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
Funny deck, I went 3-10 on it tonight. Requires incredible greed to make work.
I cannot believe I manage to make the combo work during the first game I played with this :D the deck is so much fun to play and I am sure you are all going to have a grand ol' time giving this a try on the first week! I made a video showcasing the deck which I really hope you enjoy.
Tried the deck once (against warlock), since I was lucky enough to get Togwaggle as one of my legendaries (aside him, just one out of the 5 other legendaries are interesting to me... bummer).
It's super fun! But you need to be lucky for the main combo (I was lucky enough to get the two last cards of the combo in a row). Aside that, the opponent I fought against was not fooled and did not trade back. However, I still won.
And that's why I LOVE this deck. If the opponent trades, BAM, you destroy his deck. But if he doesn't, they got a deck full of draws and armor while you discover cards. I managed to get relatively okay cards by doing so, so I managed to get some kind of advantage.
Difficulties I met in that fight (that seemed to be some kind of Control Warlock):
- The minions in the board may be an issue. Since you're turn 10, if you don't have previously removed them all, that's how much damage you might get, especially since it's difficult to get the right answer out of the discover un'goro cards.
- He still may have threats in his hand. In my case, he did have a few, but it could be worse.
I had the two coldlight oracles in my hand, So I had my finisher. I suspected he might switch back when getting to 0 cards, so just when he was at 0 cards, I pulled them out, making sure he takes fatigue damage. Coupled with good discover cards (lich king for instance), I was at an advantage near the end.
I guess it might be worth keeping the coldlight for the end (just don't make them a priority if you have other ways to draw), in case he does not trade back. That way, near the last card, you push him further than you into fatigue by playing them.
As a note, I created an hearthpwn account just to comment on this thread. Not so competitive, but damn, that is such a fun deck to play. Meme points to you!
Thank you again for this deck. I thought about some kind of mill techniques to play Togwaggle with Druid, but this idea is far better! I wonder if it will push the geist to be played more often, cause it's the best counter against it if drawn previously enough.
the gods have bestowed the meme god toggwaggle upon me, so now I am obligated to try your deck. Wish me luck
So how's it going with this deck? Seems really fun, sadly I'm at work and can't watch streams :(
tried it twice. won the first one, shaman with 0 cards in hand decided to trade back. was hilarious. second time i played a paladin, he chose to not switch back, and killed me.
So I opened my packs today and got a GOLDEN KING TOGGLEWOGGLE!!!! and was psyched to try out this deck. As fun as it is in theory it's not effective because it assumes that people would rather play with Explore Un'goro cards than your original deck. Why would anyone want that? I think this card has potential for trolling quest decks, but tbh unless someone is stupid or not paying attention, they're never going to ransom back a deck of Un'goro cards
I love the deck idea and concept, but strongly disagree with the decision not to include at least one copy of Dead Man's Hand. And here's why. ( I think one copy is better than two. But need to think about how it goes down if both you and your opponent have a copy of it. )
Assuming the three cards you need in your hand to win the game are King Togwaggle / Skulking Geist / Explore Un'Goro then the probability of getting these three cards in your hand is roughly 50% by the time you have 6 cards left in your deck. (Admittedly ignoring mulligans.)
http://stattrek.com/online-calculator/hypergeometric.aspx Use 30, 3, 24 (30-6), 3 as parameters.
That means that on average (50%) if your opponent lets you get 5 turns (They draw one of the 6 cards left in your deck on their turn) of Choose Your Path before playing King's Ransom then you will be in fatigue also. Even if you destroy their deck. And you will draw fatigue first.
In 20% of games your opponent will only have to sit for 1 turn before playing King's Ransom and putting you into fatigue.
Basically my point is that for this deck to work one of 4 things has to happen:
1) You prevent them from getting King's Ransom by filling their hand. And they are forced to play with your trash deck. (This seems like the best option.)
2) You can fill your deck with some other cards after you get your deck back. So that you don't fatigue first. (By Dead Man's Hand or some other method. It sucks that this makes you have to draw a 4 card combo, but it's still better than losing.)
3) You get a massive armor pool and can survive fatigue. (Possible, but I'm not sure how likely. Maybe someone with more experience in control warrior can comment.)
4) Your opponent doesn't know how to play against this deck.
Let me know if you still disagree or have some other solution to this problem that I didn't think of.
The problem I'm finding is that there's no motivation for a player to want their deck back. They've seen you use EU on the deck and they will prefer to play with a warrior deck they don't know than an EU deck. If they don't take the bait, all they'll do is mill your deck until it runs out and THEN ransom you back a dead deck. I really hope someone finds a cool thing to do with it, but this isn't it
Opened Togwaggle so I figured I’d give it a try, and I went 4-8. It’s a hilarious deck when it works, but even if you pull off the combo you’re usually low on health and cards left in your deck, putting you in a really bad spot for the late game.
i m waiting for a moment i can play it so much
Funny stuff!!
I like the thought of it (but you'll run into a lot of control priests who will be holding Anduin and Raza and will likely destroy you if you give them a million 1 mana spells), but I think you should definitely be running the new card Reckless Flurry for another board clear option (and a card that would be useless most of the time to your opponent if they decide to keep the deck). Public Defender would be another good one to add in this deck while you draw out the combo as well, but I have no idea what you'd remove to pull that off.
Opponent plays their own Dirty Rat. RIP Skulking Geist or King Togwaggle. Goodbye combo.
that could happen, but it's unlikely they will have a geist in hand when you switch and that's the only counter to the combo
Your opponent running giest is already an obscure tech card. It won’t really be often that your opponent techs it in.
(Also, the point of giest in this deck is for if your opponent takes his explore un’goro’d deck back)
you're joking right? cuz you have a geist in your hand just for if he swaps back....
It was removed because it got too old.
King Togwaggle now sits firmly at the top of my day 1 must craft list.
How would your opponent play around this? There's no real counterplay unless your opponent has Geist too. Dead Man's Hand warrior has been viable for awhile (I think it even hit Rank 2) and this is pretty much identical aside from Garrosh and a couple other inconsequential cards. This could fairly consistently survive to hit the combo and it's also easy to mistake for DMH.