Update #1
4 years, 7 months ago · United in Stormwind
- Kill Command x1
- Kill Command x-1
This deck is primarily for fun and isn't expected to be very competitive, but it does provide a few ways to have powerful swing turns, create snowballing board states, or burst down your opponent. The main idea of the deck is to use Defend the Dwarven District and its rewards, together with hero power synergy cards, to generate value.
To understand this deck, you first have to understand the Defend the Dwarven District questline. Questlines are a new mechanic in United in Stormwind; they function similar to quests from previous expansions, but they have multiple steps, each with a reward. Here are the pieces of this particular questline:
As you can see, completing the questline requires dealing damage with 6 spells in total, and once you are done, your hero power will cost no mana, be able to target minions, and (after you play Tavish, Master Marksman) refresh whenever you play a spell.
Defend the Dwarven District will always show up in your opening hand, and you will want to keep it there. Even if you are playing against an aggro deck, the reward for the first part of the questline is useful enough that it is worth pursuing. Aside from that:
Keep:
Don't keep:
Avoid the temptation to always play Defend the Dwarven District on turn one. It may make more sense to play Secret Plan or Tracking, or even coin out a Mad Scientist, depending on the situation. Certainly play the questline if you have nothing better to do, or if you know you will want to play a damaging spell on your next turn, but if you have Secret Plan in hand and you can tell you won't be playing any damaging spells for a few turns, it is better to lead with Secret Plan. The same goes for Tracking if you think you know what you are up against and you can tell you won't be spending all of your mana on damaging spells on turn 2.
That said, the goal in the early game is to use your damaging spells to make progress on the questline quickly while clearing your opponent's minions. Keep in mind that this is a value/control deck. Unless you don't think your opponent is going to be playing any minions for quite some time, don't throw your spells at your opponent's face just to complete the quest; you want to be using your spells to kill your opponent's minions.
By turn 3 or 4, you should be able to target your opponent's minions with your hero power. Use that and your other resources to control the board while finishing the questline. Avoid playing your inspire cards until you can get maximum value out of them in the late game, unless you are in an aggro matchup and you have to use something like Tournament Medic to heal up a bit.
After completing the questline and playing Tavish, Master Marksman, it's time to take advantage of that hero power! Hopefully you have been able to keep control of the board, because this mainly works by snowballing a board of your own. Silver Hand Regent or Kodorider can be combined with Mukla's Champion to create a board that generates minions and buffs them up every time you use your hero power, which you can now do for free multiple times a turn. Keep in mind that inspire effects will trigger in the order the minions were summoned, so play Silver Hand Regent before Mukla's Champion. If you can stick a board like that or even just a Kvaldir Raider, Nexus-Champion Saraad becomes more than the value machine he is on his own.
Aside from the inspire cards, games can be closed out with a few of the singleton cards in the deck, including Dinotamer Brann, Dragonqueen Alexstrasza, or Zephrys the Great.
This deck has a few noteworthy combos:
If you are missing any of the cards in this deck, or just want to make some adjustments, there are a few good substitutions:
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Changelog
Update #1
4 years, 7 months ago · United in Stormwind
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