Double Decker - Titans Multitype Wild Decks

Welcome back to another Double Decker article. The Titans and Keepers have arrived, and have been competing for spots in the meta. As with every new expansion, we dove into past decks and added some new cards, as well as combined archetypes to try making interesting new deck ideas.

These decks are mostly for fun, but they can work well if you’re dedicated to it. If you’re looking for a fun challenge for yourself, try out one of these decks!



Nature Treant Mid-Range Druid

Treants are typically known for being efficient aggro tokens. However, they have enough late game tools that allow for a midrange variant of it. Goru the Mightree makes the Treants more suitable against the bigger threats and produces plenty of bonus damage. Since many of the Treant related cards are Nature spells, Topior the Shrubbagazzor can be a second source of 3/3s.

I am Roots
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Minion (12) Ability (18)
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Another game where you can kill the opponent with a forest.


 

Secret Hero Power Hunter

Back in the Descent of Dragons era, Hunters got a few cards that happen to love using your Hero Power. Among those, Phase Stalker also doubles as amazing Secret Support. It isn’t too hard to combine both Hero Power and Secret archetypal cards to make for an extremely formidable aggro deck since they both excel at generating tempo and damage.

6/2 Bows and Arrows
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Minion (9) Ability (18) Weapon (3)
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Ever had someone Mutanus your mvp turn 5 and just kill them in response? 


 

Oakheart "Big" Paladin

The combo for this deck is pretty straight forward; Master Oakheart summons Amitus, the Peacekeeper, Mosh'Ogg Enforcer, and Abominable Lieutenant from your deck. This creates a very difficult board to get rid of outside of hard removal.  

Other 3-Attack options include Mish-Mash Mosher or Turalyon, the Tenured. Occasionally Oakheart may summon Taelan Fordring, but it’s worth the risk since Fordring is the best way to draw Oakheart in the first place.

Professor Oakheart
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Minion (11) Ability (17) Weapon (2)
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Good players destroy enemies. Great minions eat them!


 

Automaton Rally Priest

Just like Paladin, this deck revolves around summoning 3 big threats with a single card. However, these take a different kind of set up than simply drawing the card that does it. On the way to making a good resurrect pool, you’ll be summoning as many Astral Automatons as possible, corrupting Horrendous Growth a large amount, and Forging a Cyclopian Crusher as a generally efficient minion. There were a few decent 3-drops to choose from, but this plus Creation Protocol gives you a decent amount of Forge cards to activate Ignis, the Eternal Flame’s Battlecry.

Rally to Me!
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Minion (9) Ability (18) Weapon (1) Location (2)
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You don't even always need Rally to steamroll  the opponent.


 

Nature Spell Damage Shaman

Sadly Bru'kan never got a real chance to shine in standard. Although, the most recent surge of Nature support has made using him a tempting offer. Nature spells have the cards to be a self contained deck, and some Overload synergy plus various Spell Damage minions from the past should be able to help push for even more damage!

Raigeki
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Minion (15) Ability (14) Playable Hero (1)
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This is some juicy burst damage we have here.


 

Big Hand Warlock

This is by far the most degenerate deck that was tested in the bunch. It’s a unique variant of Handlock, except it’s not an Even deck and almost entirely big-statted minions. While there is some advantage lost in not getting your Hero Power discounted, there’s so much other mana cheating going on to make up for it. Vanndar Stormpike and The Dark Portal are both extremely good at discounting your otherwise very pricey minions. Forge of Wills doubles down on two of your giant beatsticks. Lor'themar Theron makes the tentacle summoned by Loken, Jailer of Yogg-Saron absurdly big, but also the giants shuffled into your deck by Son of Hodir’s Battlecry become 16/16s since they’re summoned when drawn instead of being a spell that summons exactly an 8/8. Battleground Battlemaster is also an amazing surprise finisher when your big guys stick around to attack the opponent.

Master Hand
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Minion (11) Ability (17) Location (2)
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"I care about the numbers on the board ... That's all that matters about this game; The Big Boy Numbers." - Cooper Jacques


 

Handbuff Armor Mech Warrior

Warriors always love their armor, but that’s always been for survival and a handful of synergies. As we’ve all now seen, Odyn, Prime Designate is a monstrous damage generator for decks that were defending up until that point. However, let’s try something more interesting than a deck that just gains armor. Handbuff and Mechs are two thing of which Warriors have a fair amount. It isn’t too hard to combing these archetypes. Handbuffs make Scrap Golem and Minotauren give you even more armor than before. Magnetizing buffed mechs together makes for fantastic surprise burst damage.

Heavy Metal
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Minion (22) Ability (17) Playable Hero (1)
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Place your bets. Who wins? 5 Rogue Secrets; or 53/48 in Zilliax stats?


We hope you like these ideas for updated decks and combination archetypes to try out in Wild. We plan to continue presenting ideas for these kinds of decks whenever new cards are released. If you ever want a break from using the same decks everyone else built, try to challenge yourself by merging archetypes and making a successful combination of cards that can rival the power of decks in the meta!

 

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