In that case, I would suggest either teching in either lightbender or EMP as well to deal with Arcanyst decks. Control decks should always have at least one form of dispel; lightbender is a safer dispel option and gives you another 4 drop while EMP gives you a late game option to deal with artifacts, all units being dispelled (really useful against Arcanyst Faie and Vaath imo), and strong stats.
Artifact Sajj deck
Iâll try lightbender for now. If Lightbender wonât be good enough, iâll try EMP, although I donât like the fact that it removes my artifacts.
donât think that EMP is a good idea when playing artefact sajj with bonecleaver, if you are using it, it would likely hurt you more than the opponent.
if you are going for a 7 mana dispell might want to try just play circle of dessication. it KILLs all minions aside structures, blood totems just happen to be structures
, and you will have your artefacts living.
iâve been considering it for some time, as starâs fury seems heavily underwhelming without dervish sinergy(~6 damage burst when opponent has 6 minions on the field and canât even clean nothing, itâs just sad and costs you almost the whole turn to play it).
however 8 mana is not easy to live to when you are against a vanar spammer need some earlier answers i guess i will need to add zephir as well.
I have no desire to use EMP with Spinecleaver, the Anti-synergy is obvious. I was thinking on trying him without Spinecleaver, but since I have to choose one or the other I will probably pick Spinecleaver.
Unsupported stars fury is bad I agree, I myself rarely use it, but I need some form of AOE other than Zephyr.
I have no advice against Vanar, Itâs literarly almost an impossible matchup. If you do happen to find a deck that counters them, I would be interested in it.
i will try somethings out, that sajj deck feels nostalgic, i will try to balance it a little more.
so far iâve only been able to shut down vanar with magmar and even that wasnât relyable, they could still sneak a win sometimes.
so iâm not too optimistic on that matter, iâm doing it for fun at this point.
if i wanted to tryhard i would probably play vanar, might have gotten to top 20 with the win rates i got playing them. (i got to top 100 playing sajj yesterday, the first deck was sutrprisingly good, didnât expect to actually climb with it)
update:
after another day worth of games played as vet, i tryed to balance the midrange deck to be more viable, the line of thought was something like this:
- manaforger seemed quite weak and inconsistent for the ramp, so i tryed celebrant instead, he seemed to be quite awkward to play, his tempo value isnât great and being matched against lyonar i ended up losing alot in tempo and it costed me a few games, i ended up switching to pax for the immidiate tempo value that could help me get a good start and not let opponent to snowball early lead.
- starâs fury seemed very underwhelming in sajj so it was replaced with circle of desiccation, considering the high cost of the later i added zephirs and a lightbender to help with the early - mid game. it seems that zephir has quite good synergy with spinecleaver and allows to mitigate some damage by attacking the minion with least attack of the bunch. it seems quite good so far.
- autarchâs gift seemed quite random and without ramp the beuty of using it, gone. i felt that the deck was slightly lacking on draw, i like to have atleast 4-5 cards in hand near 7+ mana turns to have more options for potential plays to consider. so i ended up adding 2 wind shrike, other option was artiifact hunter but i figured since it doesnât equip the card and only draws it and has 3/3 body for 4 mana i might as well get a 4/3 flying that draws on death wish instead. this once could be used for extra draw, removal with range or atleast bait opponentâs removal / dispell which is already not bad.
the new list looks like this:
surprisingly enough it seems to be quite competitive, i even managed to beat a vanar player with it first time since yesterday when i started trying the sajj deck. it appears that circle of desiccation removes embla clearly and this is considered core on vanar netdecks, for some reason.
overal the deck feels more competitive than the previous version, with carefull replacing you should have tools to deal with most treats. however vanars donât play just 2 embla and the spinecleaver seems quite hard to get at times, so i would probably try to add 1 more spinecleaver and 1 more circle of desiccation. however iâm out of spirit for now and canât afford to craft those so i guess i will leave the deck as is for now.
Interesting, I tried your first deck and liked it, but this one looks better. CoD seems like an upgrade to Stars fury and they both use your whole turn anyway. I found two lightbenders to be too little, so the third copy seems quite welcome. My lack of Blood of air prevents me from testing the full potential of this deck, once I get it I will definitely try this.
Is Sunset Paragon really that good? Perhaps I am not used to using him but I couldnât find a time he would be particularly useful.
Lets conpare paragon to entropic decay:
Advantage:
- AoE - can deal with spam especially if opponent doesnât position well against it
- Leaves a body: 3/2 is not muv but beter than nothing
- Can be put near a friendly minion, it might die but you donât need to go into attack range of a buffed vaath to activate it.
Disadvantage:
- Costs 1 more mana
- Canât kill minions that have hight health but low attack
- Can kill your own minions if positioned near them
Overall paragon is just a way to clear things like meltdown or EMP that have huge equal stats. And to deal with spamm. It is similar to makantor as it can be used to punish bad positioning and costs 1 less mana.
You donât always need it, against minions with lower attack than health it doesnât work, thatâs why circle of desiccation is there and 3 blood of air. Itâs just an other aoe alternative that you can use.
if you feel like you wonât be needing it in that matchup you can just replace it, thatâs why i have 2 of those and not 3.
Vanar those days often play 3 embla and 2 meltdowns so just using blood of air wonât be enough to clear all of them, you simply donât have enough copies of it. That is the other reason i use it. To save stronger removal for when it is really needed.
Thanks for the explanation, I recently had a game where it helped deal with EMP which otherwise I wouldnât be able to deal with, so I came to the conclusion that I was wrong about it.
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