Infinite Dinoman

Class: Warlock - Format: wild - Season: season-69

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Deck Import

Always keep:
Dinomancer
Expired Merchant (/alternatively Sense Demons that draws Witchwood Piper witch will draw Merchant)
Umbra

Infinite Dinoman Combo:
Preperation
1 – Play Expired Merchant only if you hold Dinomancer in hand.
2 – Kill your own Merchant, so that your opponent can’t silence, transform or bounce it.

(You dont have to do it if you are holding your second Dinomancer in hand – the importent part is to discard 1 Dinomancer and nothing else.)

Fill your board with unkillable Dinoman:
IF IT IS NOT TURN 10:
Turn 6 – Play a Dinomancer (hope that does not get silenced, transformed or bounced)
Turn 7 – Play Umbra. Then trade your Dinoman in or kill it with Blastcrystal Potion, Shadowflame or Power Overwehlming

IF IT IS TURN 10: 
(Have a clear board)
Turn 10: Play Umbra. Play Dinoman. Press Done.

Good Against:
Every class that don’t have much silence, transform or bounce effects.
Like:
Warlock     (if it isn’t Rush or Disrupt Discard lock)
Paladin      (If it isn’t Rush)
Hunter       (If it isn’t Rush)
Druid          (If you get the combo out fast)
Warrior      (If it isn’t Pirate/Rush)

Weaknesses:
(mass) silence, (mass) transform or  (mass) bounce
Neutral      – Iron Beak Owl, Spellbreaker
Shaman     – Devolve, Hex
Priest          – Entomb, Silence, Mass Dispel, Kabal Songtealer, Plague of Death
Mage          – Polymorph: Boar, Potion of Polymorph, Polymorph
Rouge         – Vanish, Sap, Sahket Sapper

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