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T&Z [Legend] 65% Fire & Ice Quest DK Warrior

  • Last updated Sep 4, 2017 (Frozen Throne)
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Wild

  • 17 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Taunt Warrior
  • Crafting Cost: 10540
  • Dust Needed: Loading Collection
  • Created: 8/28/2017 (Frozen Throne)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    720

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Intro

 

Hi!

We are theoddone23 and Zeronnix; Hearthstone Legend players and streamers from Serbia. Some of you might know some of Theoddone's previous deck; but this is the first time we've developed an idea together and turned it into a successful deck to ladder with! 

You can find our stream on this link: https://www.twitch.tv/hswithtandz if you want to learn more about us and see what decks we play. Also, I invite you to like our Facebook pagehttps://www.facebook.com/HSwithTandZ where you can stay in touch with us and know all about when we will stream and what decks we will play. Also, this is our YouTube channel, where you can see all our previous broadcasts: https://www.youtube.com/channel/UCPwKrNaz6ZP_ro-8d5JezbQ

 

About the deck!

 

The idea behind the deck is quite similar to some previous versions of Quest Warrior: to play your taunts turn by turn and get to the quest, that allows you to deal 8 damage per turn as a hero power. It is a very strong anti-control solution, since it requires additional resources in order to save health and expand board, which can be quite challenging sometimes! 

Apart from beating control, this deck is a strong anti-aggro tool - with additions contained of a lot of whirlwind effect. A special addition to this deck is the DK card, Scourgelord Garrosh - it allows you to get some additional armor versus aggro decks, as well as a very strong weapon that allows you to control the board and choose which minion you will hit, since it damages adjacent minions as well! Also, the hero power as a whirlwind effect is just so OP since you can clear the board easily!

And of course, something we're all interested in: how does it deal with Jade Druids? Well, for us, it's been quite successful, with the addition of Skulking Geist that doesn't really affect our own deck! And after playing the quest + Brawl + Hero Power, you can really easily deal with Jades and run him out of resources!

 

Sounds good! But does it work?

 

Like a charm! (: Here's some of our winrates during this and previous week while we were testing the deck in Legend ladder (remember it's two people playing the same deck on different accounts, not just one person tweaking the deck, so it's actually pretty viable):

BOTH playing on this winrate track at some point 70%:

 

Theoddone's 60%:

 

Got some VODs of the gameplay?

 

Of course!

The idea of the deck was developed during our 33-hour marathon stream, where we were both testing it on stream and making final changes to it, that you can see now!

You can see the gameplay in the 2nd half of the stream (we started with the first version at about 3hr 12 min into the video, and we were tweaking it to the final one that we played until the end of the stream pretty much):

https://www.twitch.tv/videos/169375659 (3:12:41 for the full VOD of the draft verision and creating the final one on the way)

 Thanks, Khristophesaurus for the deck spotlight! :)

Also, thanks TheSynch for the deck spotlight!

NEW GAMEPLAY - 29.08.2017. with 70% WR (7-3)

 

General Mulligan & Playstyle (with specific mentions)

 

Aggro: If you know you are facing aggro, you generally don't go for the quest. You want Armorsmith, you REALLY want Fiery War Axe. You can consider keeping Tar Creeper, and if you already have some early game stuff, Ravaging Ghoul or WhirlwindSleep with the Fishes can be kept, or just the whirlwind effects. You go for optimal survival, playing your anti'aggro cards and taunts, and you are searching for the DK card so you can control the board more easily.

Control: You always keep Fire Plume's Heart. You also want Fiery War AxeStonehill Defender etc. But even some of the anti-aggro cards mentioned earlier are good enough to keep. Elise the Trailblazer should be played as soon as you get it because you will get to your value pack more easily; also, in this playstyle, going for the quest is a priority, rather than for the DK.

Druid: The mulligan is the same as for an aggro deck (since you might be facing aggro druid as well), but if you know it is Jade, consider keeping Skulking Geist and even coining it out on turn 5. For us, it was proven as game-winning, with a very high win ratio vs druids (check the video). 

 

How to beat 'em? Class specific explanations!

 

The Mighty Druids

If it's aggro, you go for the usual anti-aggro strategy (check the mulligan). Turn 5 Fishes + Ghoul is usually game winning. Have answers for: Living Mana, Hydra, board spread - and you'll be fine. They're not hard to win against; your taunts protect you from most early things!

If it's jade/plague/big druid, you need to be going for your quest ASAP. Make sure you have a way to clear the board easily after doing that quest (best combo: Sulfuras + Brawl + Hero Power = 10 mana) for a full return of control. Infestation is actually not that hard on this deck, since it fatigues them, especially after you've played your Geist. Find it in your deck!! :) that + the quest wins you the games! Even the DK isn't bad until you get your quest, since the cleave from the weapon allows you to deal with the Jades!

 

The Hidden Hunters

Well.. Yeah. They're pretty much hidden. The strategy is the usual anti-aggro stuff. You can lose to hunter if:

1. You don't deal with their board properly

2. You apply zero pressure during the game & allow them to play the DK, and then they play a different beast every time you can't deal with

Just make sure you remove the beasts and play your taunts. No need to keep the quest! Also, some may run things like Leeroy, Hunter's Mark, Deadly Shot... it's hard to play around it but at least regard it as an option (: Otherwise you should be fine, even if they play Savannah Highmane.

 

The Tricky Mages

If it's Exodia, you just gotta go! What does that mean? You go for the QUEST! Forget the armor; if they get the combo, you're dead anyway. The only way to beat them is to finish your quest and proc that Ice Block before they collect it! Go rarely anywhere but face, since they will trade (face damage means nothing to them). Save Execute for Doomsayer. Dirty Rat isn't needed in this deck since there isn't a lot of them anway, but if you can find it from Stonehill, play it (especially if they pull a Doomsayer on you, or you have a strong removal for Antonidas or the Apprentices). It is winnable.

If it's Freeze/DK/something similar, you will usually win. In this case, you will rarely play out your quest - you WANT to go for more armor! You will rarely even go for the DK, only if you run out of Armor and you need it, or they Alex you anyway. Also, some of them run Arcane Giants, so save your BGH!

 

The Almighty Paladins

If it's Exodia, same goes as for the Exodia mage - be the one who pressures. And most important: DO NOT give them additional coins from Burgle Bully - deal with it on board without spells, even if it costs you more health, turns, and resources. Skulking Geist is actually amazing when they start saving up their 1-cost secrets! (Play it after that) Otherwise, you should be fine, just remove the Horesemen regularly and apply pressure!

If it's aggro, the usual anti-aggro tactics apply. Hold on to your Ghoul + Fishes for the Warleader Murlocs turn, usually you will play that on turn 4 with Coin (it's super important to clear that murloc wave!!). The other things are just specific tech choices they add to the decks, that you will deal with since your deck can do that :P

 

The Extremely Big Priests

If it's a Big priest... Usually they will win. Our deck is not really equipped to deal with very large threats on turn 3-4-5-6-7... turn after turn; since even if we deal with it, he kills us with the Anduin HP anyway. The usual tactic is to go for the quest, but sometimes because of the DK, you will run out of face. It is a bad matchup, but it is winnable with their bad mulligan. Skulking Geist is also amazing here since it removes around 8 cards (same goes for the silence priest: it is an Inner Fire destroyer!:)

Versus Highlander priest, you will usually win. Just go for the quest and don't play too much stuff on board because of the board clears. 1-2 minions per turn on board is quite enough, and with Rag Hero Power, you are able to kill them before they pull out the Raza Anduin combo or kill you with Velen. Just stay out of removals, go for lethal damage if you can, and with quest you should be fine.

 

The Mystic Shamans

Usually not a big deal for you. Apply the early anti-aggro strategy (Ghoul/Whirl + Fishes), stay out of Bloodlust, play Geist ASAP (it eats Evolve for breakfast) and save Brawl or Drake + Fishes for the massive Evolve effects. That's pretty much what will get you there. There aren't many other kinds of Shaman, so this is a viable strategy.

 

The Recourseful Rogues

Usually you will win versus Rogue. BGH is really valuable here - it kills Giants, Edwins, Questings etc... They have a slow start so you are able to get yourself ready. It's even okay to go for the quest so you get that removal for their minions (: sometimes, it's not even bad to hold on to Brawl in mulligan. If you get it, don't play it until you really need to, since they will just play their free Giants after you play it. Try to bait them to play as much as they can so they fall into it :P It's also not as bad as you might think to leave the Gadgetzan up. It will fatigue them, and it will make them play their stuff that they draw. If you have removals, consider leaving it up - at some point, it will stop them from playing spells. DK card is also not a bad way to go about this - it kills most of their small stuff and is a great activator for Execute & Fishes. Don't trust your taunts too much (Vilespine Slayer, Sap even Execute from Warrior cards).

 

The Scary Warlocks

Not that scary, really :) It's important to keep Execute for early Giants and Brawl after he plays DK. But it will be quite easy for you to win even before that - just go for the quest. They can't really deal with 8 damage per turn. There's not much to it really, just play your taunts, remove the biggest threat with Execute or your minions, and you should be okay.

 

The Honorable Warriors

As the title says, they will usually be honorable Pirates :p You already know how to deal with that. We need to keep the quest in case it is a control Warrior, but if you know it is aggro, just throw out the quest and go for the removal & early taunts. If you get to play the DK card and get to that weapon and armor, it's game-winning (as well as playing the Drake I guess). :D Easy matchup if they don't draw the nuts (and sometimes they will).

 

Well, that's it from us for now. Make sure you come over to our stream if you have any comments or questions about the deck (or just want to hang out:) - we are live every working day (Mon-Fri) from 19:00 - 00:00 CEST. Hopefully we see you there!