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)
- Dorkpork
- Registered User
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- 15
- 32
- 66
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Battle Tag:
Dorkpork
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Region:
US
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Total Deck Rating
741
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!
Horrible deck
Hello! First of all I would like to congratulate you on being featured on the Hearthpwn Wacky Wild deck list. I do think overall that your deck is fairly solid to play with in a varied meta against both fast and slow decks. I would like to make a couple suggested changes for if the meta you see were to speed up.
(1-2) Coldlight Oracle -> (1-2) Arcane Intellect : You do lose a bit of body to use against them, but against some aggro decks, you don't want to give them 2 more cards to play next turn. Keeping 1 in wouldn't be bad against slower decks if you pull Duplicate off of Mad Scientist to try to mill them.
(1) Blizzard /& Flamestrike -> (1-2) Volcanic Potion : If you come up against a pirate deck, the AoE this deck has to offer is probably too late to do much good. Swapping out one of the, or one of each, late game game AoE for Volcanic Potion(s) may help. I would recommend only adding 1, since you do have plenty of strong taunt minions to use.
Brann Bronzebeard -> Bloodmage Thalnos / cheap spell power of choice : My thought behind this change, is that the only battlecry minions are Coldlight, Healbot, and N'Zoth. Yes, Brann + Healbot is basically a Reno Jackson, but aside from that, there isn't really much else. Swapping Brann for +1 spell power could help an AoE clear the board, rather than leaving 2+ minions on the board. If the aggro decks you are seeing are running only a few minions above 2 health I would recommend leaving Brann in, since you will probably get more value out of him in the long run and you would be able to use your hero power to take care of the stragglers.
I do realize that some (or all) of these changes will give this deck a more standard-y vibe, but some people just run amok with their 100% standard decks in wild and it is better to be safe than sorry :) Feel free to comment on your opinion of these suggestions and make your own. I haven't thoroughly tested these things, mostly just logical theory-edit, but I don't think the first two changes will affect the playstyle much. Besides, it's your Hearthstone, play it your way :P
Thanks for letting me know I was featured, that's pretty cool!
From my experience, this deck very rarely suffers from aggro due to cards like Deathlord, Sludge Belcher, and Antique Healbot. A Volcanic Potion would be fine in theory, but I don't know when I would rather play a VP over a Deathlord if I had to choose only one. Flamestrike is extremely strong and in Wild I've found myself making a lot of use out of having two, mostly just to increase the odds of drawing one/clear a big board and a big board that comes the following turn, and Blizzard is great for taking the place of a Frost Nova alongside Doomsayer that happens to pop some Deathrattles in the process, like Haunted Creeper. Hopefully I'm making sense with that.
I would consider taking Brann out if he wasn't so important for healing, and for milling control decks, which there seems like a lot of in Wild. Milling a win condition or a crucial card has won me games with this deck. Brann is also, what I call, a red light minion, as in something your opponent will feel pressured to remove immediately, like a Malygos or Emperor Thaurissan. In matches against Midrange decks with burst damage, like Shaman, it's somewhat valuable to have Brann around on the board to threaten your opponent, taking burst damage away from face. Having Brann be Lava Bursted for example is pretty great. That said, he definitely doesn't do too much otherwise, and if anything he's worth replacing for something like Volcanic Potion than the other cards.
I'm sure if you want more consistency, subbing Brann and one Arcane Giant for either Fireballs for removal or Volcanic Potions for desperate clears, or a second Polymorph or something. But this was definitely intended to be a deck for fun, it just turned out preforming even better than I anticipated.
Your play logic for the composition for the deck was about the same as mine as I looked over the decklist. Essentially, my little swaps are for when the meta turns drastically aggro, to the point where it'd be a struggle to last to turn 5 or 6, where most of your pull-throughs are. I completely agree that Deathlord is a better play than Volcanic Potion, but having 3 early game pull-throughs, 4 if you use a panic Frost Nova, is still better than 2 (3).
I guess one of the strongest points for your decklist is it is fairly clear to how you mean it to be played and what cards are able to be moved around for the meta. I'll have fun with this deck and seeing what pieces fit into the meta puzzle :)