This deck is a just for fun kind of deck, and works the opposite of that deck yourself before you wreck yourself deck. Instead of drawing yourself to death, you will attempt to force your enemy to draw to death.
The Idea here is to use Mukla and Lorewalker Cho to fill their hand up with the tokens and cheap spells you have. Save naturalize and the murloc draw for later, when they have a full hand. This works out better because if you can keep Cho alive with a few of the taunt minions ( preferably, Cho+spells on same turn to prevent removal before you get any spells off), then you can play the draw power cards to make them destroy their own cards and hopefully prevent them from receiving anything too good.
You *could* use bite and claw to fill their hand, but that would give them strong spells that grant armor, so it is a bad idea.
The brew masters are in the deck to pull back in the murlocs, allowing you to get in several more draws on the enemy. ( 2 of them is 4 cards, if you bounce back 4 times that is an extra 8 for a total of 12 cards out of their deck, add in two naturalizes that's 16 cards, or 53% of their deck).
The faceless manipulators is in the deck to copy Lorewalker Cho. This lets you have up to 3 Cho's, which would be absurd for filling their hand. Realistically, you will only be able to have 2 up at once, but once in a while 3 may be possible. (No, you cannot copy for the battlecry of drawing cards, so not really helpful to copy the murloc or mukla)
Innervate is very nice because it lets you play more cards on one turn.
With proper timing and planning, you could delay the game until you get your cards, by simply healing and using taunt minions. They will draw at least one card per turn, so if they use drawing cards ( novice engineer, azure drake, loot hoarder, etc.) By turn ten that's 3 cards if they start first, + 10, leaving them at highest with 17 cards. Your cards will draw 16, as long as you do not let your murloc die, leaving them at 1 card at best by turn ten (if you get the cards you need).
It may lack self draw power, however the murloc + brew master combo will draw you two cards per battlecry as well. Wrath is in for draw power, or removal, whichever you need.
Looks fun :D I made a priest deck like this long time ago when priests had mental collapse. You can abuse your opponents draw mechanics too. kill all but the cult master or attack acolyte of pain one at a time :D
Yeah a double one damage wrath on the acolyte would make a great early game start, since they would draw cards and i would gain more cards as well. And leaving a cult master up would be devious, as they likely would leave it up to keep drawing cards. Leaving a mana tide totem up would do the same. The only problem is if they get too good of a counter, but that's what makes this deck so fun. I would like to test it out sometime, but I would need to get into beta + get cards, or wait until the actual game and get the cards.
It would kill end game players as they wouldn't have enough mana to get rid of their cards but it would benefit early rush decks because they run with low draw power and lots of low cost cards.
Yeah, that is what I was thinking. The naturalize would destroy any large minions they threw out, but a rush murloc deck would just go insane at all the low cost cards they could toss out.
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This deck is a just for fun kind of deck, and works the opposite of that deck yourself before you wreck yourself deck. Instead of drawing yourself to death, you will attempt to force your enemy to draw to death.
The Idea here is to use Mukla and Lorewalker Cho to fill their hand up with the tokens and cheap spells you have. Save naturalize and the murloc draw for later, when they have a full hand. This works out better because if you can keep Cho alive with a few of the taunt minions ( preferably, Cho+spells on same turn to prevent removal before you get any spells off), then you can play the draw power cards to make them destroy their own cards and hopefully prevent them from receiving anything too good.
You *could* use bite and claw to fill their hand, but that would give them strong spells that grant armor, so it is a bad idea.
The brew masters are in the deck to pull back in the murlocs, allowing you to get in several more draws on the enemy. ( 2 of them is 4 cards, if you bounce back 4 times that is an extra 8 for a total of 12 cards out of their deck, add in two naturalizes that's 16 cards, or 53% of their deck).
The faceless manipulators is in the deck to copy Lorewalker Cho. This lets you have up to 3 Cho's, which would be absurd for filling their hand. Realistically, you will only be able to have 2 up at once, but once in a while 3 may be possible. (No, you cannot copy for the battlecry of drawing cards, so not really helpful to copy the murloc or mukla)
Innervate is very nice because it lets you play more cards on one turn.
With proper timing and planning, you could delay the game until you get your cards, by simply healing and using taunt minions. They will draw at least one card per turn, so if they use drawing cards ( novice engineer, azure drake, loot hoarder, etc.) By turn ten that's 3 cards if they start first, + 10, leaving them at highest with 17 cards. Your cards will draw 16, as long as you do not let your murloc die, leaving them at 1 card at best by turn ten (if you get the cards you need).
It may lack self draw power, however the murloc + brew master combo will draw you two cards per battlecry as well. Wrath is in for draw power, or removal, whichever you need.
Tell me what you think!
Looks fun :D I made a priest deck like this long time ago when priests had mental collapse. You can abuse your opponents draw mechanics too. kill all but the cult master or attack acolyte of pain one at a time :D
Let me change your mind
Yeah a double one damage wrath on the acolyte would make a great early game start, since they would draw cards and i would gain more cards as well. And leaving a cult master up would be devious, as they likely would leave it up to keep drawing cards. Leaving a mana tide totem up would do the same. The only problem is if they get too good of a counter, but that's what makes this deck so fun. I would like to test it out sometime, but I would need to get into beta + get cards, or wait until the actual game and get the cards.
It would kill end game players as they wouldn't have enough mana to get rid of their cards but it would benefit early rush decks because they run with low draw power and lots of low cost cards.
Let me change your mind
Yeah, that is what I was thinking. The naturalize would destroy any large minions they threw out, but a rush murloc deck would just go insane at all the low cost cards they could toss out.