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Early Crystal Core

  • Last updated Apr 3, 2017 (Aggro Downfall)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 8200
  • Dust Needed: Loading Collection
  • Created: 3/23/2017 (Aggro Downfall)
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  • dabirg
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The full deck writing is (obviously) not finished yet !

I will continue when more cards are out if this list feels still viable


 

This is my take on the The Caverns Below quest. 

The basic idea is that with Tech card Rogue is able to get The caverns from Below validated and play Crystal Core on very early turns, even some time the whole thing being done on turn 2.

How does it work?

You have a five 1-drop minion and two 0-drop aside six cards that bounce cards back to your hand. Altogether it makes a you need  to combine 0 or 1-cost -minion with a 3-cards combo whose cost varies from 2 to 9 mana, but the interesting thing is that combo can be split into several turns!

 

Combo examples

  • First, you have the dream :

Wisp + Shadowstep + Wisp + Shadowstep  + Wisp + The Coin + Gadgetzan Ferryman or Youthful Brewmaster + Wisp  on turn one and Preparation + Crystal Core on turn two. There is honestly very few chances that you'll be that lucky, but it could happen. 

  • A more realistic combo would be 1-drop +  Shadowstep + 1-drop  + Gadgetzan Ferryman + 1-drop  + Youthful Brewmaster + 1-drop for a total of 7 mana. As stated before, you can totally split the combo into several turns, providing  you keep you 1-drop into your hand at the end oh your turn.  And since your Crystal Core quest reward will actually cost 5 mana (or 2 withPreparation) it is actually OK to split the combo. 

<To be continued>

Not an aggro deck

No card in this deck cost more than 3 mana,  but it does not mean your should smorc asap. Actually, you are more of a Combo deck that transforms into a tempo deck.  Moreover, Once all your minions are 5/5, you should not simply flood the board with wahtever card you get. Instead you should tempo ou your opponent and use the remaining combo pieces to avoid getting out of steam. 

For instance a 5/5 Fire Fly that generated a 5/5 for 1 mana elemental is great by itself. But if you can bounce it into your hand with Youthful Brewmaster to replay it, you are getting two 5/5 on the board and two 5/5 that cost 1 in your hand, which is a great deal for 4 mana. 

Another way to get maximum efficiency is, since you have few card draw, to use bounce as healing for injured minion. Since all your minions are 5/5 there is a lot of stuff that they call clean without dying, and therefore there will be occasions to bounce them back to your hand. Optimal case is if you can bounce back a bouncer.

This is also why you would not find cards like Stonetusk Boar in addition to the patches package, we want to have options and not only smorc.

 Mulligan

 Look for one and only one 1-drop or Wisp and bouncers. Keep Preparation only if you have  3 bouncers or two bouncers and a Wisp.  Do not keep any other card.

 <To be continued>

 Cards explanation

 <To be continued>