N’zoth Control Moatlurker warrior.

Class: Warrior - Format: kraken - Type: control - Season: season-29 - Style: ladder

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Deck Import

Mulligans

General Mulligans

Only keep one brewmaster. No acolyte vs control.

Win conditions:

This is a deck with multiple win conditions. The main win condition is to remove all of your opponents threats in their deck to eventually win against them in fatigue. The second win condition is to overwhelm your opponent by summoning a bunch of deathrattles from n’zoth. Against aggro decks, you need to control the board until they are out of steam and you can kill them with your big minions eventually.

Why run n’zoth and cairne in a deck like this?

My purpose for making a deck like this was to create a deck where moat lurker has enough synergy to be a playable card. Moat lurker is in fact a deathrattle minion because it is not like unearthed raptor that gains the deathrattle upon being played. That means that moat lurker DOES work with N’zoth. Also moat lurker, obviosly has the synergy with sylvanas to steal a minion and resummon her. If sylvanas is killed after being summoned by moat lurker this will make n’zoth summon sylvanas twice upon playing it. Cairne is just a really good card when played in a n’zoth deck so it was put into the deck.

How does running moat lurker make this deck better than it was before?

It strengthens the control match-up where you have 2 more pieces of hard removal or 1 more sylvanas/cairne coming from your n’zoth. Usually when a new adventure or expansion comes out, the meta slows down a lot and more control decks are played. This deck can counter the slower decks and win more games earlier in the adventure. Also i find this as a very fun card to use. It makes you look at the synergies you have with it and make a deck around it. The problem with adding this card is that it does worsen your aggro match-up. Moat lurker usually isn’t much help against aggro because of all the small minions they play.

Why use ironforge portal?

Testing mostly. It has the armor gain synergy with the deck and adds some midgame to the deck like it needed after losing deaths bite. This card is just a slightly worse version of bash if you look at it. A 4 cost minion is 3 and a half mana on average. 3 damage is 2 mana on average. So assuming the cards are equal which they aren’t 4 armor = 1 and a half mana and 3 armor = 1 mana. If it was gain 5-6 armor this would be on the same power level as bash. It is just slightly worse.

Tentacles for arms?

Why not? Mainly just for fun and more damage in fatigue. If you don’t want to use or craft this card feel free to replace this with a slam or a brawl.

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