Budget Tempo Forestcraft

Last Updated: June 22, 2017
Deck Summary:
Deck Cost: 7,550
12 12 9 0 3 3 0 1
1 2 3 4 5 6 7 8+
Followers: 27
Spells: 13
Amulets: 0
Mulligan/Draw Simulator:

Deck Overview:

When I've just started the game, I had decided to stay with Forestcraft for the theme of swarming and overloading the board - aka Zoo decks. With the abundance of methods to generate cards, this deck aims to destroy every big minion with extremely low costs, while keeping as much value as possible on the board.

Do note that with this, you have to have some finishers, and in this case, I'll prefer Rhinoceroach. However, Rose Queen and Silver Bolts may also work (to some lesser extent).

Mulligan

1st Iteration: Look for any 2 drops except Rhinoceroach. Sukuna is my go to option, but can be easily replaced by other cards such as Fairy Whisperer, Lyrial. In this deck though, if you can't get Sukuna, get Elf Metallurgist.

2nd iteration: Look for your 1 drop. In most cases this should be Water Fairy, but if you suspect that you are against an aggro deck, or if you don't have other options, Elf Child May is perfectly fine.

3rd iteration: Look for your 3 drop. Dark Elf Faure is my favourite choice, especially if I go 2nd (no risk of it getting destroyed, especially if you already control the board). Khaiza for early Carrot presence, and Forest Spirit to push for damage against slower decks.

Playstyle
How Zoo works is effective trading. By definition, this means that you work well as an aggro/tempo style deck, beating out aggro decks at their game, but losing out on the sheer face value that aggro decks bring in favour of a more controlled style. Play out your minions on perfect curve in almost every scenario, except when you cannot follow up for an easy trade. Ultimate Carrots are your go-to for fodder since they are replenishable, and you should always have enough fairies to pull of a Rhinoceroach KO.

Matchups
By default, this deck is extremely weak to AOE, but strong against aggro. One thing to note is you have to know when you are starting to lose steam - and it is really easy to lose games because you cannot pull out that bit of damage to win. Knowing your matchups is important because of this.

Against aggressive decks, you want to play control. You have just that bit of control that you can use to deny them from winning, and with it, mitigate a lot of damage they have. Once they run out of steam, you can push for a ton of damage.

Against control decks, you want to play aggro. They will win once they hit a certain point of the game. You just have to force them to slow their progress trading into you. While this ensures that they get the trades they want, you get to deal face damage, and you won't face the awkward situation where you have nothing to finish off your opponent with.

Deck List:
Follower
Card Cost Quantity
Water FairyFollower - Standard
Unevolved
Last Words: Put a Fairy into your hand.
Evolved
Last Words: Put a Fairy into your hand.
1 x 3
Elf Child MayFollower - Standard
Unevolved
Fanfare: Deal 1 damage to a random enemy follower.
1 x 3
Elf MetallurgistFollower - Standard
Unevolved
Fanfare: Deal 2 damage to an enemy follower if at least 2 other cards were played this turn.
2 x 3
RhinoceroachFollower - Standard
Unevolved
Storm.
Fanfare: For each other card played this turn, gain +1/+0 until the end of the turn.
Evolved
Storm.
2 x 3
Sukuna, Brave and SmallFollower - Tempest of the Gods
Evolved
Evolve: Gain +2/+2 if at least 3 cards were played this turn.
2 x 3
Gourmet Emperor KhaizaFollower - Rise of Bahamut
Unevolved
Fanfare: Put an Ultimate Carrot into your hand.
3 x 3
Dark Elf FaureFollower - Standard
Unevolved
Whenever this follower attacks, put a Fairy into your hand.
Evolved
Whenever this follower attacks, put a Fairy into your hand.
3 x 3
Forest SpiritFollower - Rise of Bahamut
Unevolved
Last Words: Put a Woodkin Curse into your hand.
Evolved
Last Words: Put a Woodkin Curse into your hand.
3 x 3
Crystalia AerinFollower - Tempest of the Gods
Unevolved
Ward.
Fanfare: Restore 3 defense to your leader.
Enhance (8): Recover 1 evolution point.
Evolved
Ward.
6 x 3
Spell
Card Cost Quantity
Nature's GuidanceSpell - Standard
Unevolved
Return an allied follower or amulet to your hand.
Draw a card.
1 x 3
Fairy CircleSpell - Standard
Unevolved
Put two Fairies into your hand.
1 x 3
Sylvan JusticeSpell - Standard
Unevolved
Deal 2 damage to an enemy follower.
Put a Fairy into your hand.
2 x 3
Dance of DeathSpell - Darkness Evolved
Unevolved
Destroy an enemy follower.
Deal 2 damage to the enemy leader.
5 x 3
Silver BoltSpell - Standard
Unevolved
Draw a card. Then deal X damage to an enemy. X equals the number of cards in your hand.
9 x 1
Discussion: