DeathsAdvocate’s Master Thread: Immortal Vanguard


Master Thread
Usually I get a bigger collection of decks before putting one of these out, but since we have had a massive balance patch halfway through my deck series it will be much easier to just start updating and collecting decks here rather then update all the other threads separately. The game has changed a lot this expansion so I am not going to include older lists until I have had time to update them, which sadly means most of the fun/gimicky lists may be absent, but you can still find them in the previous master threads linked at the bottom.

Finally getting around to starting to stream:

Current S Rank Decks:
For those that just want the best of the best, right to the point, what I currently ladder with, here it is. You can look up the details on them in the master list below. These have all been very well tested and were all used to get into top 50 or higher.


Bottomless Big Abyss Ramp: S Rank.

Sexy Lizard S rank

Finality Combo:

Parsing Bot Midrange Desert, S rank.

Final Destination:

Overlord: Titan Flood, S rank

Highly Competitive Decks:
These are the runners up to the first list, are things I think may be at least as good as the first list but are not as well tested, or S rank material but may not be tier one. Again, full details on them can be found in the master list. Obviously I have more competitive decks then just the ones listed here and above, but I am trying to keep these two sections limited to one per general.

“Coming Soon”

DeathsAdvocate’s Master Thread: Unearthed Prophecy
Immortal Vanguard: Lyonar
DeathsAdvocate's Budget Guide: Immortal Vanguard Update
F.A.Q. Construction Thread
Archetype Inquiries - Swarm Abyssian

And here is the master list complete with long winded posts on each. I never make a bad deck, I put a lot of work and love into each one, many will never be tier one, but they should all at least be quite playable.

If you copy everything after the # on the bagoum links it works as an import code.



Bottomless Big Abyss Ramp: S Rank.


Its been awhile since Big Abyss, much less Lillith, was meta, but the current incarnation is very well suited for the meta. I call it bottomless abyss because well…that would be a pretty big abyss.

Big Abyss is an old and simple archetype that revolves around ramping out abyss’s powerful late game minions like Vorpal Reaver alongside a few other targets that have changed out a lot over time.

You can indeed use shroud or inkling as a turn one globe contestor to go for that turn two vorpal or reaper. Because your planing to dfc the body on your opening play really doesent matter. And it’s better to have to use a shroud t1 in this late game deck then not have dispel in the deck at all. Obviously mystic or herald is a better opener, and it’s better to have them then blade or pulse since you need bodies for this deck.

Furor Chakram is pretty much an auto include for Lillith now, and because of that my old go to ramp target of EMP has ended up not making the cut, instead I am favoring Reaper and good old Revenant, who was briefly near disenchant fodder when Finality costed seven. Both of which can pull off some very scary things when combined with chakram. Revenant can proc its effect for each target hit off of frenzy, and flying frenzy is self explanatory, Vorpals Celerity is crazy, and his six wraithlings are even scarier.

The rest of the deck is packed with healing, control, and cycles, leaving it a well rounded and effective deck prepared for any match up.

Necromancy Arcane/Unbirth, Highly Competitive


I call this deck Necromancy because it can raise an army from the dead, or stitch together a massive abomination out of a pile of corpses.

For those that don’t know how Abhorrent Unbirth works, it destroys all minions on your field, and summons one giant abomination with all the combined stats of the destroyed creatures as well as their keywords, but you need to make sure you get rush on him or its just to risky to play, and in this decks case our rush source comes from the Spell Sparks that firestarter spawns.

Arcanysts have fallen out of favor for awhile, but they are still a very solid archetype, the oldschool ability of Owlbeast or Prismatic to snowball out of control when combined with abyssians array of cheap spells is classically powerful. Trinity provides card advantage and more spells to abuse your spell procing minions and Bond even works with Death Knell, the crown jewel of Abyssian Arcanyst decks, who can bring back every-single destroyed arcanyst for a truly spectacular end game finisher.

The Arcanyst engine alone is solid, but it is really well complemented by Unbirth since Firestarter is an arcnyst and is super key in using unbirth effectively. You can either try to set up an early combo if you manage to get a decent field to stick, or for a truely epic finisher you can play Unbirth the turn after Deathknell brings back all your dead arcanyst including firestarer for truly insane abomination, my record 35/310 with rush.

Darkfire sacrifice really helps to speed up the deck, although you don’t usually want to use it with deathknell since you want to make sure to be getting a lot of spawns out of it but it is an option. Mainly its used early game with trinity in order to proc that effect and usually have the mana to spare to even cast some of those spells right away, and sometimes you use it to combo a firestarter an unbirth in the same turn. But darkfire and a few others are situational so they are all kept at two to make room and to keep the curve from being to low.

Its a very effective deck that has a lot of threats, decent card advantage, healing, and a healthy amount of answers.

Median Mode: Midrange Chakram, Highly Competitive


With magmar dominance over its kit isnt as well specced. Still a very competitive deck, but I am not sure where it stands now, and it may still need some reworking.

Its a midrange deck, with a mech program mode, also Median/Mode…well I think I am clever.

A very aggressive deck that can really abuse Furor Chakram thanks to a small swarm, rush on metal tooth, and flying on Reaper. It runs just enough mechs to be able to get rush off on metaltooth, and his two partner mechs have their own strengths.

Deck has nine cycles, great healing, good removal, good AOE, dispel, and a gameplan that goes off long before finality is an issue while packing cards that are resilient to their removal.

While it does not have the raw power of my bottomless deck, it is super consistent, even more so then bottomless, and usually a bit faster.

SWARm Competitive


A swarm deck featuring grimWAR, and also a shoutout to my old horsemen series.

Its a pretty classic deck, swarm the field, play death watch, win. There is a lot of micromanaging to be done, and you always have to be careful not to overextend into a field wipe. Don’t be to greedy with your win cons, you have quite a few of them, its just fine to cash in a small swarm instead of risking loosing it all.

Grimwar is the decks saving grace, it simultaneously makes it really hard to clear your field and provides a powerful win condition. This is a very AOE prevalent meta, making hyper swarm a very tough deck to play. But I have tweaked it to be as resistant as possible to AOE, while still retaining its lightning fast gameplan.

Twelve cycles will give you good resilience to field wipes and make finding Grimwar easy, cresendo is another classic, and Chakra can do a ton of work. Instead of picking most of the classic swarm tools like priestess or dancer we are favoring the new bloodbound mentor as it provides card advantage and dodges rebuke, two things that help with resiliency.

Its a very powerful deck, with magmar dominance over it has a bit more breathing room, but thunderhorn is absolutely everywhere so it can still be a bit tough. Despite its resiliency it still suffers from the usual polarized match up effect of “Do they have good aoe? Yes, you probably lose. No, you probably win.” and thus why it only gains a competitive rating despite its raw power.

Miss Styx: Stygian Ramp, Competitive


This deck looks to really abuse cheap rush units and a small swarm with Chakram and or Stygian, ideally ramped out early.

You pretty much always try to dig for Darkfire/Stygian right from the start, and depending on the matchup Chakram can be a higher priority, but it is usually for when you cant find Stygian early. You also try to hold at least one rush unit in hand at all times, preferably more then one, in order to combo with Stygian or Chakram. You don’t want to play Stygian unless you can at least proc her affect one time the turn she drops, ideally a couple times. But a single proc from her effect can turn your hand of meh units into horrifying monsters that can easily swing the game.

The deck sports a good amount of healing, just enough mechs to get metaltooth off reliably which also provide cycle and a small chance for mechazor, and healthy amount of answers. Between desolator, its two cycles, and its combo centric gameplan it does ok for card advantage. Its a very all in combo centric deck that takes a lot of practice to get good with, but it can be quite terrifying when played right or with a good hand.

Mechanical Abomination: Mech/Unbirth, Competitive


The metaltooth/unbirth nerf definitely dropped the decks consistency, and now with magmar dominance over its kit isnt as well specced. Still a very competitive deck, but I am not sure where it stands now.

So I have tried out a more traditional swarm approach with Abhorrent Unbirth, but between Metaltooth being his favorite partner and the recent nerf to their interaction, I figured I may as well go all in on the mech plan giving us a sollid back up plan that wont fold to this AOE prevleant meta. Speaking of an Aoe prevelant meta, Soul Grimwar is an excellent defensive tool that makes it really awkward to clear your field, while also being a powerful win condition on its own, and we pack our own Aoe thanks to Furor Chakram, which also serves as a powerful win condition, which is another card that absolutely loves metaltooth.

For those that dont know how Abhorrent Unbirth works, it destroys all minions on your field, and summons one giant abomination with all the combined stats of the destroyed creatures as well as their keywords. Although now you need at least one other mech on board to get rush off of metaltooth but thats not to hard considering we have a lot of them. Oh btw yea the abomination steals temporary buffs like Chakram, and then Chakram buffs him as well after he is done forming. Also even if you cant get rush on him, the ability to manually blow up your field to super power a Soul Grimwar is pretty neat.

Unbirth, Chasis, and Ritual banishing are kept at two ofs to make room, they are all a bit situational, and thanks to the decks phenomenal three different cycles, its really consistent, and it tends to be a very proactive deck. Between its many cycles and very aggressive gameplan, card advantage does not tend to be an issue. Its a very fun, and very competitive deck.

Midrange Swarm Competitive


Title says it all, it lacks the aggression of hyper swarm, and it lacks the lategame power of big abyss. But its a well rounded deck with a decent chance vs most match ups.

It has lots of wraithling synergy, a healthy amount of healing and removal, some strong win conditions, and a touch of card advantage.

Its a decent deck but most matches will feel pretty hard fought as you really have to outplay your opponent.

Black Gate: Build/Wraith, Competitive


Gate of the Undervault is one of my favorite cards of the set and I have tried really hard to make it work, but most of the time it feels pretty underwhelming. However I finally got this list to work, and man has it been working well.

Its a very proactive and meta conscious deck. Of course we have our basic build package Void Talon, Gate, and TimeKeeper. They give you some early game or some late game and can be used defensively or as a surprise, the main tip to know about the build package is you don’t want to play time keeper unless it is going to activate gate or as a seven mana combo with talon, both it and gate tend to get replaced in the mid game, but they are incredibly powerful early on as its often tough to answer a turn two gate, or later on as a combo piece. Turn two gates tend to be your priority using even furosa or inkling in order to contest the globe as player one.

Chakram/Reaper is starting to feel near auto for lillith, chakram is also pretty good with void talon and the swarming that the deck does.

So next we come to the other superstar of the deck, Black Solus. Yep, been awhile since we have seen him, he was never a bad card, just wasn’t usually good enough, he showed up when he was overpowered, and then was quickly forgotten about when he was heavily nerfed, despite having pretty decent potential again when bloodborn came out adding the furosa/crypto package to the wraith engine who give us a strong early game. So aside from the obvious wraith synergy why have I gone back to Black Solus? Well he dodges rebuke, lavalasher, makantor, plasma storm, and often natural selection to meaning he is a perfect on curve threat to deal with magmar, and a high priority removal target, and between him, gate, reaper, and desolator, its unlikely that they will have enough removal to deal with them all.

Combine that with some lillith staples and you have a very powerful deck that is well equiped to deal with the meta with quite a few ways to win. Its got card advanatage covered with desolator, double cycles, and a steep curve. Unfortunatly even with building around it as much as we can Gate is just not as good as I would like it to be, so while perhaps not top tier, its still quite effective and a lot of fun.

Void Blade Competitive/Gimmicky


Reliquarian is practically made for abyss, not only do they have by far the best forged relic they have great targets for it. For those that don’t know Reliquarian effect creates an artifact equal to the attack of the sacrificed FACTION minion (yes faction, targeting a neutral minion results in no extra effect beyond the attack bonus), for abyss when you attack a minion you steal life equal to the artifacts attack.

So speaking of Reliquarians powerful abyss artifact, this deck has one main goal that it wants to achieve at six mana: Darkfire Sacrifice, Arcane Devourer, and Reliquarian, targeting the Devourer with Reliq, resulting in a whopping eight attack boost on your general which if you attack a minion with you get a massive sixteen health swing! And you can do that two more times. Its brutal, and conveniently it happens the turn before finality, and magmar is bad at dealing with artifacts. If finality doesn’t make an appearance you can alternatively just do it without darkfire as an eight mana combo.

The rest of the deck consists of Lillith staples, and featuring the rest of our ramp package with Black solus and Vorpal Reaver, both solid Reliq targets as well. And as I mentioned in the previous deck Blacksolus is amazing for this meta, and Vorpal is a powerful classic. You usually want to try and save your darkfire for your Reliq combo, but depending on the match up a turn one Black Solus or turn two Vorpal Reaver is nothing to sneer at, and lategame you can always just summon desolator and then darkfire him to summon him again.

The deck may look a little short on opening plays, but with how this deck works even Furiosa or Inkling make great globe contestors, furiosa will often bait early removal too, clearing the way for your powerhouses. And Blade is an excellent early game stalling tool, that also helps fend off Ragnora Combos.

Most viable (affordable) Abyssian build?



Famine: Midrange Thunder/Bot, Highly Competitive


A midrange deck that revolves around really devouring your opponents minions, starving them of resources, and good positions, its also a shoutout to my old horsemen series.

Deceptibot and thunderhorn are powerful cards in their own right, and Cass makes a very good pair with them thanks to a combination of Nethermeld and Demonic lure. The only other mech in the deck is Operant, which provides a decent opening play, but most importantly enables bot to pull Mechazors from your deck consistently.

Nethermeld is such an underrated card, aside from the aforementioned combos, it can also serve as soft removal, or a way to get a displaced unit back into the action. And between Cass’s BBs and Sphere its not to hard to get use out of with a little planing. Although with our limited creep generation it can be a little situational so I am running it at two to make room for one betrayal for the occasional surprise victory.

Aside from thunder/bot abuse the decks win condition is basically just tempo, providing a steady stream of threats and chip damage. The double Sentinel package is a wonderful card advantage engine and running both of them is great for mindgames. Since Desert Vet is getting big I am favoring running a lot of bodies rather then stuff like blade or pulse.

Combine all that with cass staples, healing, and dispel and its a very effective deck that is well suited for the meta. It has a healthy curve and between sphere, deso, and sentinels, you do just fine on card advantage.

Pestilence Creep, Highly Competitive


This one gains the name of Pestilence as creep feels very much like a spreading disease.

Its rather similar to the midrange famine deck with the core of the deck NightBot, Thunderhorn, and Nethermeld making another appearance, but instead of going for all the utility picks instead we go for Cass’s classic Archtype creep.

Nethermeld is such an underrated card, aside from the aforementioned combos, it can also serve as soft removal, or a way to get a displaced unit back into the action. And between Cass’s BBs and Sphere its not to hard to get use out of with a little planing. Although with our limited creep generation it can be a little situational so I am running it at two to make room.

Due to the state of the meta the creep package looks a bit different, opting for two obliterate and Klax and strait up skipping Juggernaught and most other creep stuff. Juggernaught is just to vulnerable to rebuke, dispel, and just removal in general, while often being to small to be worth it in the early game, where as Klax can generate a crazy amount of creep, and the provoke can really protect you from various magmar combos or any aggressive deck. And thanks to Klax’s large potential creep generation we can skip creep generators like nova or crawler. The two obliterate are to really help make sure you find one on curve, as just stalling with finality in the mix isnt as effective as it may once have been, it also allows you to just play one as a small aoe and save the other as a finisher.

Since Desert Vet is getting big I am favoring running a lot of bodies rather then stuff like blade or pulse, add a few Cass staples, healing, and card advantage, and you have a pretty effective creep deck.

Dishonorable: Marauder/Betray, Competitive.


This deck has a couple really neat tricks, first we have great re positioning ability thanks to nether/whip which can help to abuse thunderhorn, grasp, and betrayal. The deck sports Marauder as a strong tempo play that can be followed up with a lightbender or EMP to remove the risk of him turning on you.

However the decks favorite trick is to actually let Maurder turn on you and then use betrayel to get a massive free swing on the opponent, and thanks to whip/nether it doesent matter if they are not next to him. And thus the decks name, since the whole deck is all about everything being dishonrable and constantly turning on everything.

The deck has great healing, answers, lots of dispel, lots of threats, and a medium curve combined with desolator and a couple cycles to cover card advantage. Its an effective deck although it can be really tough to use if your opponent plays around betrayal and isnt very vulnrable to dispel or packs a lot of removal.

Death Burn Aggro, Competitive


Despite the lack of deathwatch this one gains the title of Death due to its killing speed. Its a hard face deck packing a very low curve and a lot of out of hand damage, its also a shoutout to my old horsemen series.

Aggro Cass dominated the previous meta, but she lost most of her previous tools leaving us with mostly the darkseed/burn side of the deck intact so may as well go all in and tripple up on the hound/jammer/seed package.

However she did gain two new cards which do make a pretty big difference. The first being Void Talon. A superb aggressive minion, and then to a lesser extent Betrayal for extra burn or surprise victories. Wait what? Blood Siren? Yep this old card can really find a home now with how it combos with Void Talon. Use siren to debuff the opposing general and get a free attack out of your talon or warlock, use it to preserve your spectral blades durability, or just as a way to keep your health topped off.

Combine that with the usual Cass staples, and the superb card advantage it has built in from the seed engine, and you have a terrifyingly quick aggro deck that can still outpace even magmar. It may not be what it once was, but its certainly still effective.



Dying Wish Highly Competitive


It took awhile, a lot of support, and a rework to Maehvs BBs, but I think we finaly have a top tier lurking fear deck! Now that Maev summons husk nearby the sacrificed units it has enabled us to run Azure horn shaman, Unseven, and Reaper to great affect.

Maehv loves to run a bunch of lost costs utility fodder with weak bodies in order to target with her BBs. The deck packs tons of healing to mitigate the self damage. Gnasher is practically made for Maehv and is pretty much an auto for her.

With the change to her BBs now the husk can gain the benefit of a sacrificed Azure Horn Shaman for a staggering 3 mana 4/8, on top of probably buffing other things to, its very quickly becoming a mainstay of all Maehv decks. Reaper is a sollid card as well and now you can trade with it once and then pop it with her BBs.

The deck just constatly supplies massive threats, often ramped out early with Unseven and or Lurking fear. Its packed with healing, and a just a touch of control. Between its medium curve, desolator, cycle, and of course Nekoma, despite that it can sort of Vomit its hand, it does quite well on card advantage and can really quickly overwhelm your opponent.

Ramp Highly Competitive


It has the usual abyssian and Maehv staples, but with a heavy top end curve to abuse with darkfire Sacrifice. Maehv has potentially the most powerful Awesome BBs, and gets the most consistent value out of Reliq. Instead of packing Nekoma, or another source of draw we just sport a high end curve.

Tempo Highly Competitive


Tempo Maehv loves to run a bunch of lost costs utility fodder with weak bodies in order to target with her BBs. The deck packs tons of healing, and prophet, to mitigate the self damage. Gnasher is practically made for Maehv and is pretty much an auto for her, and Nekoma makes up for the decks very low curve and is also complementary to her BBS.

With the change to her BBs now the husk can gain the benefit of a sacrificed Azure Horn Shaman for a staggering 3 mana 4/8. Very quickly becoming a mainstay of all Maehv decks.

We are packing Dark Transformation because none of the usual go to removal really works for Maehv, and the spawned wraithling is perfect BBs food. Add all that to a couple abyssian staples, and some late game bombs, and its a very effective and aggressive deck. Husks are Abyssian minions, so while they are no Arcane Devouerer, you can very consistently play Reliq as a stand alone card with a husk.

ReliQ Combo, Competitive/Gimmicky


This deck packs a lot of healing and utility two drops, stuff maev likes to run anyways. But in this deck we go a little overboard and have almost nothing but two drops complete with cycle and extra replaces.

The deck has one major goal, and that is to play Q on six mana, stabilize on seven, and then string together back to back Arcane Devouerers into Reliquarian combos which assuming you were replacing correctly after Q should be 100% chance of drawing after Q deletes most of your deck for you. You tend to replace and dig for Q, and you usually toss away the other combo parts since Q makes them easy to draw, although if your around five mana plus you tend to hold onto them so as to make drawing them even more consistent after Q, or just incase you cant find a Q.

For those that don’t know how Reliquarians effect works, it sacrifices an abyssian faction unit to create an artifact with an attack bonus equal to the sacrificed units attack, and when you attack a minion with it you steal health equal to the attack bonus. So if you sacrifice an arcane devouerer you get a whopping eight bonus to attack so you can do ten damage face, or if you hit a minion you get a sixteen health swing. Due note that if you sacrifice a neutral minion you only get the attack buff and no lifesteal affect, and if you somehow have a different faction unit in your control it has a unique effect depending on the faction. But for the most part you really only want to be sacrificing arcane devouerer.

Cheap S-Rank Maehv ramp/control
Sentinel Swarm: Abyssian deck build



Sexy Lizard S rank


These lizards have curves! I mean the deck is all about just curving on up throughout the game.

With Finality nerfed there is now actually room for Armada in the deck, where as previously they had conflicted. Armada adds yet another powerful mana turn to the deck. Forget trying to accelerate or make finality consistent, this deck is just strong at every turn of the game.

Kujata over the golem package? Yep Kujata can ramp everything, Metalurgist can only get Lasher. And there is nothing I want to take out for ragebinder. Beyond that we have the usual Vaath staples, and the go to midrange package. Sunsteel is a great flash target since forcefield avoids the flash damage.

Cryptographer goes great with both drogon and armada, and for those who dont know Drogans effect is indeed exponential, Drogar+BBs+Cryptographer lets you go from 3 attack to a whopping 18. Even if you only have a single drogan and no cryptographer, combining it with a late game Vaath, or after a finality, just makes him just an absolute monster. Add ramp into this mix and you can pull off some silly things real quick.

Abujcator/Finality, S rank


Before the big patch it was the deck of the meta, and while I have not changed a single thing since the patch, its still quite top notch. My version favors abjucator for the accelerated Finals, and Replicant for thinning/card advantage. Aside from those its the usual oldschool just sort of midrange vaath/drogon combo, now sporting finaility and rebuke, pushing it from a consistently good deck, to possibly still the deck to beat of the meta.

For those who dont know Drogans effect is indeed exponential, Drogar+BBs+Cryptographer lets you go from 3 attack to a whopping 18. Even if you only have a single drogan and no cryptographer, combining it with a late game Vaath, or after a finality, just makes him just an absolute monster. Add ramp into this mix and you can pull off some silly things real quick.

If you really wanted to fit the golem package you could trade replicant and earth sphere, so why did I choose replicant over the golem package? Well I did not want to just run metalurgist if I wasnt going to fit ragebinder as well, and rage binder really just doesent fit here as it conflicts with natural selection and plasma and isnt better then anything else in the deck. And while I could have run kujata to get those turn two lavalashers replicants add exactly what the deck is missing and saves me from having to try and shoehorn draw into an on curve deck. While t2 lavalashers can win games, the deck has enough control that it doesent need that extra tempo bump, instead prefering the added consistency of replicant. And after the Lavalasher nerf its not as high of a priority.

It has performed exceedingly well on ladder and tournament play, and while the nerf brought it down a peg, its still incredibly strong.

Apex Predetaor: Compeitive/Gimicky


Its a bit more gimicky then my usual Vaath Variations, but it is still quite effective. Apex is a natural pick to run alongside abjucator and Finality, cut the rest of the midrange stuff and low cost spells in order to fit more Apex bodies and not conflict with Magesworn, and you have a very effective apex deck that can pull off some insane things.



Finality Combo: S rank


Abjucator letting finality hit sooner, or reducing the cost of your Fortitude/Eggmorph/BBs combos, or both, is pretty insane. And thanks to pupabomb if a combo is not feasible and or you don’t think you can get eggs to stick instead we can just weaponize them. Combine that with a powerful midrange game, great control, ramp, healing, and dispel and your prepared for any match-up. Its a very powerful deck that can either play aggressively with ragnora combos, or play the long game with finality depending on the match up.

Aggressive Midrange: Highly Competitive


While not nearly as well rounded as the finality version, or as bursty as the grow version, this one just produces a steady stream of eggs and threats allowing it to be very aggressive and proactive. Its main trick involves hatching eggs, particularly your BBS, with either eggmorph or morinkhur and combining them with fortitude to do massive bursts.

Ragnora’s BBs is exceptionally strong, although often underwhelming when just cast by its self without a hatch/buff combo, however when you spam cast it, it can go from underwhelming to overwhelming really fast, as most people pack a few pings and aoes but not enough to constantly remove the stream that the crypto/mentor combo can produce.

Wait a second Lightbender and Rebuke instead of Makantor and Pupa in the aggressive deck? Let me explain, first of all you really want to be wining the game with a combo around six or seven mana not playing Makantor, the deck also really values its eggs and does not want to put its self in the bad position required to use pupabomb, meanwhile rebuke barely affects our field and clears early game swarms that could be a problem, or massive fatties like EMP that can also be a problem, its our emergency get out of jail free card that the other two just cant quite do. Lightbender is just solid tech that is really helpful vs alot of powerful decks, it sort of combos with Raptyr, and most importantly it can get rid of attack buffs on generals to let us get a ripper combo through. Now I tried the deck running all of the above but it just ended up feeling like a weaker version of the finality deck, so instead I put the focus on aggression and combos to give it its own niche.

Raptyr is an interesting card, more often then not being used very defensively or as a zoning tool, you always try to play it where only one thing can reach it making trading very unappealing, and then it can just sit there and be an annoyance until your ready to cache in on it or combo it with morph/khur or if there is something that you want to dispel you can hit it with lightbender at the same time and then be aggressive with it.

Its a very effective and aggressive deck.

Baby Teeth: Twin Fang, Highly Competitive


Short explanation of the name: eggs are babies, and this decks primary feature is twinfang.

Aside from the usual ten damage burst from BBS+Eggmorph+Fortitude, this decks primary trick involves equiping a twinfang and then using rebuke, quillbeast, and Kujatas effect in order to pump fang to massive levels. The deck also just has a lot of bodies that can be traded in to buff fang and Kujata+Replicant can do some crazy things with fang.

Quillbeasts effect procs on cast, meaning if you cast your BBS you get to do damage with quill AND THEN your egg will enter play safely.

Blood/Fang are complimentary cards but the decks you build around them tend to look a bit different as fang loves rebuke, but blood hates it and prefers skorn.

I know, Artifact hunter is a bit of a strange pick, and its a recent addition. I just found the deck really wanted to be able to find its fangs and needed just a touch more card advantage, and thanks to the ability to replace extra fangs, Artifact hunter was a perfect answer for what the deck needed.

The rest of the deck is the usual midrange magmar package with a bit of ram and ragnora combo parts.

QuillRage Competitive


Aside from the usual ten damage burst from BBS+Eggmorph+Fortitude, this decks primary trick involves developing a good size field and then using skorn, quillbeasts, and or self damaging ramp to get massive value out of bloodrage on an already active minion.

Quillbeasts effect procs on cast, meaning if you cast your BBS you get to do damage with quill AND THEN your egg will enter play safely. It also reacts similarly with Blood Rage, if you have quill on the field and you cast Blood Rage on a minion with one health (like a ripper), quill will deal damage, and then bloodrage will apply its buff and that one health minion will survive thanks to the buff.

The bloodrage variant favors sticky minions and a lot of them in order to make sure you can actually set up a blood play which is often quite difficult. And as I mentioned earlier it favors skorn over rebuke.

Blood/Fang are complimentary cards but the decks you build around them tend to look a bit different as fang loves rebuke, but blood hates it and prefers skorn.

Grow Combo: Competitive


Powerful midrange kit, lots of eggs and egg hatching, gigaloth makes killing eggs a pain and adds another fun way to super buff rippers. A very bursty, proactive, competitive deck.

Keeper Compeitive


So this deck largely skips having a real early game in favor of extra control and making sure to always pull value off of keeper. In fact thanks to the fact that buildings are tokens, erratic raptor tends to transform and not die, and that eggs/rippers are tokens, you will usually only have rush in your keeper pool. Hulk and Raptyr help give us a little more of an early game without messing up the gameplan, and even a 10/10 or a 5/5 is not bad in the pool.

Of course Finality is in here because its just that good and the five mana point is perfect for this decks curve. It can play either aggressively or the long game depending on the match up and the hand. Keeper does not activate opening gambits, so it pulls extra value off of elucidator. Combine that with ragnora combos and its a very effective deck.



The Dentist: Rebuke/fang/quill, Highly Competitive


A name I use every expansion, every-time the deck tends to look quite different, but the core of the deck remains the same: Twin Fang and lots of Pain.

So the decks primary trick is using self inflicted pain from rebuke, quillbeast, flash, and kujata in order to buff a fang to massive levels out of nowhere. All that self inflicted pain also works quite well with Earth Sister Taygete and our rebirth units.

Of course we are running starhorns favorite combo Deci/Spikes as an alternate wincon, another source of pain, and a handrefiller. We also have Magmars powerful midrange/golem package featuring three ways to get a turn two lavalasher with ragebinder giving the deck a touch of healing.

I favor twinfang over bloodrage because its just a lot easier to set up and harder to play around. Although both can work in the same deck, but a bloodrage list looks a bit different.

Its a very effective, although fairly tough to play, deck that involves a lot of math and careful planning.

Mech Apex Competitive/Gimmicky


So aside from consistent mechazor build, the deck has quite a few neat tricks, playing seismoid and two kujatas can let you dump out most of your deck which sets you up for powerful Omegas, more then one mechazor, Silver/Metalooth, or a guaranteed transition into your apex plays. All of those are powerful tricks on their own, and even without the whole combo seismoid/starhorns draw power just give you a ton of consistency.

Speaking of Apex some really cool things happen when you play the card, preferably early with abjucator, first of all Omega does count those summons on his effect, second of all Silver can do some crazy things giving all those keywords. The most important keyword however is rush from metaltooth. Unfortunately the recent nerf to metaltooth means silver must be on board before tooth hits and since Apex summons in a random order it doesn’t always work. Which is another important thing to note if your going for Silver/Tooth combo outside of apex always go SILVER THEN TOOTH.

Before the metaltooth nerf the deck just might have had the potential to be a top tier deck, but now the deck took a big consistency hit. Between the decks lack of answers, the randomness of Apex, and the need for having the right card in hand, it unfortunately gets slapped with the gimmicky tag.

Meme of Electric sheep: Mech/Dance of dreams, Gimmicky/Competitive


Dance of Memes is a fairly old mostly joke of a deck, the trick involves Kujata, most of your deck being 1/1/1 units, and dance of dreams, allowing you to play kujata and dance and then kill every unit you summon allowing you to draw your whole deck, which combos with twinfang because kujata does damage so you can OTK someone out of nowhere.

Unfortunately the oldschool deck needs seven mana to go off out of hand unless you risk letting a kujta die, it needs to draw the right cards, and for the opponent to not catch on to what your doing and just stay out of starhorns reach.

However I have breathed new life into the deck. I traded a little bit of the decks consistency and otk potential in order to add the Seismoid/Mech package. So not only can Seismoid serve as an alternative to dance of dreams, the mech package just gives the deck way more draw power letting you find what you need much more consistently, or just sort of play floodhorn using dance/seismoid outside of combos. You even have a small chance of pumping out mechazor as a backup to the twin fang plan. You can also just play fang without the need for a full combo thanks to the decks flood capability. The mechs also keep people from clueing into the fang otk capability.

The deck still really crutches on finding Kujata to perform well, and due to the dance of dreams combo being less consistent the deck requires a ton more careful planning and lots of math. Its an incredibly difficult deck to play, but unlike the original version its actually fairly competitive.

Q Spikes: Gimmicky/Competitive


Ultra consistent deck with stupid amounts of draw, tiny chance of mechazor or Arkaki OTK, complete with some healing for stall.

Goal with almost perfect consistency being Q on 6, deci/spikes on seven, and then Heart/Deci/Spikes on eight. Even if you have one health and no cards left in deck despite taking damage up to four times during the combo it must resolve before heart breaks, meaning you survive with one health once it finishes.

It was a scary consistent back to back decimus deck with no risk off dying to your own deci/spikes. Problem was 8 mana is awful slow for such a combo, even though you pretty much guarantee getting game with it it just remains a gimmick because Q kind of makes the rest of your deck pretty weak for such a late game plan.




Parsing Bot Midrange Desert, S rank.


Parse: analyze (a string or text) into logical syntactic components, typically in order to test conformability to a logical grammar. Its also frequently used in various coding. Considering this is a deck that very carefully manipulates your opponents position and that uses robots and electricity to do so, I think its a fitting name.

An incredibly competitive deck that is one of a small handful I used to get to the top ten this season, it has a lot going on.

So lets start off with a couple not so obvious interactions, if thunderhorn hits multiple things with blast in a chain, he does his damage multiple times to each in the formation. Recombobulus cant teleport diagonal so its pretty easy to manipulate units for dessert, thunder, or blast, both yours and your opponents.

The Thunderhorn/Kineitic/Recombob/Repulsor/Lost in the Dessert package is so strong and also quite difficult to play around, just having the package makes forcing people into a dessert play possible even without a repositoner. EMP is not only a hard counter to most of the decks bad match ups, its also another phenomenal blast target.

Kineitic is just a really neat card and is perfect when paired with Thunderhorn or Deceptibot, and if your really desperate it can serve as a soft removal. Dont forget you can get an extra surprise use out of it with Recombobulus. In general you want to play your blast unit pretty close to the opponent to make it really awkward to play around.

Combine all that with some vet staples, healing, and dispel and your well prepared for any match up, although it does take a lot of practice to get the finer points of its various synergies down. The deck is able to play very aggressively or curve out and play the long game, and its also a hard counter to magmar as its strongest point is seven mana or sooner, it sports Aymara and bodies that are tough for them to remove, and desert is extra rude to any mostly solo deck, while thunder and constant threats are rude to creature based decks.

Parsing Error Aggro Desert, S rank.


An error in parsing can very quickly lead to the death of whatever code you may have been working on. Which is exactly what this deck does to the opponent.

Its similar in principal to my Parsing Bot deck, being heavily designed around lost/thunder, but this one packs in loads of ways to push damage really aggressively, which also has the added benefit of making it even harder to play around thunder/lost.

The Thunderhorn/Recombob/Repulsor/Lost in the Dessert package is so strong and also quite difficult to play around, just having the package makes forcing people into a dessert play possible even without a repositoner. The deck opts out of Kneimatic as its just to often a dead card in hand for a deck that really just wants to be ultra aggressive, and with thunderhorn being the only real good target in the deck it just doesent feel worth it.

The rest of of the deck is pretty self explanatory. Its a really top notch and terrifyingly aggressive deck, it only really struggles vs creature heavy lists with lots of healing and an answer for thunderhorn.

Iris Barrier Version

Instead of going for positioning shenanigans this one opts for the Iris/Flameblood/Burden package, and since it was already running falcius the deck has a more agressive and neat approach allowing you to trade face damage really easy as well as being immune to the self damage of flameblood and burden.

Its an incredibly fast paced aggro deck, that can easily kill a magmar deck before finality shows up, and sometimes even after, and while it lacks card advantage, it tends to easily kill before that becomes a real issue. One of the better aggro decks I have seen in a long time, but as usual if your opponent is packing a lot of healing you can be in for a bad time, so its a bit meta dependent.

San Andreas Obelysk/Fault, Highly Competitive


San Andreas is a large city and is also known for the San Andreas Fault.

Reassemble is a really solid card for the archetype but it is especially potent when used on the 5 mana turn to save a 0 cost summon to use with Cataclysmic Fault on the 6 mana turn. 3x fault would be a little over kill so instead I favored 2x on Trygon, Stars, and Fault since they are all a bit situational. The deck has a lot of dervish synergy with fireblaze, dunecaster, and third wish, all of which can really turn dervishes of any sort into really scary monsters with lots of reach. Throw in some vet staples and its a well rounded deck.

This deck looks to really dominate the early game and create a zone your opponent wants to stay away from with Obelysks. While the deck can play aggressively if it needs to, especially if your opponent comes into your zone, its greatest strength is in forcing your opponent to back away and then transitioning into Cataclysmic Fault to close the game out.

With this deck I usually move forward and drop obelisks either right behind or in front of my general, or go and hug the top middle portion of the map placing them against the wall so they spawn forward. Obelysks can be a bit tricky, but if you get the hang of positioning them they can provide endless value. A couple positioning tricks to know about: The first is playing them towards the middle of the map early on and using your general to block the path to them. Another is manipulating where your dervishes are going to spawn, the are two ways to do this: the first is just putting units in spots you don’t want spawns, the second is if you have baited your opponent towards a wall you can place the obelysk against the wall eliminating three usually undesirable spawn locations.

Between its three cycles card advantage does not tend to be an issue. Besides once you get Cataclysmic Fault to hit your hand barely matters. You do tend to want to dig pretty hard for a fault right from the start and hold onto it.

Its a very strong deck, but it can be tough to play, and you always have a little reliance on RNG due to dervish spawns. Your lack of healing means you need to play aggressively vs aggro, and you have an inherent weakness to plasma, but the decks brute power, speed, and late game potential help make up for its inherent weaknesses.

Golden Army: Flood Dervish, Competitive


This one I fondly call Golden Army, because Vetruvian loves their mechanical guardians, and the way the deck works there really is an army of them that keep coming back no matter how many times you kill them. Bonus points if you get the reference.

The deck sports a low curve with a ton of ways to really pump out dervishes as well as buff them to scary levels where they can dodge most aoe with a combination of oasis, fireblaze, and feralu. Crypto/Bloodbound/Redsteel Minos are a fabulous package that gets even scarier once you start adding buffs on.

Combine that with a few vet staples and its a very effective deck. It does pretty well on card advantage between wish, oasis, mentor, and duskweaver. While I did build it to be as resilient as possible to AOE, magmar does have a bit of an excess at the moment, and if they catch you at the right time before you can really start snowballing it can be tough to recover. While perhaps not tier, it is a lot of fun.



Lost Artificer: Artifact/LITD Competitive


Well that jerk of a minion stole the decks name, I have been referring to my Artifact Sajj decks as The Artifcer for awhile now, and now with the deck featuring Lost in the Desert as well…

Anyways the name aside its very similar to to the Parsing Bot deck, but instead of packing a bunch of extra utility minions we opt for running a bunch of pretty much Sajj Exclusive cards. Lost Artificer in Particular helps a lot in making spinecleaver viable allowing you to equip it turn two by capturing a globe with him. Mix Spinecleaver with Iris Barrier, Ankh, and or Zephyr and it can easily be a win condition all on its own.

For those that dont know the bloodfire totem spawns under your opponents control, it is a 0/4 structure that deals one damage to your opponent EACH turn, yours and your opponents, and thanks to being under your opponents control they are pretty hard pressed to get rid of it. While slightly counterproductive with LITD Those bloodtotems serve an exta purpose here providing extra chains for thunderhorn, and if you have a few of them up and running you probably do not need LITD anyways.

The Thunderhorn/Decep/Kineitic/Recombob//Lost in the Dessert package is so strong and also quite difficult to play around, just having the package makes forcing people into a dessert play possible even without a repositoner. Recombobulus cant teleport diagonal so its pretty easy to manipulate units for dessert, thunder, or blast, both yours and your opponents.

Its a pretty effective deck. While I have not tested it as much as the Zirix version, it should be quite competitive. It has a pretty favorable matchup versus most decks, but it unfortunately folds pretty hard to burn decks.

One Shot Robot: OTK golems, Competitive/Gimmicky


I call it One Shot Robot because it is an OTK golem deck, golems are sort of robots, and its also a shout out to a deck that I really love from MTG.
Sajj works really well with golems, Wind Striker is practically made for her, and having the cheap base minions providing ramp and draw is just a really solid basis for a deck. Although instead of running something like sirroco or sickle, instead we are playing with some of her new toys: Iris Barrier and Burden of Knowledge. Which naturally combo together to make the deck more consistent then it has ever been.

This decks main thing is to pull massive burst, and often an OTK out of nowhere, with a combination of cheap artifacts, Auroras Tears, and Time Maelstrom. At 8 mana you can throw on two Staffs, Auroa, and Maelstorm for 20 damage. Usually you try to have an artifact or two equipped already before trying to combo which can let this happen much sooner, and or be an even higher burst. There is a good chance sickle may be better then Staff for this deck, but I have not gotten around to testing it.

Combine that with some staples, and tracer for stalling and its a pretty powerful deck that does quite well vs Magmar, its very meta dependent and it can struggle vs aggro and or anything with a lot of ping, meaning while neat and surprisingly competitive, its ultimately a gimmick.

Neural Network: Neuro Link Artifact, Competitive/Gimmicky


Neurolink is such a cool card, I really wanted it to be good, and this is my best effort. The ability to give sajj flying, frenzy, and or blast is pretty dang cool, and thanks to the decks load out you can easily pick out the desired ability or even more then one at a time.

Astral phasing and frenzy or blast is a pretty neat trick, and thanks to Neurolink it has pretty tight synergy. The deck really lets you pick some very rarely used cards and make them perform really well.

Iris Barrier and Ankh are pretty much a given for Sajj, but thunderclap very rarely sees play, although it pairs really well with the aforementioned cards. The deck dedicated a ton of slots to making its kit work, and thunderclap is a cheap on curve artifact that can really swing a game, especially when you can fly into position and frenzy an entire group.

Its a neat deck, that can perform well in the meta, but it heavily depends on both drawing well and having the right meta for it, leaving it as ultimately a gimmick, but it is a ton of fun.



My Fault: Highly Competitive.


I call it My Fault due it being a dedicated Cataclysmic Fault deck and the fact that Ciphyron has a habit of saying that is MY minion now, also its a pun.

Ciphyron is a bit of an awkward general due to his primary synergy revolving around the sabotage playstyle of stealing your opponents things by reducing their attack so they are vulnerable to grapnel or Conduit. So its a bit tough finding decks that he really shines in that Zirix or Sajj don’t just do better.

This one looks to capitalize on his ability by dedicating its self to Cataclymic fault combined with his sabotage tools. The trick here is decks that are good vs a fault deck with tons of healing tend to be weak to Sabotage and vice versa, and Ciph is good at stalling for fault.

The decks primary trick is Fault on Six mana followed by Rae to proc it the same turn. The rest of the deck is packed with healing, cycle, and control in order to be able to stall reliably until you can get fault off. It even sports Emerald Rejuvenator since it doesn’t really care about healing the opponent as if it survives until fault it can just snowball people to death at that point and out-value anything they do.

It requires a lot of patience to run the deck, but combine all its tricks with some Vet staples and its a very competitive deck.

LITD: Highly Competitive


Ciphyron is a bit of an awkward general due to his primary synergy revolving around the sabotage playstyle of stealing your opponents things by reducing their attack so they are vulnerable to grapnel or Conduit. Problem is there are many decks that are not really affected by that. So its a bit tough finding decks that he really shines in that Zirix or Sajj don’t just do better.

The Thunderhorn/Kineitic/Recombob/Repulsor/Lost in the Dessert package is so strong and also quite difficult to play around, just having the package makes forcing people into a dessert play possible even without a repositoner.

Ciph can shine here as the best counterplay to the deck is running a fair amount of cheap minions and removal in order to not be vulnerable to either Lost or Thunderhorn, but Ciph is very good at punishing the opponent for playing lots of minions, and thanks to the ability to save up his BBs with mentor can even steal very big things.

A couple not so obvious interactions, if thunderhorn hits multiple things with blast in a chain, he does his damage multiple times to each in the formation. Recombobulus cant teleport diagonal so its pretty easy to manipulate units for dessert, thunder, or blast, both yours and your opponents.

Golems: Competitive


Ciphyron is a bit of an awkward general due to his primary synergy revolving around the sabotage playstyle of stealing your opponents things by reducing their attack so they are vulnerable to grapnel or Conduit. Problem is there are many decks that are not really affected by that. So its a bit tough finding decks that he really shines in that Zirix or Sajj don’t just do better.

Sajj is better for most artifacts, but Ciph in particular does well with Staff of Ykir thanks to his ability to emulate falcius by lowering early game minions attack to zero to get free trades with Staff. And golems just happen to provide another way to equip a staff so it made sense to combine them with ciph.

Golems are a powerful shell to build a deck on providing ramp, card draw, and a powerful win condition with Sirroco, which becomes even more potent when combined with oasis. Ciph also helps you stall and survive until you can start dropping Sirrocos which can then easily snowball people to death.

The deck was a bit cramped for room but it needed some healing, there was really only room for one card, and considering how powerful the deck is in the lategame I chose Emerald Rejuvenator since it doesn’t really care about healing an opponent that is running an aggro/burn deck since once sirrocos start coming down that match up tends to be secured.

Combine that with a couple vet staples and its a solid deck that highlights Ciphs strength.

Sabotage: Gimmicky


Just a deck that is fully dedicated to stealing all of your opponents stuff. It can really crush matchups vulnerable to that type of thing, but it folds pretty bad to the many decks that are not so vulnerable to it, leaving it as little more then a gimmick.




Final Destination: S rank.


An old favorite of mine, and my go to Vanar deck for a couple seasons now. It’s a proper ramp deck, running all three of Vanars ramp cards to really commit to the archetype, giving you the ability to drop massive minions and powerful control spells back to back, and very quickly.

So lets talk about the decks powerful endgame. With the expansion and the new meta I lowered the decks curve a bit and added Maruader, who is super cool and a really natural fit for the deck, and since you rarely play more then one minion at a time and are running EMP, who is a hard counter to a ton of the meta, his drawback affect barely matters. Despite the nerf to Ghost Seraphim its still the backbone of the deck, and the deck was barely affected at all by the nerf as her oldschool Spirit of the Wild is as incredibly potent of a combo as its always been, especially when you have other big fatties hanging around to get targeted by it. Nothing wrong with using Spirit of the wild without Ghost either, those giant board warping stat sticks really close out games quick.

Did you know Shivers was a Vespyr? Combine that with another underestimated card, Cryogenesis, and you have a ramp/control/card advantage engine wrapped up in one. Also flying is always handy. Shivers tends to get replaced past the first turn or two because it is no longer needed, but continues to serve its purpose turning Cryo into a proper draw card since you can just keep replacing the last copy of shivers.

Aggro is the only thing that can really give the deck trouble, I tried out neutral healing, but it just didn’t really do the job. So instead I packed in the really annoying Concealing Shroud to buy you the extra turn or two you need to close out the game with your powerful endgame. Typically you want to replace it early unless your up against aggro and hold off on casting it until your in danger of lethal, preferably multiples back to back.

We of course have the Shimzar/Hearth/Thunderhorn package that is a mainstay in every vanar deck. I skipped out on other aspects and the third chromatic cold to fit everything. Between the decks high curve and the advantage generated off of Cryo card advantage is just not an issue. Its a very powerful list that I play in S rank a lot, and it just doesn’t really have a bad match up.

Double Trouble: Fissure OR wall Faie: Highly Competitive.


Or? Wait that’s two decks? Well sort of. It is two different decks, both of which are very solid and have performed well on the ladder, however it was designed primarily for use in a tournament with a sideboard, allowing you to effectively bring two very different decks to a tournament. Both solid decks, although first one requires a surprise factor to truly shine.

During the tournament I start with the fissure variant, and I have both ready to go separately. Then I rematch instantly so people don’t think I sided fissure out, but it is in fact absent for game two and three where I switch to true walls since the chances of getting fissure to work a second time are slim. Even if you don’t win the first game the fact that they have seen fissure now will make them play suboptimaly, by taking it slow and avoiding the middle, paving the way for the slower wall/ramp version of the deck to have a big advantage and extra time.

Both decks share a common core with the Enfeeble/Skorn/Luminous package which is really nasty as all three cards are pretty good individually but when you start combining them they can do some really crazy things. I almost never replace luminous as it is the decks main crutch, but I do tend to replace both skorn/enfeeble untill around the five mana turn unless I happen to need to play one unrelated to the combo. With six copies and aggressive replaces, as well as the fact that the first luminous rarely sticks you have plenty of time to find enfeeble/skorn later. Luminous is also pretty devastating at seven mana combined with gravity or corona, and of course an instant nuke at nine mana with skorn.

Both decks run Bloodbound Mentor as its a really sollid card advantage generator or a way to really push damage when you need to. The first version also runs crypto which when combined with mentor can do some pretty silly things. And of course all Vanar decks run the Aspect/thunderhorn combo and couple other staples.

The first version really wants to try and get people at least one space away from the middle and then start locking them down with gravity/corona until you can pull off a fissure or two possible combined with mesmerize to get it to happen. Early fissures are a high prioity as its the best chance you have to pull it off, although if you have the choice of fissure or locking them in the middle, lock them, since there is the chance you can keep them stuck there until six mana and get a double fissure, but unless your sure you can lock them, go for the fissure. You play very aggressively much like an aggro deck, although you have the option of backing off and slowburning with your bbs if you need to. It does well on the ladder as long as you dont get matched up against the same person very often.

The second deck is not aggressive at all, it will use corona as an opening play rather then saving it to lock them in the middle, and your a bit more stingy with your gravity wells early on, and you play defensively and conservative and act like your trying to bait them into the middle. You focus on ramping and slow burning until you can start pulling off Grandmaster, Winters Wake, or you late game luminous combos. It does great on the ladder since Wall faie is just really strong in general, and short of lightbender tech or a perfectly timed EMP it tends to win.

Its a very scary deck, especially in tournament play, but it is pretty tough to pilot as its all about mindgames and meta. It will of course be a weaker deck now that I have made it public as the surprise factor and confusion was its greatest strength, but even if people think you might be running it they cant know for sure and you can still easily outplay them. There is also the ultra meta option switching it up a bit, going for fissure in the later games rather then the first one, and or playing really obvious baits into the version your not playing.

Wallodrive: Highly Competitive


Wailing overdrive is a very neat card, although it can be pretty tough to use, but this deck has all the tools to really make it work out. Gravity Well and Protosensors airdrop are really annoying early game globe deny tools that sets you right up for overdrive or snowchaser infiltrate plays, and frigid corona is a good turn one play that buys you time to get to the opponents side of the field.

You can really zone people onto staying on their side with Luminous charge, which is also just a powerful card in its own right, and is exceptionally deadly when combined with enfeeble or skorn.

It can either play the long game or be very aggressive depending on the match up and the hand. The Snowchaser/Cryogensis combo, combined with coronas cycle, and the decks medium curve takes care of all your card advantage needs, combine that with vanar staples and a powerful control shell and you have a surprisingly effective deck, although it is very position focused and takes a lot of practice to play it well.

Cold Blood: Bloodsurge Midrange, Highly Competitive


This deck sports a powerful and aggressive midrange kit, featuring the bloodsurge cards Mentor, Crypto, and Redsteel.

Its got a lot of ways to dish out chip damage and control the field while simultaneously maintaining its hand. Aspect of Shimzar has its tried and true combo with Thunderhorn, Luminous combos with Skorn, and it has card advantage covered from circulus, mentor, corona, and a medium curve.

The deck just excels at taking over the midgame providing a constant stream of hard to deal with threats while constantly pushing damage and having good answers.



Heavy Metal: Highly Competitive


Man kara has some heavy armor on, yet now she has decided to load on a whole new plate, and then reinforce it again!

The deck is a lot of fun, crystal reinforcement can lead to truely massive bursts and is great with good old bear who also got a nice bump from tide. Animus Plate is pretty huge for the vespyr archtype in general and is a natural pair with reinforcement. The deck is packed with vespyrs, and yes Wintertide works with bear, elemental, and of course plate.

It has an aggressive curve with chaser to help with card advantage, solid control, and lots of ways to buff things out of plasma range. This one is less Swarm the board focused and more of if a vespyr lives for a turn you can win out of nowhere. Add that to the Shim/thunder package and Kara’s mini combo with luminous and it’s been very effective and quick deck.

Blood Bending: Highly Competitive


Blood Bending: if you get the reference, it makes a lot of since here, vanar is ice/water themed, and this deck is all about using arcane bloodsurge magic.

Arcanysts are a powerful archetype for vanar combined with their many powerful spells. Circulus provides incredible card advantage, and Karas BBs synergies really well with illusions. Of course you have the classic snowball effect of Owlbeast/Prismatic as well.

The deck sports a couple powerful combos, the first being using Bloodbound Mentor to save up coppies of your bbs and then OTK someone with super buffed up sparks from fire-starter. The second is the Vanar staple Thunderhorn/Aspect of Shimzar combo to force a unit to attack a thunderhorn, and finaly Karas favorite spell Luminous charge combined with her BBS can boast a 15 damage burst if unanswered.

The deck has great cardavtange from the circulus, the crypto/mentor combo, corona, and a medium curve. Its a tough deck to play that takes a lot of practice, but its very scary when you get the hang of it. Its only major weakness is its somewhat slow gameplan and lack of healing leaves it vulnerable to burn.

VVall: Vespyr Wall, Competitive


I use to favor Kara as the Wall general merely because of how powerful her BBs combo with Luminous is, at six mana for fifteen damage if unanswered, but with the various nerfs to Vanars control kit and Seraphim the core of the deck really needed to change, now Faie goes for more of a slowburn route with walls as a backup, and Kara favors a bit more of direct accelerated wall route rather then heavy control. The core of the deck is still ramp and make walls buffed with kara and or winters wake and win. I favor wisp/shiver here over deathgrip since kara has a tough time killing backline units, and she likes bodies.

Since the go to control kit has all been hit instead we are packing the base vespyr shell for control, card advantage, and ramp. Oldschool glacial elemental provides us with pseudo aoe, Shivers provides ramp, Snowchaser provides card advantage, and good old cryo is just a natural pick. Barrier is is usually not worth it, but between wake, karas bbs, and Elemental its a really natural fit here.

Combine that with some vanar staples for the archtype and its a very competitive deck, it doesn’t really have a bad match up and it usually comes down to whether or not your opponent decided to tech bender, emp, or bloom. But as they are fairly common tech it can be tough to play right now.

Overclock: Mech/Overdrive, Competitive.


Mechazor can now be targeted by buffs, so overdrive that mech! Or as I like to say Overclock that Machine!

You cant just rely on mechazor to win the game for you anymore, but thats ok as this deck has quite a few other tricks up its sleeve. Airdop and Rush are two things that really make Overdrive Shine, and mechs can supply quite a bit of that. Karras BBs also goes a long way into helping out the mechs weak bodies, and her standalone combo with gravity well and Luminous charge can be quite devastating.

Combine that with some vanar staples, aspect/thunder, and that leaves you with a deck with multiple ways to win and a heft amount of control at its disposal. But the decks lack of healing, and vulnerability to removal leaves it with some really bad match ups, but regardless of that it is a pretty fun and effective deck.



Average/Limited Testing

Overall I am fairly unimpressed with her, compared to the raw power and or synergies of the other generals BBS she feels underwhelming. This is the best I have come up with so far to make her viable, its based on a Faie deck I had pretty good success with.

The core of the deck is all about abusing Concealing Shroud and Artifacts. You can chain multiples of them together with alcuin or follow one up with a Grove Lion. And thanks to Shroud/Lion your well prepared for any aggro or high burst matchups which is traditionally what vanar struggles with.

While the walls from white asp are rarely actually useful they force your opponent to play awkwardly, and sometimes they come in handy thanks to corona and hearth sister. But a really cool trick is if you kill things with coldbiters effect while you have white asp equipped, you will indeed get some walls.

Even with dispel in the mix though you can usually get instant value off of any shroud you cast, its the backbone of the deck so you almost never want to replace it, you mainly want to chain shrouds together early on to abuse artifacts as opposed to the usual shroud tactic of chaining them together towards the end of the game to prevent lethal. While preventing lethal is always a valid option, dispel makes it a risky tactic to crutch on to much.

The deck sports loads of control, decent card advantage, and tons of neat little tricks. But unfortunately dispel is pretty common, and despite Illenas personal artifact, Faie is still likely just a better bet.

Mahev Dying Wish
Hybrid wall/vespyr - 7/10
Tips on running Ramp Vanar?



Zheal: tempo/sustain: Highly Competitive


An update to my tempo lyonar list. Sunstrike is an amazing addition to run alongside immolation, providing you another way to heal and push damage, and this one can even heal your general. Its quickly becoming a staple for all my spell using Lyonar decks. Lyon and Tiger are still very good for argeon and make it into most of his lists.

Instead of most of the go to tempo or midrange picks instead we are favoring the zeal package in order to really make sure we get good use out of Afterblaze. Blaze is also super solid on a lyon or a tiger. Solpiercer is a surprisingly good card with an amazing body for a ranged unit, and what could be a drawback with its zeal we actually turn into a benefit thanks to Afterblaze. Because we are relying on a few key units, preferably buffed by afterblaze, aegis was a natural pick, and the fact that it is a one mana cycling cantrip means you pretty much need a good reason not to run it.

The deck has amazing survive-ability between Regalia, Sunstrike, and Circle of Life. While I know Circle is not used very often, I think its a really underestimated and powerful card, and in this meta in particular it kills a lot of important threats like thunderhorn, usually Lavalasher since its nerf, Armada, Decibot, Gust, Aymara, basalysk, and the usual gambit of problematic backline units. And most importantly its a pretty hard shut down to aggro decks. Between Circle, Sunstrike, Sol, and Sunbloom the usual close range and limited removal that lyonar often struggles with is taken care of.

The deck initially had more card advantage with sunwisps instead of Primus, and Trinity in various slots. But I found between its aggressive gameplan and medium curve I kept needing to lower its card advantage to have it perform optimally and not have dead cards in hand. Currently I think its in a real sweet spot either being able to be really aggressive, or play the long game with excessive heals and spell immune super buffed units.

Black Magic: Highly Competitive


Owlbeast, Aegis Barrier, Magnetize, Divine Bond, GG.

My favorite deck of the series, an update to an old project I frequently experiment with. Lyonar has a surprising amount of super cheap and effective spells to abuse with Prismatic/Owl, most of which double as cycles. The deck has a truly excessive amount of cycles making its crazy combos really really consistent.

So while it can pretty consistently go off around six mana, when we add abjucator to the list, who just happens to be an arcanyst, the deck can go off faster and or more explosively. After all the majority of the deck is one cost spells. I opted for Replicant/Wisp over various arcanyst as it really didn’t need any more then the four it runs, heck it really only needs owl/prismatic, but the other two really help with combos, and the cycle from replicant/wisp was more valuable to me then any other arcanyst and I wanted enough opening plays rather then more spells.

So that cheesy combo I mentioned at the start, is actually really scary and consistent. Magnetize is optional but it does pretty much guarantee that your opponent cant reach that owl to dispel it before it pops over and murders them. Aegis is less optional, but also not mandatory, and remember it doesn’t have to be owl doing the killing, it can be any of your units going crazy thanks to owl. While the deck can very easily OTK someone, don’t be to stingy, bursting someone for over half their health and leaving a massive threat behind is usually worth it.

Sunstrike and Holy are almost a given, and they have the added benefit, along side sundrop, of being able to heal your divine bond target for even more burst. And thanks to Sun Drop and Strike you ruin pretty much any aggro decks hope of out pacing you.

The deck certainly takes some practice, but once you get it down its not only incredibly powerful, but its really fun.

Bond Competitive


The classic Lyonar Archetype. Put down big sticky minions, get them to survive for a turn, which is even easier thanks to aegis, and then bam, divine bond for the win. Dioltas’s tombstone, Ironcliffe, Giago, and EMP, are all amazing bond targets.

Provoke goes a long way in protecting you from aggro decks as well a healthy amount of healing from sunrise, mystic, and strike, all of which can heal up your bond targets to. Sunrise/Bloodtear are both sollid cards on their own, but their primary purpose is giving you five mana Holy Immolations. Despite that the deck is a divinebond deck its kept at two because its often very hard to set up, the deck is slow just throwing out stat sticks that can win on their own giving you plenty of time to dig for bond on the off chance you get the perfect turn for it

The deck prefers to play on curve, and between aegis and sunwisp cycle, and a medium curve its got card advantage covered, I skipped trinity since it mostly ended up as lost turns and burned cards. The deck has AOE, dispel, and constant threats leaving you with the classic powerful deck that lyonar has always been known for.

Voltron: Highly


I call it Voltron because Lyonar are totally paladins…

Titan provides an excellent excuse to load up on all the mech units in lieu of spells, creating a very consistent mech deck with a big surprise in store should the game run late. Its pretty straightforward really, progress your mechs, if its slow or gets countered, follow up with titan. Deck crams every single build progression mech in there since we cant run spells anyways, of course replicant for its cycle, and metaltooth since its rush is very good with argeon.

Toss wisp in for extra diging power, Scintilla for healing, and the usual titan staples of bender/paragon and its a very solid deck. But it can struggle against aggressive decks that have good answers for mechazor.



Overlord: Titan Flood, S rank


This list is oppressively good. Both flood brome, and titan brome are top tier decks right now, and it seems to only get more powerful when you combine them.

Titan gives you a perfect excuse to load up on cheap cycle units and healing to really abuse aurora/surgeforger, then toss in a couple titan staples like Paragon and Lightbender and your in really good shape. The deck has nine cycles which makes finding your Titans with aggressive replaces really easy.

It takes a bit of practice to get good with bromes BBs, but once you do it can really provide a lot of value providing another powerful tool to abuse your flood engine as well as titan. The only thing the deck really struggles with is when it gets hit by multiple AOEs in a row early on, but that doesn’t happen very often, and even when it does, it usually means your opponent is in a reactive position which buys you time for titan.

Bond: Highly Competitive


The classic Lyonar Archetype. Put down big sticky minions, get them to survive for a turn, which is even easier thanks to aegis, and then bam, divine bond for the win. Two sources of Ironcliffe, Solpiercer, and EMP, are all amazing bond targets.

I favor Brome as the best Bond general due to his ability to combo his BBs with Ironcliff heart and be able to reliably get a cycle off of Afterblaze since his crestfallens have zeal. Speaking of Afterblaze, it can be used to augment a bond target, or on our only zeal minion in the deck Sol Peircer, which is a surprisingly amazing Aegis/Bond target as well that has carried me through many games.

Provoke goes a long way in protecting you from aggro decks as well a healthy amount of healing from sunrise, mystic, and strike, all of which can heal up your bond targets to. Sunrise/Bloodtear are both solid cards on their own, but their primary purpose is giving you five mana Holy Immolation’s, which can also be accomplished with your BBS.

Despite that the deck is a divinebond deck its kept at two because its often very hard to set up, the deck is slow just throwing out stat sticks that can win on their own giving you plenty of time to dig for bond on the off chance you get the perfect turn for it

The deck prefers to play on curve, and between Afterblaze, Aegis Sunwisp, and a medium curve its got card advantage covered, I skipped trinity since it mostly ended up as lost turns and burned cards. The deck has AOE, dispel, and constant threats leaving you with the classic powerful deck that lyonar has always been known for.

Mid-range Brome Titan: Competitive


This one features a powerful midrange lineup. It has a fair amount of healing and provoke to stall the game, It has six cycles to help with finding titan and a lot of answers and threats other then titan. While it doesn’t have the overwhelming power of the Swarm Variant, or the often counter or loose alt win con of mechazor, it doesn’t really have any other major weakness either being just a powerful middle of the pack deck that is consistently decent.

The deck was inspired by a friend of mine @felipemello29, he also did a lot of the test running for me. It was his midrange shell that I worked to improve. Its come a long way since then, but I wanted to give him the shout out as I would have probably otherwise just ignored the midrange variant in favor of mech and flood.

Its a very solid deck, and once you get good with bromes bbs and knowing what to dig for with the various matchups it will serve you well.

Flood Build Brome: Competitive/Gimmicky


My best attempt at making Monument work. Its maintrick involves the interaction between monument and Timekeeper: Keeper transforms monument early, and then monument transforms keeper into an ironcliffe.

Aegis Barrier is great to use on either a building monument, or a finished one depending on the circumstance. Between the decks nine cycles, and trinity finding its various combos is pretty easy. Should the Monument plan not work out, or you are unable to find it, you still have the basis of the Brome Flood deck with Aurora/Surgeforger as an effective backup plan. The deck has a couple copies of divine bond because of its penchant of spawning ironcliffes. Martyrdom is a decent early game removal, and can double as a massive heal with ironcliffes or, if your desperate, a building monument.

Combine that with a couple lyonar staples like Holy Immolation and my new favorite, Sunstrike, a bit of tech, and its a pretty effective deck, and it works great when it works. But sadly monument still feels like a gimmick even when it is built heavily around.

Songhai: Maybe Coming.


If you want some good Songhai lists/examples I recommend checking out KingOnyx as he plays/builds a lot of cool decks that don’t crutch on the archetypes that steer me away from the faction. EurasionJay is another exceptional songhai player.

While I love Songhais Flavor, they have some really toxic playstyles that I do not want to support or encourage. Now if you want to play them they do have plenty of cool archetypes and mechanics like backstab and tempo potential. Just do me a favor, please never play spellhai, eightgates, or mantra. While they are all balanced enough, not only are they difficult to master, but they do not teach you how to play duelyst since they are all built around ignoring the one thing that makes duelyst great, the board.

I dont have any lists I want to add right now, but I am available to help as long as its not spellhai related.


Rating system:


S-Rank: Well tested, played into S rank/top 50 personally.

Highly Competitive: Something that I think is S rank tier but I have not personally played it into the top 50.

Competitive: Not as well tested and or not quite as consistently good as an S rank, but certainly has the potential to compete with anything.

Competitive/Gimmicky: A deck with a cool gimmick that when it works its really scary, and still decent when it doesn’t.

Average: Self explanatory.

Gimmicky/Competitive: More gimmicky then competitive, because when its gimmick doesn’t work out or it gets countered it tends to fold.

Gimmicky: I don’t make many of these, but this would be Meme Tier, but one that I have still put a lot of effort in.

Unearthed Prophecy Master Thread:

Change logs since posting thread:


December 12:

Bottomless Lillith: Big update: -3 black solus, -2 EMP, +3 Revenant, +1 Ritual, +1 Chakram. Black Solus version preserved here:


With the meta settling for Immortal Vangaurd, it seems Finality Magmar is the deck to beat, with various aggro lists, and midrange lists teched to deal with magmar, and of course flawless Vanar mixed in. So with that in mind we are rocking a line up of minions that pretty much ignore Magmars removal package.

Why have I gone back to Black Solus? Well he dodges rebuke, lavalasher, makantor, plasma storm, and often natural selection to meaning he is a perfect on curve threat to deal with magmar, and a high priority removal target. Reaper of the Nine Moons serves a similar purpose dodging magmars removal or at least stealing one of there strong minions. While EMP and Vorpal don’t dodge most removal, the swarm of wraithlings, and the field disruption of EMP are a real nuisance. Add desolator to the mix and you have constant back to back threats that keep any opponent stuck in a reactive state.

Heavy Metal Kara: -3 bonechill barrier for +3 Cryo as the deck needed a little more card advantage.

Famine Cass: +3 Azure, +3 Xeroth, +3 Tormentor, +1 Bender, -3 Blade, -2 Grasp, -3 Primus, -2 Nekoma. Needs bodies and healing to combat Desert Vet and other aggro.

Pestilence Cass: -3 Crawler, -3 Blade, -2 Azalea, -1 Nether, +1 Obliterate, +3 Azure, +3 Mystic, +2 Nekoma

Dec 13:

Added Sexy Lizard Vaath.

Median Mode Lilith: -1 bender, +1 Betrayal. Got sick of titan lyonar being a bad match up.

Apex Preadtor Vaath: -3 Magesworn, +3 Armada.

Black Gate Lilith: +3 Chakram, +3 Reaper, -3 Darkfire, -3 EMP. There really wasnt a need for ramp, and Chakram/Reaper is starting to feel like an auto for lillith.

Added Midrange Combo Ragnora

Dec 15:

Parsing Bot Zirix: +3 EMP, -2 Deci, -1 Silver. Old explanation:


Without a battlepet transform or rush on the decep, and the fact that Silver is often a dead card in hand, I opted for the 2/1 split with them, allowing you to pull the combo off once without sacrificing to many slots, its unlikely you would pull it off more then that anyways, and your opponent has no way of knowing you only have one silver, and certainly cant risk finding out. While I really liked the three two split before the nerf it hasnt felt worth the extra slots lately.

Blood Bending Kara: -3 shroud, -3 alcuin, +3 Gravity, +3 Minos.

Blood and Oil: -3 Shroud, -3 Alcuin, +3 sunsteel, +3 Basalysk

Dec 17:

Added my Double Trouble Faie deck.

Dec 20:
Added my VVall Kara deck.

Added my Aggressive Midrange Ragnora deck.

Added Lyonar decks.

Dec 22

Aggressive Midrange Ragnora: -3 Pupa Bomb, -3 Makantor, +3 Raptyr, +3 Lightbender.

Dec 27

Aggressive Midrange Ragnora: -3 Kujata, +3 replicant: Needed more card advantage, didnt need the ramp.

Dec 30

Changed Maevs Deck ratings, Ramp Maev: -1 Emp, +1 Betrayel. Tempo Maev -3 Reaper, +3 Crypto, deck really wants that early game.

Added a bunch of decks: ReliQ Maev, Miss Styx Lillith, Necromancy Lillith, Dishonrable Cass, The Dentist Starhorn, Mech Apex Starhorn, Meme of Electric Sheep Starhorn, Faie Wallodrive, and Kara Overclock.

Jan 4th:
Ramp Maev: +1 EMP, -1 Reliq. EMP to good, reliq to situational.

Added Q spikes Starhorn deck.

Jan 6:

Added my Zirix San Andreas deck.

Added my Argeon Bond deck.

Necromancy Lilith: -2grasp, +2 bender, -1 Darkfire, +1Deathknell: The curve was to low and the deck really wants to find a deathknell in time. Grasp was to situational and bender feels to important to leave out.

Jan 9*
Aggressive Midrange Ragnora: +3 young slithar, -3 replicant. Deck plans to win before cardadvantage becomes an issue, and mentor/crypto combo already help a lot with that as it is.

SWARm Lilith: -2 desolator, -2 wraith swarm, +1 Chakram, +3 mentor. Deso is amazing, but this deck really wants to commit to its gameplan, and wairth swarm is meh.

Jan 11

Overlord Brome: -3 Crypto, +3 Bloodtear, while good crypto is awkward to use, and bloodtear feels important for this meta.

Blood and Oil Faie name changed to Cold Blood: -2 bot, -1 silver, -3 deathgrip, +3 Luminous, +3 Skorn. Bot is just so much weaker at 5, and Skorn/Luminous are just scary.

Lost Artificer Sajj: -3 Kinetic, -2 Bot, -1 Silver, +3 Repulsor, +3 Aymara. Bot nerfs were rough, kinetic was a dead card to often.

Added Baby Teeth and Quill Rage Ragnora, Brome Bond, and some Ciphyron decks.

Jan 12
Major update to Blood Bending kara: -3 aurora, -3 redsteel, -3 manaforger, +3 Firestarter, +3 Luminous Charge, +3 Corona.

January 18
One Shot robot: -1 tracer, time maelstorm, and wind striker, +3 blood of air.

Added Midrange Swarm Lillith

I have made it to S rank for many seasons now, with occasional top 50s when I had the time to play competitively. Since I have not had time to start streaming like I want, I figured I would just share some of my stuff each week and get my name out there so the community knows me a little better for when I do eventually get around to it.


Reserving for space.


And one more just in case.


That was a ton of work. Please excuse any formatting, spelling, and grammar, errors I will be cleaning it up for awhile.

Anyways glad I finally did it, even if you have been following my threads I highly recommend you look over stuff again here, as most got a couple updates.


Great work! I linked to it on the wiki:


You guys are both heroes


Would you consider trying to create/test a Songhai deck that skips the artifact kiting nonsense and firestorm mantra garbage? Something along the lines of this, for example?

I’d love to see Songhai get the @deathsadvocate treatment. I’ve really enjoyed all your other decks so far. Pretty please?

(It’s fine if you don’t want to, but you did say you liked their flavor, and I’d love to see an amazing Songhai deck that isn’t poison.)

Midrange Kaleos (again)

You’re killing me :sweat_smile:, why did you include a ONE kaido assassin? I’m trying not to comment as much today and I can’t do it with that ONE kaido assassin staring me in the face.

via Imgflip Meme Generator

Midrange Kaleos (again)

Consider it? Yes. Will it happen? Not until I have completely run out of things in other factions to do, and with the rate of patches/expansions that’s unlikely lately.

Short of a subscriber request it’s probably not happening, at least not for quite awhile.


I like how all the other zodiac inspired Songhai units have animal traits incorporated into their characters / attack styles and Kaido Assassin is just some dude with a picture of a horse on his pants.


I’m kinda sad, cause this expansion gave us little in the way of playable crazy synergies (excluding masterpiece @sinpathy’s betrayal deck), and I was hoping you would get smth working, but no gimmicks in your thread also.

I hope it’s just because of expansion (and balance patch) are still fresh.

Is there smth crazy you’d like to try in near future, @deathsadvocate ?


Partly due to things being new (and then new again thanks to patch), partly due to the fact that there are so many generals now its taking me a really long time to just get through their competitive sides, partly due to a lot of the things I made as gimicks ended up turning out to be meta and got adopted everywhere, and partly due to this expansions powercreep making sillier decks a lot more punishing to play and the balance patch made it worse.

Yea the latest balance patch has put the game into a very balanced state and it was well done, but now there are so many degenerate and powerful decks running around instead of just Finality that you cant just play a silly gimmick and tech hard to beat Finality.

Now I do still have quite a few more gimmicky lists, I sometimes show them off on stream, and or when a subscriber requests one. But mostly I just have not had as much time as I would like lately. There is also the fact that a lot of previous gimmicks have ended up getting a lot of support and are just strait up good now.

But don’t worry I still have tons of crazy things I am working on that will come soon. I to have had a lot of fun with Betrayel, I don’t know what sinpathy has done, but I have put in a lot of work for it, some silly decks, some very serious and possibly meta.


I’ll share it then. I believe I should: