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[Heroic Guide] Cheap Free Medivh/Prince Malchezaar

  • Last updated Sep 17, 2016 (Karazhan)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: PvE Adventure
  • Deck Archetype: Control Shaman
  • Boss: Prince Malchezaar
  • Crafting Cost: 1440
  • Dust Needed: Loading Collection
  • Created: 9/2/2016 (Karazhan)
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  • Battle Tag:

    TedSweeran #1764

  • Region:

    US

  • Total Deck Rating

    17

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Using this deck, I beat Heroic Malchezaar in two tries.

General Strategy

Mulligan for early game cards like Totem Golem and Lightning Bolt to control the board. You generally don't want to play Tunnel Trogg on Turn 1 as it will be immediately killed by Orc Warrior. Instead, you should aim to combo it with Overload effects or Flametongue Totem such that it will trade with at least one enemy minion.

Going into the mid-game, use your taunts, Hex and Healing Wave to stall until you can draw Kel'Thuzad and Ancestral Spirit. If you've already drawn both copies of Ancestral Spirit but not Kel'Thuzad , you can use one on a Psych-o-TronSludge Belcher or Sunwalker to stall even more.

Once you've drawn Kel'Thuzad and Ancestral Spirit, and you have lethal for Nazra Wildaxe, you're ready to move on to fight Prince Malchezaar. Play Kel'Thuzad and Ancestral Spirit, kill Nazra, and Malchezaar will wipe the board with Twisting Nether, which won't be very effective, leaving you with at least 2 copies of Kel'Thuzad at the end of the turn. If you still have any taunts in hand, play them out. If you have enough taunts, especially Sludge Belcher, the enemy minions won't be able to get through them, because Kel'Thuzad will keep resurrecting them at the end of the turn. At this point, you've probably won the game, so feel free to go face.

Card Explanation  

Kel'Thuzad and Ancestral Spirit: Win condition of the deck. The glitch where enemy minions don't attack might also occur if you play any taunts alongside KT. In my case, I had a full board with 3 taunts when I got to Malchezaar, and none of the enemy minions attacked. You might get lucky too, but don't count on it. (*UPDATE*: I figured out how to trigger this glitch. If the total attack of the enemy minions is lower than the total health of your taunts, they won't attack. However, if you allow Malchezaar to generate enough Abyssals, their total attack will eventually be higher than the total health of your taunts, and they will attack as per normal.)

Psych-o-Tron/Sludge Belcher/Sunwalker and Ancestral Spirit: In the mid-game, this combination will help to stall the game further while you wait to draw Kel'Thuzad. In the late game, using AS on one of these taunts will allow you to generate multiple copies of them by the end of the turn, setting up an impenetrable wall of taunts that the enemy minions can't get through.   

Tuskarr Totemic: Getting a Mana Tide Totem or Vitality Totem off him is huge. The extra draw from another Mana Tide Totem in addition to the copy run in this list, can help you draw out KT+AS much earlier. As for Vitality Totem, it got completely ignored by Nazra for at least 4 turns, until she used Cruel Taskmaster on it, and even then she only killed it the turn after.  

Flametongue Totem: Helps your useless basic totems (looking at you, Searing Totem) be slightly less useless. If you're struggling to draw KT+AS, you can replace one with another copy of Mana Tide Totem.