[Legend] Midrange
- Last updated Jul 3, 2016 (Old Gods)
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Wild
- 16 Minions
- 12 Spells
- 2 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 3500
- Dust Needed: Loading Collection
- Created: 6/16/2016 (Old Gods)
- johnnyquestjq
- Registered User
-
- 5
- 8
- 22
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
769
twitch.tv/johnnyquestjq
If you like the deck follow me on twitter! @JohnnyQGaming
Hit legend with this deck this season, went from rank 3 to legend quite easily.
Will write-up guide if enough interest.
Mulligan/Strategy
Warlock
Keep: Fiery Bat, King's Elekk, Flame Juggler, Huge Toad
Zoo can be a pretty tough matchup but the main thing you want to do is fight for board. Cards like the Fiery Bat and Huge Toad can be great tools because of their deathrattles. Always try and save your Unleash the Hounds for after they play Forbidden Ritual to be able to help clean up the board. Remember that Animal Companion can be a great tool when used with unleash the hounds If you roll a Leokk. Being able to Houndmaster one of your beasts can help you stall until you're able to play Call of the Wild which in most cases will allow you you to win the game outright. Deadly Shot can be a devastating card when used in the right time, even on a turn 3 Imp Gang Boss.
Rogue
Keep: Fiery Bat, King's Elekk, Flame Juggler, Huge Toad, Eaglehorn Bow
Miracle Rogue can be a tricky matchup, try and create as much tempo as possible so you keep the Rogue on the deffensive. Face is the place a lot of times in this matchup because they have so much burst potential and very little healing. Try not to just walk into Sap either, If you have more than one minion to play on turn six do that instead of just slapping down a Savannah Highmane just to have it sapped right back to your hand. Just remember that Rogue has no taunts and very little healing so like I said, face is the place in this one most of the time.
Shaman
Keep: Fiery Bat, King's Elekk, Flame Juggler, Huge Toad, Quick Shot
Against Shaman removal of their early minions is key so they don't just snowball you with Flametongue Totem and Feral Spirits. Quick Shot and Deadly Shot can be great tools at slowing them down and letting you retake board control especially on the 7/7. Houndmaster can also be a keep in the opening hand if you have coin and other beasts. Once again Unleash the Hounds can be a great tool of removal since the Shaman tends to fill up the board rather quickly. If you can sustain board control up until Savannah Highmane and Call of the Wild can be played they will usually let you win from their.
Warrior
keep: Fiery Bat, King's Elekk, Flame Juggler, Huge Toad
Against tempo It's all about establishing early board presence and pushing the tempo from their. Remove their mionions as effectivly as possible and try to limit thier Battle Rage as much as possible. Remember that they only have a limited number of removal and they don't run Brawl. Savannah Highmane and Call of the Wild are the MVP's of this matchup.
Mage
keep: Fiery Bat, King's Elekk, Flame Juggler, Huge Toad
Against tempo mage it's very important to keep control of the board. Alway's remove their spell power minions because the damage can add up quickly. Make sure you have a way to remove Flamewaker as you can go downhill in a hurry if it stays on board long enough. Remember that the mage has no healing in their deck so that's one less thing you have to worry about.
Hunter
keep: Fiery Bat, King's Elekk, Flame Juggler, Huge Toad
Establish early board control is the biggest factor in this matchup, a timely Deadly Shot may be all you need to just roll the Hunter with with burst and other minions. Once the hunter gets below 15 life I usually just push for face if you know you can kill them in the next 1-2 turns. Houndmaster can also be a keep in the opening hand if you have coin and other beasts just like in the Shaman matchup.
These are the most common decks that are seen on ladder today, I will update the Guide when I have more time or if we see some more common decks.
Thanks for all the support guys!
Why 2x stampeding kodos? I think it's overkill.
I'm losing all my zoo matchups, changed 1xstampeding with 1xexplosive trap.
Flamewaker, Bloodhoof Brave, Acolyte of Pain, Doomsayer some of the best "targets" wouldn't say 2 is too much
also Imp Gang Boss
You're joking, right?
Sometimes it's too clunky. Sometimes it's a life saver.
any replacements for rag? =(
I have N'zoth and Sylvannas
They might be too slow for this deck, rag is good against the control match-up because midrange wants to play proactive cards, so you need to replace with a card that does something the turn you play it. Alternatively you could tech in something against aggro like Explosive Trap.
Rag has won me so many games. You need Rag to keep the pressure.
Freeze trap, rag seems too slow anyway. Freeze is amazing for tempo early game allowing you keep beasts on the board for synergy.
Interesting that you have the Eaglehorn Bow without any secrets. What was the motivation behind that?
Bow is good enough by itself. I am surprised by the no Freezing Trap but I can understand why. gotta cut something.
if i dont have quick shot, which card would be best replacement for that?
You need that card. So many minions running around with 3 health this season.
this deck seems really cool. would love a guide on it
should consider fitting that card that gives beasts charge ... it won me a lot of games ... either by taking a removal to make the Savannah live or give him a charge
maybe swap out a kodo?
That's a solid option.
johnnyquestjqm, gj dude! 5-0 right now at rank 5
Thanks bro!