This deck has been modified to push more into a tempo form since it was originally published. Changes in the meta, always necessitate that we adapt and evolve. As we do so, however, we always want to remember our roots. If you want to see the original concept, I have preserved it in the following spoiler.
So here's a shell I am tooling around that seems to be catching people off guard. It is part Mech, part Control, part Fatigue and stupidly fun to play.
Early game you are simply stalling, drawing/sculpting hand, and throwing your enemy off your trail, while building up armor. Mid Game, you are playing to what you've drawn. Late game you fall back on one of the following:
Dead Man's hand with Control -- Passively letting your opponent mill out and stack up Corrupted Blood
Dead Man's hand generating big hits between Akali and Zilliax
Stocking your deck with Omega Assemblies to unpack in hand and refill your tempo alongside Dr. Boom's Hero Power.
Deck Link
*special note: My current Version has removed Woebringer, due to the increased number of smaller minions for tempo. This hurts Hakkar somewhat as we can no longer "cheat" him into play, however he is still too valuable to pass up in certain matchups. Some players may want to cut some of the added minions in favor of Forge and Woecleaver, others may want to cut Hakkar, depending on your matchup consistency and your ability to wombo.
Akali, and Zilliax are best buddies when is comes to big explosive plays and recovery. It gets even more disgusting when you throw Dead Man's Hand into the mix allowing you to wombo Akali with a copy of herself, and combo more than once in a game (given the need or opportunity).
Fast and Furious:
Dr. Boom to doesn't just have a bunch of different hero Powers, he also gives all your Mechs Rush. Going "infinite" by saving Omega Assembly for late (with Dead Man's), gives you options for board control that doesn't involve burning valuable other resources. Not only does this take some of the burden off your other spells, but sometimes means getting extra copies of Zilliax for playtime with Akali!
The Long Game:
Dead Man's hand alone, is extremely valuable for late game value in games that look like they are going to fatigue. Hakkar, doubles down on late game giving you a source of late game grind even before fatigue is guaranteed to hit. Corrupted Blood punishes decks that want to draw out way too fast, and it accelerates very quickly once it starts rolling. This also gives you some surprising reach versus decks that want to stack tons of excess health or armor. To drive drive it all home... the extra copies of cards we make with Dead Man's Hand help to manage our probability of triggering corrupted blood versus our opponent.
Card Choices
Omega Assembly -- Can be used early game if you need a creature for tempo. Late game becomes a card advantage engine.
Shield Slam -- Spot removal based on stacked armor. can be used to suicide Hakkar if necessary.
Cornered Sentry -- Decent ward with a downside that can be mitigated by a number of effects from our deck. Sometimes you even use it to play with Brawl math.
Dead Man's Hand -- Long game deck stuffing and fatigue engine
Drywhisker Armorer -- Armor stacker for big boards. Great for getting a body in play along with the armor.
Execute -- Spot removal that plays nice with all the whirlwind/ping damage in the deck. Always try to restock one of these (with another ping too if there isn't one in your deck) when using dead man.
Heroic Strike -- Sometimes you just gotta do stuff yourself. Early game removal, stacks with weapon attack. And sometimes even goes face.
Acolyte of Pain -- Card drawing on a body. Can draw multiple cards if left unattended.
Gluttonous Ooze -- Weapon disruption. Sometimes just tempo-d out for a body, can be combo'd for a bonus after weapons project... if you don't need it for something else.
Brawl -- One copy because we have so much other removal, it can clog our hand to get multiples, especially after we start using dead man.
Dyn-o-matic -- Mini-AoE on a body, similar to Brawl... and its a Mech :)
Harrison Jones -- Weapon removal that also draws us cards. Can be used on weapons project if you dont need it for other targets.
Zilliax -- All around good creature, taunt, lifesteal. Great combos with Akali.
Dr. Boom, Mad Genius -- hero replacement that gives us ridiculous options with our hero power, and also gives rush to all our Mechs.
Akali, the Rhino -- Rush removal that sets up something BIG in your hand. Combos with Zilliax or itself (after you Dead Man's). if necessary, you can even stock your deck with a tiny rush minion to still get the effect.
Hakkar, the Soulflayer -- Punishes decks that like to draw heavy, and magnifies Fatigue. Harder to get out without some form of recruit, but still incredibly valuable.
Gameplay Videos
This one is courtesy of Tommy Wave who braved playing the original version of the deck blind on his stream. Lots of good observations, especially about learning the deck. Thanks for the video Tommy!
Here is one from my Original Build (before Oondasta)
Conclusion
This list has come a long way with input, and refinement from its original form, but am still excited to share it and get feedback from other players. I will happily keep evolving it with continued interest.
Updated to Include Oondasta, which is performing really well so far. Updated info-graphics to reflect changes, make certain interactions more readable, and to add a little fun/humor.
I got and Idea like this but my initial plan was not only zileax but also using 1 bakefull banker.
Baleful Banker can be some good tech, but he would be a little redundant to Dead Man's Hand and there is a chance he can screw up your Recruiting from Woecleaver. Also, this deck tends to hit really slow and then really hard. I worry that Banker would only be relevant after you have already "won". Not a bad thought, however... thank you!
Surprisingly, I have every card in this deck and I actually crafted a good majority of them instead of opening them. I hadn’t thought to try Akali + Oondasta outside of a pure rush deck. My only concern with this deck is that it has so few threats meaning you have to wait to draw them AND both DMH before you start ramping things up. I may have to do some testing with this deck.
Think there might be any benefit to adding Rummaging Kobold to make multiple Woecleaver's more of a sure thing? Not sure what you'd cut to fit it in. Maybe Weapons Project or Blood Razor? Just curious to hear your thoughts...
Surprisingly, I have every card in this deck and I actually crafted a good majority of them instead of opening them. I hadn’t thought to try Akali + Oondasta outside of a pure rush deck. My only concern with this deck is that it has so few threats meaning you have to wait to draw them AND both DMH before you start ramping things up. I may have to do some testing with this deck.
It definitely has a learning curve, especially playing around Dead Man's Hand. Knowing when and how to pitch stuff you don't want to copy, matters a lot in preventing you from stalling later.
The best advice I can give is that there is a duality to the deck. Sometimes you can sit back and craft the rush combo and abuse it with Dead Man's, and sometimes you just have to burn the Rush guys early and lean on Omega Assembly and Dead Man's instead. If you try to do everything every game, you can stall really badly.
Think there might be any benefit to adding Rummaging Kobold to make multiple Woecleaver's more of a sure thing? Not sure what you'd cut to fit it in. Maybe Weapons Project or Blood Razor? Just curious to hear your thoughts...
The problem here is that Kobold can actually hurt Woecleaver by messing up its pulls. Woecleaver is a tool to use at the right moment, not the sole purpose of the deck. I often use Woecleaver AFTER I cast Dead man's for the first time, and almost never on curve, unless I'm getting pressed and feel I need to burn the rush package early.
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This deck has been modified to push more into a tempo form since it was originally published. Changes in the meta, always necessitate that we adapt and evolve. As we do so, however, we always want to remember our roots. If you want to see the original concept, I have preserved it in the following spoiler.
Introduction
So here's a shell I am tooling around that seems to be catching people off guard. It is part Mech, part Control, part Fatigue and stupidly fun to play.
Early game you are simply stalling, drawing/sculpting hand, and throwing your enemy off your trail, while building up armor. Mid Game, you are playing to what you've drawn. Late game you fall back on one of the following:
Deck Link
*special note: My current Version has removed Woebringer, due to the increased number of smaller minions for tempo. This hurts Hakkar somewhat as we can no longer "cheat" him into play, however he is still too valuable to pass up in certain matchups. Some players may want to cut some of the added minions in favor of Forge and Woecleaver, others may want to cut Hakkar, depending on your matchup consistency and your ability to wombo.
Core Synergies
The Rush Play:
Akali, and Zilliax are best buddies when is comes to big explosive plays and recovery. It gets even more disgusting when you throw Dead Man's Hand into the mix allowing you to wombo Akali with a copy of herself, and combo more than once in a game (given the need or opportunity).
Fast and Furious:
Dr. Boom to doesn't just have a bunch of different hero Powers, he also gives all your Mechs Rush. Going "infinite" by saving Omega Assembly for late (with Dead Man's), gives you options for board control that doesn't involve burning valuable other resources. Not only does this take some of the burden off your other spells, but sometimes means getting extra copies of Zilliax for playtime with Akali!
The Long Game:
Dead Man's hand alone, is extremely valuable for late game value in games that look like they are going to fatigue. Hakkar, doubles down on late game giving you a source of late game grind even before fatigue is guaranteed to hit. Corrupted Blood punishes decks that want to draw out way too fast, and it accelerates very quickly once it starts rolling. This also gives you some surprising reach versus decks that want to stack tons of excess health or armor. To drive drive it all home... the extra copies of cards we make with Dead Man's Hand help to manage our probability of triggering corrupted blood versus our opponent.
Card Choices
Gameplay Videos
This one is courtesy of Tommy Wave who braved playing the original version of the deck blind on his stream. Lots of good observations, especially about learning the deck. Thanks for the video Tommy!
Here is one from my Original Build (before Oondasta)
Conclusion
This list has come a long way with input, and refinement from its original form, but am still excited to share it and get feedback from other players. I will happily keep evolving it with continued interest.
This looks fun and I don't play warrior much. Nice write up as well. Gonna make a new deck... ")
I enjoy.
Thanks! Hope you enjoy!
Looks good.
I made some revisions to the core deck, and added a Gameplay video to the writeup.
After some commentary in the decklink, I am testing a version with Oondasta as well. It is pretty hype so far.
### Bloody Genius
# Class: Warrior
# Format: Standard
# Year of the Raven
#
# 2x (1) Omega Assembly
# 2x (1) Shield Slam
# 2x (2) Dead Man's Hand
# 2x (2) Execute
# 2x (2) Forge of Souls
# 2x (2) Slam
# 2x (2) Warpath
# 1x (2) Weapons Project
# 2x (3) Shield Block
# 2x (4) Blood Razor
# 2x (5) Brawl
# 1x (5) Zilliax
# 2x (6) Unidentified Shield
# 1x (7) Dr. Boom, Mad Genius
# 1x (8) Akali, the Rhino
# 1x (8) Scourgelord Garrosh
# 1x (8) Woecleaver
# 1x (9) Oondasta
# 1x (10) Hakkar, the Soulflayer
Deck Code: AAECAQcIn9MC/ecC9PUCkvgCoIADmocDlooDm4oDC0uiBJEG/weyCMzNAo7OAvbPAs/lApvzAoP7AgA=
Congrats for the idea, and for making it work.
But... 32 minutes for one game? Not my cup of tea, sorry mate.
For what its worth, most games aren't as long as dueling fatigue decks... but yeah, our games are longer than the average ladder spam.
Thanks for checking it out in any case.
Updated to Include Oondasta, which is performing really well so far. Updated info-graphics to reflect changes, make certain interactions more readable, and to add a little fun/humor.
I got and Idea like this but my initial plan was not only zileax but also using 1 bakefull banker.
Baleful Banker can be some good tech, but he would be a little redundant to Dead Man's Hand and there is a chance he can screw up your Recruiting from Woecleaver. Also, this deck tends to hit really slow and then really hard. I worry that Banker would only be relevant after you have already "won". Not a bad thought, however... thank you!
Updated to include an additional video courtesy of Tommy Wave. Lots of good content for learning the deck!
Too bad I'm missing 4 legendaries to try this.
Which ones?
Surprisingly, I have every card in this deck and I actually crafted a good majority of them instead of opening them. I hadn’t thought to try Akali + Oondasta outside of a pure rush deck. My only concern with this deck is that it has so few threats meaning you have to wait to draw them AND both DMH before you start ramping things up. I may have to do some testing with this deck.
oof i just disenchanted woecleaver because i thought i would never use it... welp this sucks... great deck tho!!!
This was fun :)
Please keep updating when you change cards.
I named the deck The Holy Trinity.
Think there might be any benefit to adding Rummaging Kobold to make multiple Woecleaver's more of a sure thing? Not sure what you'd cut to fit it in. Maybe Weapons Project or Blood Razor? Just curious to hear your thoughts...
It definitely has a learning curve, especially playing around Dead Man's Hand. Knowing when and how to pitch stuff you don't want to copy, matters a lot in preventing you from stalling later.
The best advice I can give is that there is a duality to the deck. Sometimes you can sit back and craft the rush combo and abuse it with Dead Man's, and sometimes you just have to burn the Rush guys early and lean on Omega Assembly and Dead Man's instead. If you try to do everything every game, you can stall really badly.
The problem here is that Kobold can actually hurt Woecleaver by messing up its pulls. Woecleaver is a tool to use at the right moment, not the sole purpose of the deck. I often use Woecleaver AFTER I cast Dead man's for the first time, and almost never on curve, unless I'm getting pressed and feel I need to burn the rush package early.