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Budget Brewlock

  • Last updated Aug 11, 2014 (Naxx Launch)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1000
  • Dust Needed: Loading Collection
  • Created: 8/3/2014 (Naxx Launch)
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  • Battle Tag:

    Truss

  • Region:

    US

  • Total Deck Rating

    8

View 3 other Decks by TrussHS
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UPDATE 11/8/14: The milling technique isn't nearly as valuable as it should be (maybe because I don't have King Mukla) so I've subbed out the Coldlight Oracles for 1x Acidic Swamp Ooze and 1x Deathlord. I've updated some of the sections below accordingly but haven't got round to re-writing the introduction just yet.

UPDATE 5/8/14: I've removed a bunch of cards that shouldn't be mentioned on account of the fact that they really shouldn't have been there in the first place. The new cards are 2x Voidwalker, 2x Earthen Ring Farseer, 1x Mind Control Tech, 1x Deathlord.

Full write-up coming soon. I've come up against all classes and many deck types and the news is good: Brewlock can hold its own against everything (most recently confirmed after beating two Zoolocks in a row with the current build).

The general strategy is to maintain board control until around turn 7 at which point you should be able to comfortably drop Summoning Portal to lead into one of the following plays:

a) Loatheb onto an empty board. Swing into face or a taunt the next turn, then bounce it back to your hand with a Brewmaster to be played again (effectively preventing your opponent from playing spells indefinitely). This will be your primary win condition in all non-aggro matchups.

b) Coldlight Oracle + Brewmasters. Expend most of your hand in maintaining the board before this play so you're not burning cards while your opponent burns win condition after win condition.

Having 2 copies of almost every card makes drawing into the above conditions fairly reliable, but these are ineffective strategies against aggro decks. In addition to the deck's 3 taunts, Mind Control Tech can completely swing an aggro matchup in your favour. Arcane Golem/Brewmaster combos in the late game can help burst down aggro, but feel free to drop Brewmasters early in the game as board control will be paramount.

This deck is incredibly fun but takes a lot of experience to master. Though I've outlined some quirky plays above, your strategies and win conditions will vary almost every game. You must identify your opponent's strategies early on and adjust yours accordingly.

Some things that come to mind:

1) Board control is everything in the early game.
2) Try to keep track of what cards are left in your deck. You will often mill through your entire deck in any given match and it is imperative to know what's coming in the late game.
3) If you're 100% clear on some of the actions you're going to make on a massive turn, do them ASAP before you run out of time or before the rope pressures you into misplays.
4) Milling both yours and your opponent's hands has never been easier with the introduction of Loatheb. Yes, you might be giving your opponent more options but if you play Loatheb during a turn of intense milling, those options may suddenly be very limited while you have a plethora of plays on your following turn.
5) Your Brewmasters will give you an abundance of options in the late game, and it's important that you consider every one of them!

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Card Explanations:
Soulfire x2:
Staple Warlock removal. Your hand will generally have enough options that you won't be burning a crucial card in using this.

Mortal Coil x2:
Preferably used in early board control and the cheap deck cycling is a big plus.

Voidwalker x2:
Essential for holding off aggro threats that can be eliminated with some removal in the following turns.

Acidic Swamp Ooze x1:
Currently testing the Ooze, as a second Mind Control Tech seems excessive and other options (Stampeding Kodo for instance) are too mana expensive.

Ironbeak Owl x2:
Between our Deathlord and the current Deathrattle meta alone, there are several targets for the owl to help swing the game in our favour.

Knife Juggler x2:
Its stats alone are solid for a 2 drop but the added benefit in a Brewmaster late game is what really makes this card worthwhile.

Youthful Brewmaster x2:
The younger cornerstone of this deck. The more you play the deck, the more synergy you will notice between the Brewmasters and most other cards. See the start of this guide for how the Brewmasters are best utilised.

Shadow Bolt x2:
This deck truly relies on early game removal, making Shadow Bolt an easy choice.

Arcane Golem x1:
Great for bursting down the foe in the late game with help from Portals or Brewmasters.

Deathlord x2:
The most recent addition to this deck will stave off aggro threats.  I initially thought x2 would be excessive, but given the number of options available to bounce it back to your hand (Brewmasters) or silence it (Owls) OR take advantage of its Deathrattle drawback (Mind Control Tech), x2 is acceptable in order to make those anti-aggro plays.

Earthen Ring Farseer x2:
Fairly standard 3 mana body for a great source of recovery in the event of constant life tapping against control, or face damage from an aggro foe (combo with Brewmaster if in a pinch).

Mind Control Tech x1:
An amazingly viable card in an aggro meta. If you're looking at 4 minions across from your empty board, drop the Tech and a taunt to balance things out and force your opponent to spend the next turn doing some trading. As always, bounce back with Brewmasters and let the mind control times keep rolling.

Hellfire x2:
The ideal card for when your opponent's board is filling up against your empty one. Trade your minions into beefy enemy minions to bring them in range for this AoE.

Ancient Brewmaster x2:
The older cornerstone of this deck (see Youthful Brewmaster!! ^^)

Summoning Portal x2:
Facilitates Brewmaster combos. You'll be having to think quick with the massive Coldlight/Loatheb/charge combos at your disposal but don't rush into an opponent's AoE. A very comfortable scenario will always be to clear your opponent's board and replay Loatheb!

Azure Drake x2:
With so much spell damage at our disposal, the Drake is a no brainer that offers one of the deck's strongest bodies. The deck's shallow card pool also means we reliably cycle into the cards we need to win.

Loatheb x1:
Ideally dropped on an empty board to SERIOUSLY limit your opponent's options (rinse and repeat with Portals and Brewmasters).

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Flexible Slots:
Coldlight Oracle x2:
These are designed to force your opponent to overdraw and burn their win conditions. I feel any worthwhile value of these will only be apparent if King Mukla is added to the deck.

Bloodmage Thalnos x1:
Would surely make that early game board control a lot easier with an abundance of spell damage and, as always, the cycling is brilliant.

Leeroy Jenkins x1:
An obvious upgrade for Arcane Golem. A Leeroy/Mind Control Tech combo would be wild to pull off.  

King Mukla x1:
More milling mayhem. A scenario where Mukla and Loatheb are dropped on the same turn would be fairly frequent given the Portals. 6 mana bananas don't taste so good!