Elemental Beast Quest
- Last updated Apr 12, 2017 (Un'Goro Launch)
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Wild
- 23 Minions
- 7 Spells
- Deck Type: Theorycraft
- Deck Archetype: Marsh Queen Hunter
- Crafting Cost: 4080
- Dust Needed: Loading Collection
- Created: 4/12/2017 (Un'Goro Launch)
- Tunewalker
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Battle Tag:
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Total Deck Rating
2
The Idea is to replace some of the typical midrange hunter 1 drops with 1 drops that can generate more, as well as some elementals. This deck has enough means to pull out and generate extra 1 drops that the quest should be conceivable if the game goes late. The typical Beast and hunter package though should keep it strong through out the game and the quest will only be needed once resources start getting used up against more control orientated opponents, who have hopefully ALSO used up some of their resources dealing with highmanes and blazecallers, Far from perfected this is the first iteration of this deck thoughts on how to refine it is always appreciated, without removing the quest of course. The low 1 drops is on purpose of course since we do have means to both generate more, and fetch more. Dinomancy is for turning late game 4/3's from the raptors into devistating 6/5's for 3-5 mana (if I need to play dinomancy and then use it).
first thought in my head as to possible changes is to drop stoneshaper for Infested Wolf, for more sticky beasts. Obviously also possible to drop thunderlizard for another beast as well. though obviously some elemental synergy is lost there for a pure beast set up and then the only reasons the elementals are there is so you can run more high cost beasts while still completing the quest.