This is a deck that I’ve put together that has a ton of synergy and card draw. There’s many different ways to win. First, let’s go over the notable cards. The point of this deck is to make every minion count when it comes into plays. It’s also not a cheap deck to build as it has no less than three legendaries and other epics.
- Equality x 2
- Acidic Swamp Ooze x 1
- Crazed Alchemist x 1
- Ironbeak Owl x 2
- Sunfury Protector x 2
- Novice Engineer x 2
- Youthful Brewmaster x 2
- Aldor Peacekeeper x 1
- Big Game Hunter x 1
- Coldlight Oracle x 2
- Earthen Ring Farseer x 1
- Tinkmaster Overspark x 1
- Consecration x 2
- Hammer of Wrath x 2
- Ancient Brewmaster x 2
- Leeroy Jenkins x 1
- Mogu’shan Warden x 1
- Illidan Stormrage x 1
- Guardian of Kings x 1
- Sea Giant x 1
Brewmasters: This deck aims to control the board with correct usage of Brewmasters. Use it to bring back any creature in play back to your hand so you can reuse the Battlecry effect. You can say that this is the main engine. During early game, I’ll try to use my Youthfuls on my Novice Engineers or Cold Light Oracles to continue drawing cards. Or I can use it on Owls to silence any annoying minions. I once took out two Molten Giants by dropping Big Game Hunter, bouncing it back to my hand, and re-casting it. There’s lots of tricks you can do here.
Leeroy Jenkins: Honestly, he’s not really in there for the consistent damage. He’s in there because his 4 mana allows you to instantly get rid of a 6 health minion with taunt that’s in the way of your miniature army. Not to mention there’s no other removal spell that Paladins have access to which I can use. Sure the trade off is that your opponent gets two 1/1 whelps. But that’s not so bad.
Illidan: Procs off any card played. Secrets, spells, minions, whatever. You get a free 2/1. This will help cement your board advantage. With 5 health, he’ll survive nicely against most smaller minions.
Ironbeak Owl: My favourite card in the game that’s a two drop. Shuts down any minions with scaling health and attack effects. Use it to bypass a taunt. Shut down any special utility creatures like Questing Adventurer.
Tinkmaster Overspark: You might think that the 50% chance to generate a 5/5 is a bad idea. But is there a Molten Giant in play? Or a Ragnaros? Or an Onyxia? Or a buffed 8/8 Questing Adventurer? All of a sudden, a 5/5 Devilsaur doesn’t seem so bad. 3 mana to shut down abilities of stronger creatures is something I’ll take. Save Tinkmaster to neutralize any legendaries.
Big Game Hunter: This will punch through any serious threats. Large demons. Massive beasts. A really buffed creature. You name it, BGH will sharpshoot it down free of charge without having to trade.
Mogu’shan Warden: It’s a 1/7 wall that can stop most things and buy you a turn. Brewmaster it to keep regenerating the the taunt shield alive long enough until you draw more permanent solutions. Combines well with the Crazed Alchemist as a surprise attack.
Acidic Swamp Ooze: Specifically targets warriors, Eaglehorn bow hunters, and really buff rogues. Otherwise, it’s a 3/2 drop for 2 mana.
Earthen Ring Farseer and Guardian of Kings: If you need to buy yourself time, Brewmaster these two for extra life. It should allow you more time to get setup and find more threats.
Sea Giant: Finisher. Towards mid to late game, there will be enough minions on the board to make it cheap to cast. If you plan to Equalize/Consecrate, Equalize first, drop the Sea Giant, then Consecration.
Crazed Alchemist: Can be used for both defensive and offensive purposes. Opponent has an 0/5 Lightwell? Target it and watch as it becomes a 5/0 and instantly dies. Use it to bypass a Mogu’shan Warden. Turn the 1/7 taunter into a 7/1 and send your Silver Hand Recruit after it to open the way for the rest of your army. Alternatively, that buffed 6/1 Dust Devil that the Shaman has which is going to 2 shot you next turn? Use the Alchemst on it and watch as it becomes a 1/6 that will attack twice for a measly two damage combined. You don’t always have to kill creatures to neutralize. Sometimes dropping them down to 1 attack renders them a non-threat. Just make sure you have the health for it.
Aldor Peacekeeper: Same concept as the alchemist above except it’s purely for defensive purposes. Opponent has a pair of Ironbark Protectors on the board? Drop a Peacekeeper, Brewmaster it back, drop it again. Those two 8/8s have now become 1/8s and are nothing but ticklish walls.
Equality and Consecration: The best board clearing combination. Levels your opponents field unless their minions have a Divine Shield presence up. Can easily be used on turn 5 with a coin or turn 6 in case things aren’t looking so good. Personally, I’ll wait a little later until I can do it to either finish the game or neutralize my opponent’s advantage. Remember that it costs 6 mana combined to cast. If the board is full. Cast Equality first, then drop a Brewmaster to return something or Leeroy (or a Sea Giant if there’s enough), before nuking their side with Consecration.
This deck has solutions for just about most situations. If not, Equality/Consecration will reset the board for you in your favor. Your card draw should let you fish them out fairly quick. Expect to go the distance with this deck and it’s not uncommon to get to a point where you’re running out of cards in your deck.
Video with commentary
Vs Warlock – With Warlocks, you have to be careful. Their key board clears are Hellfire and Twisting Nether. Brewmasters will help against any of your own minions that have been targeted with Corruption. This Warlock deck will have some spellpower minions to power up Drain Life or Soul Fire or other damage spells. Use Black Knight to punch through Booty Bay Bodyguards. Warlock players tend to hold onto their cards. Depending on the situation, you might be able to cast Coldlight Oracle and remove cards from their deck (do this only if they have 8 or more cards during your turn).