DeathsAdvocate’s Master Thread: Immortal Vanguard


This thread is now outdated find my stuff for the latest expansion here:

Master Thread
It is 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:

Old School Golems: 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 Budget Guide: Immortal Vanguard Update
DeathsAdvocate’s Master Thread: Unearthed Prophecy
Immortal Vanguard: Lyonar
Archetype Inquiries - Swarm Abyssian
F.A.Q. Construction Thread
DeathsAdvocate’s Master Thread: Rotating Trials of Mythron
Is there a site/thread for card analysis?
Hi, a new player here
Trying to reach s-rank
DeathsAdvocate's Master Thread: Eternal Trials of Mythron
[Rotation Requiem] What are you happy and sad to see go?
DeathsAdvocate Stream Info
Expensive Lyonar swarm

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.

Mechanical Abomination: Mech/Unbirth, Highly Competitive


The metaltooth/unbirth nerf definitely dropped the decks consistency, but being dedicated mechs largely alleviates the issue.

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 solid back up plan that wont fold to this AOE prevleant meta. 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.

Early on you tend to want to dig for cheap mechs to start your progression, finding metal tooths and one copy of chakram is usually a fairly high priority, Unbirth can be hard to set up sometimes so it so I sometimes replace it early or when it does not look feasible. Its a bit tricky to get the hang of knowing when to focus on mech, how to set up unbirth, and when to just switch gears into more control with desolator spam but its pretty rewarding.

Unbirth, Chasis, and Desolator 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 desolator for emergencies card advantage does not tend to be an issue. Its a very fun, and very competitive deck, although its a bit meta dependent on how good it is.

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.

Variax: Competitive


Variax is one of my favorite cards but ever since her massive nerf she has just felt to slow, but this is my best attempt at getting her updated for the current meta.

The deck packs lots of healing and a decent amount of control. It can pretend to be a swarm deck and get easy wins out of Chakram and or an unanswered furosa, but its maintrick is either ramping out those turn two vorpal reavers and or getting those early Variaxs.

For those that dont know Lilliths Awesome BBs that she receives from Variax costs three mana, can not be dispelled, summons two wraithlings, and then gives all wraithlings a non stacking +4/+4. Allowing you to snowball any game that goes onto long and synergises well with the decks other wraithling sources.

Despite being a somewhat dedicated Variax deck I only run her at two as casting more then one does not accomplish much, and she, along with bender/ritual, are a bit situational. Its a very solid deck, but Variax is awfully slow for the meta.

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.

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.

Flood Gate: Gate/Swarm, Competitive


Its a swarm/gate deck…so you know flood gate.

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, the trick to making it work is not making it your decks primary win con and loading up on proactive threats in order to soak up removal that way if gate does not stick something else will or vice versa.

The main tip to know about time keeper is you don’t want to play it unless it is going to activate gate, 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. 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 and Grimwar give you some powerful primary win cons to support the swarmy side of your deck. Having the swarm has the extra affect of getting people to replace single target removal in favor of digging for aoe clearing the way for gates and reapers. The decks strength lies in they are going to be well prepared to face swarm or well prepared to face gate and midrange friends, but probably not both.

Combine that with some lillith staples and you have a very powerful deck that is well equipped to deal with the meta with quite a few ways to win. Its got card advantage covered with desolator, double cycles, and a medium curve. Unfortunately 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?
Unlimited Arcanyst Works
Miguel's Abyss deck and discussion space



Reap: Aggro Creep, Highly Competitive


Cass and creep have been in a bit of an awkward spot for awhile now, a deck that works and has some good matchups but over all struggles. So it occurred to me if the slower versions of creep decks are struggling why not try the exact opposite of that? And thus this weird little gem was born.

The deck plays like a sort of hybrid between normal aggro cass and creep. The deck needs to aggressively go face in order to perform well, trying to stall for big creep stuff will screw you over. It completely skips the go to creep stuff like obliterate in favor of triple Azalea. Obliterate, and even betrayal, have both proved to slow for the deck, where as Shadow Nova and Nethermeld have been a constant MVP.

The decks main trick involves getting really early creep gen ideally on your turn one and then shortly following up with Jugernaughts and or Azalea, which will both be underestimated since you tend to only have a creep tile or two out at this point. But then the turn after Jug/Azalea you can drop shadownova/nether to either move jug in for a massive swing and or clear the way for you to go face with the now super buffed Azalea.

You tend to toss out juggernuaghts as early as possible as its a card that demands an answer, you are often pretty reckless with them although sometimes you can position defenselessly if your planning on using nether, and if your opponent is spending their turn answering jugs that means they are not developing a field making going face very easy. While your pretty aggressive with Azelia as well, you do want to be a bit more careful with it trying to make sure you will get more then one turn out of it and or using it as a finisher.

Thanks to the rest of the decks ways to push lots of damage, that first big swing with Azaliea or jugg usually seals a game and or gets them low enough that its easy to burn the rest of the way, long before late game ever hits. Early on you try to sculpt your hand to have one removal for either emergency or to clear the way for the kill, early creep gen, and you pretty much always hold onto jugs/azalea.

Its a tough deck to get used to, but it is super scary when piloted correctly.

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 EMP 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
Make Creep Great Again!
Sentinel Swarm: Abyssian deck build
Is creep still viable?
Trach Maehv List
(Fake)? Aggro Cassy Deck help



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. While you could go for Metal/Rage over kujata/armada I really like the current package.

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.

Novocaine: Midrange Pain, Highly Competitive.


It got its name due to things in the deck being numb to all the self inflicted pain.

The self damaging ramp has fun synergy with Sunsteel, and Taygete while of course helping you drop early makantors, lavaslashers, or pull off drogon combos. Thumping waveused to be used with rush but now its almost strictly used as removal with the extra benefit of allowing us to abuse thunderhorn or taygete effects.

Its one of my very few Vaath decks that does not run plasma due to having Rebuke, thunderhorn, and taygete as extra AOE. Speaking of Rebuke it has extra synergy with Taygete, and Sunsteels forcefield lets him dodge it, frenzy can get proced with it on makantor, and many of our units have higher health then attack so it really fits extra well here.

Drogons effect is indeed exponential, Drogon+Cryptographer lets you go from 3 attack to a whopping 18. Even if you only have a single drogon and no cryptographer, combining it with a late game Vaath makes him just an absolute monster. Add ramp into this mix and you can pull off some silly things real quick.

It curves nicely throughout the game, and gets away without draw as It can win really fast, and as always Vaath by himself gives you a solid lategame. You tend to pull ahead early, and win if top decking does happen.

Mostly Standard Midrange: Highly Competitive


Other then replicant this is the most common way midrange Vaath is built. If you wanted it completely cookie cutter you could trade Replicant for Young Slithar or Kujata, but I find slithar to be conflicting, and kujata to hurt our hand to much, where as replicant adds just the touch of card advantage the deck needs.

Lots of healing, lots of control, drogon/crypto combos, ramp, and as usual Vaath Smash.

The deck is certainly effective, but it just lacks the extra power needed to compete with the best decks right now, its still a very solid tier two and probably always will be. The golem package was a longtime staple of the archtype, but I have since largely moved away from it in Vaath due to there just not being enough room and ragebinders minor confliction with natual selection, its now more a ragnora staple then a Vaath staple.

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 Thumping Fortitude/Eggmorph/BBs combos, or both, is pretty insane. 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.

Midrange EMP S Rank


Like the other midrange variants its quite similar, the main difference here being it favors EMP and Inceptor over Morinkhur.

Morinkhur is certainly a powerhouse, but it is both the slowest and the most awkward to use, and the meta is very unfriendly to artifacts and has adapted to having ping to kill eggs. So you pretty much only get to use morinkhur once and usually with just an egg you placed that turn EMP is such a powerhouse, especially with ramp, and a hard counter to the meta that barely phases this deck.

It is tempting to skip earth sphere in favor of Wild Inceptor to have that extra hatch combo potential without conflicting with EMP, largely a meta call.

Beyond that you have your usual midrange ragnora kit, and Raptyr who can do some crazy hatch combos as well, or synergize with EMP. Of course it barely needs to be said at this point but you have ragnora usual combo of morph/inceptor+BBS+Greater fortitude for an out of hand 10 damage swing with your little 3/1 celerity dude as long as your opponents general is at two or less attack.

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 EMP at the same time and then be aggressive with it.

Midrange Progenitor Highly Competitive


It has Magmars usual midrange kit, and ragnoras usual egg combo abuse stuff, but then instead of fitting tech like bender or the more popular alternate win cons like finality or other ripper egg combos, instead we pack Progentor to compliment the host of large and or sticky minons the deck runs.

Progentor is often a win more card but situationally he can change an even board state to a winning board state and also provide you with an alternate way to win if ripper combos are not feasible due to your opponent having buffed their generals attack. To make room I am running mentor, prog, and khur as two ofs since they are all a bit situational.

The deck sports a medium curve combined with the crypto/mentor package for card advantage, and between its multiple angles to win and insane burst its a pretty top notch deck.

Midrange Gigaloth: Highly Competitive


Powerful midrange kit, lots of eggs and egg hatching, a healthy amount of control and the decks name sake gigaloth.

Gigaloth makes killing eggs a pain and adds another fun way to super buff rippers, which when combined with flash as a strong turn one play completes our nine opening play array.

It gets buy without any draw power just by curving out and ending games quickly. Its a very bursty, proactive, competitive deck.

Aggressive Midrange: Highly Competitive


While not nearly as well rounded as the finality version, or as midrange focused as the gigoloth 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. Plus the Crypto/Mentor package also help cover your card advantage needs.

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 either rebuke, quillbeast, and or 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 ramp 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.

OTK: Competitive


This decks primary goal is to OTK the opponent with Abjucator+Eggmorph+Thumping+Fortitude+BBS=Seven Mana 20 damage out of hand burst.

You use Abjucator to discount Eggmorph, Thumping Wave, and Fortitude at some point in the game when the cards are in hand so the 3 spells cost 6 mana total, or if the game runs late you don’t need them all discounted as you should have enough mana. Then on a turn with 7 mana or more, you use Ragnora’s BBS to place the egg which is a 3/1 with celerity when hatched. You use Egg Morph to hatch the egg and when an egg is hatched it has a pseudo like rush mechanic meaning the minion can move that same turn. You buff it with Thumping Wave giving it +5 attack with Fortitude to give it +2/2. Making it a 10/3 minion with Celerity, allowing you to move and attack the enemy general twice to deal 20 damage.

Thumping/Eggmorph double as removal. And you can still just beast down your opponent with raptors/rippers/Morinkhur as smaller combos. It also has a the midrange magmar package to fall back on providing good control and a touch of healing. Plus the deck has extra digging power for its combos with Embryo.

Its a very scary deck that can cheese out a lot of wins, but it is only labeled as competitive due to how tough a time it has dealing with decks that can raise their generals attack above two, and or have a lot of provoke/body blocks.

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.

Midrange Anti Draw Starhorn: Highly Competitive


It has all of magmars favorite midrange tools, very similar to midrange Vaath just with Deci/Spikes instead of crypto/drogon. Simple but effective. Lots of removal, some healing, and packing ramp and a low curve to take advantage of Starhorns extra draw.

Vindicator is just an old favorite of mine that I think compliments the deck well, but it could just as easily be Sunsteel for even more oldschool midrange. But you can not discount his ability to swing the game hard from turn two on with his combo with spikes and or starhorns BBs.

If your feeling like your snowballing the opponent you can just keep doing that and slowly whittle them down, but if you feel like your falling behind the deck is very good at stalling so instead of going for Deci/Spikes as soon as possible you can always try to hold off for a double spike turn, but it depends on the game.

Double Spike: Highly Competitive


This deck has one primary goal, to play two of either spikes or decimus and one of the other in a single turn, ideally sped up by flash, for a massive 18 damage out of hand burst. Unlike the more standard take for starhorn you almost never want to just use a single deci/spike combo.

The most passive aggressive aggro deck you will find. Usually aggro decks want to smorc people down, nope this one likes to play it real safe with starhorn slowly chiping people down and keeping the field clear and then murder them out of no where. In order to facilitate this it packs a low curve and extra draw power with Entropic and Blazehound, both of which are good with Decimus in a pinch.

Beyond that its sort of a midrange ramp magmar deck with a focus on maintaining tempo and keeping a stable board. Its a very simple, yet effective deck.

Impale: Aggro, Competitive


I call it Impale because that’s exactly what it does to people with all of its horns and spikes. An update to a long neglected deck of mine.

Do you want to kill people fast? Do you like to just SMORC at face! Well I have the deck for you! While at its core you mostly just go face, the expansion did give it a few fancy new tricks meaning the deck requires a lot more thought then it used to.

There is a lot of crazy pain synergy going on here on top of its many ways to push damage. Kujata accelerates, has a mini combo with taygete and then there is also kujata/flash/rebuke+Amplification with many great targets.

The new cards the decks include are Wild Taur and Rebuke. Wild Taur is a powerful on curve threat and an amazing buff target, but most importantly he has frenzy, and Rebuke procs frenzy when its cast letting you swing twice or give him pesduo rush. Sadly he does not get buffs from rebuke, but that would be a little insane. I still think it is a bug that he does not but alas it is what it is. Since we are running rebuke and buffs that brings us to an old classic magmar card that does not see a lot of play, Earth Sister Taygete, still strong on her own, but the extra synergy she has when combined with buffs and rebuke is pretty scary.

Rancor is a card that demands respect it should force removal or get your opponent to back away from globes as a turn one play, because if they do not it can suddenly spike up to super high attack thanks to flameblood, Elucidator, and of course Tectonic spikes which is also part of the notorius Deci/Spike combo.

The deck is lightning fast, sports incredible card advantage, and can similtiaonsly clear your opponents field and push big damage. In fact the deck is to fast for there to even be room for lavalasher or the golem package. Yea that’s right, this deck does not run lavalasher because he is way to slow and he doesn’t go face! That’s how quick this abomination is.

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.




Old School Golems: S rank


Golems are a tried and true package in vet providing ramp, draw, and a powerful win condition with Sirroco. Usually people call it good there and look to combine the archtype with something else, in the past it was the Azure Combo, and currently LITD is all the rage, or some times people just try to go all in on the Sirroco plan and cram some more golems in. But I figured why get all fancy when keeping it simple lets you be super consistent and well rounded. Instead of trying to cram another archtype in I opted to keep it simple and add good tech.

In control vanar days there was just to much aoe, in the azure/aggro cass/Flawless days it was to slow and lacked aoe, in the Saurian meta it struggled. But now that the fast combo decks are gone, and Saurian is at 8, EMP/Aymara shuts down all variations of magmar, Sirroco/Oasis or even just Oasis after spamming a couple golems punish all things without plasma, and the excess healing just laughs at aggro, it has to many boddies for LITD to be effective and can outswarm swarm decks.

Combine all that with classic vet staples, a healthy curve, cycle, and the powerful tempo plays the deck makes and its just a super consistent counter for the meta that is really hard to answer now that everything that use to give it trouble has been nerfed.

GoodStuff Zirix: S Rank


Basicly this deck is all those good vet cards that you can never quite find room for in the same deck so instead I just made a deck out of them. There is not any one particular gameplan just a massive host of powerful cards allowing you to be ready for any match up as well as somewhat unpredictable.

San Andreas Obelysk/Fault, S rank


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. The deck has a lot of dervish synergy with fireblaze, dunecaster, third wish, and to a lesser extent primus fist, 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, there 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.

Remember Oblysks can overwrite each others spawns so be careful positioning them next to each other, especially if your using whisper.

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. What makes it such a monster is decks are usually good vs oblysks or fault, but not both.

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, Highly Competitive.


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.

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.

The first variant is the all out combo deck, the second one can combo but has more midrange/sandtiles as a solid back up plan.

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.

Vetruvian golem deck
Vetruvian's purpose in factions?
Need Help With Sajj
Vetruvian golem deck



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. The choice of shiver/Cryo vs Basalysk/Corona is a meta call, but for those that always dislike it I went ahead and posted the alternative.

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.

The second list is a variation I have had sucess with, its not strictly better then the first one, just different. The first list is very consistent and has a nice clear gameplan, but in the second one the sentinel package can win games on their own both being strong individual cards with a mindgame element having both plus Freeblade has extra synergy with overdrive.

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.

Faice Plant: Aggro fissure OR aggro wall. 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 like melee or rotating decks like team wars, allowing you to effectively bring two different decks to a tournament.

Instead of packing a sideboard filled with tech these decks have only nine cards different between them letting you easily switch between them inbetween rounds, and even have room for a one of tech card. You can also mix and match the decks a little for extra unpredictability. Or in a team wars setting rotating randomly between them each week can really keep your opponents on their toes.

So lets start with what makes the decks different. The first runs Fissure, Mesmermise, and Spelljamer in order to best abuse fissure and its low curve. The decks fast pace and ability to kill people from range tend to force them to cross the middle which is often a death sentence especially if they do not play around fissure. Now the chances of you getting fissure to work twice are pretty slim and or if the opponent does play around fissure you can change decks with a slightly more late game package with the plan of abusing Luminous comboed with Enfeeble and or Skorn, all good cards individually, but they do some really crazy things when combined. And thanks to fissure forcing them to be cautious it buys you the little bit of extra time that version needs.

The first version really wants to try and get people at least one space away from the middle and then either stun them their to buy time and or mesmerize them onto the middle until you can pull off a fissure or two. Mesmerise can also work with thunder or your BBS. Early fissures are a high priority as its the best chance you have to pull it off, although if you have the choice of fissure or stunning them in the middle, go for the stun, as there is a 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 version can use corona as an opener rather then a stun lock towrds the middle, but most importantly its a great seven mana combo with luminous. I almost never replace luminous as it is the decks main crutch, but I do tend to replace both skorn/enfeeble until 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.

So now lets go over the stuff the decks share. Of course we have the powerful ranged burn faie package of crypto/mentor, the aspect/thunder combo, and the aggro staple of Flameblood. Instead of trying to pack healing or tempo instead I opted for the Alcuin/Shroud package, which is very versatile letting you chain shrouds together to prevent lethal or combo with flameblood, or copy other important spells.

Combine that with a couple other Faie staples, and its a very scary, fast, and unpredictable pair of decks. However I do think the Faie Burn package is a bit overhyped, its pretty slow for a burn deck and not very bursty which leaves people plenty of time to heal or find dispel which the decks are vulnerable to. And both healing/mass dispel have been popular on the ladder lately, but when you dont run into those things, and or magesworn, you tend to crush the opponent as long as you play smart.



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!

Vespyrs really feel like a proper tribe now with their latest additions. Both Elemental and Bear got a pretty big boost with the introduction of Winteride and Animus Plate is pretty huge for the archetype.

It has an aggressive curve with chaser and cryo 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 any vespyrs live for more then a turn you can snowball hard out of nowhere.

Add that to the Shim/thunder package and Kara’s mini combo with luminous and gravity well 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, Highly 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?
Expansion spoiler Day 2 - Sellsoul (Neutral)
I want to make a deck with three icebreak ambushes but I'm bad at making Vanar decks



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.

Anti Aggro Argeon: Highly Competitive


The name is pretty self explanatory and I like the alteration.

I am rather fond of this list, its a very different take on the Healyonar running only Sunforge Lancer as a pay off for the decks excessive healing. Really lancer is the backbone of most heal based decks anyways turning your general into a monster bigger then Vaath.

The main reason for the excessive healing is well…just that…excessive healing makes it so aggro just can not do anything at all to you. The deck has tremendous sustain and draw power letting it drag the game out indefinitely until you beat your opponent down and or they just run out of resources. Its best played sort of passively focusing on sustaining and opportune times to use the decks small synergies.

Pack in a bunch of really strong control tech and Argeon staples and your well prepared for any match up.

The biggest issue with this list…is it is often ungodly slow, it makes every game get dragged out for a really long time, other then that, its a really effective and fun deck.

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: Competitive


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.

Mid-range Brome Titan: Highly Competitive


This one features a powerful midrange lineup. It has a fair amount of healing 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 counter or loose alt win con of mechazor, it doesn’t really have any major weakness either, being just a powerful middle of the pack deck that is consistently decent, and can even fit magesworn to really shut down certain archetypes.

The deck was inspired by a friend of mine @felipemello29. 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.

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.

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.

DIY Titan: Swarm/Artifact, Competitive


Tired of titan being so late game and expensive? Infuriated by those games where you just cant draw it? Ever wanted to just do titans effect your self? Well I have just the thing for you!

As the decks name says instead of running titan and not running spells we just run all the artifacts titan gives you which are all pretty powerful individualy and synergise really well with the Flood Engine. And the ability to actually run Lyonars Staple spells helps make up for the lack of titan himself who would be redundant with our artifacts.

Lost artificer even finds a comfortable home here, although don’t be in to much of a rush to try and equip as much as you can, as you need at least your BBs and or some other bodies to make good use of your artifacts other then regalia.

The deck skips the usual healing minions in favor of better utility units, and it gets its healing from trinity, and circle. Circle is pretty amazing in this thunderhorn meta and is an important tool to kill back line units and keep your flood safe. Add those to Regalia spamming and you have a deck with great survive-ability, card advantage, answers, and powerful win cons.

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

Jan 22
Pestilence Cass: -1 Nekoma, +1 Betrayel. One ofs are usually best avoided, but betray as a one of to just have a silver bullet for Titan decks or a surprise victory is very nice. Nekoma is just the only thing that the deck could really afford to cut as it is rarely needed, but its still there for that small card advantage boost on that rare occasion it is needed.

Famine Cass: -3 Bender, +3 EMP. EMP does not conflict and adds another good win con, decks midgame is plenty strong enough to survive until seven mana instead of crutching on bender.

Midrange Gigaloth Ragnora: -3 Kujata, -3 pupabomb, +3 Flash. +3 rebuke.

Added Midrange Progentor, and OTK Ragnora.

San Andreas Zirix: -2 stars, -2 trygon, +1 Fault, +3 Primus. Deck already good vs swarmy lists, trygon is slow, and primus really secures the early game with wind dervishes.

Jan 25
Added Old School Golem Zirix deck, set it as my go to S rank deck for Vet.

Jan 28

Added Faice Plant/Fissure Faie decks, DIY Titan, and Variax Lillith.

My Fault Ciph: -3 replicant, -3 Bender, +3 Emp, +3 Crypto.

Changed Black Gates name to Flood Gate: -3 Black Solus, -3 Void, +3 Gloom, +3 Grimwar.

Midrange Titan Brome: -3 Primus, -3 Scintilla, -3 Silver, -3 Iron Cliff, -1 Prominence, +1 Blades, +3 Mystic, +3 Azure, +3 Magesworn, +3 Blood Tear.

Feb 3
Added a few Starhorn decks: Midrange Anti Draw, Impale, and Double Spike Starhorn.

Feb 5

Heavy Metal Kara: -3 reinforcement, +3 gravity well. I wanted reinforce to be good, but it just felt like a win more card, where as gravity well is extra powerful with kara and or combined with luminous so it was to good to pass up.

Feb 17
Added EMP ragnora, Novocaine Vaath, and Mostly Standard Midrange Vaath.

Finality Ragnora: +3 Crypto, -3 Kujata. I love my kujatas, but the deck is in need of less ramp then others, and with the health loss on Lavalasher playing him on t2 is not quite as high of a priority.

Parsing Bot: -3 Bender, +3 Rasha, and built a side deck. At the time I made the deck Vaath and Walls were everywhere so bender was important, less so now and rashas is just to good to skip. The sideboard doubles as a maybe board of card I would love to find room for in the mainboard.

Overlord Brome Titan: -1 Dream Gazer, +1 Solarious. Helps just a touch improve titan consistently, and gazers hurt health a bit much in this burn heavy meta and are bad when you have to actually play rather then replace, I still like the two of them though.

Feb 20
My Fault Ciphron: +3 aymara, +3 Sandswirl, -3 Rejuv, -3 Rasha.

Feb 21
Finality Ragnora: -3 pupabomb, +3 thumping, thumpings otk removal and ability to get rid of emp/aymara/zendo and the like was to good to pass up.

March 3
Added Reap Cassyva and GoodStuff Zirix.

March 15
Added a sentinel variation to Wallodrive Faie.

Brome Bond: -2 bloom, +2 EMP. Deck does ok dealing with backline issues, and EMP just felt to good to pass up.

Mechanical Abomination lilith: Highly Competitive: -3grimwar, +2 Desolator, +1 Ritual. Grimwar was mostly antimagmar tech, they are not nearly as dominant and mechazor is already decent vs them. Deso to good to pass up, and the EMP heavy meta made me value the extra removal over a third copy of something else.

March 17

Final Destination Faie: Added a shiver free variant with basalysk/corona. Meta is extra ping heavy, and lots of higher health units due to magmar prevelence, and aggro has taken a back seat meaning the shiver package has lost a bit of value lately.

March 18
Added a more midrange variant to One Shot robot Sajj.

Golden Army Zirix: -3 bender, +3 sandswirl. Meta call.

Added Anti Aggro Argeon.

March 21
Bloodrage ragnora: -3 Skorn, +3 rebuke. Good safety net.

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: