This is NOT a cheap deck, but it is CHEAPER than most of the pro’s version. This deck is still a work in progress for me, but currently it has work pretty well to get to rank 5.
sevenhearth’s version apparently got to rank 1 legend and I don’t doubt it, seems not good enough (or maybe I’m playing it wrong?) Although to be fair, at the time he got to rank 1 legend the meta probably was still in chaos and hasn’t formed yet. Currently the meta is once again – Aggro.
So obviously since it’s an aggro meta again, things need to get adjusted. In sevenhearth’s version you’ll see cards such as Deathwing and Deathwing, Dragonlord. Here’s my reason for taking them out, since the meta is getting faster now, you need taunts. You don’t want to finally reach turn 5-6 to play Gather Your Party only to find out that you have 1/6, 1/5, 1/4 etc etc chance of getting a taunt minion to save your life from lethal. And if you don’t pull out Sleepy Dragon from your deck, then it’s immediately to the concede button. That’s not fun at all.
In this version, you have Lich King, Sleepy Dragon, Direhorn Hatchlingx2, and Y'Shaarj, Rag Unbound. This means the odds of you pulling out a taunt is SIGNIFICANTLY higher, almost 100% of the time. Grommash Hellscream is the only exception. Imagine playing a 4/12 taunt, 8/8 taunt, 3/6 (POSSIBLY, 6/9 taunt too) taunt on turn 5 or 6. Aggro decks will definitely have a hard time countering it. If you can pull Y'Shaarj, Rag Unbound into any one of the taunts that’s even better.
Ysera, when I used to run this card, almost 90% of the time it’s a burden to me. It’s either dead in my hand (since it’s 9 mana and provides no taunt compared to 8 mana 8/8 + taunt, and on turn 10 +2 shields from hero power), or flooding me with useless cards when my hands are full. So DON’T include it.
This deck isn’t easy to use at first, but once you learn how to use it – it’ll becomes easier to play.
Early game, lots of removal – try to stay alive as long as possible until turn 5 or 6. Don’t be too stingy, if you can remove 2-3 minions sometimes, DO IT. If you don’t the odds of aggro deck buffing their minions or snowballing you increases.
This version also fix the 2 crucial element of this deck archetype.
1. End game Fuel. This deck contains less than 6-7 minions – typically. So what happen if you draw some of your minions and can no longer recruit anymore from your deck? This deck includes Dead Man's Handx1. I’m usually not the luckiest guy in hearthstone, I often draw my minions before I can even recruit them. But that’s not a problem for this deck. Dead Man's Hand lets you to add copies of the minions in your hand BACK to your deck, giving you more juice for end game, and more minions to recruit.
2. Midgame game taunt. Direhorn Hatchling this card is a lifesaver in this deck. If you don’t have any recruit card in your hand, but you have this. It gives you a 3/6 body, just enough to sponge some damage and kill some minions. It also add a 6/9 body BACK to your deck which = more minions to recruit. In my opinion, generally turn 4 or 5 are the critical point of hearthstone matches. Especially in aggro meta. If you can’t change the game’s momentum or even shift it a bit by turn 4 or 5 when you are losing. The odds of you losing increases by 10%.
I’ll try to write a more in-depth guide when I have the time. So for now I’ll tell you some of the Mulligans.
Do not keep ANY MINIONS (obviously).
Do not keep Dead Man's Hand.
Do not keep Shield Slam unless you go against a slow deck, like Priests
Always keep ANY WEAPONS. Only exception is Woecleaver. Only keep it sometimes.
Always Keep any form of removal.
Overall have fun with this deck if you can make it, if you need some idea for replacing certain cards just commend below. Feel free to add what you think could improve it, or what you think isn’t working.
BIG TIP: Lesser Mithril Spellstone, if you send this card back to your deck with Dead Man's Hand. The card STAYS UPGRADED if it’s been upgraded. So if you fully upgrade that card to max and you send it back, when you draw it again that’s an easy 7 mana 3 5/5s.
One question: is Sleepy Dragon better than Primordial Drake? I mean, you are trying to pull fatties directly from the deck but we must consider the possibility of drawing them. In that case, Primordial Drake offers some extra utility, can be played a turn earlier and can be used in conjunction with Sleep With The Fishes, Execute or just hero power. Are those 4 points of thoughness really worth it?
It’s a possible replacement if you truly need it. But no, generally you’ll have Woecleaver to play on turn 8. Especially with forge of soul. Also most of the time you won’t need it. Cause the goal is to clear early game. By the time you need Drake to clear the board, you are probably already dead. Drawing Sleepy dragon isn’t a problem. Dead man’s hand lets you shuffle it back into your deck. Usually during end game you won’t be using as much clears, just summoning big drops from hand or deck.
Unless you are playing against a slow deck, if you last till turn 8, your chance of winning increases by a lot.