Scholomance Academy Wild Combos
With Darkmoon Faire almost upon us, everyone can’t wait to use some of the new decks we’ll be able to make. We, as well as many of you, have discovered several potential combos that will soon be possible. Here, we'll talk about some of the interesting synergies these new cards will have with some cards from Wild.
Any odd cost card that can support the army of 1/1 Silver Hand Recruits Odd Paladin pumps out is taken under consideration for the deck. One look at Lothraxion the Redeemed and you can see that he does it better than almost any other. Your opponent will have to spend the rest of the game using 4 instances of damage just to clear away the minions created by your Hero Power.
Greybough is already a fairly sticky minion. The more that die, the more Hadronox will resummon. It’s a very annoying board for your opponent to deal with if they lack a way to eliminate them all simultaneously.
Occult Conjurer is clearly intended to be a follow up turn 4 play to casting a Secret on turn 3. However, this won’t work if the Secret is triggered beforehand. Ice Block lasts longer than any other Secret. So it will not only make sure you get full value out of your Occult Conjurer the next turn, it will likely be able to do so during most stages of the game.
Anything that makes one of the most popular minions in the game even more of a behemoth than he already is can work really well against any board, especially aggro. Since Feat of Strength specifically targets Taunt minions, you can easily aim the stat boost to make sure your Unified, Precise and Perfect minion becomes an (5) cost 8/7 monster.
The bigger the Attack/Cost gap, the more value you’ll get out of Deck of Chaos. Of course, the minions you include in the deck will have to be capable of functioning without the buff and discount or you’ll be frequently be struggling until you draw it. Voidlord gains one of the biggest value jumps through this spell becoming a (3) cost 9/9 with its original effects. It can surpass the tempo loss from playing Deck of Chaos by itself and is even a good minion even if you draw it before the value boost.
While it’s not a combo that can bring your opponent from 30 to 0, it’s a relatively powerful finisher that’s way easier to set up than a hand full of free King Krushes. By the time you get to turn 10 , you would most likely have dealt a fair amount of damage to your opponent. A pair of 10/10s whose overkill damage hits face can easily set up for lethal if not outright kill them.
The Runespear has potential for great value, it’s just a little slow in getting that value getting in only 3 damage and 1 spell each turn. With Inara Stormcrash, you can turbo put 10 damage and 2 spells instead, making much easier to keep up pressure.
Jaina’s Death Knight has always had a few Legendary Elementals that significantly heal her such as Ragnaros the Firelord, Siamat, and of course Baron Geddon. However, Firework Elemental has a couple additional things going for it. It’s easily controllable damage, a notably cheap minion with good stats, and you can have two of them in your deck. If your running Frost Lich Jaina and a decent number of Elementals, consider adding Firework Elemental to your deck.
Shaman has shown in the past that it can stall out long enough to make combo decks work, so one centered around C'Thun, the Shattered isn’t a bad idea. If you opponent has 30 or less total Health across their hero and minions, new C’Thun will just kill them by himself. But usually minions will soak up a chunk of the damage since you won’t have the mana to play anything else. After you’re opponent’s board is decimated and their remaining Health is significantly cut down, Shudderwock should be able to machine gun them down to zero. A similar combo can work in Standard with a preemptive Tour Guide after completing the Uldum Shaman Quest, the aforementioned combo requires less set up and can even work regardless of the other 28 cards in your deck are.
Tickatus is already a strong card be himself. Plenty of Wild decks tend to rely heavily on combos in order to function. While removing 5 cards from their deck can severely limit their options, but burning 10 of their cards can eradicate most of the cards they needed to follow up with what they’ve already set up for. Since it specifically destroys the top cards of their deck, this is probably Lorekeeper Polkelt’s biggest counter. You can annihilate your opponent’s entire game plan who rely on their best cards like Highlander Priest.
We hope you give some of these combos a shot. Maybe you'll even discover your own! There are always new ways to use your cards, so experiment away!
Your friendly grammar-nazi here:
@RaptorWithWings: thanks for the interesting article and for the time you took to write it. Please be aware that "your" is different from "you're". You're = the short form of "you are". So, "if your running" doesn't make any sense. "Your" implies possession (of something). I cannot possess "running".
Thank you
It's really funny that Wild seems a mode that nobody cares, but everytime a card makes some crazy interaction or is crazy strong, everyone talks about wild...
I play the game as the only ranked constructed mode is wild. I think that is the real constructed game instead of standard.
AMEN +1
Headmaster Kel'Thuzad & Cascading Disaster
At least a pretty decent use of it :P
agree. too much strong loth.
probably they nerf mana to 6, or body to 3/4 or similar. it's always good in any situation (just love this demon but probably they nerf it)
They missed a better combo for Occult Conjurer which is Duplicate. Constant flooding of the board.
Am I reading wrong or the combo Tickatus + Brann will destroy the top 10 cards of your deck, not theirs?
Sure, first corruption, and then the combo. ok
Of course you're gonna corrupt it first
Very fun and interactive! Getting the the top 10 cards of your deck discarded, without ANY counterplay whatsoever! Blizzard truly mastered the art of card printing in the last 6 years of this game !
FAT agree on this one
But when you stop to think about it, it would only be possible on turn 9. By that time Tempo Quest Mage and Raza Priest (the 2 combo decks that appear the most on ladder) have already killed you.
Hence why it deserves EVEN MORE hate than what it's getting. It will be inconsistent at what (I hope) blizzard intended but it WILL give the good ol' finger to slower control decks that focus on exausting the opponent
Since making it my mission to dislike and leave this comment under any tumortakus deck is considered "trolling" I will just say that that card needs to burn in hell (together with a few others but let's not make this too long), combo decks are problematic but is it really worth pushing an archetype (slower control) into irrelevancy just because this guy said "lol -10 cards from your deck, have fun trying to win fatigue"?
I know Warlock is super popular in Wild, but do you really think that people will just stop playing control because of one deck? I think aggro decks, namely druid and pala are still the main concern
No, I for one will 100% keep playing it unless the situation becomes REALLY insufferable, what I meant though (and I do admit I may have expressed it poorly) is that we just got ANOTHER card whose only purpose is to autowin the matchup after it's played (corrupted of course) while being kinda shit everywhere else.
Also aggro decks are only a problem when they are OP (or borderline OP) as any deck can relatively easily thech a couple of cards to improve it's chances.
I never play mid in wild anymore because of aggro decks, and I'm ashamed to admit that i just climbed from bronze10 to diamond5 with aggro druid. I Like that there's a card to give priest a well deserved finger (because I hate him), but now that I check my tracker I've actually played against far more warlocs, so I definitely get your hate towards this card. Especially if you like priest ;)
IMO we need better midrange in general. Something to give this new Jerk a challenge
Personally, I like archetypes more than classes, the reason I only play 4 classes Is that I'm a F2P and most decks I like are very expensive so I instadust cards from the others in order to stay relevant
Anyway what razanduin deserves is the nerf hammer,not this....thing and the reason is very simple: Tumortakus will always be more effective and consistent at giving the finger to the slower control decks than it will be at doing what he's supposed to (I am assuming/hoping that disrupting comboes is what blizzard had in mind)
We do need better midrange as THAT is what's supposed to keep control decks from "dominating" the meta....not that they ever did to my memory but...whatever,I may be forgetting something.(aggro>midrange>control>aggro in case you were wondering about the matchup chart)
Tbh I think the proper way to make anticontrol stuff (since blizzard seemes to like the idea lately) is to go back to cubelock galore, the seas of deathrattle/DKrexxar hunter and the swarms of hadronox druids,as they at least posed a fair challenge of: "if you can deal with our stuff you win" with no infinite burst/threats. Also the tech cards for them did not feel bad to play/play against (idk about you but I never once felt good winning with dirty rat or by milling key cards, that's too RNG for how crucial it is...even for HS)
Well shit,It ended up being WAY longer than I wanted,sry
Haha I know the feeling ;)