Bad Doctor OTK

Last updated 3 years, 3 months ago by
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I've been playing around with this deck most of the day, started with a list I found on some other site, it was a bit trash with too many Corrupt cards in my opinion, and despite the original poster saying they were having great win rates in Legend with it, I was getting pounded in the Face by Hunters!  So after several edits here and there, I think this might be it (for now).  Let's begin!

While these Circus Medics may be good in a pinch for some minor healing, they should not be trusted with major medical procedures!  There are reports that they can become corrupted and actually harm their patients.  I've even heard of them using submersion therapies via a Dunk Tank which can also cause issues when used on a patient!

Okay, I can't keep up with the weird story telling aspect of the guide!  The point is to play Circus Medics and Dunk Tanks after they are corrupted, set up the Corrupt the Waters hero power with Tour Guide so it costs 0, and then with some space in your hand you double battlecry Y'Shaarj, the Defiler to get up to 8 free cards in hand, the Dunk Tanks can be used to send 4 damage to face each, the Medics for 8 each due to the hero power.  So if you have four of each the OTK potential is huge!  Four Circus Medics alone makes for 32, 4 Dunk tanks would be 16, a total of 48.  So even if you just get 6 cards in any combination, you should have enough to at least do 32 in a turn.

In certain matchups, such as Face Hunter, you may find it more beneficial to use one or both medics to heal yourself.  Saving Devolving Missiles for when they summon their Leper Gnomes can help prevent some damage as well.  Far Sight might not be the best, but in some cases getting a board clear, especially a Tidal Wave reduced in cost on turn 3 can be great in certain matchups.  Others it just helps cycle as the 3 mana or less cards can be played immediately.  Other great hits are your Medics or Dunk Tanks as they become easier to corrupt, as well as Y'Shaarj himself, meaning you could potentially do the combo turn sooner and with or without the Guide.

[Hearthstone Card (Acidic Ooze) Not Found] and Kobold Stickyfinger are both included because I was running into a LOT of decks with weapons (Bomb Warrior, Evolve Shaman) and plus they are Battlecry minions.  So even against opponents with no weapons they can be used to advance your quest, and Sticky can also corrupt your 4 drops.

As you near your combo turn you may need to needlessly play a few things from hand just to make space.  I mean, if you are holding onto some situational cards, but could pull off the combo soon, start dumping as much as you can, in as efficient of a manner as possible.  But if you play Tidal Wave on an empty board, or a board with only one minion (and it's yours) don't worry!  You may make your opponent go "What the...?"  But on your OTK turn they will go "WHAT THE...?!?!?!?!"

The rest should be fairly self explanatory as you are just trying to survive long enough to get your wombo combo off!

I have not play tested this list a ton yet, but with more recent iterations I did have success against a few Face Hunters, and in some of the control match ups I feel like I can outlast my opponents as long as I get good draws and a little luck off my Sludge Slurper and Instructor Fireheart effects.  I mean, I can do up to 48 damage, I just need to survive long enough to pull it off, and not let Warriors get a bunch of armor built up!  In some match ups you may also be able to just go off without the double battlecry on Y'Shaarj.  If your opponent is at 16 or less and you've played both copies of Tank and Medic corrupted, these four alone can finish the game out.

 

If you give it a shot, hope you have fun with the deck!

~ Thonson

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