late game where I had only 2 health remaining and he had a healthy 26.
His board consisted of a 3/4 Spider Tank, a 0/2 Healing Totem, a 5/4 Piloted Shredder (due to The Mistcaller), a 0/2 Stoneclaw Totem, and a 4/4 The Mistcaller. My side of the board consisted of an equipped Gladiator's Longbow and a 4/1 Azure Drake. The only way to come out of it was if the shredder dropped something with less than 2 attack.
I began with an Arcane Shot killing the 0/2 Stoneclaw Totem, then I Longbow the shredder and out comes a Captain's Parrot. Now I know this was the hand of RNG, but consider the fact that I could hit a 5 damage minion and take no damage at all. I traded the Azure Drake into the Spider Tank and killed The Mistcaller with Rend Blackhand, leaving him with only the 0/2 Healing Totem and Captain's Parrot on the board. He drew nothing on his turn that could immediately provide the extra 1 damage and I stalled by playing Twilight Guardian. The following turn I drew Alexstrasza to reset my health and eventually won the game.
There simply is so much I can say about Gladiator's Longbow, but one thing I must say is that this card plays a major role in the deck's board clearing ability.
A proper mulligan is something that comes with experience and understanding of the deck and matchups. From a very basic and general standpoint, not taking matchup (advanced knowledge) into consideration, there is always a set of cards to look for.
For new players or those without extensive experience, you want to get your low drops and things to start controlling the board with. Essentially you want to look for things you can start playing immediately, and not holding onto things you would like to play later.
Anything from 1-3 mana is fine. These are listed in order of preference.
Some of these cards should be kept together if already in hand. Example, if you have Wild Pyromancer and Hunter's Mark then keep those.
For the more experienced player you can take matchups into account and make the more appropriate choices. Most will still come from that general list but priority/preference will change. For example, when playing against aggressive decks like Face Hunter or Zoo I keep my Arcane Shot. Arcane Shot also helps against Mage and Sorcerer's Apprentice from getting out of control. It is also a nice keep against Paladin along with Wild Pyromancer for Knife Juggler, Shielded Minibot and Muster for Battle.
Mulligan for cards that best help you gain control early. Don’t mulligan for cards that you would like to see gain value later. An example of this would be holding onto an Azure Drake, or a high costing dragon because you have Blackwing Technician in your hand. Don’t force it, it will happen naturally.
Rules can always be bent, as long as you are doing it from the understanding of your matchup and environment. This part of the mulligan is very experience based and not something that can be easily written in a deck guide. The more you play and understand the flow of the deck the better your mulligan will become.
What exactly are my Decks?
These decks are created as concepts. When I construct a deck it is meant to be a base of inspiration. Mainly finding ways of approaching cards most players probably never thought of using before.
These builds are not the most efficient or competitive ready, but a concept I make sure does work well enough before I release it. “Well enough” meaning I personally have successfully climbed through several Rankings, and most importantly making sure it is FUN to play and performs well above average in a Casual setting.
Who are the Decks for?
These decks/concepts are mainly targeted toward those who want something new, those interested in exploring new ideas.
There are those in the Hearthstone Community who only think about competitive ladder, but Hearthstone does not solely revolve around those players, neither does Hearthpwn. There are many types of other players that the game supports.
The Competitive Players?
For those looking for something ladder competitive, make the changes you think should be made, and also share those changes so others can make use of it. Don’t take the deck as it is and feel it should never be altered. That’s the whole point of sharing it with the Community. Each individual is going to think of something the other never thought of. From that we are supposed to learn from each other as a Community and shape these decks as a Community.
The decks we play today have been consistently refined over time by a multitude of players in the Community. Every deck starts from an idea and then evolves. That is what should be the goal here. If it becomes something great competitively or fails miserably then so be it, that’s the nature of things.
There are those who are truly competitive minded and understand this very well, and then there are those who are merely ‘plug and play’ players. I have very little interest in that category.
The Guide... The Intent?
When I build my guides, I do build them for the concept. The deck itself is not intended to be the final say, or the forever build. The guide itself will always remain as the concept, the foundation where all the ideas can spur from. But there should be many decks forming out of the concept.
Providing you with the best ladder deck or deck period is not my goal. There are already thousands of decks out there to play which meet that requirement. If you are looking for the most efficient and best deck for a class, it already exists. The playground for the best competitive decks is pretty small.
Looking at the history of the game, decks have barely changed. If they have changed, it’s one or two cards due to refinement or card expansion providing better options to replace the old. We already know the most efficient, effective, and highest tier of competitive cards. Not much changes, the foundations remain the same.
Final Thoughts
If the deck can be competitive, then it’s the Community’s job to make it so. Otherwise the deck is there for something different. Even if it’s just to spur an idea. You could get an idea from the concept which you could apply to your already competitive deck; Simply because you never looked at a particular card in a certain way. Because of the concept you could have a different view of a card and figure out how to use it to your advantage.
That is what I hope you take away from these concepts. Not whether or not it’s a plug and play and you can just jump on it and it will be the best deck you have ever used for the class. That is not my interest or intent. My intent is to inspire and get the Community to look at more cards and deck types. Otherwise the game is just going to be stagnant and remain the same.
Having Trouble?
For those who are having trouble managing the deck, especially against certain matchups, there are changes you can try.
Trouble in the Health department
-1 Drakonid Crusher
+1 Antique Healbot
Trouble with Secrets (mainly Paladin)
-1 King's Elekk
+1 Flare
Trouble with Control & Stability
-2 Drakonid Crusher
+2 Powershot
Match Videos
Day[9] Decktacular Series
FailCraft 2 Minute Deck Guide
HearthstoneJosemi using the deck [ESPAÑOL]
P4wnyhof using Dragonz'rilla
-2 Drakonid Crusher
+2 Savannah Highmane
User created match video: Vs Face Hunter
i would so love to see this deck in action
please and thanks ...if you can
I will try to get that done soon. My current machine can't do the recording, so I get my friend to spectate record.
Deck is not viable. I gave it an honest try. Gets absolutely assfucked by any decent agro deck due to it being so dam top heavy.
It has no reason to run so many high drops as well as so many card draws. You end up with a hand full of cards you will NEVER get to play.
0-9 at rank 8
Do not waste your time.
You are quite correct in that you must control the board early and Hunter A.O.E. is weak, almost non existent. However (this might be just because I understand the deck well) secret paladin is one of the matchups I find easy. So much so that I even forgot to add to the guide that for those finding difficulty can add a Flare, because I never needed it.
The deck will take a good while to understand, but only if you take the time to do so. Its not a pick up and play and all will go well like most decks. Reason for that is each card in itself is not the most powerful and you need to learn to operate the deck cohesively. I know from experience it's tough at first but gets much easier to understand how the deck works with matchup experience.
I know for a fact the deck handles the ones you listed quite well, but then again I have had a lot of time with the deck to understand the matchups and nuances, you just started. All the best on the ladder!
sorry i've tried ... but after facing 5 paladins in a row ( 4 of them were secret ) i just gave up
Sorry friend. However thanks for reminding me about that. There was a section in the guide I didn't include, and I will make sure to update. For those who have a hard time managing the deck against certain matchups, certain changes can be made.
Since Secret Paladin is your problem, you can remove a King's Elekk for a Flare.
which ranks did you advance with this deck?
Season 18: Legend rank climb (17-6) W/L
Season 20: Rank 11 to Rank 5
Season 21 (current): Rank 17 to Rank 12 with a single loss, picked it back up at Rank 9 to Rank 5 (current)
I'm having a much rougher time so far - hard to win in an aggro meta, but I am still hoping for better starts. Big learning curve too.
Every card is somewhat mandatory. Breaking a link in the chain hurts the whole. Decks like this aren't just packed with the best cards that stand alone and can easily be swapped if you don't have one. Every card works with each other to make the deck function as it should.
That's actually what makes the deck difficult to play, and not recommended for anyone below intermediate level. It's a deck you have to learn how to handle and player skill is a greater factor.
Wow! I don't know if it works or not, but the guide (and the idea) is amazing (as always...)!
Thanks. I started working on the deck when Blackrock Mountain got released. It was ok and fun, but missing a great deal. When TGT launched and gave us Twilight Guardian and Chillmaw a lot changed for the deck, and it evolved far beyond where it started.
It has done well in Legend ranks, but not many games were played at that time due to my frequent deck changing. Last season I used it for a easy ride to Rank 5 and I packed it up at that point and started to write the guide. I stopped writing half way through and it has been sitting there unfinished for a while. It was this season where I was experimenting with new ideas and fell to rank 18. I was curious to see how the deck would perform in the new environment and since I was already in the low ranks it didn't matter to me what deck I used. The deck showed itself to be very dominant and took me from Rank 17 to 12 with only a single loss. It was at that moment I decided I should finish the guide.
I must say though, the deck is not easy to manage. I might be a legend rank player, but the deck has shown me on numerous occasions that it is far more capable and powerful than I understood. I don't think I have truly tapped into what it is capable of. The deck has a learning curve and you will get better the more you play. I would love to see what a much more skilled player can do with the deck and unleash it's true strength.
TLDR - It Works! :)
:)
Thanks for the detailed feedback!
Wow a dragon hunter and Gahz'rilla....I must try this deck.
Yeah, you don't see Gahz'rilla much. Hope you enjoy it.
Wow this looks like a very interesting Hunter deck! Can't wait to give it a try soon :)
Hope you enjoy it!
So,this deck looks awesome! do you think it could be viable to remove 1 Blackwing Technician and replace with Brann Bronzebeard he could really amplify the effects of many of the Dragon cards in this deck. Also, double Elekk joust :)
I always encourage experimentation and you won't know until you try.
What I do know from experience with the deck is that you don't have the leisure to sit around doing nothing. It's not a standard control deck where you can just react, you need to attempt board presence each turn and build tempo. Minion presence is very important and the reason there is a minion for each mana turn after 1, especially once you exceed the critical turn 4.
I love Brann Bronzebeard and have done a lot of testing with the card, and still doing so. There is a tendency for Brann to cause too much delay in the search for value. Cards in this deck like King's Elekk you want in your starting hand and played on turn 2. I coin King's Elekk on turn 1 and play the next one on turn 2 if I have both in hand and I do mulligan for them always. So from that standpoint Brann will never provide me with a double joust, and I certainly wouldn't hold my Elekks just to do so.
I have found Brann best when just played as a 3 drop (secretly hoping he doesn't die) and naturally letting his effect happen. The question is whether a 2/4 deserves the slot of a 3/5 on turn 3. Because the minions have to do a lot of work on the board, Brann will not be alive that long to get off enough activations (if even one), so is it really worth it?
Well we won't know until we actually try, so give it a test and I will also. Try it both from a combo perspective, holding Brann for best value, and from a tempo perspective where he needs to go down on the board solo. Let's see how much he shakes things.