Currently building and improving a deathrattle demon deck. Any suggestions are welcomed. Current versions does very well and is consistent for the most part. From what I can tell, you have decent match ups against most common decks like control warrior, handlock, priest, druids and any other control oriented deck, while also putting a stop to most fast paced decks. Hovering around rank 2-3 with it atm. Don't feel like grinding to legend, since I have little to no time currently and the season is about to end. Anyway, long story short, here is the deck:
Strategy: The idea is simple, yet effective: Play value minions that are hard to remove efficiently and stick on the board. Almost all minions in the deck stay on the field after they die in one form or another, making them great to trade efficiently. 2x Power Overwhelming and Soul Fire to get rid of bigger minions or finish the game, 2x Defender of Argus [/card] to help with pressure and to buff your minions and 2x [card]Dark Iron Dwarf and Dire Wolf Alpha to help trade more efficiently. All 7 are also Nerubian Egg enabler. Ironbeak Owl is amazing. It's hardly ever without use. Even just silencing a mere Twilight Drake [/card]or [card]Mad Scientist helps you much, where it really shines, is against control deck's weaponry tho, like Tirion Fordring, Cairne Bloodhoof, Ancient of War, Sylvanas Windrunner and the rest. The recent emergence of even more control deck types, also brought in a Siphon Soul, to help to remove big bodies.
Against pressure you have Voidwalker, Defender of Argus and the commonly played Sludge Belcher, which also fits the theme perfectly well. If you can protect your Undertaker for a while, he can easily become a monster and trade against minions that are worth 3, 4 or even 6 times his mana value. A turn 3/4 Voidcaller [/card] that nets you a [card]Dread Infernal / Doomguard makes it often hard for your opponent to recover. Even if he just pulls another Voidcaller onto the field, it's mana well spent.I let him sit in my hands if I have other options to play, depending on the situations. Same forDoomguard, who I only play if I need to apply pressure, get rid of a minion I can't kill otherwise or if I lose nothing important (or have no hand cards to begin with). Doomguard is viable on its own, as is the most surprising card, the Dread Infernal. Even without Voidcaller, it's pretty decent. If you play around the 1 board damage, you can get some sick value out of it. a 6/6 body is also hard to remove for most classes, while it avoids cards like Big Game Hunter altogether.
Mulligan: You obviously mulligan for Undertaker, Haunted Creeper, Harvest Golem [/card]etc. If you have [card]Voidcaller on the hand, I'd keep him (depending on match up and deck you face). You often draw into a demon he can summon in time. If you have Voidcaller AND an Infernal or Doomguard on your starting hand, I'd think about keeping them. In particular if you have the coin available. Again, it highly depends on the class you face and deck you anticipate to play against. Never keep an Infernal or Doomguard, hoping you draw into a Voidcaller tho.
Latest changes: -1 Dire Wolf Alpha +1 [card]Cairne Bloodhoof[/card]
Currently building and improving a deathrattle demon deck. Any suggestions are welcomed. Current versions does very well and is consistent for the most part. From what I can tell, you have decent match ups against most common decks like control warrior, handlock, priest, druids and any other control oriented deck, while also putting a stop to most fast paced decks. Hovering around rank 2-3 with it atm. Don't feel like grinding to legend, since I have little to no time currently and the season is about to end. Anyway, long story short, here is the deck:
D.D.D. (Deathrattle Demon Domination)
Unknown Deck
by Zukuu - Sep 25, 2014
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Minion (25)
- 1x Cairne Bloodhoof
- 2x Defender of Argus
- 2x Doomguard
- 2x Nerubian Egg
- 2x Sludge Belcher
- 2x Harvest Golem
- 2x Dark Iron Dwarf
- 1x Dire Wolf Alpha
- 2x Dread Infernal
- 2x Haunted Creeper
- 1x Ironbeak Owl
- 2x Undertaker
- 2x Voidcaller
- 2x Voidwalker
Ability (5)
- 1x Siphon Soul
- 2x Power Overwhelming
- 2x Soulfire
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Strategy:
The idea is simple, yet effective: Play value minions that are hard to remove efficiently and stick on the board. Almost all minions in the deck stay on the field after they die in one form or another, making them great to trade efficiently. 2x Power Overwhelming and Soul Fire to get rid of bigger minions or finish the game, 2x Defender of Argus [/card] to help with pressure and to buff your minions and 2x [card]Dark Iron Dwarf and Dire Wolf Alpha to help trade more efficiently. All 7 are also Nerubian Egg enabler.
Ironbeak Owl is amazing. It's hardly ever without use. Even just silencing a mere Twilight Drake [/card]or [card]Mad Scientist helps you much, where it really shines, is against control deck's weaponry tho, like Tirion Fordring, Cairne Bloodhoof, Ancient of War, Sylvanas Windrunner and the rest. The recent emergence of even more control deck types, also brought in a Siphon Soul, to help to remove big bodies.
Against pressure you have Voidwalker, Defender of Argus and the commonly played Sludge Belcher, which also fits the theme perfectly well. If you can protect your Undertaker for a while, he can easily become a monster and trade against minions that are worth 3, 4 or even 6 times his mana value.
A turn 3/4 Voidcaller [/card] that nets you a [card]Dread Infernal / Doomguard makes it often hard for your opponent to recover. Even if he just pulls another Voidcaller onto the field, it's mana well spent. I let him sit in my hands if I have other options to play, depending on the situations. Same forDoomguard, who I only play if I need to apply pressure, get rid of a minion I can't kill otherwise or if I lose nothing important (or have no hand cards to begin with). Doomguard is viable on its own, as is the most surprising card, the Dread Infernal. Even without Voidcaller, it's pretty decent. If you play around the 1 board damage, you can get some sick value out of it. a 6/6 body is also hard to remove for most classes, while it avoids cards like Big Game Hunter altogether.
Mulligan:
You obviously mulligan for Undertaker, Haunted Creeper, Harvest Golem [/card]etc. If you have [card]Voidcaller on the hand, I'd keep him (depending on match up and deck you face). You often draw into a demon he can summon in time. If you have Voidcaller AND an Infernal or Doomguard on your starting hand, I'd think about keeping them. In particular if you have the coin available. Again, it highly depends on the class you face and deck you anticipate to play against. Never keep an Infernal or Doomguard, hoping you draw into a Voidcaller tho.
Latest changes:
-1 Dire Wolf Alpha +1 [card]Cairne Bloodhoof[/card]
Needs testing:
-Hellfire
-Sense Demons
-Lord Jaraxxus
-2nd Ironbeak Owl