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Karazhan Dragon-Zoo

  • Last updated Oct 11, 2016 (Yogg Nerf)
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Wild

  • 28 Minions
  • 2 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Dragon Paladin
  • Crafting Cost: 7440
  • Dust Needed: Loading Collection
  • Created: 8/28/2016 (Karazhan)
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  • Chimera
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This is a new sort of archetype but it seems to fit very well in the paladin class. Tons of great class cards to mesh with the neutral cards. You can enable your hero power to spawn murlocs and you have a couple beasts and quite a few dragons. This deck is centered around minions and playing on the board. Trade and buff wisely, try to makes sure you do what you can to direct buffs to certain minions, if necessary. I will add more tips in the future.


Changes:

-1 Nefarian
-1 Dire Wolf Alpha
-1 Ysera
-1 Zoobot

+2 Netherspite Historian
+2 Ivory Knight

I believe this deck will be more refined now with this changes. Brann combos can be nuts.

Netherspite Historian lowers the curve and adds more flexibility as far as dragons go. I removed ysera and nefarian for these.

Ivory Knight provides some healing and utility spells late game that i am finding is more important now with the increase in hunters and discard locks. I decided i could do without the dire wolf and 1 zoobot to make room for this.


Mulligan

Going First

-Vilefin Inquisitor <--- ALWAYS!!
-Dire Wolf Alpha OR Jeweled Scarab
-Faerie Dragon
-Nightbane Templar <-- Only if you have a Faerie Dragon
-Aldor Peacekeeper <-- If large minions suspected (flamewreatherd faceless)

Going Second - (in addition to going first options)

-Nightbane Templar <-- always with coin
-Zoobot
-Twilight Guardian <-- especially if you have Nightbane Templar
-Consecration <-- if you suspect aggro or lots of minions

Avoid keeping Brann Bronzebeard.  I have found it is best to play it later on when you have mana to combo it with something same turn instead of hoping it survives. 


Strategy

Under Construction - More soon!

Quick Tips!

- Try to be aware of the tribes you have represented on the board to maximize buffs from Zoobot and Menagerie Magician

- If there is more than one of a tribe on your board or you are about to play another, determine the most valuable target to receive a buff and try to isolate that minion before you buff where possible

-Use Aldor Peacekeeper and Consecration wisely, they are very important cards. Decide what would be the optimal targets and save them for the most efficient use. Try to let them play as many minions as possible before clearing them. 

-Avoid playing Dire Wolf Alpha on an empty board

-Avoid playing Brann Bronzebeard early. Save him to combo with other cards on the same turn if possible.

I'll go through what would be the ideal plays on curve for the first couple turns. This is just a guideline and will change depending on what cards you draw and threats to are faced with. Keep in mind these are only ideal in theory, you still need to use your best judgement. Try to use mana as efficiently as possible, and think carefully about sequencing your plays

Turn 1

-Vilefin Inquisitor always if you have it
-The Coin ---> Faerie Dragon.

Turn 2

-The Tidal Hand
-jeweld scarab if you need a 3-drop
-Faerie Dragon vs casters (shaman, priest, mage, classes that would usually destroy your early minions with spells if they can. Not vs warrior because they will just use Fiery War Axe).
-The Coin --> [/card]nightbane templar[/card]

Turn 3

-Nightbane Templar (only with a dragon in hand)
-Zoobot (only if you have a murloc and beast on board, or nothing else to play)
-The Coin --> Twilight Guardian
-[Whatever you got from a Jeweled Scarab

Turn 4:

-Twilight Guardian
-The Coin --> Azure Drake
-The Coin --> Menagerie Magician

Turn 5:

-Azure Drake
-Dragon Consort
-Menagerie Magician
-The Coin --> Book Wyrm


Why these cards?

Vilefin Inquisitor - These two cards are very important to this deck. You need only these two murloc cards and your hero power to produce the murlocs for this synergy. You can choose Murloc Warleader from Jeweled Scarab later in the game to buff them if you wish. If you hero power then play one you can also re-use your hero power just like Justicar Trueheart and Sir Finley Mrrgglton

Equality - Just one copy to clear the board when it gets out of hand. Generally use this to removed high-health minions you couldn't otherwise remove or other similar threats. Combine with consecration or use it on it's own if you have a bunch of 1/1 on board. 

Aldor Peacekeeper - There are a lot of big minions out there. This will help neutralize threats from buffs or 4 mana 7/7s. Try to think carefully when you use them if there are bigger threads you should save them for. You can discover another, but try to use them effectively.

Nightbane Templar - This is a great new card. As long as you have a dragon you can spawn 3 minions with 1 card for only 3 mana. Two of which are dragons that can be buffed. Try not to play this without the battlecry unless you have no choice. Good card to have early game for turn 3.

Consecration - Board clear. Important these days. If you can take advantage of Azure Drake's spellpower at any time, do it. I suggest not to pull the trigger with these too fast. You only get 2 so kill as many minions as you can with one card. If it means delaying a turn to take a few damage and let them play more minions, so be it.

Dragon Consort - This can help trigger dragon-in-hand effects and also gives you a nice discount. I like that the discount persists through the whole game until you consume it. These can help with playing your

Tirion Fordring - Speaks for himself. Insane card and no reason not to include it to protect your board and potentially get a ton of damage.

Dire Wolf Alpha - A very commonly valued beast and minion in general. You usually see this in zoolock, and it is equally valuable here for the same reasons. Lots of tokens, with the bonus of beast buffs. Careful with placement.

Faerie Dragon - A very nice dragon to trigger effects and secure some board presence. I like that they are immune to spell targeting, so it forces them to trade the old fashioned way (usually).

Jeweled Scarab - I chose this as my other option for beast tokens. The 1/1 beast token is great for the menagerie synergy, and the 3-cost discover is very valuable. You can discover many nice cards here like Aldor Peacekeeper, Brann Bronzebeard, Steward of Darkshire, Murloc Warleader, Seal of Champions, Sword of Justice, Nightbane Templar, Acolyte of Pain, Argent Horserider, Disciple of C'Thun, Blood Knight, Earthen Ring Farseer, Flesheating Ghoul, Ironbeak Owl, Moroes, Mind Control Tech, Raid Leader, Spawn of N'Zoth, Wolfrider, and another Zoobot, and even more! Awesome card.

Brann Bronzebeard - Tons of battlecries so this is an auto-include in this deck. If you can manage to have brann set up on board with a couple different tribe tokens you will be well on your way to victory. You can also make a ton of tokens with Nightbane Templar, draw more cards with Jeweled Scarab, Azure Drake,  and The Curator. Be careful with the last one :P

Zoobot - One of the two buff cards for this archetype. Buffs only one of each tribe (except with bran) at random. You can of course manipulate the random aspect by trading tokens or sequencing properly in general. If you absolutely must play it, still not bad 3/3 for 3.

Twilight Guardian - A great taunt, and you usually have a dragon handy. Also a dragon itself. 

Azure Drake - Draw, spell damage, dragon, check.

Menagerie Magician - Buff card number two. This one gives +2/+2 and works just the same, so try to think about how best to use it. This card is nuts with Brann Bronzebeard on board.

Scaled Nightmare - I really like playing one of these. People tend to over-react when they see it drop and focus all resources on removing it, or try to ignore it if they can't. If they leave it alone this can accelerate quickly, especially when buffed.

The Curator - This is a very good card and is the core card in this deck to bring it all together. Drawing valuable minions and getting farther into the deck will help immensely with the game plan, which essentially is to win the board and the game with your minions and overwhelm your enemy. You will be constantly pumping out minions and this keeps the fuel flowing essentially. I really love that it has taunt.

Nefarian - A big body that can give you two more cards to work with, which can be really good. It also can be discounted via dragon consort which is very nice. Adds to the dragon synergy.

Ysera - A powerful late game dragon. A bit slow but the cards can help you finish the game. Also trades really well. Discount from Dragon Consort is very nice as well. Ysera turn 7? Yes please.


The Dream!! (screenshots):














If you like this deck, perhaps check out my mage deck!

Secret Medivh Tempo Mage
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