DeathsAdvocate’s Master Thread: Trials of Mythron


Mirrorrim ?
Could be nice on Bonecrusher, Desolator TH etc.


The main problem here with Mirrorrim would be the loss of tempo in playing a 2/1 that does nothing the turn when it’s played. The deck might need some more healing then to balance that, and then it’s already a bit different list.


So I thought about what you said, and had another idea, a variation on something I tried a while back.

Are phantasms any good? I’d happily switch them in this list for primus fists, or for blood sirens and the bonecrushers for void talons (I rather enjoy that combo), but I was looking for something that didn’t have an opening gambit I could waste, and also didn’t burn Cassy, unlike a certain warlock.

Anyway, the idea here is an aggro deck that skips the self-harm of flamebloods in favor of softening the opponent up early, then wiping them out with alphas and revenants later. Void pulse and desolators for healing, grasp of agony and thunderhorns for AoE, and lots of out-of-hand damage once the late game hits.

How does this stack up? Any good changes you’d suggest?

Sorry, I’ve just been on a major aggro Cassy kick lately.

Edit: Oh! And I named this one. Thanatosian Smile. Named after the coolest attack of Bartandelus, the actually-pretty-cool main villain of the otherwise-fairly-lame Final Fantasy 13. Video related. If you’re not inclined to watch, thanatosian smile is where Bartandelus, basically a giant machine god, has his face open/come apart to reveal a massive bank of cannons that all fire continuous energy beams for a couple seconds. I dunno, I think that name’s really cool and considering Cassy’s smirk, it seems to fit.


Your current list is again sollid and this time covers all its bases. But now it’s jusf sort of slow and may have a tough time keeping up with what everyone else is doing around seven mana. But I have no major suggestions on what to change for it other then perhaps tinkering with what is 2x/3x.

Phantasm Rush was THE deck of the meta not to long ago. Back when Rev costed seven, tiger costed theee and phantasm did +2 (double what it does now, which yea I know that’s obvious but my point is they nerfed the cards power by HALF)

But they just destroyed that deck with nerfs. It’s also quickly verging on a midrange deck.

Anyways the key to phantasm was not playing a lot of minions so that phantasm only buffs good stuff like rush. I am not sure if it’s worth trying to do that anymore, but something like this is the general idea:

And if you really wanted it to be cass inkling, chakram, and ritual could be swapped for punish, grasp, and hound/Jammer.


I’m not particularly married to phantasms, so after that assessment I think I’ll just stick primus fists in there instead. The idea here is that games can run to seven or eight mana a lot of the time anyway, so why not pack huge out-of-hand damage at the end of the game? And until I get there, I can just replace the rushers, probably wouldn’t start trying to keep them until five mana and up. But it’s all just an idea. I’m gonna play around with it and see how it does, I guess.



6 turn one plays in what you both call an aggro or midrange build.

Let me repeat that: only 6 turn one plays in a freaking minion build.

Again? Only 6 gosh darned turn one plays in a gosh darned MINION BUILD



If you’re talking about my most recently posted list, gibbet, phantasm, spectral blade. Nine. Spectral blade isn’t ideal, but isn’t bad either. It limits where my opponent can drop something without losing it.


dude. Your entire t1 set gets wrecked by boneswarm in a vet meta. Also, blade is crap vs p2 kaleos. Sorry, but it just irks me to see people running minions lists like this after 2 years of most s players determining that 9+ minions is a must for any minion list. Think about how often you get blown out by not having a good opener. All the 8 drops in the world cannot stop a t2 blowout, irrespective if it was a zendo or decispikes which killed 3 turns later.


First of all your being sort of rude about something that is in a rough draft form that is also only theory craft, next I did not call it aggro, and lastly both him and I have said we are skeptical of it actually being good already, so you just coming in and shouting this is bad is completely uncalled for. Instead you should be making suggestions on how to improve it.

Your also taking the “nine opening plays” thing super out of context. That is the number of opening plays you need to have the highest chance of having an opening play without it eating into your decks consistency. As for whether those opening plays are two drop globe contesting minions or not completely depends on the deck, and there are also many decks that will either rock more like six, or more like twelve depending on what they are doing. Some decks dont need the early game tempo, some decks dont care about globes, some decks are focused on globes and early tempo.

Next having a “minion” list, or a “spell list” is not really a thing unless you have something that specifically interacts with only one of those types. In the case of phantasm how it interacts with minions means you want LESS minions in your deck, and or only ideal targets for it, which two drops are not.

Ok so it gets wrecked by bone swarm? Play around that, or at worst at least thats what they spent their turn doing instead of actualy contesting the board. Ok blade is bad in some matchups…but its great in others.

And also getting blown out only tends to happen if your deck is early game, and or you just have to skip turn one completely. The quality of the opener is not often relevant, and in fact IMO I tend to find openers that are lower quality but support your overall gameplan and or are actually useful in the lategame are way better then things with slightly better bodies.


Indeed if my opponent’s p2t1 play is Bone Swarm, I either gain card advantage or they just left the middle mana spring all for me to grab. Sure they might be hyper aggro, but for example double Flameblood is 6 damage for roughly the same tempo (doesn’t clear a 2-drop but develops an extra body compared to Bone Swarm)


What if, and i know this is pretty out there so stay with me here, but what if I played a 2 drop AND Boneswarm instead of these telegraphed bad plays you’re suggesting?


nods sagely

Also, even if decks don’t care about mana globes, that doesn’t mean a smart player won’t try take them from decks that do. This is particularly relevant given the prevalence of brome and vet in the current meta, as you likely will lose if you allow them to build a lead via ramp.

Aggro / midrange is irrelevant, though I do concede I misquoted. Minion builds are minion builds and should be built accordingly. Only magmar, songhai, and MAYBE certain control builds can get away with less than 8 t1 minions. Finally, ignore the influence of skipping t1 at your own peril. Think hard about your past couple losses and consider whether it was that 7/8/9 mana turn that killed you or if it was the breathing room you gave your opponent t1 that enabled this cascade of events. Unless you stack a heavy removal suite (or if you’re running mantra), you will be playing catch up the entire game. In the case of the above decks, that likely means antisynergy with chakram.

Finally @deathsadvocate and @unreason I do agree my tone was ass earlier. It was not my intent and for that, I apologize.


youarethepoop :grin:


Stay with me here: They play 2 drop, then Bone Swarm. In most cases, I haz now 5 cards, they haz now 4 cards. Card. Advantage.

fyi I’m just messing around too :stuck_out_tongue:


Hey @deathsadvocate I just recently tried a budget version of your mech mill deck based on what you recommended to unreason. Anyway, I took out the golem package and am playing a list that goes like this

maybe not so budget…

Anyway, the thing is obviously unoptimized but a ton of fun to play so far. I need some advice on the deck. How do I play it? Any tips to playing it?
Also, where do I drop mechazor? In the middle of everything, or at the corner of the board? I’ve so far been dropping him just a bit behind the enemy general because I don’t want him to get removed, nor do I want a 6/6 at other end of the board. Should I just drop him right in the middle?

And playing kujata and seismoid, should I always wait to get a seismoid on hand before I drop the kujata, or is it worth dropping kujata anyways so I can get something out of him? Also should I be dropping both in a remote corner, or do I keep it barely close enough to trade?

And(lol there’s more) should I be cutting rebuke for plasma storm’s, or do rebuke’s work better in the current meta? It’s practically useless against swarm brome unless there’s a sol pontiff on board. But since the deck has no other removal other than the rebuke’s, which is more universal should I be keeping it?

Well that was quite a bit of questions, but I mean I really want to try laddering with this thing and it’s crazy fun to play when you abuse seismoid and draw three or four helms.
Thanks in advance.


I cant say I approve of skipping the golem package. Without silver/omega there is little reason to play Metaltooth. The golem package would likely serve you much better then buffs/tooth.

If you want to stick to running buffs and tooth, then id say to swap over to ragnora and add eggmorph.

Unless you simply don’t have a third makantor, rebuke, or lavaslasher I advise against skipping them unless your going a really dedicated combo version with silvers, omegas, or ragnora.

Rebuke is to good to skip and its an amazing catchall/it combos really well with frenzy. I highly recomend you read the mechazor deck write ups in the master thread for tips/tricks/and card choices.

As for where to play mechazor it depends on the match up. If you expect ranged dispel/transform then you want to play mechazor out of reach but not so far he can not get back into the action if he loses ranged. If you have rebuke in hand/you need to body block to survive then dropping him in melee is better, although ideally you play him and rebuke on the same turn. If neither of those situations are the case then usually the farthest/safest position for him his best.


Well I’ve revised the list a bit. I’m trying ragnora, and she works wonders with rippers and fortitude. I just crafted a few egg morphs and took out Taygete since she’s usually a dead card. I’ll see how it works. Thanks for the tips on mechazor


As a player who takes several month breaks from the game, I always appreciate these DA master threads to reacquaint myself with new styles. Thumbs up! I have been especially loving the Faye wall deck and the new-age Cassy creep deck variations you have on there.


Aw right, tempo Argeon is back! And with a few weapons I haven’t seen in it’s arsenal before. I just now crafted my third Aperion’s claim, I got lucky enough to pull two and had the good sense to not disenchant them just in case they became relevant. I’m gonna go run this deck now.


So here’s another idea I’ve been kicking around: Is it even remotely workable to make a deck for Lili that is pure stallout until Variax, then makes infinite wraiths for game?

This list is just me rolling my face on the keyboard, I make no claims to this working, and it probably doesn’t. Really, I’d be happy for any solid, survivable list with triple Variax, the other cards chosen aren’t important to me as long as they work.

Edit: Massively overhauled the originally posted list, took out most of the healing and stuffed a bajillion answers in. I think this one probably works better. Better being the operative word. It probably still doesn’t really work, I dunno.