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)
- escabe
- Registered User
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- 5
- 40
- 71
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
29
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:
- I always go for Crystology and Novice Engineer.
- I do like to keep Uther of the Ebon Blade.
- I ditch all other combo pieces.
- I look for Equality and Doomsayer, regardless of the matchup.
- I'd rather not keep Wild Pyromancer or Consecration without having Equality.
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.
Hy Escabe, nice you are still updating this. I've completely dropped Brewmaster version and only using Beardo. I've also been playing only for fun, once I reach rank 5 so you made me wanna try the Brewmaster version again for a change.
If you'd like to try mine, go for it!
Hey, thanks for sharing. I dusted Call to Arms when they got nerfed, so right now I am not able to replicate that deck of yours. I'll think about whether I want to recraft them again though.
Your thoughts about including Zola the Gorgon and a second Garrison Commander? (to counter/soften the blow from Dirty Rat)
I have not been running into that many Dirty Rats lately, so that has not been much of an issue. Granted, it sucks when it happens, but as it didn't happen to me that often, I don't feel the need to add a second Commander. That would just be a dead card in my opinion.
Zola on the other hand is way more flexible and I have been thinking about adding it for some time now. Problem is that I have absolutely no clue what to cut. Maybe one of the Peacekeepers, but I'm not yet sold on that idea
This deck is simply awesome, I love it but just don't trust it to climb. Only play it in rank floors for fun.
Check my version, it's very similar, though I like some of your choices like the hammer and the Wickerflame (don't have him).
Looks good, I think. I'm just curious why you would only play one Steed, but two Belchers. What's your reasoning behind that choice?
And what do you think about Lesser Pearl Spellstone? You got healing from Rag, 2x Truesilver and Uther. Should be enough to trigger it.
Don't underestimate the deck. Once you know how to play it, it is absolutely viable to climb with it. As you can see in my stats, I managed to get to 10 without even investing that much time. The last couple of days I picked it up again and managed a 7:0 Streak. Granted, I was starting at Rank 20, but it is a decent deck nonetheless.
Wow, this is great idea to bounce horses! I didn't come with this idea when I thought about this wincon, ditched it out for being unable to do 3 clones in 10 mana.
I'm surely have some deck-building to do in standard :)
Fell free to send me a list when you come up with something :)
Hi. Sorry for not replying earlier.
Most of the time, I just squeeze Forbidden Healing in whenever I have a bit of mana open in the late game. Therefore Holy Light might be a good replacement.
The new Paladin Common from Kobolds, Benevolent Djinn, might also do a good job here.
Hey! Ever thought of Velen's Chosen?? Maybe replacing 1 Steed (because THAT can get clunky!). Imagine Velen's in an Engineer (because he can go unchecked easily) or even better in Acolyte! Makes it a real threat and draw machine. Actually we have plenty of good targets: Wicker, Defender, Aldor etc
You know that Velen's Chosen is a Priest Class card, right?
Did you mean Blessing of Kings?
I guess you could substitute one Steed for one Kings. Kings would be useful mid-game to get some good trades. I'll definitely keep an eye on that, thanks for the input.
I think for the new season I will try and include one Enter the Coliseum, most likely by cutting the Acolyte of Pain.
Eadric is a tough one though, due to his mana cost of 7. If he were 6 mana, I would include him right away, as it would then be possible to drop him, use hero power and still play a Brewmaster. At 7 mana, there are not that many options to use your remaining mana when you drop him, which greatly affects the situations he is useful in.
Hi again! Good work on the guide and decklist, I'll check how it goes differently from GhostD.
Some questions. Here you have fewer full board clears by cutting 1 consec and 1 pyro. Is it enough?
I don't have Wickerflame and not willing to craft because saving for Raza and DK Anduin! However, I remember losing to him many times when playing aggro, so I think he's great and makes it possible to survive aggro. How do you perceive that? I use 2nd Belcher but it comes much later and doesn't heal so...
I like the Engineers and maybe Acolyte for faster drawing but not so sure about cutting Lay on Hands...
Thanks and GL on ladder! Doing this combo feels like heroine!
Thanks :)
I wouldn't say that I do have fewer board clears than GhostD, as you need to pair Equality with Pyro/Consec to get a full clear. So, no matter how many Pyros and Cosecs you run, they always represent two full clears. The only issue with cutting one Pyro and one Consec is, that the chances of drawing into them is not so high. I tried to compensate for that by adding more draw to the deck, and until now I have been pretty satisfied with the results.
To be honest, I haven't had a lot of Aggro opponents in my matches, so I am not sure how good Wickerflame is in that matchup. Let's try to approach that theoretically, then.
Against Aggro, Wickerflame should normally kill two Minions and heal for 4. Those two Minions probably represent 5 points of damage (one 3/2 and one 2/1). That's 9 Points of damage neutralized.
Other playable Taunt minions that cost less than 5 and therefore are cheaper than Belcher are Unstable Ghoul, Tar Creeper, Deathlord and Saronite Chain Gang. Those should all be able to mitigate between 5 and 7 points of damage most of the time.
I can not recall a match where I lost because of 3 points of damage ;) Therefore I'd say that Wickerflame should not be essential, even against Aggro.
I also didn't feel comfortable cutting Lay on Hands at first. So I started to track my usage of it during my matches. I then noticed that I barely used it. I suggest that you do the same. Keep it in your build, but keep an eye on how often you actually need it. If you do, then keep playing it :)
Good luck to you as well. If you have any further questions/suggestions, feel free to contribute. I'm really loving this deck and would like to refine it even more.