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Gorehowl Combo deck- Runs 2 Gorehowls!

  • Last updated Dec 8, 2016 (Gadgetzan)
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Wild

  • 12 Minions
  • 14 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Warrior
  • Crafting Cost: 7320
  • Dust Needed: Loading Collection
  • Created: 12/8/2016 (Gadgetzan)
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  • Total Deck Rating

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Hi there! This is (obviously) my Gorehowl combo deck. 

The overall gist of this deck is to beat down your opponent in 2-4 turns with a buffed Gorehowl. You just control/stall the game out till you get your weapon, and by then you should be able to win. 

Now your probably thinking "Bill! Was kind of deck is this??? Do you even know how prominent weapon removal is these days? It's gonna suck".

However, my 63% winrate disagrres with that. Also, this deck runs two Gorehowls. Never go all in with one Gorehowl- Buff it as you use it. U need to save those Upgrades and Pwnbroker buffs. 

This deck runs 4 hard removals to combat taunts and mountain giants. Try to save for when your ultimate Gorehowl is up; you don't want to be wasting your weapon in minions. 

Mulligan for Acolyte of pain, Doomsayer, War axe, and sometimes Ravaging ghoul/Grime Pwnbroker. 

Justifications...

Bloodmage thalnos- You run four damage spells, and you like cards. Nuff' said.

Bash- Bash is a rare occurrence these days. It't a niche card. However, it's really good in this deck because- it can go face, it combos with bloodmage, and it gives armor for shield slam. The only reason it's not that good these days is because shield slam is not as popular. 

Alley armorsmith- Even without buffs it's great. Keeps those pesky pirate warriors and face rogues at bay. It's just a stall cards.

Other cards should be obvious. 

Try this. It's innovative, fun, and (surprisingly)  good.