Recently, a listener of the show tweeted a decklist to us, asking us for suggestions. While Avanties and Zerotio can fit responses into the character restriction of Twitter, I have a hard time with it. With that said, I will take to my forum of choice, the Hero Power Blog. Included below is a screenshot of the decklist. Let’s break it down together.
Alright, first thing to remember is that this deck is going to be played in Wild format, so we need to prepare for many different things. As with most decks, preparing for everything is impossible, so we need cards to pull double duty as often as possible. When breaking down a list, the first thing I do is decide my primary win condition. From there, I move to my secondary win condition, and the then I go above and beyond by usually working in a tertiary win condition. The deck above doesn’t have much in the way of spells, so we are planning to win by minions. The minion that will swing the game in this deck appears to be [N’Zoth, the Corruptor], even though [Dr. Boom] is no slouch. Those two minions will stay exactly where they are as the top end threats of the deck.
In the midrange (levels 4-6), we have [Piloted Shredder], [Azure Drake], [Sludge Belcher], [Cairne Bloodhoof], and [Sylvanas Windrunner] as main deck choices to pair with the various spells for removal and with [N’Zoth, the Corrupter]. The tech choices in this range are [Eater of Secrets], [Harrison Jones], [Loatheb], and [Fire Elemental]. Let’s start with the tech choices. Remember that Wild Format is home to both Secret Paladin and Face Hunter, making [Eater of Secrets] a solid tech choice, and I don’t think that running two of them is overkill, especially with the lack of silence effects in the deck. The next card to look over is [Harrison Jones]. Weapon removal is powerful versus Warrior, Paladin, and Hunter. All three of those classes are very prevalent in the Wild Meta, but the 5 spot in this deck is very crowded. I feel that [Acidic Swamp Ooze] is a better fit, as it can be cast earlier to swing tempo, or can be cast later in conjunction with something else to aid the deathrattle minions that should be played starting turn 4 to power up our Old God. [Loatheb] is an amazing value at 5 mana and will find value against virtually any deck, but should rarely be played on turn 5, saving him from the crowded 5 spot. [Fire Elemental] doesn’t really fit into the end game well and I believe this spot could be better filled by a minion such as [Ironbeak Owl], to add to the early game defense.
In the early game, we have [Bloodmage Thalnos], [Kobold Geomancer], and [Loot Hoarder]. Both [Bloodmage Thalnos] and [Kobold Geomancer] are fine, as they empower [Spirit Claws], [Maelstrom Portal], [Lightning Bolt], and [Lightning Storm], and help keep the board from getting out of hand early. I would remove the two [Loot Hoarder] and replace them with either [Novice Engineer] for card draw, a second [Lightning Storm] along with a second [Acidic Swamp Ooze] or even [Earth Shock] to allow for further control of your opponents minions, or theft of your own as most of them have deathrattle. I know that I have mentioned silence effects twice now, but don’t underestimate the power of a properly timed silence. The main reason for removing the [Loot Hoarder] is to maximize the power of [N’Zoth, the Corruptor]. Remember that there will be a chance that you will be getting bombs created by [Dr. Boom] rezzed after they explode and, if the game has gone well, 4-6 other deathrattle minions. You don’t want to have to wait for a clear board before you use your Old God, as this can cost you tempo, so it is important to maximize the chance you will rez meaningful deathrattles when he is cast.
Okay, let’s look at spells. We have gone over [Maelstrom Portal], [Lightning Bolt], and [Lightning Storm] as important for taking care of early pressure, and using them in conjunction with your spell damage minions. The other spell in the deck is [Far Sight]. I personally like this card quite a bit in a deck like such as this. [Far Sight] can allow you to draw into a low cost midrange minion, and can even help produce a turn 4 [Dr. Boom] if you are lucky. [Far Sight] can also make [Lightning Storm] free, and allow you to cast it in combination with something else to swing board control or at least allow you to trade favorably. [Far Sight] is best cast when some of the cheaper spells and minions are already in hand, or have already been played.
I hope these suggestions have helped a little, but in the end, the deck has to play the way you want it to, so they are only suggestions. We love when Tweets like these come in and I hope that any our listeners feel as comfortable enough to send us anything on which they would like our advice. Good luck taming the Wild!