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[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)
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  • Battle Tag:

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  • Region:

    US

  • Total Deck Rating

    769

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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 BatKing's ElekkFlame JugglerHuge 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 BatKing's ElekkFlame JugglerHuge ToadEaglehorn 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 BatKing's ElekkFlame JugglerHuge ToadQuick 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 BatKing's ElekkFlame JugglerHuge 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 BatKing's ElekkFlame JugglerHuge 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 BatKing's ElekkFlame JugglerHuge 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!