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Anti Aggro Late Control great with current Meta

  • Last updated Dec 25, 2015 (Explorers)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7140
  • Dust Needed: Loading Collection
  • Created: 12/23/2015 (Explorers)
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  • Battle Tag:

    Dinomaniak#2217

  • Region:

    EU

  • Total Deck Rating

    78

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I found this deck to be fantastic against the current aggro meta, with several counters for possible control as well.

The deck relies on healing starting with the early game while still having board presence, it's a mainly defensive deck, yet in the late games it goes into heavy control.
- Kezan Mystic is useful again 3 of the 9 classes ( so 33% chance it'll be fantastic in games ).
- Museum Curator allows you to trade for smaller minions or remove a divine shield while still gaining that extra deathrattle card
- same for Jeweled Scarab.
- Shadow Madness specifically used against rogues that play egg deathrattle raptor.

Early Removal :
- Holy Smite - for that pesky Knife Juggler , or simply combined withVol'jin
- Shadow word pain - against Shielded Minibot, Murloc Knight, Sludge Belcher, Water Elemental, need I say more ? :)

Late removal : 
- Shadow word death.
- Big Game Hunter
-Vol'jin
- Lightbomb


Late game :
- Confessor Paletress is an amazing card, you never know how lucky you can get
- Reno Jackson will keep you alive at any point since there are no duplicates in the deck. Let's just hope that there's no rogue playing the Beneath the Grounds card.
- Entomb is "not entirely balanced" so do abuse it :) . Preferably don't play it on a card that's already in your deck as it will make Reno a bit confused.
- Frost Giant is extremely useful since you'll be using your hero power a lot

Why Coldlight Oracle ? against control, you don't have to play it until your opponent's hand is full - or just in case. Against aggro, you can play it early/turn 5-6-7 as it can bring a lot of removal and healing to your hand.

Why earthern far seer ? remember when you're puzzled what to play on turn 3 and you don't usually make it to turn 8 ? This is a card that, even removed, still has a certain value.

A choice I took a strong step upon - Healbotis not included because even though it gives 8 health, a 3/3 for 5 mana is easily removable, so it makes you lose tempo where you could have played other cards.

This deck practically ensures that you can allow yourself to not die to face hunters, aggro shamans, tempo mages, casino mages, zoo, and still be able to control the board against
late game.

Please post your outcomes, if the deck reaches 100 likes I'll write a detailed comment.
Suggestions are welcome.