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The Four Horsemen in Rastakhan's Rumble

  • Last updated Nov 29, 2018 (Boomsday)
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Wild

  • 16 Minions
  • 12 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Paladin
  • Crafting Cost: 8160
  • Dust Needed: Loading Collection
  • Created: 8/31/2017 (Frozen Throne)
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  • escabe
  • Registered User
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  • Battle Tag:

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  • Region:

    EU

  • Total Deck Rating

    29

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Hi everyone, escabe here with my first deck writeup.

Back in my YuGiOh days, I was a huge fan of decks that used alternate win conditions, e.g. Exodia, Mill or Final Countdown. That's why I was pretty hyped when Uther of the Ebon Blade was announced.
The first version I tried made use of Auctionmaster Beardo and cheap spells that had to be reduced in cost via Emperor Thaurissan, which was very inconsistent.

Thanks to user GhostD, who postet this deck, I was made aware of another combo to achieve a kill via The Four Horsemen in one turn, which in my opinion is more consistent.
This combo also needs to be set up, but the setup can be done more easily during the course of the game.

How it works:

Step 1
Play Uther of the Ebon Blade.

Step 2
Over the course of the next couple of turns, bounce two different Horsemen to your hand with Youthful Brewmaster.

Step 3
When you are ready to kill your opponent, drop both Horsemen from your hand followed by Garrison Commander. Now you can simply hit that hero power button to obliterate your opponent, no matter how much health and armor they have.
Important note: You have to drop the Horsemen from your hand first in order to avoid getting two copies of one Horseman.
Another note: Be aware of how many minions you have on board. The combo uses up 5 board slots.

Step 4
Do victory dance and start the next match.

The combo can also be pulled off without drawing into all combo pieces, if your opponent is not able to clear the Horsemen. So make sure that you hit that hero power each and every turn.

Anything else outside of those four cards serves the purpose of drawing, healing or stalling/clearing the board.
I quickly noticed when playing GhostD's version that I seldomly needed Rag and Tirion.
Instead, I decided to go with more draw in order to get to the combo faster.

 

How I tend to mulligan:

 

How to make this deck cheaper:

Not sure if this can really be played on a budget. There are a bunch of Legendaries and Epics in there that are essential. You might be able to replace Primordial Drake.
The combination of AoE and Taunt is pretty strong, but if you are on a budget, a cheaper taunt minion might also do a good job.

If you are really on a budget and look for a way to replace Sunkeeper Tarim as well, here are my thoughts on that:
Sunkeeper most of the time acts as a pseudo-boardclear.  It helps dealing with opponent's boards that consist of big dudes and on average keeps 3 of those in check and gives you one or maybe two additional turns. Maybe just go for Enter the Coliseum instead.

 

Possible inclusions with Rastakhan's Rumble

With Rastakhan's Rumble on the horizon, the deck will once again undergo an overhaul.
I'll update the section as the card releases come in.
<edit>The more cards are revealed, the more I get the feeling that I have to revamp the deck completely aside of the four Combo cards

Time Out!
This card is definitely going into the deck as soon as it is available. I'm positive that this will be one of the key factors in pushing the Horsemen deck up to a viable choice both in Standard and in Wild.
Not sure what to cut yet though, at the moment I am thinking Forbidden Healing and Primordial Drake

Shirvallah, the Tiger
Rush/Lifesteal with 7 ATK is really strong later in the game. And with running Shrink Rays and Spikeridged Steeds it might actually be possible to get the Mana cost down to a reasonable range more often than not. Still, more of a "maybe" card.

Belligerent Gnome
Nice, cheap Taunt that can be picked from the deck with Crystology. No auto-include, also more of a "maybe" card, and, being a rare card, another opportunity to build a budget-friendly version.

Ticket Scalper
Huge threat with its 5 ATK. Your opponent has to immediately remove that in order to prevent you from getting the draw of 2 on your next turn. Therefore he will have less removal in the late game, which is good. Looks like a safe include to me.

Zandalari Templar
Great late-game addition to the deck. The amount of heal is easily achievable with Uther alone and the effect is bonkers. The only problem I see is, that when Uther is hiding on the bottom of the deck, this card just clogs up your hand doing nothing.

High Priest Thekal
Really cool card to get your heal going from the start of the game. Right now, there are games where I draw healing cards in the early stage of the game when I haven't lost much health. That makes me hesitant to play these cards, thus clogging up my hand. Thekal has reasonable stats for its cost and an effect that can deal with this issue. I really like the idea of including it.

Flash of Light
A healing Cantrip for 2 Mana? Hell yeah. Auto include in this deck.

Mosh'Ogg Enforcer
Taunt, Divine Shield, and huge Health looks pretty interesting. Costing 8 Mana is also ok, as it allows for an additional Hero Power on the same turn. Being a common, it is definitely useful for a budget-friendly version of the deck. I'm not sure though whether I will include it or not.

Gurubashi Offering
This is an interesting one. Either your opponent wastes an attack on it or you get a quite large amount of armor. Either way, you stay alive a bit longer. Not sure if it's good enough though.

Track record:

Season 42: started at 21, finished at 15. Didn't play much, didn't track my overall win rate.
Season 43: started at 21, finished at 10. 53 games in total, 33 wins (62% win rate).
Wild Brawliseum: three runs (6:3 / 4:3 / 5:3)
Not much tracking of WR for a couple of seasons, as I used the deck mainly to have fun in Wild. Still got at least to 15 without putting too much effort into it.
Season 53: Climbed out of the gutter (Rank 21) to Rank 16 with two nice Win Steaks and only two or three losses.