Goal of Deck:
Combo deck to hit for a total of 21 damage in one turn. The deck utilizes a combination of ramp, armor, and card draw to pull out an early Devilsaur to wreck havoc on the opponent. You want to try and sacrifice your full cost Devilsaur, either by hitting a large minion or killing it yourself with spellstone or naturalize depending on the situation, in order to activate your witching hour by turn 6 or 8. At this point, you’ve probably already drawn your cube, naturalize, and upgraded your spellstone and pushed some damage to your opponents face. Once you have the necessary pieces:
1. Play witching hour
2. Hit opponent’s face for 7
3. Cube the Devilsaur
4. Sack cube with naturalize or spellstone
5. Hit opponent’s face for 14
*I like to use Dorian to try and grab an early devilsaur with card draw. The 1/1 devilsaur is easy to sack! Even if you don’t pull it off, Dorian’s animation is still cool and most times opponents will try to kill it (saving a potential 6 damage from your face).
Downsides:
The following decks are tough to beat:
1. Big Spell Priest: runs some big taunts with the chance of getting other big taunts off with Spiteful Summoner. Sometimes get lucky when they get poor rng
2. Minion Priest: runs some big taunts and applies early pressure. Some reason they always get an early shadow ascendant with northshire…
3. All Shaman Decks: they all run hex. If they hex your early devilsaur, it messes up your witching hour. Jabberwock shaman also runs annoying taunts (tar creeper and chaingang).
4. Minion Mage: if they get a good hand, gg (if not you have a chance…)
Upsides:
1. Paladins: EZ
2. Hunters: if you don’t get shit rng, you’ll be ok with Hunters
3. Warlock: remove voidlords, you’re good to go
As you can see, this deck is for funsies mostly. I tried this on ladder and did not have a good time (damn you shamans!). If you have any suggestions on how to improve the deck, that would be great!














