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N'Zoth Naxxramas Necromancer - Control/Fatigue/...

  • Last updated Nov 10, 2017 (Marin's Treasure)
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Wild

  • 11 Minions
  • 19 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Fatigue Mage
  • Crafting Cost: 4760
  • Dust Needed: Loading Collection
  • Created: 2/5/2017 (Gadgetzan)
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  • Battle Tag:

    Dorkpork

  • Region:

    US

  • Total Deck Rating

    741

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This deck has been a lot of fun for me so far, and with a pretty consistent winrate. It actually got me playing Wild for once! There's tons of micro-level tips to give but it's more or less just stuff about Hearthstone in general; basically, don't play this deck without expecting to make some decisions, and a lot of judgement of what you need to focus on and when. There have been many times with this deck that I've felt "there's no way I could lose this," but a few of those instances I ended up losing--so be careful!

I'm not one for writing guides these days, especially for a less-popular gamemode, but I'll give a basic Mulligan guide, as in, general cards to look out for, but against specific classes you'll just have to make judgement calls.

In a somewhat order of importance:

Mad Scientist, Deathlord, Sludge Belcher (against classes that are generally slower, but if you have a Deathlord/Frostbolt it's usually fine to keep), Coldlight Oracle, Frostbolt, and Doomsayer (against classes that are generally quicker; if you get Doomsayer and Frost Nova against an aggressive class I'd recommend keeping both).

You can keep a Duplicate if your other cards are really good, but generally you'll have a 50/50 chance to pull it from Mad Scientist (more so if you keep Ice Block against aggressive classes), so it's not super vital.

Duplicate targets: Deathlord, Sludge Belcher, Arcane Giant (assuming they're cheap), Antique Healbot (if you really need a lot of healing down the line/if you're unable to get taunts)

Use Echo of Medivh on generally 3 or more minions to get sufficient value out of it. Don't keep it exclusively for the most optimal times, though, because playing it on two Deathlords to immediately play two more is usually not a wrong play.

Side note: Sorry if "aggressive classes" is a bit unhelpful, since Wild is fairly unpredictable. If anything, just base your play style off of your opponent's hero power and what decks you're seeing that class play the most often. That said, it's hard to screw up the mulligan with this deck. I'll have screenshots posted later to better explain this deck if anyone is confused!