thanks man. this deck has helped me a lot when building the biomech hunter I'm working on. I was leaning more heavy into the mechs/bombs, but I've just started playing your version for now at least.
It's a really good deck, and has a lot of things I'd not thought of like using piper to draw the poison bot and the applebaums for healing with nine lives and stuff.
I'm sure I will end up changing parts of it, but those 2 additions are definitely keepers for now at least.
Did you mainly build this to kill rogues?
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►Follow me on TWITCH for live deck building!
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►Check out the deck building live on TWITCH! MON-FRI 12pm-5pm est
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►Check out the deck building live on TWITCH! MON-FRI 12pm-5pm est
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►Check out the deck building live on TWITCH! MON-FRI 12pm-5pm est
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Getting Cruel Dinomancer to go infinite was always a bit of crap shoot and we explored the idea in the past with the decks Dino Demons & Dino Dreams. With Saviors of Uldum and the new 2-drop Expired Merchant discarding Dinomancer and only Dinomancer has never been easier. This deck revolves around assembling the three minions, Expired Merchant, Cruel Dinomancer and Spiritsinger Umbra as fast as possible to create a full board of 5/5s that always turn into more 5/5s. Two cards really speed this process up, Witchwood Piper & Sense Demons. The first Piper grabs only the Merchant while the second grabs only Umbra. Sense Demons grabs the Pipers as they happen to be neutral demons. All that's left to do is draw one copy of Cruel Dinomancer naturally... and well surviving of course. The restrictions on minions in heavy, we can't have anything 4-mana or less, we can't have anything 6-mana or more, leaving just defensive 5-drops to choose from. Rotten Applebaum & Zilliax are fine choices but I landed on two copies of Chief Inspector to help gives us a chance in hell against aggro secret Mage. With so many minion restrictions we focus on spells for survival. Early point removals, Darkbomb & Shadow Bolt trade card for card while Defile, Curse of Weakness and the new Plague of Flames can clear our opponent's board with the help of an enabler like Rafaam's Scheme or Fiendish Circle. There's only one copy of Expired Merchant in the deck so it's generally best used in combination with Dark Pact against classes capable of silence or transforming it.
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