INFINITE GALAKROND OMG!!!

Last updated 5 years, 5 months ago by
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OMG I'm speechless about what I've just discovered...

This combo is probably a step back from the old Shudderwock Shaman, but it's also broken AF.

YOU WANT TO KNOW THE COMBO RIGHT?

 

COMBO

STEP 1: Play Expired Merchant to discard Soulwarden (Soulwarden is the second highest cost card in the deck)
STEP 2: Play Expired Merchant to discard Galakrond, the Wretched (Galakrond is the highest card in the deck)
STEP 3: Play Galakrond, the Wretched
STEP 4: Play Soulwarden and add to your hand one copy of each Galakrond, the Wretched and Soulwarden
STEP 5: Repeat STEP 3
STEP 6: Repeat STEP 4

IMPORTANT Fully upgrade Galakrond before discard it

PLAYSTYLE

Invoke and ramp your Galakrond faster as you can. don't be afraid to use your AoE's.
Here's some suggestion:
- Keep Voodoo Doll and Mortal Coil (or Cheaty) to kill Thicc boys.
- Dark Skies is really versatile, you can adjust the targets by yourself.
- Plague of Flames right after Invoke to double the pleasure.

MULLIGAN

Depth Charge and Doomsayer are a must keep vs Aggro.
Otherways always keep Expired Merchant to speed up the combo, and Dragonblight Cultist of course.

Good Luck

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Comments

  • I love the principle of the deck however it lacks consistency, I have an excruciating 2-9 with it. The Witchwood Piper suggestion is a good idea that may make it more competitive.

    1
  • Yes, luck is important. It's also the main reason I don't play many combo decks. My luck is, and always has been, terrible. Thanks, though. Fun idea!

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  • Sounds fun. So I tried it... 3 cards left in my deck right now and 2x Expired Merchant make up 2 of those 3. lol

    2
    • that's really unfortunate, must try again lol

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      • Yes it was. Similar luck with the next 3. Fun... but you're SOL if the Merchant's are uncooperative. Game 2 was a GalWarrior that crushed me by turn 7. Game 3 another loss to a Handlock. Game 4 a loss to a giant mage where I was again waiting on the second Merchant for too long. 0-4 at rank 8.

        Though, to be fair, I was being greedy looking to get the combo. May have won (especially in that last game) had I played to win instead of playing to pull off the combo. 

        EDIT: Game 6, same story. 7 cards left in deck - both Merchants buried away still...

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        • You should tech in Witchwood Piper for tutor lol

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        • You need at least 1 merchant and Kronx/Galakrond to start the fire.

          You need some luck as always. Because every deck contains some key card and the odds of the draws are the same for everybody.

          Also, it's really important to invoke faster as you can to discard full upgraded galakrond asap.

          I usually play very conservative, I spam doomsayer and barrels in early game to dodge some damage.

          I played combo decks for a long time. The most important thing is to  survive as long as you can pull out the combo. And to do so, you need to master the list and some luck.

          1
  • Mmm, very spicy that the discards keep the upgrades, it opens up other Galakrond duplication strategies. Must think about this..

    0

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