Hold my beer, Azari!
- Last updated Dec 8, 2017 (Kobolds Patch)
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Wild
- 13 Minions
- 15 Spells
- 2 Weapons
- Deck Type: Theorycraft
- Deck Archetype: Fatigue Warrior
- Crafting Cost: 6360
- Dust Needed: Loading Collection
- Created: 11/25/2017 (Marin's Treasure)
- user-20714547
- Registered User
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- 17
- 51
- 77
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Battle Tag:
Envy#22570
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Region:
EU
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Total Deck Rating
860
Update 1: We made it! More than 50 Upvotes and Frontpage it is, you memers!
Update 2: Added Doomsayer to the deck. Combos nice with Dirty Rat as always.
Update 3: Did you know, King Togwaggle swapped this deck with the #1 Frontpage deck? More than 150 Upvotes. What is wrong with you guys? But I feel honored, thank you for the support.
Update 4: Added FAQ, as we hit the 200 Upvote milestone.
Update 5: 300 Upvotes. THIS! IS! MADNESS!
Update 6: I removed Primordial Drake which could work as a benefit for the opponent after switching decks.
Update 7: 400... How long can this go on?
Update 8: Five freakin' hundred... I am speechless and I actually think, we will break the meta. At least for day 1 of the new expansion. Trolden, you are welcome. You will probably owe me half of your YouTube money after the KaC launch. Kek
Update 9: 666 Upvotes. I guess, you've left me no choice but to do this... I will stream playing this deck, starting on thursday (or friday, whenever the expansion launches on the EU-servers) at 2pm CET. Catch me @ twitch.tv/envyhey
Hey guys,
so over at the King Togwaggle release page, this guy CarneDeLamba (credit where credit is due) had a wonderful idea, that makes Azari, the Devourer look like a tame kitty crying in the corner.
It is a combo around King Togwaggle, Explore Un'Goro and Skulking Geist.
General Gameplan
1) Draw and survive until you have those 3 cards in hand.
2) On 10 mana you play King Togwaggle to switch decks and Explore Un'Goro so their deck becomes Choose Your Path only, which happen to also be 1-Mana spells.
3) If they decide to switch decks again with King's Ransom you stand up, jump in the air, yell: "Hold my beer, Azari, and let me show you how it's done!" But actually you just play Skulking Geist to destroy their deck.
Fun facts
- Even without destroying their deck, this counters any deck, that relys on a Combo or a specific card - namely Highlander Priest, Quest Mage, Jade Druid and many more. Even in the mirror match.
- If your opponent decides to NOT switch back, he has a deck with no threats at all. Only card draw and removal - if any is left.
- There is a possibility to not let them have King's Ransom by a comboing Coldlight Oracle, The Coin and King Togwaggle. Be careful with that and only use it, when they are deeper into fatigue and you are sure you can outlast them. Otherwise the original Combo is way more reliable.
FAQ:
- Isn't your opponing running Skulking Geist a total hard counter for this deck?
If your opponent manages to play Skulking Geist after you play King Togwaggle and Explore Un'Goro you are pretty much screwed, yes. However keep the following in mind:
- Your opponent has to run Geist, which is not very common nowadays (but happens occasionally).
- Your opponent needs to keep it in his hand until you pull of the first part of your combo. If he does that, you can potentially pull it out by playing Dirty Rat, which - if Skulking Geist becomes the meta - can be teched in a second time. - Why not also run Dead Man's Hand?
The answer to this one needs a lot of explenation, so brace yourselves:
- DMH can only be played after the combo, otherwise it would make your draws to inconsistens.
- You need to assemble 5 cards instead of 3 before you can pull off your combo or you would give DMH together with your deck to your opponent, which would screw with the intention of this deck to either destroy their deck or giving them nothing playable. With this, he suddenly has a totally viable DMH Warrior and a skilled player could still win or at least make the game a draw.
- If you want to outlast your opponent in a DMH style, you are probably better of without the Togwaggle shenanigans. This version focuses on destroying your opponent's deck before it gets to fatigue. - Wait. Isn't it better to play Explore Un'Goro first and King Togwaggle after?
I know the reasoning behind your thought, but since you give your opponent King's Ransom into his hand he could always just get his deck back. Think about it just a little bit more. The ordering in the description is the right one. :) - Why not add a secong Explore Un'Goro and Skulking Geist to make the combo more consistent?
I know it sounds odd, but it actually makes it more inconsistent. Why? You can't leave either of those in your deck, because your opponent has the chance to draw them after you switch decks - if they draw Skulking Geist they can destroy your deck before you can. If they draw Explore Un'Goro your Skulking Geist would destroy both decks. So you would have to draw 5 instead of 3 cards = more inconsistency.
Deck Showcase
See Kiwii N Bacon play the deck on his YouTube Channel
I wonder if Hemet the jungle Hunter + second explore ungoro would increase consistency.
This is shit. If the enemy swaps back I only have just a few cards left. What do I supposed to do with 2 cards? they have minions in hand and they can paly them, I have nothing just 2 card draw cards.
Sehr lustig aber in der Realität überhaupt nicht spielbar. Man hat nie alle 3 Karten rechtzeitig auf der Hand. Wenn doch ist meist das Spiel längst für den Gegner entschieden oder die Stapel leer, somit ein Win aussichtslos. Hab es 15 mal gespielt, funktioniert hat es ganze 2 mal. Aber das dumme Gesicht der Gegner hätte ich gerne gesehen!
Sorry, it just doesn't work consistently enough. And it's not fun when your opponent wins anyway.
I just won my first game when trying out this deck, everything went so smooth I wished I had recorded it. This was hella fun, thanks!
This deck is a lot of fun to play, but unfortunately it's not a deck that you'll be able to advance in your ranks in competitive matches
I like a lot your deck, do you try a Wild versión?
You usually get the combo by the time you get close to fatigue and its pure luck if you ever get the combo at an early stage.
I made a similar deck based off of this, and I absolutely LOVE it! I've only played it 3 times, and won all 3. One of them lost before I even did the combo, cos he was playing one of those trash new Paladin decks where everything is low cost and 1 health... Ravaged by the Ghoul...
If anyone is at all interested, my changes are:
-1 Sleep with the Fishes (I only own one copy)
- 1 Brawl (I only own one copy)
-2 Dirty Rat (Don't wan't it to pull Skulking Gheist after deck swap)
-2 Doomsayer
-2 Coldlight Oracle (To avoid fatiguing yourself)
+1 Dead Man's Hand (To avoid fatiguing yourself)
+2 Drywhisker Armorer (For stupid amounts of armour)
+2 Execute (Works well with ravaging Ghoul/whirlwind)
+1 Ravaging Ghoul (Works well with Execue, Fishes, Armorsmith and Acolyte)
+2 Unidentified Shield (Insane Armor potential)
I went down the route of only having armour, board clears and card draw. Might put Doomsayers back in for the Unidentified Shields, but no point until it proves a problem for me.
This deck is awful, the draw rate on the combo isn't consistent enough to make it much fun. 10% winrate is worthless for troll.
Really fun, like the concept of the deck and its combo :)
But oh my I got rolled over by actual azari decks xD i played this decks 5 games and encounter 4 azari warlock who just destroy me :D they have some much minion and guldan death knight you just cant win, even if you manage to fill the oponent hand and kill the new warlock legendary so they dont get thefirst seal, they just have to much threat.
It actually mde think that this deck as so little threats, and you usually have drawn so much when you do your combob it is really hard to seal games. Everytime I was able to play the combo but couldnt win
I wonder if less draw and more solid cards, in the current meta, wouldnt be better for winrate. Less consistent combo but more wins
Anyway great deck and concept, hats off to the creator ;)
This deck is awesome, and it's really funny that Dirty Rat can be used to counter your own strategy. Just played a game against this deck where I refused to pay the ransom. I drew a dirty rat from their deck and used it to pull their geist. Pretty funny watching them try to figure out what just happened.
Legit AF deck
Don't make this deck!! IF you cnsurvive to 10, and get the combo...your oppnent probably already has a good board and hand, and your health is about 10
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100% win rate with this deck [1/1]. So satisfying.
I recommend swapping the ravaging ghoul for Violet Illusionist. Sure it's one more combo piece but I've found the fatigue damage to be a much more reliable win condition. As opposed to tying all the time, you can play the illusionist and save coldlights for an EXTREMELY satisfying lethal. (especially if your opponent is particularly fond of his emotes)
Although this deck is a fun meme deck with a combo that is so satisfying to pull off, it has no end game. By the time that you pull off the combo, they have some sort of board, or the cards in hand that can win them the game if they just hold the ransom card in hand and not jump the gun to get their deck back. This deck has so much card draw that by the time you pull off the combo, you have drawn anywhere from 4-8 cards more than your opponent and this combo basically gives them the win condition by holding onto the ransom card. They just hold onto the ransom card until they have no cards left in their deck (your original deck) and then just switch. I have played 5 games with this deck (knowing that that is not a large sample), and have a record of 1-4. I pulled off the combo all 5 games also. The 4 games that I lost, the opponent just held the ransom card until the end and then switched and I just died from fatigue.
I also switched out the 2 Dirty Rats for 2 Bring It On! because 1 of my games after I switched decks my opponent top decked my 2nd Dirty Rat and it pulled out Skulking Geist. Therefore cancelling the combo and then switched decks and I was left with no win condition. I at least feel that the Bring It On! offers you more armor which is what you want to survive into the late game to pull off the combo and hope (fingers crossed!) for the win.
Very Interesting Deck xD
How do you manage to survive with this deck till turn 10?