Double Decker - Scholomance Academy Multitype Decks



Double Decker

Welcome back to another Double Decker article. We’ve seen a lot of new decks rise up with the Scholomance Academy expansion. Popular standard decks are being established, and there are several classes that have good options to go into ranked games with. Once again, we dove into past decks and added some of the new cards into them as well as combine archetypes for some to try making an interesting new deck idea. These decks are mostly for fun, but they can work very well if you’re dedicated to it. If you’re looking for a fun challenge for yourself, try out one of these decks!

Zoo Demon Hunter

Demon Hunter aggro hasn’t been centered around summoning tons of minions, but that doesn’t mean it can’t. With some help from past cards, Illidan will be able to spread out his damage between several minions. He also has the ability to gain the benefits from minions that like when your hero attacks such as Sharkfin Fan and Hench-Clan Thug from cheap by weaving in his (1) mana Hero Power into each turn. If the game goes on long enough, Nethrandamus can get you a very big swing to try closing out the game.

Same Demon, Different Hunter
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Minion (28) Weapon (2)
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Big Spell Treant Druid

Druids have slowly gained access to several cards that benefit from having spells that cost (5) or more. This deck will heavily support that as by sneaking in some additional value through minions with good Battlecries, discounted cards, and of course the almighty King Phaoris to fill up your board with big minions by himself. There is also some Treant synergy included. Instead of using Treants for aggressive token strategies, they will be useful for more of a mid-game beat down after Goru the Mightree buffs them and Mulchmuncher gets heavily discounted.

Bonsai Trees
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Minion (18) Ability (12)
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Big Beast Highlander Hunter

Hunters have had strategies in the past for summoning big beasts for less than what they cost. Now they have enough beasts to allow you to build it within a highlander deck. Guardian Animals creates an extra way to cheat out Beasts (notably Witchwood Grizzly alongside cards like Kathrena Winterwisp, Beastmaster Leoroxx, and Oondasta. Deathstalker Rexxar can create more Beasts if you run out.

T-Wrecks
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Minion (18) Ability (9) Weapon (2) Playable Hero (1)
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Time Warp Dragon Mage

Mages generate spells all the time, and a lot of cards that do so happen to be Dragon support. After completing your quest, you should be able to take them down after Time Warp with Archmage Vargoth on the board. Alexstrasza and Arcane Giants can very reliably beat down your opponent within the two turns you’re given.

If Nozdormu was a Mage
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Minion (19) Ability (10) Playable Hero (1)
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Even Buff Paladin

Summoning a minion for (1) mana can let you play a spell the buffs minions a whole turn early if you’re lacking a board. Now there are more cards that can fit into a midrange deck that can take advantage of this. High Abbess Alura can cast Spikeridged Steed on herself in wild, which can give you a huge wall of stats your opponent has to mow down in order to continue attacking anything else. The spell you gain from Wandmaker lets you trigger Alura’s Spellburst effect as early as turn 5 without a coin. The deck also contains healing, ways to deal with big minions, and enough buffs to get Devout Pupil down to (0) mana.

Even More Buffs
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Minion (20) Ability (10)
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Spellburst Thief Dragon Priest

There are plenty of low cost Priest spells. Use them to survive long enough to start playing you Dragons. With Spellburst minions, those small spells still remain impactful mid and late game. Sethekk Veilweaver and Lyra the Sunshard serve as a value engine when playing several cheap spells in one turn. This deck has plenty of ways to steal your opponents minions, those being, Cabal Acolyte, Potion of Madness, and the Twilight Acolyte/Cabal Shadow Priest combo. If your opponent has powerful minions you want, both Mindflayer Kaahrj and Headmaster Kel'Thuzad are capable of summoning you a copy.

A Dragon's Stolen Treasure
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Minion (18) Ability (12)
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Kingsbane Pirate Rogue

Pirates love weapons and weapons love pirates. Both enjoy going face when in the same deck. There are a lot of cards that give your weapon stats, and one of the best weapons to buff is the Kingsbane. Scholomance Academy introduced Warrior/Rogue dual class cards that want your to have a high attack weapon. Since anything you give your Kingsbane sticks, it’s a great weapon to run with Steeldancer, Cutting Class, and Doctor Krastinov. In addition to Cavern Shinyfinder, which has always been the best way to fish out your Kingsbane, now we have Secret Passage. You have a fairly good chance of finding it among your five new cards. Even if you already have it equipped, you can get 5 extra cards to beef up your blade with a sudden burst of resources. Once your Kingsbane is big enough, you can start beating down your opponent. Once you don’t need your Pirates to keep giving your weapon Attack, Captain Hooktusk can turn them into a great board swing, while also thinning out your deck to let you draw the cards you’d rather draw.

My Blade is Bigger
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Minion (18) Ability (11) Weapon (1)
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Totem Shaman

Totems have been given support before, but only within the last year have we gotten enough support for them to make it in the current meta. There were some good Totem cards left behind before we had a chance to shine in standard. This deck takes advantage of being able to beef up your totems and rush them down with an overwhelming board. Old totem support is more useful now that you can reliably have several totems out for more than a turn. Primal Fusion can easily give a minion around +4/+4 mid game for just (1) mana. Totem Golem already comes with stats, so summoning copies of him with Totemic Reflection and Splitting Axe is an extremely efficient use of the mana you’re spending. Of course, there’s also Thing from Below. In a modern Totem deck, this car easily be discounted to be nearly if not completely free.

Sticks in the Mud
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Minion (16) Ability (14)
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Sacrifice Lackey Warlock

Sacrificing minions is kinda Warlock’s thing. It’s usually supposed to be a trade off for a bigger effect, but that isn’t the case sometimes. When you can benefit off of a sacrifice, that gives you a two-way pay off. Devilsaur Egg + Ravenous Pterrordax is a classic example from way back in Un’goro. It can give you somewhere around (12) mana worth of value for only (7) as early as turn 4. Teron Gorefiend can trigger the Deathrattles of your eggs, and at the same time be sacrificed himself in order to resummon those eggs with extra stats. Of course, we also have the new master of destroying friendly minions Disciplinarian Gandling. He can make your weaker and cheaper minions into very an efficient source of 4/4s. Lackeys are good for all of these sacrifice strategies. Once you play Dark Pharaoh Tekahn, they become extra value all by themselves. Brann Bronzebeard can double the value of Battlecries of not just your lackeys, but your minions that need to destroy another to gain a bonus. With him, EVIL Recruiter can summon two 5/5s instead of one and Pterrordax can Adapt 4 times all for the price of one minion.

Disposable Grunts
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Minion (26) Ability (4)
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Recruit Warrior

Big Warrior has seen a huge surge in power thanks to a several new cards to support it. Kobolds and Catacombs couldn’t quite make Recruit Warrior work too well, but now we can use minions in wild that always wanted to be cheated straight of of the deck. Y'Shaarj, Rage Unbound, Ragnaros the Firelord, and The Lich King are three fantastic minions with effects that activate when your turn ends, so you’ll always get value out of them right away. Dragon Roar is another cheap source of minions that you can play earlier in the game without having to run them in your deck. Supercollider is a nice third target for Corsair Cache. It can delay your opponent’s board presence mid game by knocking them down 2 at a time. (If you’re feeling bold, you can replace it with Woecleaver and start throwing minions at the board until you win) This deck is less like an old deck with new cards and more like an new deck with some old cards, but the idea existed years ago but only recently started seeing success.

RaTtLeGoOoOoOoRrRrRe!
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Minion (8) Ability (19) Weapon (3)
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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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