DeathsAdvocate’s Master Thread: Unearthed Prophecy


#1

New master thread:


The thread needs a pretty big update since the balance patch, but with the new X-pac right around the corner I am going to hold off and keep my focus on the new generals for now.

Post x-pac


Pre-xpac

Master Thread
It is getting to the point that I have to many threads to update separately so I am collecting everything here. I left out a bunch of my older/gimicky lists for now since they all need some updating, 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.

Summary

Bottomless

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwyOjIwMDUyLDM6MjAwNDksMzozMzksMzozMDAxNCwzOjIwMDU3LDM6MTAwMTIsMzozNDEsMzozMTQsMjoxMTA5MywzOjMyMA==

Fester


http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDA1OSwyOjIwMDcwLDM6MjAyMDEsMzoyMDA1MiwzOjIwMDQ5LDM6MTAwMjAsMzoyMDE5OSwzOjMzOSwzOjIwMjQzLDM6MTAwMTIsMzozNDEsMjozNDAsMzozMTQsMjozMjA=

Rocket

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwyOjIyNywzOjEwMDAxLDM6MjAwOTUsMzoxMTA5OCwzOjIzOCwzOjE5MDM4LDM6MjI2LDM6MTEwMzUsMjozMDAwOCwzOjIwMjU0LDE6MjAyOTksMzoyMjAsMzoyMDI2MiwxOjExMDkz

Airship

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoxMTA5OCwzOjIzOCwzOjE5MDM4LDM6MjAwOTksMzoyMjYsMzoyMDE1MywzOjExMDM1LDM6MjAyNTQsMjoyNDAsMToyMDI5OSwyOjExMDkzLDE6MjM3

Splice


http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6NDA5LDM6MjAxMjUsMzoxMDAxMiwyOjQyOCwzOjIwMTE3LDI6MjAyMTgsMzo0MzMsMzoyMDEyMiwyOjExMDMwLDI6MTEwNzcsMzoxMTEwNywzOjQwNSwxOjQzNg==

Adrenaline


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMTE2LDM6MTkwMzgsMzo0MDksMzo0MzksMzo0MzIsMzoxMDAxMiwzOjQzNywzOjExMDQzLDM6MjAyOTcsMzoyMDIxOCwzOjQzMywzOjQwNQ==

Final Destination


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDI2MSwzOjIwMjE0LDI6MjAxMzQsMzoyMDIyOCwzOjUwNiwzOjUxNywyOjU0NSwzOjIwMTY1LDM6MTExMTUsMzoyMDIwNywzOjIwMTYzLDM6MTEwOTMsMzo1NDEsMjoxMTEyMQ==

WALLet Warrior


http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDI2MSwzOjIwMjE0LDM6MjAxMzQsMzoyMDIzNywzOjIwMTQ3LDM6NTE3LDI6NTQ1LDM6MjAxNjUsMzoxMTExNSwzOjIwMjA3LDM6MjAyNzYsMzo1NDEsMjo1MzgsMjoyMDIxMg==

Voltron: Mech/Titan:


http://www.bagoum.com/deckbuilder#MToxLDM6MTkwMDIsMzoyNywzOjE5MDAzLDM6MTkwMDQsMzoxMDAxMiwzOjMyLDM6MTkwMDUsMzoxOTAwNiwzOjEwMzA2LDM6MzEsMzoxMTAzMCwzOjExMTA3LDM6NDI=


Highly Competitive Decks:
These are the runners up to the first list, S rank decks from previous seasons that received a small update, 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.

Summary

The Dentist


http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6MjAxMjUsMzo0MzksMzo0MzIsMzozMDAxNywzOjExMDQzLDM6MjAyOTcsMzoyMDExNywzOjEwOTc1LDM6NDMzLDM6NDA1

Antidraw Starhorn


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6MjAxMjUsMzo0MzIsMzoxMDAxMiwzOjIwMjM0LDM6NDE3LDM6MTEwODYsMzoyMDIxOCwzOjQzMywzOjIwMTIyLDM6NDA1

Sanguimancy


http://www.bagoum.com/deckbuilder#MTozMDEsMjoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwzOjIwMDUyLDM6MTA5OTMsMzoyMDA0OSwzOjEwMzAyLDM6MTAzMDMsMjoyMDA1NywzOjEwMzA2LDM6MTAzMDUsMzoxMTA5NywyOjMyMCwxOjMzOA==

Pestilence


http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDI2OSwzOjIwMjAxLDM6MjAwNTIsMzoyMDA0OSwzOjMyNywzOjMzOSwzOjIwMjQzLDM6MTAwMTIsMzozMDksMzozNDEsMzoyMDA1MSwzOjExMTE1LDI6MzIwLDE6MjAyMTM=

Assembly Line


http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMjcsMzoyMDA5NSwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzoyMjYsMzozMDAwOCwzOjIwMjU0LDM6MjQwLDI6MjAxMDUsMjoyMDI5OSwzOjIyMCwzOjIwMjYyLDI6MTEwOTM=

Golden Army

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMjcsMzoyMDA5NSwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzoyMDA5OSwzOjIyNiwzOjExMDkxLDM6MjAyNTQsMjoyNDAsMzoyMDEwNSwyOjIwMjk5LDM6MjAyNjIsMjoxMTA5Mw==

Enchantress


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDI2MSwzOjIwMjE0LDM6MjAxMzQsMzo1NDAsMzoyMDIzNywzOjIwMTQ3LDM6NTE3LDM6MTAzMDMsMzoxMDMwNSwzOjExMTE1LDM6MTEwOTQsMzoyMDIwNywzOjExMDk3

AbraKAdabRA


http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDI2MSwzOjIwMjE0LDM6MjAxMzQsMzo1NDAsMzoyMDIzNywzOjIwMTQ3LDM6NTE3LDM6MTAzMDMsMzoxMDMwNSwzOjExMTE1LDM6MjAyMDcsMzoyMDI3NiwzOjExMDk3

Tempo Argeon


http://www.bagoum.com/deckbuilder#MToxLDM6MTkwNTIsMzoyMSwzOjIwMDY0LDM6MjcsMzoyMDA0NCwzOjksMzoyMDE4OCwzOjEwMDEyLDM6MTEsMzozMDAxOCwzOjEwOTc2LDM6MjAwNjcsMzoyMDIzMg==


Nocturne:Please help with the draft of this deck
Unearthed Prophecy: Vetruvian Gimmicks
Just started playing and
Which of these 2 vetruvian lists is better(golem vs obelysk) and how can i improve both of them?
Unearthed Prophecy: Corporeal Cadence decks
My Final thread
Unearthed Prophecy: General Focused Strategies
Magmar Mechaz0r deck
Abyssian Deck Tech: Retro Ramp Lilithe
Maehv Theory-crafting
Tired of having 0 chances against Magma, imho it needs some balancing, what do u duelysts think?
Ragnora Theory-crafting
Immortal Vanguard: Abyssian Part Two
M:TG Tactics player trying to find a home
Immortal Vanguard: Abyssian
Playing Midrange Lillithe 2 days in rank 13 need advice
Abyssian Deck Tech: Retro Ramp Lilithe
Unearthed Prophecy: Vetruvian Panther decks
Destroy/Revive deck
DeathsAdvocate’s Master Thread: Immortal Vanguard
Immortal Vanguard: Vanar
Immortal Vanguard: Vetruvian
Need a good abyssian deck to go along with mechazor
DeathsAdvocate`s Midrange Kaleos
Unearthed Prophecy: Abyssian Gimmicks
Need help with an abyssian deck
Need a bit of help with my deck
#2

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. Some really old stuff may never make it in if it is to dated.

Lilith:

Summary

Lillith was my original general and is still my all time favorite. Between my long-winded explanations and the excessive amount of decks I have for her, she has to be broken into two parts to not exceed that character limit.

Bottomless Abyss Big Lillith: S rank

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwyOjIwMDUyLDM6MjAwNDksMzozMzksMzozMDAxNCwzOjIwMDU3LDM6MTAwMTIsMzozNDEsMzozMTQsMjoxMTA5MywzOjMyMA==

http://i182.photobucket.com/albums/x203/xx-jason-x/August%202017%20streak.png
Some tournament gameplay for Bottomless in the first couple games, and a match with Hive Mind at the end: https://www.youtube.com/watch?v=MI8zyt55T14
This is the deck I have taken to #2 on the S rank ladder, I have also done really well with it in tournament play.

Its been awhile since Big Abyss, much less Lillith, was meta, but unearthed prophecy has brought back the archetype with style. 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 Vorpal Reaver, and Revenant, alongside a few other targets that have changed out a lot over time. With Unearthed Prophecy we got two new cards, Phantasm, and Desolator.

Phantasm is a natural compliment to the big abyss playstyle as the most efficient way to play him is to limit the targets in your hand to only ideal ones, other then desolator pretty much everything else in the deck is a perfect target being either massive already, having rush, or celerity. It also limits the the total number of minions in the deck as well in favor of spells and spectral blade making it more likely Phantasm will be hitting the same target multiple times.

Desolator helps condense our slots providing healing, card advantage, and ping all wrapped up in one card. Its also a great darkfire sacrifice target…even if you just want to simply recast it.

While it may look a little light on opening plays its not, phantasm, inkling, sphere, or blade are all great turn ones. The deck sports spectacular healing with blade, desolator, and void pulse, which also lets it pretend to be an aggro deck when it needs to be or wreck other aggro decks, but normally you want to play the late game. EMP is a wonderful counter to a lot of this meta and thanks to darkfire you can get him out on time to actually help out. Emp along with grasp are wonderful tech cards but are a little overkill at 3x so I kept them at two along with voidpulse to make room. Between the decks two cycles, a high curve, and desolator, card advantage is a non issue.

The general gameplan is to try and replace hard for darkfire that way you can hopefully drop a turn two vorpal, or hold onto it and drop one of your seven drops with a globe. Even if you don’t manage to find a phantasm or an inkling to sacrifice early, lillith has got your back her bbs coming online at the exact time you can combo it with darkfire to ramp out a big minion. You always want to dig for early phantams, If your against Vanar or Mechs you tend to want to dig for emp, if your against swarm you dig for grasp, if your against vet be aware of mirage if your thinking of using revenant. If your against songhai, or a deck looks like aggro dig for your healing. Lure is an ideal removal vs factions without re position card, and usually a safe replace against those that have a lot like songhai or vanar.

It can be a little tough to pilot but it is a very powerful deck that is really well teched for the meta without any particularly bad match up. It may not be very fancy, but it is certainly effective.

Sanguimancy : Arcanyst: S rank

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMjoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwzOjIwMDUyLDM6MTA5OTMsMzoyMDA0OSwzOjEwMzAyLDM6MTAzMDMsMjoyMDA1NywzOjEwMzA2LDM6MTAzMDUsMzoxMTA5NywyOjMyMCwxOjMzOA==

This one got its name due to being all about spell spamming with Arcanysts, so its just a fancy word for blood magic, which is similar to necromancy, but much more about using spells directly rather then reanimating the dead to do your bidding.

Lilliths ability to fuel darkfire sacrifice and make inkling consistently cycle really helps bring this deck together. Darkfire can let you get your Arcane engine rolling quick or lead to early Deathknells. Even when you could play Trinity on curve, using a darkfire on him so you can then spam the spells he gives you is extremely effective if you have something like an owlbear or illusionist on the field.

Between Sphere, Inkling, Trinity, and some high end curve you usually do just fine on card advantage as long as you manage your resources and learn when and what to replace, and when to dig for certain things. The deck is a little cramped on room so I opted for going 2x on the more situational cards. While I usually advocate for as much 3x as possible the decks need for various tech and its ability to cycle makes this practical.

The main thing to know about the deck is your not a face deck. You want to conserve your resources and try to make sure your getting some synergy out of your spells before you throw them down. While you can get quick wins, remember your strongest in the lategame thanks to Death Knells and Revenants.

Poltergeist: Midrange Swarm: S Rank

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMjoyMDA3MCwzOjIwMjcyLDM6MjAyMDEsMjoyMDA1MiwzOjExMDg4LDM6MjAwNDksMzozMzksMzoyMDEzMywzOjIwMDU3LDM6MTAwMTIsMzozNDEsMzoxMDMwNiwyOjMyMA==
A poltrageist is an angry spirit, so combine Furosa (Fury/Anger), with an emphasis on death watch and that is what inspired the name.

This is an update to one of my S rank decks from Ancient bonds. It favors Desolator over Spelljammer, and Phantasm over Blood Tear.

Its a really well rounded deck that transitions from a strong early game with either Furosa/Crypto or Phantasm, into a strong midgame with sustain and control, and can close the games out with revenants, a super buffed cat, or a cresendo play.

It has decent healing and ping with void pulse and desolator, between its medium curve, cycles, and desolator card advantage is covered, and Its got a good removal package. Its a competitive deck and its strength lies in if your opponent ignores your field and tries to smorc you down you can punish them with huge deathwatch plays, or if they concentrate on removing your field they slowly loose to chip damage and end up facing down revenants and lazer kats.

Exhume: Phantasm/Nether: S rank

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwzOjIwMDQ5LDM6MzM5LDM6MzAwMTQsMzozMDAzNCwzOjIwMDU3LDM6MTAwMTIsMjozNDEsMjoyMDA1MCwzOjExMDc3LDM6MzIw

I call it Exhume since it likes to Unearth things with Nether Summoning.

This is the deck I took to S rank when UP dropped, its an effective and fun deck that is rather well suited for the meta. It has a ton of little combos. While I did top 50 with it early in the season I have not played it as much recently since Vanar can be a bit of a tough match up for it, and Mirrage makes being to reliant on Revenants a problem.

Onto how this thing works. Its a control deck that is filled with combos and synergy. So the obvious and popular one is Phantasm+Tiger or Revenant. However I went a bit more out of my way to optimize this strategy, the key being severely limiting the minions in the deck in favor of spells and artifacts to help make sure Phantasm is pumping up either tiger or Revenant. Rush is also a natural combo with Nether which also wont Dilute your Phantasm targets.

You typically want to replace hard trying to find Phantasm early replacing non rush minions, and playing him on the backline. Phantasm also has fun mind games, even if you don’t have minions in hand people still panic and blow removal on him early or hold off on summons putting you at an advantage either way.

Next we have my Favorite card of the Set, Mindlathe. Man this card does a lot of work and there are so many crazy things you can pull off with it. My favorite is using it then darkfire sacing your opponents minion. Remember things with dying wish or stuff like eggs become yours when they die. While you usually want to avoid equipping it until your ready to use it so that your opponent wont know to play around it, it can be used defensively to take pressure off you if you need to, since you do indeed get a turn with your opponents minions when they attack you on their turn. It also combos really nice with Demonic Lure and Lion.

Darkfire ramping out revenants is a classic tried and true tactic, alternatively you can get out early grove lions in order to abuse your two artifacts. Between lathe, Lillith BBs, Desolator, and Inkling Surge, your never short of sacrifice targets.

The deck has a high curve, several cycles, and of course Desolator to cover card advantage. Between Desolator, Lion, and Blade you have great healing and survive-ability. While you usually save Nether for rush, getting Extra Lions or Desolators can come in handy when you need it.

The deck has so much out of hand damage its really hard to stop. The only thing missing from the deck is Dispel, which I have found largely unnecessary. It dilutes the phantasm pool, and because the meta favors things with instant value because dispel and removal exists its not to important. Now the meta may shift and that may change, but for now you have enough removal and control in the deck that you don’t need it.

I have tried a dozen different Variations of the deck, but this one is certainly favorite. My second favorite variation favors Komodo Hunter and Thunderhorn over Nether and Lion. Komodo’s summons do indeed count toward Phantasm, and Thunderhorn is just a very powerful card who is extra ab-usable when combined with Phantasm and or Demonic Lure.

Retro Ramp: Highly Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwzOjExMDg0LDM6MTkwNTAsMzoyMDA0OSwzOjEwOTgxLDM6MjAwNTcsMzozMTIsMzozNDEsMzozMTQsMjoxMTA5MywyOjMyMA==

Inspired heavily by @mrmana3’s deck of the same name, as I had basically forgotten about Deepfires Existence. I took his base and tuned it up a bit into what I believe is a more refined version for this meta, but most of the credit still goes to him.

Its very similar to my Bottomless Abyss deck, but it skips the phantasm package. Its awfully nice to get away from that on occasion, although its pretty hard to argue with the brute power of the phantasm/rev/tiger package, which means I still favor my Bottomless Abyss deck as the stronger of the two, but this one is way less awkward to play and has a stronger early game.

Lets start with what makes this deck different from Bottomless. Instead of the phantasm package we sport Deepfire Devourer and Azure Horn Shaman which is just such an amazing turn one into turn two play. Shaman is also just great with the decks other many sources of sacrifice effects. Since we are not running phantasm I was able to shift our healing back into minions which provide more consistent opening plays and Devourer food. Vorporal Reaver is a powerhouse of a card, especially when ramped out on turn two, and it also provides some pretty scary Devourer food.

So of course at the decks core its a ramp deck sporting a high end game curve to be cheated out early with Darkfire Sacrifice. Its got amazing healing to deal with aggro. Between its cycles, desolator, and its high curve it has great card advantage. In order to deal with walls/flying vet it has a touch of aoe with Devourer’s frenzy, and Grasp which are both abuse-able with lure. The deck has great removal, and of course ramped EMPS to deal with a lot of the meta.

Its a very competitive deck and is a lot of fun. Getting good use out of Devourer takes a bit of practice as you have to be careful with how much you want to invest into it, but thanks to the stream of other threats its going to be hard to have enough removal for everything your going to put out.

SWARm: Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMzoyMDI3MiwzOjIwMjAxLDM6MTEwODgsMzoyMDA0OSwzOjMzOSwzOjIwMTMzLDM6MjAwNTcsMzoxMDAxMiwzOjMwMDAyLDM6MjAwNzIsMzozMTAsMzoxMDk3NQ==

A very aggressive deathwatch list featuring Grimwar. I don’t often include War and Cresendo in the same list as Cresendo is usually for less aggressive lists, but they both really fit the deck and make it work. It has a very low curve and short of an early tempest its very hard to stop you if you get either Grim or Cresendo.

Its one of my only abyss decks that doesn’t include Desolator since this one likes to win before you would start using deso and its back up plan banks on Phantasm making spelljammer a much better buff target then Desolator while providing the card advantage you need if the game runs late. Deathwatch adds a whole new complicated layer to whether your opponent wants to remove jammer or not, remove it and loose the draw for themselves, or dont and risk it comboing with death watch.

Grimwar is very useful at protecting your swarm, it is not only fine, but encouraged to throw it on before you plan to go in for the kill as it will make it very hard to deal with your swarm. While you need to be a little more careful with Cresendo you should not be greedy with either of them or you risk loosing your field, if you can get a couple procs you should go for it.

Its a strong deck that can steal a lot of quick wins, but it can get shut down really hard by aoe so digging for grimwar is usually a top priority. Unearthed Prohpecies helped out the deck keeping it from being a one trick pony thanks to the added consistency with the extra cycle from Inkling, and having Phantasm as a back up win con that can alternatively force removal or aoe early clearing the way for you to go crazy.

War: Competitive: SWARm

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMzoyMDI3MiwzOjIwMjAxLDM6MTEwODMsMzoxMTA4OCwzOjIwMDQ5LDM6MzE3LDM6MjAxMzMsMzoyMDA1NywzOjMwMDAyLDM6MjAwNzIsMzozMTAsMzozNDE=

Part of my Horsemen Series:

This one gains the title of war well because GrimWAR, SWARm, you get the point. Its a variation of my previously posted SWARm list which was orginaly inteneded for this series but ended up getting posted seperatly.

A very aggressive deathwatch list featuring Grimwar. I don’t often include War and Cresendo in the same list as Cresendo is usually for less aggressive lists, but they both really fit the deck and make it work. It has a very low curve but maintains card advantage between cycle and desolator on top of ending games very quickly, and short of an early tempest its very hard to stop you if you get either Grim or Cresendo.

Grimwar is very useful at protecting your swarm, it is not only fine, but encouraged to throw it on before you plan to go in for the kill as it will make it very hard to deal with your swarm. While you need to be a little more careful with Cresendo you should not be greedy with either of them or you risk loosing your field, if you can get a couple procs you should go for it.

Its a strong deck that can steal a lot of quick wins, but it can get shut down really hard by aoe so digging for grimwar is usually a top priority. Unearthed Prohpecies helped out the deck by adding further consistency with inkling surge and the ever popular Desolator as a mini back up win condition.

Watch the Master Variax: Competive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjMzMSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwzOjIwMDUyLDM6MTEwODgsMzoyMDA0OSwzOjIwMDU3LDM6MzEwLDM6MzQxLDI6MTAzMDYsMzozMTQsMjozMzM=

This deck used to be all about Death Watch and The Grandmaster, thus the name. Unfortunately when I updated it for UP most of that got cut. Only Blood Priestess remains now, but I am still attached to the name.

An update to one of my old Variax Decks. While Variax has fallen out of favor since its nerf, the meta has slowed enough that she is yet again viable, and not just viable, but a great way to combat some of the powerful late game decks running around.

The deck has one of two primary objectives, either pull off a turn two vorpal reaver, or your grandmaster a couple turns later. You should always aggressively replace for darkfire and either grandmaster or vorpal, between doing that and the cycle provided by sphere and inkling you can pull off one of those two things pretty consistently. The deck also sports a decent number of ways to get wraithlings making Variax extra potent.

So beyond its basic gameplan we have furosa/crypto for another way to potentially pull ahead in the early game, we have the classic priestess in order to capitalize on our small swarm, we have great healing and ping with desolator and void pulse, and some meta tech with grasp and light bender.

It has enough healing and answer me now threats that you can deal with aggro, and thanks to your grandmaster you can match anyone’s late game even Vanar or fault vet. Card advantage is well covered between its medium curve, its cycles, desolator, and the fact that once your grandmaster hits your hand hardly matters.

It opts out of abyss’s usual favorites win cons like Revenant/Phantasm because it needed room for tech and its pretty good at closing games, it also skipped Cresendo/Grimwar since it just doesn’t have enough swarm generation to make those consistent. Its a powerful deck that takes initiative early while having a phenomenal late game.

Unfortunately Variax still feels slow, and its hard to compete with the power that the phantasm/rush package gives, but it is a very solid deck that is a bit nostalgic with Variax and is a nice change from the meta.

Eternal Army: Off meta Swarm: Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDI3MiwzOjIwMjAxLDM6MjAwNDksMzozMjYsMzoxMTAxNCwzOjIwMTMzLDM6MjAwNTcsMzoxOTA0NSwzOjExMDQzLDM6MzEwLDM6MzQxLDM6MzE4LDM6MzIw

Its a very old deck of mine, I have given it a an UP makeover but it is a bit dated now, and gor is a bit of a liability with thunderhorn and phantasm in the mix. The decks still pretty competitive but it is not what it once was.

Anyways onto the deck. The name is fairly simple, just a reference to Sarlac the Eternal and his little brother Gor, and now joining their ranks their father figure Desolator.

Skorn has been a nightmare for swarm decks for some time now. Lyonar is regularly running tempest, plasma storms and mankantors are everywhere, ghost lightning is seeing play, even vanar has aoe now. Sarlac and Gor are natural counters to all of this. They also serve as dispel bait.

Now for a long time they have both been considered pretty bad, slow, and awkward. It was not until I started running skorn alongside them that I discovered just how strong they can be when working in conjunction.

Sarlac/Gor +Blistering Skorn+ death watch does insane things on top of it just being good ping and aoe to beat swarm and walls. They provide reliable sacrifice fodder, and they give you the ability to place important units in safe places even if your boxed in.

There are many combos with the deck. It has threat after threat, good removal, great healing and a sticky field. Being effectively immune to aoe on top of having your own makes for a very deadly deck.

Thanks to desolator and inkling card advantage is no longer a real issue, you still need to know how to manage your resources, and its a little hard to master when and how to pull off your combos, but when you get the hang of it, it is a ton of fun.


Nocturne:Please help with the draft of this deck
Deck with Nether summoning
#3

Lilith Part Two:

Summary

Control Doom or Variax Average.

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDI3MiwzOjIwMjAxLDM6MTEwODQsMzoyMDA0OSwzOjEwOTgxLDM6MzAwMTQsMzoxMTAzOSwzOjIwMDU3LDM6MTEwNDMsMzozNDEsMzoxMDMwNiwzOjIwMjI3LDM6MjAyNjQ=


http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjIwMjcyLDM6MjAyMDEsMzoxMTA4NCwzOjIwMDQ5LDM6MTA5ODEsMzozMDAxNCwzOjIwMDU3LDM6MTEwNDMsMzozNDEsMzoxMDMwNiwzOjIwMjI3LDM6MzMz

A pure control deck packed with an excessive amount of healing and answers to everything. Aggro decks just run out of steam against it and you can often just beat them down. While slower decks face the inevitability of loosing to doom which can come down early thanks to Adjudicator.

Its a fairly simple but pretty solid deck that can hold its own against most things. Between inking, sphere, desolator, and a medium curve its got card advantage covered. Not to much more to say about it.

Its a small step to adapt it to being a variax deck, trade Adjudicator for Darkfire, and Doom for your Grandmaster and your done. Similar principal to each. Variax is a touch faster but less inevitable so its personal preference and or whichever you happen to own.

Creep City: Hybrid: Competitive/Gimmicky

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMzoyMDI3MiwxOjIwMjY5LDM6MjAyMDEsMzoxMTA4OCwzOjIwMDQ5LDM6MzM3LDM6MjAwNTcsMzozMDAwMiwzOjIwMDcyLDM6MzA5LDM6MzQxLDM6MjAwNTEsMjoyMDIxMw==

Creep City is what Everhard calls it, his explanation: “The reason is threefold: first of all it, ironically, sometimes seems as though Lilith can make more creep than cass, so it’s like “CREEP CITY, baby!”, second, it’s creep where you don’t expect it so it’s cool to have it in the title, three, I like the alliteration.”

I put in a ton of work on this deck on his request, and he put in many hours testing it, providing feedback, and convincing me to seriously consider Liliths side of the archetype when I had ignored it. I really never thought I would try to make a hybrid deck out of Lillith, I always figured cass would simply be the better option. But my buddy Everhard absolutely insisted on making a Lilith version competitive. It took a lot of work but it finally got there.

Nocturne is really what brings this deck together letting you have the highest creep development potential of any deck thanks to all the mass spawning of wraithlings. Which is partly why the deck runs two Obliterate as it really wants to find one most games, but at the same time if your not getting a lot of creep early on you want to be able to replace it without fearing not being able to find it again. While the deck is great at making creep, it is equaly good at making wraithlings meaning Grimwar and Furosa can get some crazy work done, and there in lies the decks strength, it has two very different angles to win and its really hard to fight against both of them.

Grimwar is very useful at protecting your swarm, it is not only fine, but encouraged to throw it on before you plan to go in for the kill as it will make it very hard to deal with your swarm, and it helps to protect the decks key card, Nocturne.

While shadownova is not usually considered to be a good card, I have been running it in alot of my creep decks lately, except, ironically, for my hybrid cass list. Its exceptionally important for this list as it gives it a way to generate a lot of creep without nocturne, not to mention the four wraithlings it makes when combined with nocturne. Nova helps out against mirrors, cataclysm, and all the wall decks running around, while serving as pseudo aoe, ping, and giving ideally placed creep to use with meld, its actually turned out to be pretty good for this meta.

Three obliterate would be a bit overkill so we instead have a single copy of nethermeld in the deck as sort of a fourth Lure that can occasionally win games with Juggernaught. Whip is still the better choice to keep at 3x since without Cass’s bbs its much less likely to have ideally placed creep for Nether.

Between Sphere, Inkling, Desolator, and the ability to close out games pretty reliably at or before 8 mana, card advantage is no issue at all. Its a surprisingly effective deck with an aggressive game plan that is strong in the early game and the late game. Its still a little gimmicky since the deck is a little reliant on nocturne, the biggest thing to know is that, other then tossing out nocturne as your turn one play when you lack another option, you tend to want to make sure you are at least getting some creep out of nocturne the turn you play it.

Reanimator: Keeper/Nether: Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjMwMDA1LDM6MjAyNzIsMzoyMDIwMSwzOjIwMDQ5LDM6MzAwMTQsMzoyMDA1NywzOjEwMDEyLDM6MTEwMTgsMzoyMDA1MCwzOjMxOCwzOjMxNCwzOjMyMA==

As the name implies the deck centers around things just not staying dead. The deck looks to ramp into big minions so as to get a lot of leverage out of keeper/nether. It favors spells and artifacts over typical low cost minions in order to make sure keeper is doing its job.

For those that don’t know, keeper/nether don’t summon tokens, wraithlings are tokens, and don’t get summoned by keeper/nether, so your always guaranteed to bring back something big.

Notes on playing: typically, you want to use keeper early, and nether late, since neither can muddle up keepers summons. Typically, you replace pretty aggressively early on to try and start with a low-cost hand to get you rolling, then promptly start replacing low cost stuff. Usually I like to hold onto at least one keeper/nether as they really can seal the game.

Its a very effective deck with a powerful late game, between its high curve and its cycles, card advantage is a non issue. Unfortunately it is hard to compete with the late game potential of Vanar, or Fault Vet, and transforms can really mess up your game plan.

Lil.incorporated Corporeal/Phantasm, Competitive/Gimmicky

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwzOjIwMDQ5LDM6MzM5LDM6MzAwMTQsMzoxMTEwMywyOjMwMDM0LDM6MjAwNTcsMzoxMDAxMiwzOjM0MSwyOjIwMjg0LDM6MzIw

You know corporeal…corporate, Lilithe…heh well I think I am clever.

So this deck is primarly a phantasm list sporting the usual staples, and keeping the minion count low in favor of artifacts and in order to make sure phantasm is buffing good targets/the same one.
Komodo adds even extra abuse to the phantasm package since his effect does indeed cause phantasm to proc twice. Usually he is really awkward since he pollutes your phantasm pool, but by adding Corporeal Cadence to the mix now we dont really care what actually gets buffed up since we can always cache in on it.

Mindlathe is a lot of fun, it gives a boost to phantasm consistency and combos with darkfire. You can also cadence an enemy minion although your own are usually the better target.

The Sweet Release of Death: Keeper/Releaser: Competitive/Gimmicky

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjMwMDA1LDM6MjAyNzIsMzoyMDIwMSwzOjIwMDQ5LDM6MjAwNTcsMzoxMDAxMiwzOjMwMDMwLDM6MTEwMTgsMzozMTgsMzozMTQsMzoxMTA5MywzOjMyMA==

Based on my Reanimator deck this one is an attempt to make The Releaser work. The card is pretty awkward but it has potential to work as a less situational Nether Summoning. Unlike nether you don’t require something to have died recently, any time will do, and you can equip it early and then do stuff rather then wait until later.

The Releaser is especially potent when comboed with EMP, who is also a solid revive target. Releaser also doesn’t clutter up your graveyard with weird stuff like Nether does. The deck drops Nether and Blade to make room for its new toys, because 3 revives is a tad redundant, and blade conflicts with EMP.

The deck is certainly viable and it was hard work but I think I made The Releaser good. Thanks to EMP it has a much better match up against other late game decks, but unfortunately it is a bit short on healing so aggressive decks can give it some trouble.

Angry Lord: Baronette Swarm, Competitive/Gimmicky.

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMzoyMDI3MiwzOjIwMjAxLDM6MTEwODgsMzoyMDA0OSwzOjMxNywzOjMyOCwzOjIwMTMzLDM6MjAwODksMzoyMDA3MiwzOjMxMCwzOjM0MSwzOjIwMjI3

An update to an experimental deck I made in AB. I call it Angry Lord. Furosa=Fury=Angry, Baronete=Baron=Lord.

It runs an excess of ways to produce wraithlings leaning towards a somewhat traditional swarm deck early on letting you pull off the usual silly early crypto/furisoa and cresendo plays. But it has a secret weapon with Baronette which lets you turn a single wraithling left alive into an absolute monster. Typicaly the deck pretends to be a normal swarm deck untill either six or nine mana, at which point you buff a wraithling up and then hit it with baronette, at six mana this can very easily be a 10/10, at nine it can easily be a 20/20 with double baron, and often much higher in both cases. The main trick is to be stingy with fury/baronete and avoid playing them unless you can play them together as the surprise factor is the decks strongest asset.

The deck skips Liliths traditional go to of ritual banishing in favor of Necrotic Sphere, since AOE is fairly important for this meta, and Necrotic has a bit of extra synergy with this deck. Sadly phantasm and other early backline threats mean we just cant trade whip for something cool like dark transformation. Its got good card advantage with its double cycle and desolator who also adds a touch of healing.

Its a fun and fairly compeitive deck without nearly as much weakness to AOE as tradional swarm, but despite being harder to counter it just lacks the raw consistent power that tradiational swarm or phantasm lists have, leaving it to ultimately be a gimmick deck.

Famine: Gimmicky/Competitive, Grimwar Control

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMjoyMDA3MCwzOjIwMjcyLDM6MjAyMDEsMzoyMDA0OSwzOjEwMDIwLDM6MzM5LDM6MjAwNTcsMzoxMDAxMiwzOjMwMDAyLDM6MTA5NjEsMzozNDEsMzoxOTA0NCwyOjIwMjI3LDI6MzIw

Part of my horsemen series, this deck gets the title of Famine as its a very control focused deck, it slowly starves your opponent of resources before moving in for the kill either through a big grimwar play or a buffed up phantasm minion.

Grimwar is usually reserved for aggressive lists, but this one really builds around it using the card for the long term tossing it on early, staying back, and slowly powering it up while your opponent avoids you, then you trace in for a surprise kill. Throw Artifact hunter into the mix and you can get it quite reliably.

Beyond that the deck is packed with control tools. Remember this is a deck that wants to play the long game so dont get aggressive unless its something like songhai or vet, where you know your artifacts are not safe and you need to gap close. When you think you can play it safe dont be afraid to just use tiger/rev for removal instead of trying to power them up and end the game with them.

It can struggle a bit agaisnt decks well equiped to deal with artifacts, but its a fun and surpsingly effective deck.

Hive Mind Mindlathe/Zenruai Swarm: Gimmicky/Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjMzMSwzOjIwMjcyLDM6MjAyMDEsMzozMTMsMzoxMTA4OCwzOjIwMDQ5LDM6MzAwMzQsMzozMDAwMiwzOjIwMjA1LDM6MzEwLDM6MzQxLDM6MTA5OTQ=

Some tournament gameplay for Bottomless in the first couple games, and a match with Hive Mind at the end: https://www.youtube.com/watch?v=MI8zyt55T14

I call it hive mind as it is a swarm deck that assimilates other things into its collective conscience.

While a bit of a gimmicky deck its surprisingly effective, the idea being you can abuse Zen’rui thanks to Void Steal and Blood siren, both of which also benefit artifact usage. While the decks curve may seem a little low for darkfire, when used to get Zenruai out early its a huge tempo swing, alternatively it makes for a really potent combo with Mindlathe or desolator.

Next we have my Favorite card of the Set, Mindlathe. Man this card does a lot of work and there are so many crazy things you can pull off with it. My favorite is using it then darkfire sacing your opponents minion. Remember things with dying wish or stuff like eggs become yours when they die. While you usually want to avoid equipping it until your ready to use it so that your opponent wont know to play around it, it can be used defensively to take pressure off you if you need to, since you do indeed get a turn with your opponents minions when they attack you on their turn. It also combos really nice with Demonic Lure and Lion.

It has the tradational swarm tech+grimwar, but then opts for voidsteal over one of the other usual deathwatch picks since its a surprisingly solid card that has a bunch of extra synergy with this deck. Its a pretty aggressive deck that can match most aggro decks paces, especially with some healing provided by desolator. Between its two cycles, desolator, and the fact that it can close out games very quickly card advantage is not much of an issue. It can end games before late game decks can really get going and also maintain enough advantage to go late game if it needs to.

Its a surprisingly powerful deck that is a ton of fun, it has a rather unique approach that will catch a lot of people off guard. The only real issue with it is sometimes its hard to get any value out of Zenrui, and it feels pretty bad to skip phantasm/rev in favor of Zen/Siren. It may just be a better deck with the former, but that would take away a lot of the fun.

The echos of famine. Swarm/Grimwar/echo combo: Gimmicky/Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMzoyMDI3MiwzOjIwMjAxLDM6MTEwODgsMzoyMDA0OSwzOjMyNiwyOjIwMjU3LDM6MjAwNTcsMzoxOTA0NSwzOjMwMDAyLDM6MTA5NjEsMzoxMTA0MywzOjM0MSwxOjE5MDQ0

The name gives credit to its signature card, while also making sense, as those suffering from famine would be rather prone to wailing and screaming. Its also loosely based on my famine deck from my horsemen series.

The decks main trick revolves around Echos or Skorn+Grimwar to pull off some really crazy combos. Artifact hunter provides card advantage and tutors for the most important card in the deck, grimwar. It takes a page out of my “famine” deck’s tricks with tracer to combo with grimwar, or just be a good escape. Between the decks double cycle and hunter, finding multiple copies of grimwar is pretty easy, so if the match up is unlikely to break your artifact you certainly have the option of just equipping it a few turns before you plan to go in for the kill to start getting it powered up.

Cyrpto/furosa helps give you some early game while also providing grimwar food, and gor/sarlac ensures you wont get countered by AOE so you always have bodies on the field, they also multiply if you play an echos. Skorn is also just good tech for this meta.

Its a fun deck with some really powerful combos and can play the late game or be aggressive, but its ultimately a gimmick deck. Perhaps the deck would be better off without gor but he is so important to both the decks flavor and strategy and if thunderhorn/revenant don’t make an appearance you tend to do pretty well.

Echo Chamber Ramp/Grimwar/Echo combo Gimmicky/Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjIwMjcyLDM6MjAyMDEsMzoyMDA0OSwzOjMyNiwzOjIwMjU3LDM6MjAwNTcsMzoxOTA0NSwzOjMwMDAyLDM6MTEwNDMsMzozNDEsMzozMTgsMzozMTQ=

Echos or Skorn+Grimwar will do some very scary things. Skorn+Grimwar or Dancer is also pretty scary. Of course echos can just serve as a field multiplier, or a way to undispel things. Combine that with some dying wish synergy to help flood and provide card advantage and you have something that is pretty effective. Skorn is also just great tech for this meta.

Unfortunately gor is a pretty big liability in this meta, and not having the usual powerhouse cards like phantasm, revenant, emp, or really focusing on one direction makes this deck a little stretched thin meaning if people figure out your probably running grimwar and avoid melee with Lilith you can be in a bit of trouble.

Its a fun deck with some really powerful combos and can play the late game or be aggressive, but its ultimately a gimmick deck. Perhaps the deck would be better off without gor but he is so important to both the decks flavor and strategy and if thunderhorn/revenant don’t make an appearance you tend to do pretty well.

Zombie Competitive/Gimmicky: Artifact Swarm

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMjoyMDA3MCwzOjIwMjcyLDM6MjAyMDEsMzozMTMsMzoxMTA4OCwzOjIwMDQ5LDM6MzAwMTQsMzozMDAzNCwzOjIwMDU3LDM6MzAwMDIsMzoyMDIwNSwyOjMxMCwyOjM0MQ==

Do you have a void you need to fill? Need something to take your mind off things? Well there is an entire swarm of people trying out this latest craze so why not you to?

Oh you thought I meant Zombies as in undead? Well there is a heavy emphasis on deathwatch in this deck to so I guess it could also be an undead reference, but the main emphasis was on a person beeing in a suggestible and zombie like state.

This swarm deck looks to really abuse artifacts with a combination of Blood Siren and Void Steal, which can lead to a lot of fun with mindlathe. Void steal is also a pretty phenomenal swarm tool in general. Its got great removal, solid healing, an aggressive gameplan, and just enough card advantage between cycles and desolator to keep you going even if your field gets aoed.

Unfortunately it has the usual swarm weakness to aoe, and the meta is not very artifact friendly, making what could be an extremely powerful deck instead a bit gimmicky. Its a ton of fun though.

Inferno Deepfire Swarm: Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMjoyMDA1OSwzOjMzMSwyOjIwMDcwLDM6MjAyNzIsMzoyMDIwMSwzOjExMDg0LDM6MTkwNTAsMzoxMTA4OCwzOjIwMDQ5LDM6MjAwNTcsMzozMDAwMiwzOjMxMiwzOjM0MSwyOjM0MA==

I have named it Inferno because of Deepfire and Darkfire, and also a shout out to Dantes Inferno, as this deck very much has a fires of hell subtheme. I have had some epic games with it, this one in particular was tons of fun, despite getting hard countered a couple times it still pulled through:

https://play.duelyst.com/replay?replayId=-KuWMrMCSn88bxgwJkuS

Deepfire Provides an excellent way to self proc a bunch for grimwar, we sport two cycles and and 8 dying wish minions to be used with Nekoma. Thanks To nekoma/desolator we sport superb card advantage despite the low curve and darkfire. Azure is a great two drop that is very strong with swarm or of course the turn one into turn two deepfire comboe.

We can of course furosa/crypto into an early swarm, and or cache in on early swarm with Devour or use Devour to manually proc grimwar. Darkfire adds another fun way to accelerate the deck and proc Azure who is just fun with swarm anyways. Nekoma adds extra consistency to the combos. Getting good use out of Devourer takes a bit of practice as you have to be careful with how much you want to invest into it but its really fun when it works out.

The deck sports decent healing, both early and late game power, a bit of aoe with grasp/frenzy, and some really cool and lethal combos. It turned out to be way less gimmicky then I expected, but its just not at the same powerlevel as the more Meta Abyss decks, due to just being slower and everything you do giving your opponent the opportunity to answer with commonly teched things. But its a lot of fun and can certainly hold its own against most decks.


Nocturne:Please help with the draft of this deck
Decks working exactly how they're supposed to
#4

Cassyva

Summary

Fester Dying Wish: S rank.

Summary

http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDA1OSwyOjIwMDcwLDM6MjAyMDEsMzoyMDA1MiwzOjIwMDQ5LDM6MTAwMjAsMzoyMDE5OSwzOjMzOSwzOjIwMjQzLDM6MTAwMTIsMzozNDEsMjozNDAsMzozMTQsMjozMjA=

This deck has taken me into the top 50, and close to top 10. Lurking fear as tier one? I know, hard to believe. But the card has gone from a meme to really powerful in the right deck with the latest expansion.

I call it Fester because it is a slow creeping infection that revolves around tissue dying, so we have both creep and dying wish referenced in one word.

First and foremost its a ramp based deck sporting both darkfire and lurking to really start getting big threats out quick, or multiple mid range ones. Then the second part of the deck is it is heavily designed around Phantasm, a powerful effect, but if you really want it to be good you need to design around it by limiting both the number and the type of minions in your deck to things that really take advantage of it, primarily rush and celerity. And lastly it has dying wish synergy.

Despite the decks very low curve and ramp, card advantage is no issue at all between nekomata, desolator, and sphere you can easily keep your hand topped off even if your spamming low cost stuff. Don’t be afraid to use darkfire sacrifice on them since it guarantees you use out of their effects.

Its sports excellent healing between void pulse and desolator, and with nekomata in the mix its pretty easy to make sure you find your desolators vs aggro. Often I will darkfire a desolator just to recast it.

The deck has 12 turn one plays, yes I am indeed counting shroud as a turn 1 play, if you dont have lurking or phantasm in hand its just fine to use it to contest a globe to drop one of your 4cmc cards turn two, or to grab a globe darkfire and drop a turn two reaver.

Why am I running Cass over Lillith despite sporting darkfire and no Creep? Well I have an abundance of things to use darkfire on, and Cass provides much better control, while creep is just a different deck all-together, and one that feels a bit slow lately.

A few more tips on playing:
Early on you want to replace Nekomata/Desolator as it will be a bit before you need card advantage and you also want to keep them out of your hand in order to try and make sure Phantasm is going to buff what you want it to, unless your opening with lurking fear and then they make solid turn two plays, but phantasm is always the best turn one play, yes even if its the only minion in your hand, you might draw something and it makes your opponent panic because they cant risk it buffing stuff. You pretty much always want to play phantasm on the back line.

Don’t be afraid to dump your hand, the deck is really good at generating card advantage or playing on curve with Vorpals/Revs.

Despite having the potential to be very aggressive you have such a powerful late game you usually want to play pretty defensively.

Pestilence Creep: S rank

Summary

http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDI2OSwzOjIwMjAxLDM6MjAwNTIsMzoyMDA0OSwzOjMyNywzOjMzOSwzOjIwMjQzLDM6MTAwMTIsMzozMDksMzozNDEsMzoyMDA1MSwzOjExMTE1LDI6MzIwLDE6MjAyMTM=

Part of my Horsemen Series: this one gains the name of Pestilence as creep feels very much like a spreading disease.

My creep deck went through quite a few small changes before appearing in the horsemen thread, I used to call it Force Lighting because because between the dark influence of the abyss, the spreading corruption of creep, a bunch of cards with lightning esque animations, and its favorite tool thunderhorn, it certainly has a dark side of the force Sith Lord feel to it.

Creep got one card in particular that is amazing support, Nethermeld! Its serves as both soft removal, and ways to play Juggernaught and Thunderhorn safely out of dispels reach and be able to then move them into position, while simultaneously being a counter to its self and other position changing cards. The Thunderhorn Plays this deck pulls off with combinations of Lure/Nethermeld are super fun and effective.

With how the meta has evolved, and thanks to Nethermeld, Shadow Nova is actually good again! It helps out against mirrors, cataclysm, and all the wall decks running around. While providing ideally placed creep to ping stuff, serve as pseudo aoe, and to use with meld. It even made it in over my current favorite tech card, grasp of agony, and the classic creep generator crawler, since it sort of does both of their jobs.

While the rest of the new creep stuff is meh, abyss got a couple very powerful cards that have been making their way into most of my decks, Desolator and Phantasm. While its not a dedicated Phantasm deck it has a lot of great buff targets: Saberspine Tiger, Thunderhorn, and Revenant. Desolator is a god send of a card providing healing, ping, and card advantage all in one.

Between Desolator and the decks ability to close out games pretty reliably at or before 8 mana, card advantage is not an issue. Its curve is also a touch higher then it appears thanks to Sphere cycling, and the fact that nethermeld can just be saved, hell nethermeld is often a fine card to be the only thing you play in a turn at 9 mana. The deck skips dispel as between whip, nethermeld, and closing games quickly you really just don’t need it.

Evangelion: Mechazor: S Rank

Summary

http://www.bagoum.com/deckbuilder#MTozMjMsMjoyMDA3MCwzOjE5MDAyLDM6MjAyNjksMzoyMDIwMSwzOjIwMDUyLDM6MjAwNDksMzoyMDI0MywzOjE5MDAzLDM6MTEwNjEsMzoxOTAwNCwzOjE5MDA1LDM6MzQxLDI6MTExMTUsMjozMjA=

Creepy biomechs and “Angels” just have a real Abyssian feel.

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

Nethermeld is a natural solution to a dispelled mech, and of course combos very nicely with thunderhorn, and cass’s bbs alone is usually all you need to get good use out of it. Then the deck has desolator/revenant spam as a back up plan.

Death: Aggro: Highly Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMjMsMzoxOTA1MiwyOjIwMDcwLDM6MjAyMDEsMzoyMDA1MiwzOjIwMDQ5LDM6MTkwNTEsMzozMzksMzoyMDI0MywzOjMwMDE0LDM6MTAwMTMsMzoxMDAxMiwyOjIwMDY5LDM6MzQxLDI6MzIw

Part of my Horsemen Series:

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.

Just a hardcore aggro face deck. Has the usual aggro tools, the phantasm package, good removal, and even darkseed. You could go a touch more midrange and run thunderhorn instead of darkseed, or you could go all in on the darkseed combo and try to fit spelljammer as well.

Corruption Corporeal/Creep, Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDI2OSwzOjIwMjAxLDM6MjAwNTIsMzoyMDA0OSwzOjMyNywzOjMzOSwzOjIwMjQzLDM6MzA5LDM6MzQxLDM6MjAwNTEsMzoxMTExNSwyOjIwMjg0LDM6MzIwLDE6MjAyMTM=

Creep feels like a corrupting influence, also Corporeal…Corruption…heh.

Whats this? Phantasm and no tiger? Shadow Nova? Well let me explain, tiger does not survive when it attacks meaning you cant use it with Corporeal Cadence. Shadow Nova has been considered bad for a long time but its ability to serve as pseudo aoe for walls, overwrite tiles, and generate a lot of creep in spots that you want it have actually made it pretty good for a creep deck with how the meta is.

So now that all the controversial stuff is out of the way lets talk about the rest of the deck, well its got your standard creep engine with Juggernaut being Corporeal Cadences favorite target. Nethermeld can get a lot of abuse when comboed with Thunderhorn, or by placing a juggernaught safely out of dispels reach, and its also just an amazing card that can serve as pseudo removal and gives shadow nova another good reason to exist.

Corpreal Cadence serves this deck really well, further abusing phantasms ability. Of course I still included Revenant as phantasms favorite partner, but with corp/nether in the mix now pretty much anything is a good target. I favored things that were a little bit tankier, while simultaneously limiting the total number of minions in the deck to try and get phantasms to multiproc a single target.

The deck has a fair bit of healing and a lot of ways to end the game between phantasm, cadence, juggernaut, revenant, and of course obliterate. After a bunch of tuning it only ended up 1 card different from how I have been running creep lately anyways, that being cadence instead of tiger. I am not sure whats better, tiger is certainly way more versatile, but the nukes cadence delivers are awfully nice.

Corpulent Cass Corporeal/Cragtop, Competitive/Gimmicky

Summary

http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDI2OSwzOjIwMjAxLDM6MjAwNTIsMzoyMDA0OSwzOjMyNywzOjMzOSwzOjIwMjQzLDM6MzAwMTQsMzoxMDAxMiwzOjM0MSwzOjExMTA2LDM6MTExMTUsMzoyMDI4NA==

Corpulent means fat, and this deck is all about making big fat minions. Also alliteration.

While a little gimicky the deck is surprisingly fun and effective. Basic phantasm package, although skipping revenant, and then the deck really looks to abuse nethermeld with cragtop golem and thunderhorn. Crag played in the back, then nethered in, swing once, and then using cadence on him is a truly beautiful thing.

You can just play all your fat scary things on the backline in safety and then either nether them in and or cadence them.

Meching a Wish: Dying Wish Mechazor: Competitive/Gimmicky

Summary

http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDA1OSwzOjE5MDAyLDM6MjAyMDEsMzoyMDA1MiwzOjIwMDQ5LDM6MjAxOTksMzoyMDI0MywzOjE5MDAzLDM6MTEwNjEsMzoxOTAwNSwzOjM0MSwzOjM0MCwzOjMxNA==

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

Another version of mechazor featuring the dying wish engine.

The deck has some very tight synergy thanks to ZOr being dying wish. Nekoma serves as a Zor tutor to help keep the deck consistent despite running so few mechs, while lurking fear can easily lead to free Z0r casts. Of course you have several ways to get out accelerated Vorpals and Desolator spam.

It has great healing, card advantage, removal, and several ways to win.

Stitched Competitive/Gimmicky

Summary

http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDI3MiwyOjIwMjY5LDM6MjAyMDEsMzoyMDA0OSwzOjMzNywzOjMyNywzOjIwMjQzLDM6MjAwNzIsMzozMDksMzozMTAsMzozNDEsMzoxMTExNSwzOjMyMCwxOjIwMjEz

An update to my hybrid list from the previous expansion sporting the great new tools Nethemeld, Desolator, Inkling, and Thunderhorn.

Ancient bonds finally released something that could just push it into being a top notch Abyss deck. A true hybrid card, Nocturne.

We can now comfortably stitch together creep, wraithling, and deathwatch cards in one deck, thus the name. Nocturne and Wraithling swarm is amazing creep generation, Cass’s BBS now acts as a mini dark transformation, Sphere of darkness can block paths, and all those wraithlings make deathwatch deadly. Sadly shadow nova still does not make the cut as its just doesn’t fit.

Bood Priestess is our only actual death watch card and it does not run crescendo or anything like that because it’s a bit too hard to set it up reliably. The decks strength lies in the insane amount of creep generation nocturne can provide while wraithlings create annoying speed bumps and help give the deck yet another cycle card with inkling.

While certainly a competitive deck that can do fine without it, its reliance on Nocturne makes it a bit gimmicky. The biggest thing to know is that, other then tossing it out as your turn one play when you lack another option, you tend to want to make sure you are at least getting some creep out of it the turn you play it.


Any tips on my magmar deck?
Vaath aggro need to be improved for Diamond
Obltarate deckhelp
Interactivity, and its place in the meta
#5

Vaath

Lists.

Splice S Rank: Vaath Smash

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6NDA5LDM6MjAxMjUsMzoxMDAxMiwyOjQyOCwzOjIwMTE3LDI6MjAyMTgsMzo0MzMsMzoyMDEyMiwyOjExMDMwLDI6MTEwNzcsMzoxMTEwNywzOjQwNSwxOjQzNg==

Game-play for Apex Starhorn and Splice:
https://www.youtube.com/watch?v=Ult3EpPqCkE&feature=youtu.be

A proper Vaath Smash deck. I named Splice because Magmar is all about genetic perfection, and evolution, combined with the fact that it is simultaneously aggressive and control. While it focuses on controlling the field it gets pretty aggressive with Vaath himself usually going face with him once he has three or more attack while your spells and minions control the board.

An update to my previous top 10 deck from ancient bonds, its gotten quite the overall, but has yet again proved to be another top tier deck.

While the core of the deck remains the same with an emphasis on control, thump/rush, and the Crypto/Drogon combo I shifted its curve up a bit and included some really cool new tech.

So lets talk about the new tech, the biggest one is Magesworn. Man this card is incredible for Vaath, it completely shuts down Vanar since all there removal is below the threshold, and it makes ghost seraphims effect read “you cant cast spells,” it completely shuts down the incredibly toxic gates/mantra songhai decks, although they usually have panda to deal with it but it can buy you a ton of time, it also shuts down Cassyva pretty hard to. It can just strait up win the game when rampped out and placed safely in the back vs those factions, and its a fairly easy replace vs the rest. It also shuts down BBs, which is especially cool with Vaath since just a single cast of your BBs before it comes down can provide a ton of value, unlike most that need to be spammed to be effective. While it may seem a bit counter productive with the Drogon combo and some low cost spells, its not really an issue because the times you play magesworn, it pretty much wins the game for you, and you just don’t play it the rest of the time.

The next big card tech card is Sunset paragon which is a phenomenal and underplayed card, it provides us with an effective counter to mechazor that magmar usually lacks, dispel just doesn’t really cut it since all the mech players run repositoners, and gives us even more aoe which is extra important with Azure Summoning vet hanging around. And finally the new grandmaster as a one of, 9 mana is a little expensive, but between flash, kujata, and the decks ability to drag the game out its a win condition all by its self.

Drogars effect is indeed exponential, Drogar+Cryptographer lets you go from 3 attack to a whopping 18. Even if you only have a single drogar 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.

So besides the tech cards and the usual magmar staples we have a single copy of the grandmaster which can be ramped into providing another way to win, leaving us with a deck that has incredible removal for midrange/slow decks, aoe for swarm, azure, and walls, healing/shields to shut down aggro, magesworns ability to shut down entire archetypes while barely bothering you, and the ability to end games quickly and or suddenly with drogon, a high curve to obviate the need for draw power, and a powerful late game with Vaath and big minions.

The latest version is a little stretched thin due to tech and a lack of draw, so its become a bit difficult to pilot as you really need to know your match ups to know what to be digging for/replacing. You usually need to be a bit stingy with drogon and save him in your hand for a combo turn since you only have two.

Its an extremely powerful deck with an answer for everything and no particularly bad match up, while being the bad match up for a lot of the top tier decks. Its only downside is it tends to be a fairly reactive deck supplying few threats of its own other then Vaath himself, so when you cant find the right answers for the right match up it can be a tough game.

The Dentist S rank: Blood/Fang combo.

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6MjAxMjUsMzo0MzksMzo0MzIsMzozMDAxNywzOjExMDQzLDM6MjAyOTcsMzoyMDExNywzOjEwOTc1LDM6NDMzLDM6NDA1

http://i182.photobucket.com/albums/x203/xx-jason-x/Rank%20July%202017.png

I fondly call it The Dentist…you know because twin fang=teeth…and then add in lots of pain.

While drastically different then my original deck of this name the basic principal is the same, abuse Twin Fang with Skorn. But with Unearthed Prophecy we got Blood Rage and Quillbeast which are very similar to the original pair, and work nicely in tandem with them. Now its almost hard not to have a combo ready to go, and your opponent can usually avoid either your minions or your general but not both meaning it is very hard to play against.

The deck forgoes the usual Vaath Staples of Crypto/Drogon, Thumping/Rush and and plasma storm to fit in the new tools. The burst potential is much higher then drogon and usually for cheaper while also the pieces being much more useful outside of a combo. The loss of plasma is mitigated by having Skorn/Quill to help with aoe. It skips rush in favor of fat sticky minions and the basic golem package that are much better at just sticking around to be pain fuel for bloodrage or fang while being obnoxious speedbumps your opponents don’t want to waste removal on.

The deck has two ways to drop a turn two Lavaslasher with Metalurgist and Kujata which is quite often a devastating play that is hard for your opponent to recover from.

The deck has great healing between Sphere and Ragebinder. While it lacks dispel and hard removal other then Natural selection it more then makes up for this with its pseudo removal minions and its fat sticky board. The deck has a medium curve and is very good at ending the game out of nowhere and or very quickly and only just needing a couple cards in hand to do it, so it gets away without needing draw power.

While the deck certainly has the potential to one shot someone from full don’t be afraid to go for smaller bursts, if you can get two or three procs on a fang and you don’t have a combo in hand, go for it, if you have a lone quill beast on the field and your opponent has one minion don’t be afraid to just cast bloodrage on quill after you attack with your general a 7/7 is nothing to sneeze at, add a Bbs to the mix and it’s a 9/8, although you usually want to make sure your quill beast can smack the General if you do this.

Quillbeast does indeed proc before BloodRage buffs, and even if it had one health it will get buffed before it dies…excluding the occasional sentinel glitch.

A few more tips on playing, be warned it is a very difficult deck to play, there is a lot of things to take into account each turn and it requires careful resource management and conservative play until you can pull off a combo. Turn two lava slashers are usually a priority. You usually want to play quill beast out of danger but as close as possible to the front. Be careful not to over extend and empty out your hand by playing multiple kujata/metalurgist/flash and the like unless you can combo before your opponent hits 5 mana or you risk getting wiped and having an empty hand. Be aware of tempests and ghost lightnings existence. Getting fat minions down early is a good plan, can always combo later, and you also don’t usually need to hold more then one fang or blood total in hand at a time since you can often win the game with just one of them.

While it is certainly still a top notch deck, part of its initial success was due to the surprise factor, people have learned how to play around it a lot better now so its not as strong as it once was, between that and its difficulty to play I dont use it much anymore.

Novocaine S rank: Midrange/Pain combos.

summary

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6NDA5LDM6MjAxMjUsMzoxMDAxMiwzOjQyOCwzOjIwMTE3LDM6MTEwMjgsMzoyMDIxOCwzOjExMTE1LDM6NDMzLDM6MjAxMjIsMzo0MDU=

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, While of course helping you drop early makantors, lavaslashers, or pull off drogon combos. Thumping wave is actually more often used to abuse our thunderhorn than with rush.

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. Its a very competitive midrange deck that is well teched for the meta.

Aggro Vaath: Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMTE2LDM6MTEwODgsMzoyMDExMywzOjE5MDUxLDM6NDMwLDM6MTAwMTMsMzoxMDAxMiwzOjQyOCwzOjQwNywzOjEwOTc1LDM6MjAyMTgsMzo0MDU=

Not to much to say, its a hardcore aggro deck. Use the self inflicted pain to make rancors scary, frenzy+rush or a well positioned target, and end games via smorcing or a drogon/crypto combo.

Gramps Competitive: Ramp.

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6MjAxMjUsMzo0MzIsMzoxMDAxMiwzOjIwMTE3LDM6MjAyMTgsMzo0MzMsMzoyMDEyMiwzOjQwNSwxOjIwMTE4LDM6NDM0LDI6NDM2

Silly name pun Grandmaster plus ramp.

Deck has its standard thump/rush package, basic golem package, magmars favorite control spells and the ramp the deck usually includes anyways. You have your classic and much hated Kujata/Flash+Juggers, you have your turn two LavaLashers, great healing, great control. Big scary endgame fatties that can be ramped into early, which provide a high curve to obviate the need for draw.

Its a very effective deck, only thing that changed for it was adding in the grandmaster. I have not played it much this season but it has done well in the past and with disruption Vanar fallen out of favor the deck could be back in the meta.

Keeper of Dragons Keeper of the Veil: Average

Unearthed Prophecy Version

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjIwMTI1LDM6MTAwMTIsMzoyMDExNywzOjIwMjE4LDM6MTEwMTgsMzo0MzMsMzoyMDEyMiwzOjQxNSwzOjExMDc3LDM6MTExMDcsMzo0MDUsMjoyMDEyMSwxOjQzNg==

Keeper of The veil is a card I am really fond of, when you build a keeper deck you want to limit and or entirely skip low cost and low value minions favoring things that have some sort of immediate impact. This version has less of an immediate impact focus and more of a control one featuring strong tempo and utility minions.

An update to an old favorite of mine favoring lavalasher over lucy, grandmaster over bound lifeforce, fitting in magesworn over low cost spells, and putting back in the super old school harvestor/metamorph combo over mid cost spells since its really good against walls, azure, and mechazor. While this version is not necessarily better then the original I did want to try out a version with the new tools. While a solid and competitive deck aggro decks can give you a little trouble, and its pretty hard to compete with Magmars usual standard midrange picks and golem packages. Aggro is tough but this deck can really shut down a lot of the common meta picks.

Game plan is to just kill everything your opponent puts out while playing defensively powering up Vaath. Then switch to aggressive Vaath Smash style later on. It prefers to go the long game, as the longer the game goes, the more of a threat Vaath becomes. In fact you avoid going face with Vaath early on unless you have a shield as the longer the game goes on the stronger Vaath gets. On an empty field Vaath wins, so focusing on keeping the field clear is usually a priority.

So lets talk about the new tech, the biggest one is Magesworn. Man this card is incredible for Vaath, it completely shuts down Vanar since all there removal is below the threshold, and it makes ghost seraphims effect read “you cant cast spells,” it completely shuts down the incredibly toxic gates/mantra songhai decks, although they usually have panda to deal with it but it can buy you a ton of time, it also shuts down Cassyva pretty hard to. It can just strait up win the game when rampped out and placed safely in the back vs those factions, and its a fairly easy replace vs the rest. It also shuts down BBs, which is especially cool with Vaath since just a single cast of your BBs before it comes down can provide a ton of value, unlike most that need to be spammed to be effective. While it may seem a bit counter productive with Vaaths BBS, its not really an issue because the times you play magesworn, it pretty much wins the game for you, and you just don’t play it the rest of the time or you always have the option of using plasma on it.

The deck does not run any dispel as between thumping, metemorph, and its excessive control kit its usually fine. While a strong deck its early game is even weaker then traditional keeper, but if you manage to survive a couple turns it quickly starts to turn in your favor.

Oldschool Keeper: Average

OldSchool

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjIwMTE2LDI6MjAxMTMsMzoyMDEyNSwzOjEwMDEyLDM6MjAxMTcsMzoyMDE1NywzOjQwNywzOjIwMjE4LDM6MTEwMTgsMzoyMDEyMiwzOjExMDc3LDM6NDA1LDE6MjAxMTg=

It took me to S rank a while ago, and my highest of that season was rank 57. Its a bit dated now but it can still certainly hold its own.

Qeltar posted a great video showing how it plays out https://www.twitch.tv/qeltar/v/93484338

Keeper of The veil is a card I am really fond of, when you build a keeper deck you want to limit and or entirely skip low cost and low value minions favoring things that have some sort of immediate impact. This one is chalked full of rush or shields with every single minion providing immediate impact.

Game plan is to just kill everything your opponent puts out while playing defensively powering up Vaath. Then switch to aggressive Vaath Smash style later on. The deck can go face with rush units early on, but it prefers to go the long game, as the longer the game goes, the more of a threat Vaath becomes. In fact you almost never want to attack the opposing general with Vaath early on unless it is to seal the game that turn or shortly after as your health is very valuable.

The deck does not run any dispel as between thumping, and egg its usually fine. Even against mechazor you can just rush him down. Plasma and natural selection are a given for a control style game.

A few fun mechanics: Since keeper does not proc opening gambits it gets exceptional value out of Elucidator. The deck avoids running any low-cost creatures other than tiger to make sure we get big value out of keeper.

Flash reincarnation is great as it makes the otherwise expensive deck feel cheaper, one of my favorite turn 1 plays is flash Elucidator, run him into a mana orb then throw a buff on him.

The Return of the Queen Competitive/Gimicky: Valknu Smash

summary

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6NDMyLDM6MTAwMTIsMzoyMDExNywyOjIwMTU3LDI6MjAyMTgsMjoyMDI0NSwzOjQzMywyOjMwMDI1LDM6MjAxMjIsMjoxMTAzMCwyOjExMTA3LDM6NDA1


http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6MTkwMzgsMzoyMDEyNSwzOjQzMiwzOjQyOCwzOjIwMTE3LDM6MjAxNTcsMzoyMDI0NSwzOjQzMywzOjMwMDI1LDM6MjAxMjIsMzo0MDU=

The first list is my UP update to the deck, its somewhere between splice and my more tradiational queen vaath deck. It is a fun take favoring a whole bunch of anti meta tech over the drogon package, it also fits kujata for another way to get turn two lavalashers or early magesworns. Its not strictly better then the more traditional second list since its very dependent on the meta, and its hard to argue with the raw power that drogon adds. But unlike splice its awfully nice to not have a bunch of counter synergy with magesworn. It has more two ofs then I like, especially since it doesent have draw, usualy I am a 3x advocate, but all of the two ofs are too situational to run at three, and the deck wanted a lot of tech.

Vaath, the (Drag)Queen of the Dragons, tending to her brood of eggs. Unfortunately with C-burst going to 6 mana there is no longer really a brood of eggs as it has been replaced by Valknu. There was a very brief window when this was a proper S rank list, but then C-burst and thumping got hit dropping the decks viability. Its still quite strong, but now lags behind a more proper control list.

So, we start with a Vaath Smash chassis to have a solid control shell, then we add in Morin-Khur and Valknu for some powerful combos. It also includes the basic golem package with ragebinder who has a little extra synergy with Khur and egg morph. Its pretty safe to replace Valknu until late game because you never want to use it unless you can combo it with Egg Morph at 8 mana, Khur at 9 Mana, or if you already have Khur equipped.

A small FAQ regarding Valknu. He is summoned just like any other minion nearby a unit you control. He copies Vaaths current attack/health including artifacts when he hatches. He does indeed gain the Egg hatching ability of khur. If dispelled he looses all abilities and bonuses.

While Valknu is not as powerful as old C burst, I do rather like the lack of rng, he can basically extend the reach of Vaath so if you manage to get drogon to stick but your opponent stays out of melee Valknu can come to the rescue. The longer the game goes on the bigger Vaath gets and therefore the better Valknu gets. Its a surprisingly competitive deck and it is a lot of fun.

Predator Vaath: Apex: Gimmicky/Competitive

summary

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjE5MDM4LDM6MTEwMzksMzo0MzIsMzoxMDAxMiwzOjQzMywzOjIwMTIyLDM6MTExMDcsMzo0MDUsMzoyMDI5MiwzOjQzNCwzOjQzNiwzOjExMDQ0

I think starhorn is the better contender for this archtype, and the decks are very simmilar. This one skips Kujata in favor of Blood Taura since without starhorns BBS it cant afford to play as much stuff before apex, and Blood Taura is pretty cool with apex.

Initially I was incredibly skeptical of Apex, but I was very surprised at how effective it was. Its still ultimately a gimmick deck since there is always the chance your opponent can drop an even better field then you, but most of the time its just insane value.

So of course we have magmars powerhouse late game cards, juggernaught is also exceptionally good with ramp. Then instead of just focusing on ramping minions we ramp Apex as well with spell reducing minions. Starhorn keeps our hand topped off despite tossing out some early game stuff, and helps us dig for apex.

We have the basic golem package with three ways to get out turn two lavalashers, which also provides a touch of healing, ragebinders bond effect even works with apex.

The deck is intentionally spell light since it wants mostly creatures for apex, and you don’t want to conflict with magesworn. Magesworn can also auto win you games vs certain match ups.


Starhorn

Lists.

Adrenaline Blood Combo: S Rank

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMTE2LDM6MTkwMzgsMzo0MDksMzo0MzksMzo0MzIsMzoxMDAxMiwzOjQzNywzOjExMDQzLDM6MjAyOTcsMzoyMDIxOCwzOjQzMywzOjQwNQ==

I call this deck adrenaline because it really gets the Blood Thumping

Its very similar to my Vaath version that I had a lot of success with, but a tad less committed to the the pain combo playstyle having a more midrange gameplan thanks to starhorns ability to keep your hand going a little longer then Vaath.

It has the Skorn/Quill Beast/Blood package but it skips fang and natural selection in favor of the tried and true Thump/Rush package. It can still pull off the crazy bloodrage combos early on but then instead of having to go face to close the game out it can then refill your hand with Starhorns BBS and close the game out with thump/rush later, blood is also quite good with rush to. With Metalurgist and Kujata in the mix you can pull off devastating turn two lava lashers, and It has a tiny bit of healing with Ragebinder.

While the deck certainly has the potential to one shot someone from full don’t be afraid to go for smaller bursts, if you have a lone quill beast on the field and your opponent has one minion don’t be afraid to just cast bloodrage on quill after you attack with your general a 7/7 is nothing to sneeze at, add a Bbs to the mix and it’s a 9/8, although you usually want to make sure your quill beast can smack the General if you do this.

Quillbeast does indeed proc before BloodRage buffs, and even if it had one health it will get buffed before it dies…excluding the occasional sentinel glitch.

Its a really competitive deck, and its a bit less stressful to play then the Dentist as you don’t have to be quite as conservative or really commit to winning with a combo. The simple fact that it is slightly easier to play may make it better. But it is still notoriously difficult to play, as many have dubbed it “MatHorn”

Antidraw Starhorn S Rank

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6MjAxMjUsMzo0MzIsMzoxMDAxMiwzOjIwMjM0LDM6NDE3LDM6MTEwODYsMzoyMDIxOCwzOjQzMywzOjIwMTIyLDM6NDA1

An update to my old S rank starhorn list. It doesn’t run anything from the new expansion, but the change in the meta made me adapt it quite a bit. It now runs plasma because its important to be able to counter walls, azure, and swarm. And it fitted in the golem package since its a tried a true combination and provides the deck with a bit of healing.

It uses ramp to speed up your clock and pull off Decimus/Vindicator+Tectonic combos early. It has the usual thumping/rush Package but without Lucy since the 4 slots are busy. Between Starhorn, Tectonic, and a medium curve we are perfectly happy to vomit our hand early.

The deck just has so much out of hand burst potential, yet is a bit more stable and can play the long game better then a dedicated aggro list. It can either be hyper aggressive, or go passive and wait for its big combos to finish the game later, constantly spilling out threats or removing your opponents with spells or instant value minions.

While vindicator is certainly not a necessary card, especially with vanar in the mix, the ability for it to swing the game hard on turn two if not answered can not be ignored, and I think it still belongs despite the meta having a lot of answers to it. It could easily just be sunsteel, mandrake, or thinderhorn but I am really fond of it.

Its a powerful and well rounded deck sporting great tempo plays, insane card advantage, a decent amount of answers, and explosive combos and burst.

Aggravated Aggro/Combo : Highly Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMTE5LDM6MjAxMTYsMzoxOTA1MSwzOjQwOSwzOjQzMCwzOjQzOSwzOjQzNywzOjMwMDE3LDM6MTEwNDMsMzoyMDI5NywzOjQwNywzOjQwNQ==

Strait up hardcore aggro combo deck based around aggravating your own wounds for power.

Consistently closes the game at or before 6 mana. Deck has a low curve with starhorn for card advantage, sporting a lot of self damage in order to pump up rancours, fangs, or blood rage. Its got a handful of cheap buffs to really go ham quick, and of course terradon loves his buffs. It sports the Skorn/QuilBeast/Blood/Twinfang package. And some rush to close out the game.

Rancour is one of your better openings if you have a warlock or something similar in hand, another fun one is Flash Elucidator into mana globe, toss on buff. Terradon is the decks favorite player two opener followed by buffing it up or setting up for a blood rage combo. At 5 mana you can equip fang and flash out a skorn for crazy burst. At 6 mana you can flash out Lucy and then Blood Rage him, or if you have a unit in rage you can flash skorn and blood rage the unit in range. If you ever manage to get quill beast to stick on the field for a turn there is some crazy abuse you can pull off with bloodrage/fang. Quillbeast also just loves spamming 1 cost buffs to clear the field then go face.

Raptors Replace: Competitive.

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjEwOTkzLDM6MTkwMzgsMzo0MDksMzoyMDEyNSwzOjQzMiwzOjIwMjM0LDM6MTEwMjAsMzoxMTA4NiwzOjExMDE5LDM6NDMzLDM6MTExMTQsMzo0MDU=

I call it raptors because birds, specifically raptors, are considered to be descendants of dinosaurs, magmar are totally dinosaurs and with Wings of Paradise in the mix its got that bird thing going so it seemed fitting.

Deck starts off with the standard golem package, deci/spikes, ramp, and magmar staples. Then we add in the replace package, if you manage to get either widow or wings to stick for a turn, then you can play Theobule which will make some crazy things happen. And thanks to starhorn/spikes your hand is going to be at or near full for maximum value.

I expected it to be more of a gimmick then it turned out to be, but it has turned out to be very powerful, its a very competitive deck with multiple ways to win, it has incredible draw power, great tempo plays, ramp, decent removal, and a touch of healing.

Impale: Competitive: Aggro

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMTE5LDM6MjAxMTYsMzoxOTA1MSwzOjQwOSwzOjQzMCwzOjEwMDEyLDM6MjAyMzQsMzo0MzcsMzoxMTA4NiwzOjQwNywzOjIwMjE4LDM6NDA1

I call it Impale because that’s exactly what it does to people with all of its horns and spikes.

Do you want to kill people fast? Do you like to just SMORC at face! Well I have the deck for you! The only thinking you need to do with the deck is when your comboing rancor or deci/spikes, rest of the time, just go face!

A very powerful and quick aggro deck, only one thing changed for it in the expansion, Teradon. Man he is an incredible buff target…can you believe he replaced Lavalasher!? 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.

MecHorn Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDAyLDM6NDA5LDM6MTkwMDMsMzoxOTAwNCwzOjE5MDA1LDM6MjAyMzQsMzoxOTAwNiwzOjExMDg2LDM6MTAzMDYsMzo0MzMsMzoyMDEyMiwzOjQwNQ==
Heh, see what I did there?

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

Gobs of draw power and a ramp engine leads to very consistent and quick mechazors, toss on magmars staples and deci/spike combo as your back up plan. Opted out of thump/rush package as mech/deci should be enough win cons, and I wanted to fit chassis for consistency, bender for walls, and plasma over natural selection since it shuts down certain decks.

Predator: Apex, Competitive/Gimmicky

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6MTEwMzksMzo0MzIsMzoxMDAxMiwzOjQzMywzOjIwMTIyLDM6MTExMDcsMzo0MDUsMzoyMDI5MiwzOjQzNCwzOjQzNg==

Game-play for Apex Starhorn and Splice:
https://www.youtube.com/watch?v=Ult3EpPqCkE&feature=youtu.be

Initially I was incredibly skeptical of Apex, but I was very surprised at how effective it was. Its still ultimately a gimmick deck since there is always the chance your opponent can drop an even better field then you, but most of the time its just insane value.

So of course we have magmars powerhouse late game cards, juggernaught is also exceptionally good with ramp. Then instead of just focusing on ramping minions we ramp Apex as well with spell reducing minions. Starhorn keeps our hand topped off despite tossing out some early game stuff, and helps us dig for apex.

We have the basic golem package with three ways to get out turn two lavalashers, which also provides a touch of healing, ragebinders bond effect even works with apex.

The deck is intentionally spell light since it wants mostly creatures for apex, and you don’t want to conflict with magesworn. Magesworn can also auto win you games vs certain match ups.

Spawning Pits Grow: Average

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo0MTgsMzozMDAyOCwzOjE5MDM4LDM6NDIwLDM6NDA5LDM6NDM4LDM6NDIzLDM6NDMyLDM6NDM3LDM6MTAzMDYsMzo0NDAsMzoyMDI5NiwzOjQzMywzOjQwNQ==

My best attempt at getting some good use of some of magmars other new tech. Its a grow based flood deck sporting a low curve, a touch of our new tile, and the basic golem package. It favors a high minion count over spells in order to get the best use out of hammer/tiles. Lightbender does not dispel the tile its on so dropping it on top of a Flourish is pretty neat. It can get snowballing really quick so it does pretty well with aggro, and it drops enough value minions that control has a tough time with it, your only real issue is when you get hit with early aoe and then it can be a bit hard to recover from. Its a fun and surprisingly effective deck.


#6

Zirix

Lists.

Airship Flying Golem: S rank

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoxMTA5OCwzOjIzOCwzOjE5MDM4LDM6MjAwOTksMzoyMjYsMzoyMDE1MywzOjExMDM1LDM6MjAyNTQsMjoyNDAsMToyMDI5OSwyOjExMDkzLDE6MjM3

Gameplay: https://www.youtube.com/watch?v=Iyc4x7_xopQ

Azure summoning has proved to be an incredibly powerful card. The deck only runs seven flying minions to ensure that the combo works. The combo being puking out 6 flying minions and then having Grandmaster in hand as early as turn one. It takes 6 mana to play your three Skywings, and then the Dragonlarks are free. You can get some serious globe abuse early on to puke em all out.

You always aggressively replace for skywing and azure summoning, plus one other flying minion or a second azure summoning to make sure you can get everything out, otherwise you risk blowing out and drawing grandmaster early. Although its usually worth the risk.

So aside from the flying package I decided to run golems because they are a solid archetype that provide both early draw power and acceleration with celebrant to help get our flying combo off early. Then something cool happens, usually sirocoo or the flying package are really vulnerable to aoe, while that’s still true, your opponent just is not going to have enough AOE to deal with both. Inner Oasis also provides draw and lessens the impact of most AOE.

I run 2x emp because it is a powerful card with natural golem synergy and is a hard counter to what could be a bad match up of Wall Vanar. Then I run 1x mirage for the mag/abyss match ups. Thanks to the decks digging power running 1 ofs for tech is actually practical. As good as mirage is, people are playing around it a lot now so more then one in this deck felt like overkill.

The deck goes off really fast so both aggro and slower decks have a tough time dealing with it, it has enough disruption that midrange decks have trouble, and you can answer swarm with your own stronger swarm.

Golden Army Golem/Fault: S rank

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMjcsMzoyMDA5NSwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzoyMDA5OSwzOjIyNiwzOjExMDkxLDM6MjAyNTQsMjoyNDAsMzoyMDEwNSwyOjIwMjk5LDM6MjAyNjIsMjoxMTA5Mw==

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.

Now zirix is still certainly the king of oblysks and dervishes since stuff like fireblaze and feralu directly benefit his BBs.

This deck looks to combine a bit of dervishes and golems together with the help of Feralu. You have the standard Rae/Fault package which is further augmented by Metalurgist occasionally being able to reduce golems to be used with fault. Golems are a great base for a deck providing early ramp and draw power, and a fun alt win con with sirrico, while also getting extra use out of EMP who is a wonderful counter to a lot of things in this meta.

Because of Fault/Flying/Walls being so popular now its felt pretty important to include AOE. Stars Fury is a wonderful way to do this, especially when combined with Feralu, it can also sometimes just win games to. Combine all that with Vetruvian staples and you have a a powerful and well rounded deck.

Panther Decks: Competitive and Gimmicky.

Long description of deck.

All three decks have one central theme between them, that being fault on six followed up by a zero cost Pantheran. Rae is the usual go to for Fault decks, but between thunderhorn, Revenant, and the like, Rae is a bit of a liability while also being a pretty dead card outside of the combo. Where as Pantheran is decent at any time, even if he is just played on curve rather then cheated in.

Longwinded explanation for the decks

Unearthed prophecy made this deck feasible thanks to Duskweaver, which is a dervish btw, who gave the deck a massive consistency spike, and Fault which gives additional motivation to play panther.

I have always liked Pantheran, but I feared the decks would be really bad. I wasn’t wrong, I went through dozens variations of panther decks, most of which were really bad, but after much testing I finally got a couple to start performing really well.

Having all the wishes lets you turn any minion into a formidable early game threat that baits removal and dispel buying you time and clearing the way for your late game threats. And if your against a slower control deck that does actually have enough removal to answer all that, Fault gives those kinds of decks a really hard time.

Between its medium curve, Duskweaver, First wish, occasionally being able to win really quick, and the fact, that once fault hits, your hand barely matters, the decks don’t have an issue with card advantage. Third wish, rasha, and blood of air ensure you have an ample amount of ways to deal with back-line threats.

Between rasha, dusk, blood, and Zirixs BBs getting third wish off is not difficult, although you usually want to use it just when you have the mana and a target rather then saving it for a surprise, that way you make sure you can get it off early for panther, rather then it sitting around as a dead card. If fault is no where to be found its ok to just throw down free panthers if you think you need to, but you usually want to try and save at least one panther to combo with fault. On the flipside if your against a quicker deck and or it just doesn’t look like your going to be able to pull off the combo feel free to replace fault early on and go ham with panther. Even when you dont find either the decks can just sustain and tempo its way through most match ups. Other then the previously mentioned tech cards you tend to dig for healing vs songhai and cass, removal vs lyonar, and rasha vs Reva or if you suspect titan, or phantasm.


I wish I could fly. Compeitive/Gimicky


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoxMTA4NCwzOjI0MSwyOjIwMDk5LDM6MjAwOTYsMzoyMjYsMzoyMDA5NywzOjExMDM1LDM6MjAyNTQsMToyMDI5OSwyOjIwMjYyLDM6MjMzLDE6MTEwOTM=

Couple funny replays where I highroll all three combos:
https://play.duelyst.com/replay?replayId=-KvmrXRdkkfRyLDpNU7C
https://play.duelyst.com/replay?replayId=-Kvn8I51f7-8BV800DUT
https://play.duelyst.com/replay?replayId=-KvnJOZ5PP7sUeTzgKjq

This is the highroll deck, its hard to argue with the raw power that Azure summoning adds to decks and dragon lark costing either one or zero adds another great early fault tool. Azure also helps a ton by thinning the deck out making the rest of your combos more consistent and making running one ofs for tech practical, and flying units are great buff targets even outside of the Azure combo.

Unlike normal flying vet this one almost always opts to try the combo as early as possible even though a good portion of the time you only end up with a couple units, but this is fine as it thins your deck out so you can find a fault combo easier and helps you get a dragon lark in hand to use with said fault if you cant get the panther engine online, while forcing your opponent to answer your field.

Due to the extra reach flying minions add I cut one of the rashas to make room, and I fit azure herald since aggro is our worst match up when we dont highroll early azure. Its certainly a strong deck, the Meta has heavily adapted to deal with Azure Vet but its really hard to deal with azure and fault, much less occasional high roll panthers who are even decent played on curve.

Its a very powerful deck, I played it and the good cat version a lot on my way from diamond to S but as often as it can highroll, its low rolls can be pretty rough especially since it just does not have a lot of room for tech to help with the harder match ups.


Good Cat Competitive


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjExMDg0LDM6MjQxLDM6MTA5ODEsMzoyMDA5OSwzOjIwMDk2LDM6MjI2LDM6MjAwOTcsMzoyMDI1NCwyOjIwMjk5LDM6MjIwLDI6MjAyNjIsMzoyMzMsMjoxMTA5Mw==

This is the last of quite a few variations of the deck I made, and it was the one I expected to be the least competitive, but it surprised me with how high its win rate was in Diamond. While Panther is an inherently gimmicky card this deck really brings out its strength resulting in a surprisingly effective deck resulting in a consistently good deck.

Instead of trying to cram in another archtype I just filled the deck with good stuff and tech leaving it well prepared to deal with aggro, having mirage to help vs magmar and abyss, and emp to help with walls, structures, titan, artifacts, and mechazor.

It may not be top tier but it can certainly compete with the best of them and it is tons of fun.


Pervish Gimicky/Compeitive


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjIxMSwzOjI0MSwzOjIwMDk5LDM6MjAwOTYsMzoyMjYsMzoyMTUsMzoyMTAsMzoyMDA5NywzOjIwMjU0LDI6MjAxMDUsMjoyMDI5OSwyOjIwMjYyLDM6MjMz

Panther+Dervish=Pervish.
Since were running third wish I figured I would try out its classic partner in crime, Sandhowler. At that point I figured I may as well just make it dervish focused. Sandhowler+buffs in this dispel light meta is super strong. We get a ton of value out of Fireblaze which also makes starsfury extra potent. Stars is decent tech as it helps vs walls, azure vet, and swarm. Rest is vet staples. Its
Its a strong deck but it struggles with aggro so its ultimately just a gimmick. Perhaps I could rework it to be less dervish focused and just include the Sandhowler, but for now I am keeping it as is since it has some pretty tight synergy.

Wind Scar Oblysk Fault: Highly Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMTEsMzoyMTQsMzoyNDMsMzoyMDA5OSwzOjIwMjY1LDM6MjAxOTYsMzoyMjksMzoyMjYsMzoyMTUsMzoyNDIsMzoyMDI1NCwyOjIwMTA1LDI6MjAyOTksMjoyMDI2Mg==

What post would be complete without the factions signature feature Obelysks. I call it wind scar due to the wound Wind Slicer inflicts, the excess of wind dervishes, and the massive scar Cataclysmic leaves on the field. (Also shoutout to Inuyasha) A close second for the name was “Assembly Line” due to reassemble, and the line that fault makes, but that ended up getting used elsewhere.

This deck looks to really dominate the early game and create a zone your opponent wants to stay away from with accelerated Obylsks with the help of Wind Slicer. While the deck can play aggressively, 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 right behind my general, or go and hug the top middle portion of the map placing them against the wall so they spawn forward. Obelysks can be a bit tricky, but if you get the hang of positioning them they can provide endless value. A couple positioning tricks to know about: The first is playing them towards the middle of the map early on and using your general to block the path to them. Another is manipulating where your dervishes are going to spawn, the are two ways to do this: the first is just putting units in spots you don’t want spawns, the second is if you have baited your opponent towards a wall you can place the obelysk against the wall eliminating three usually undesirable spawn locations.

Reassemble is a really solid card for the archetype but it is especially potent when used on the 5 mana turn to save a 0 cost summon to use with Cataclysmic Fault on the 6 mana turn. 3x fault would be a little over kill so instead I favored the 2x mirage, Stars, and Fault package which works out really nice.

Between its two cycles and some high cost stuff to top out the curve card advantage is just not 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. Thankfully mirage helps out a ton against the decks worst match ups Revenant, and Makantor. The decks brute power, speed, and late game potential help make up for its inherent weaknesses.

Desert Resort Replace: Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoxMDk5MywzOjI0MSwzOjIyNiwzOjIwMTUzLDM6MTEwMzUsMzoxMTAyMCwzOjExMDE5LDM6MjAyNTQsMzoxMTExNCwzOjIyMA==

Fear not, that oasis is not a mirage, it is indeed a paradise, desert resort.

Usually you want to run the bare minimum of flying minions with Azure summoning in order to make the flying combo consistent. Running more is usually not a good idea because if your field sticks you usually win, and aoe would destroy an even larger field anyways.

With the nerf to azure going for that early combo is no longer really ideal, meaning running between six and nine flying minions is more the way to do it now.

This deck uses azure more for deck thinning and to dig for wings of Paradise as its true win condition is Theobule. If you can get either a widow or a wings to stick then Theobule can do some truly crazy things.

Its got the usual vet staples, the basic replace and flying package, and I choose Duskweaver as one of my of my two drops as it helps keep your hand topped off for Theobule abuse. This one chooses Zirix over Sajj because Iron dervishes will draw removal/ping and serve as body blocks to help keep your replace minions safe, while also helping you get extra mileage out of your oasis.

Its a pretty powerful deck, while its flying combo is not quite as consistent due to the wings, they also add the potential for an even stronger Azure turn. Its certainly competitive but between being a bit less consistent and reliant on getting some fragile minions to survive for a turn it may not be top tier, but it can certainly compete with them.

Devils Canyon Structure/Provoke/Fault, Highly Competitive/Gimmicky

Long description of deck.


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA3NCwzOjIxNCwzOjI0MywzOjIwMDk5LDM6MjAyNjUsMzoxMTEwOSwzOjIwMTk2LDI6MjI2LDM6MjE1LDM6MTA5ODcsMzoyMDI1NCwyOjIwMTA1LDI6MjAyOTksMzoyMDI2Mg==

Gameplay: https://play.duelyst.com/replay?replayId=-KuFU7zp4tMtN0BFESv5

Devils Canyon is such a Sinister name isn’t it? Its such a massive Fault in the earth that there are very few Structures around it.

Its a little gimmicky but it is a really fun deck. Lady Lock/Cosmic+Sinister is super rude. Oblysks are a natural compliment to the combo since they can just keep doing damage without taking any themselves while Sinister locks people down. Provoke also lets you actually get use out of lavastorms effect beyond just denying globes. Even without provoke Sinister makes a great body block to keep your structures safe. Beyond the Sinister combo, Lady Lock can do some crazy things when combined with Fault, Stars Fury, or Whisper.

The cheesier combos aside, the deck as another big one. 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.

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

Mix all those fancy tricks with the solid and powerful early game base of oblysks, the powerful end game of fault, some vet staples, and tech like Mirage to help vs the decks bad matchups as well as stars to help agaisnt walls/swarm and you have a surprisingly effective deck that is pretty well teched for the meta. Its a really fun deck that is strong at all points in the game and it maintains card advantage with its two cycles and the fact that once fault hits your hand hardly matters.

Volcano Dying-wish/Fault, Competitive/Gimmicky

Long description of deck.


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMjcsMzoyMDI1NSwzOjIwMDk1LDM6MTEwODQsMzoyNDEsMzoyMDA5OSwzOjIyNiwzOjEwMzA2LDM6MjA4LDM6MjAyNTQsMzoyMDE5OCwzOjIyMCwzOjIwMjYy

Gameplay: https://play.duelyst.com/replay?replayId=-KuKxDuUF2Wuf9-bQdpF

This deck is all about Dying wish and Combustion. I call it Volcano because when the ground is combusting in a cataclysmic fashion I think that’s a fairly apt description.

My favorite trick is using Arid unmaking on an Aymara. If your against a match-up with transforms you usually want to arid the turn you play her, if they are unlikely to have transforms or you just really want the provoke at that time you can always just use her normally and then on your next turn if she died you can use combustion and then arid her, or if she didn’t die you can swing with her once, arid, and then combustion.

Combustion is also just great with the rest of the decks dying wish minions, although you save it to be used with either Aymara or Shrike, if any others get picked up when you use it that’s just a bonus. Thanks to Shrikes flying and Aymara powerhouse ability they are the core of the deck and perfect candidates to abuse with Combustion.

Of course the deck has a good alternate/lategame plan with Rae/Fault. Rae is a nifty little dying wish unit that has a tried and true combo with fault where you play fault on 6 mana and then drop a rae the same turn. When we add arid unmaking to the mix rae can now actually be used as an aimed dispel, although depending on the match up you usually want to save your arids for aymara, but you always have the option to use it on rae early on if there is something you want dispelled so you can have that sand doing work.

I opted to toss in a few extra dying wish minions for extra combust fun. Between dusk, shrike, and fault card advantage is a non issue. While I used to run more dying wish minions to combo with combust most just really were not very good due to the random spawns of combust so instead I opted for some utility picks like healing and dispel instead.

Combine that with some vet staples and its a pretty effective deck and it is a ton of fun, although it is a little tricky to pilot. I am running lightbender as its a very solid card that is important for the wall vanar match up, and can also help out a bit vs azure flying vet. While you could run EMP I feel its a bit slow for this deck since it completely lacks ramp and its lategame is pretty well covered already.

5 drop pop Tempo/Fault: Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMjcsMzoyMDA5NSwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzoyMDA5OSwzOjIyNiwzOjIwMjU0LDM6MTA5NTksMzoyNDYsMjoxMTAzMCwxOjIwMjk5LDM6MjIwLDI6MjAyNjIsMToxMTA5Mw==

Before faults existence, Rae used to be used as a ramp card in order to drop powerful 5 drops early. Now with fault in the mix the deck has gotten even better.

There are a ton of 5 drop massive tempo swings the deck has available and between Rae and Celebrant you can consistently driop them on turn two which will really set you ahead of the game. While of course all the ramp is very helpful in getting out early faults as well.

Then we have vets basic golem package since the deck already wants to run celebrant anyways including his early game partners provides great drawpower, and the potential of using metalurgist for an early fault with a reduced golem. I picked blades over something like Scarab since the deck needed a bit more removal for the early game and its got its threat base covered.

Its a very effective deck with an answer to everything, it can pull ahead early with ramp, has a strong midgame thanks to 5 drops, aymara helps vs aggro and the lategame, and fault makes sure your late game is covered.

GoodStuff Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjIxMSwzOjEwMDIwLDM6MjI4LDM6MjAwOTksMzoyMjYsMzoyMTUsMzoyMDE1MywzOjExMDkxLDM6MjAyNTQsMjoyNDYsMjoyMDEwNSwyOjIwMjk5LDI6MjIwLDE6MjAyNjI=

An update to my old S rank Goodstuff list. Basically it just shoves all of vetruvians strong staple cards in one deck with a little dervish synergy and calls it good.

Its a really strong deck that can overwhelm the field with buffed up dervishes, while having a ton of answers to anything your opponent can put out. It has a lot of out of hand damage thanks to Feralu and Fireblaze making Rasha, Blood of Air, and Stars Fury hit really hard.

Feralu is amazing for Zirix, its combo with his BBS alone is almost reason enough to run it. Structures, battle pets, and Dervishes all count as tribes so he really pulls a lot of weight. And if you have 2x of him and or fireblaze you now dodge plasma storm. Meanwhile Oasis adds consistency and helps vs frostburn.

Pack in Aymara and Cataclysmic to the top of our curve to provide a strong lategame and some healing, plus mirage of course to give anyone that uses rush, bond, or bloodsurge cards a really hard time, and you have a deck that is strong at all points in the game and maintains card advantage through a high curve and cycle.

Flying Mech: Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDI4NiwzOjEwMDAxLDM6MTkwMDIsMzoyMDA5NSwzOjIwMDk5LDM6MTkwMDMsMjoyMDA3NiwzOjE5MDA0LDM6MjI2LDM6MjAxNTMsMzoxMTAzNSwzOjE5MDA1LDM6MjAyNTQsMToyMDI5OQ==

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

This one is one of those expections where your only running 4/6 mechs because it has incredible drawpower and deck thinning. The Azure flying combo has proved to be very potent and is a threat from turn one and on, while also serving the purpose of drastically thinning down your deck to make finding your mechs and tech much easier.

Azure summoning works by including only 6 or 7 flying minions to make drawing skywings/larks consistent, which lets you vomit out all of them if you have 6 mana available, and or most of them if you have a little less and or are having to use globes to do things. Combine this with inner oasis and its usually game. Oasis also just goes a long way with mechs and Zirix BBs.

Ancient Aliens: Zirix Mech: Average

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMDEsMzoxOTAwMiwzOjIwMDk1LDI6MjAwOTksMzoxOTAwMywzOjExMDYxLDM6MjAwNzYsMzoxOTAwNCwzOjIyNiwzOjIwMTUzLDM6MTkwMDUsMzoxMTEwNSwzOjExMTE1LDM6MjAyNTQsMToyMDI5OQ==

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

Astral Phasing plus thunderhorn, frenzy, or a dispeled mechazor leads to a fun time. Rest is vet staples.


#7

Sajj

Lists.

Rocket Flying/Fault/Golems: S rank

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwyOjIyNywzOjEwMDAxLDM6MjAwOTUsMzoxMTA5OCwzOjIzOCwzOjE5MDM4LDM6MjI2LDM6MTEwMzUsMjozMDAwOCwzOjIwMjU0LDE6MjAyOTksMzoyMjAsMzoyMDI2MiwxOjExMDkz

I call it Rocket because golems are something you build, and rockets are something you build, and rockets blast off and fly.

I don’t give a flying fault if you think Sajj is Bad, I am telling you, she is good!

Sajj has long been given a hard time as the worst general in the game, but lately I have been thinking she actually just might be the best general in the game.

Vetruvian has recently acquired two incredibly powerful combos in Azure and Fault. Once these things hit you tend to win and or generate so much value your going to win. Sajj gives you just a little bit more control in the early game letting you survive until you can drop one of those insane combos, and then once you do you really don’t need any more bodies on the field so her BBs continues to be useful in removing big threats, especially when combined with my favorite vet card, Wildfire Ankh, which also happens to be their only clean answer to phantasm.

So while coming to that conclusion it dawned on me…wait a minute why don’t I just run both of these powerhouse combos? They even compliment each other pretty well, dragon lark being either 1 or 0 mana thanks to skywing provides another fantastic way alongside rae to get early faults into play, flying minions are also just great at picking up those globes for ramp early on, and thanks to azure thinning out your deck, finding Fault becomes much easier.

So lets talk about the two combos real fast, an early ramped out Catclysmic Fault and or played alongside a zero or one cost minion is super strong. Azure summoning works by including only 6 flying minions to make drawing skywings/larks consistent, which lets you vomit out all of them out as early as turn one if you have 6 mana available, and or most of them if you have a little less and or are having to use globes to do things.

Unlike normal flying vet this one does not usually wait until six mana to try and combo, instead opting to try the combo as early as possible even though a good portion of the time you only end up with a couple units, but this is fine as it thins your deck out so you can find a fault combo easier and helps you get a dragon lark in hand to use with said fault if you cant find a rae while forcing your opponent to answer your field.

Why stop at just two archtypes? Lets cram another complimentary one in there with the basic golem package to give us a decent early game. Celebrant goes a really long way into speeding up our combos which is always important, and metalurgist can occasionally be used to get early faults with discounted golems, and dramshaper gives us some much needed digging power. And they are all really solid opening plays. Yea we don’t have any real golem pay off cards like sirroco, but thats ok, our late game is covered.

I put Rae to two as between lark, celebrant, and metulargist we have a lot of ways to fault so 3x rae just was not needed. I run 1x emp/mirage for walls or mag/abyss match ups. Thanks to the decks digging power running 1 ofs for tech is actually practical.

Combine all that with vets usual staples and you have an incredibly powerful deck with great drawpower, great answers, control, and explosive combos. It answers swarm with its own stronger swarm, it usually goes off faster then aggro can deal with, and its combination of ways to win and flood the field gives control decks a real hard time.

Assembly Line Golem/Fault: S Rank

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMjcsMzoyMDA5NSwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzoyMjYsMzozMDAwOCwzOjIwMjU0LDM6MjQwLDI6MjAxMDUsMjoyMDI5OSwzOjIyMCwzOjIwMjYyLDI6MTEwOTM=

I call it assembly line because our favorite robot uses this decks tools to constantly assembles golems and also fault leaves a nice line in the field to assemble things on.

Its very similar to the Zirix Golden Army list, but instead of making feralu fit we make room for good old Ayrmara who is good against the decks bad aggro matchups on top of just being powerful and one of my favorites. And of course we are running Ankh over rashas, since Ankh is the main thing that makes Sajj strong.

You have the standard Rae/Fault package which is further augmented by Metalurgist occasionally being able to reduce golems to be used with fault. Golems are a great base for a deck providing early ramp, draw power, and a fun alt win con with sirrico, while also getting extra use out of EMP who is a wonderful counter to a lot of things in this meta.

Because of Fault/Flying/Walls being so popular now its felt pretty important to include AOE. Stars does a pretty good job at this while serving as a half way decent finisher when the occasion is right. While the deck does not have any dervish boosters, people are much less likely to play around stars vs Sajj, especially because we are running 3x Ankh. A close contender for the slot is Sunset Paragon who is better vs big threats and mechazor, but I figured I am much more scared of the latter threats since Sajj is already decent at dealing with big threats.

Its proven to be a very competitive deck that can hold its own vs anything, I have been favoring it over Azure since the flying combo eats up more slots where I really wanted a bit of tech.

Astral Construct: Flying/Golem, Highly Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoxMTA5OCwzOjIzOCwzOjE5MDM4LDI6MjAwNzYsMzoyMjYsMzoxMTAzNSwyOjMwMDA4LDM6MTExMDYsMzoyMDI1NCwyOjI0MCwxOjIwMjk5LDI6MTEwOTM=

I call it Astral Construct because of Astral Phasing and Golems. Its also a shout out to my favorite 3.5 psionic power. It turned out way less gimmicky then I expected as the astral/crag package is just really solid and complimentary to the play-style. Given early drafts of the deck were much sillier and more focused around astral phasing, but in the end the cool gimmick was just another effective thing to staple together with the rest of the archetype.

Razorcrag is a golem, Emp is a golem, both are amazing with astral phasing, so I figured I may as well just go the rest of the way and make a proper golem deck. The basic golem shell provides draw, ramp, a decent early game and fuels Sirroco who is a decent win con on its own. Astral Phasing is also just a great reach extender to help deal with backline threats, or create an obnoxious sticky threat of your own.

Combine that with the notoriously powerful Azure Flying combo and you have a pretty scary deck. Azure summoning works by including only 6 flying minions to make drawing skywings/larks consistent, which lets you vomit out all of them out as early as turn one if you have 6 mana available, and or most of them if you have a little less and or are having to use globes to do things. Which not only develops a scary field but also thins your deck quite a bit.

I chose Sajj for this list as she is complimented well by Ankh which provides a clean answer to phantasm, and she provides just a touch of extra control in the early game to get you to the point of comboing or dropping Siroccos and Emps back to back.

Its a pretty scary deck, EMP helps out a lot vs walls, its got great card advantage, lots of ways to end the game quick enough to keep up with aggro. It has enough digging power that running 1x mirage is practical for the rare occasion you need it since most people play around it a lot now. It sort of has a little bit of Aoe with Ankh.

Murder Bot: OTK Artifact Flying: Competitive/Gimmicky

Long description of deck.

http://i.imgur.com/ofCQwqo.png
http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwzOjIwMTMyLDM6MTAwMDEsMzozMDAzNiwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzozMDAwNiwzOjIyNiwzOjExMDM1LDI6MjAwNzgsMzozMDAwOCwzOjIwMjU0LDE6MjAyOTk=

What do you call a flock of crows? A murder. That and the fact that this deck can let our favorite bot general murder someone out of nowhere and I think its a clever name.

The azure combo has proved to be a very effective tactic and is small enough to slip into most archetypes. The combo works by including three dragon larks and three skywings (our crows) and thanks to skywings reduction affect it allows you to puke out all of them in a single turn if you have six mana available as early as turn one with globe abuse. This has the added benefit of thinning out your deck making putting together other combos or finding tech much easier.

The other combo in the deck revolves around pulling a 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, and Ankh lets you pull it off from almost anywhere. You also have the option of just using combo bits to clear big minions instead of going for a big burst, but you have to use your best judgement there.

Then we toss in the basic golem package to provide ramp and draw power. That extra globe from celerbrant can lead to early Azure or Artifact combos. Beyond the combo Sajj can get a ton of millage out of Sickle and Wildfire Ankh. Combine that with a couple vetruvian staples and its a very effective deck.

While quite competitive its gimmicky due to the artifact unfriendly meta, the fact that you can draw poorly on occasions, and that the meta has adapted to be able to deal with the azure combo. All that being said the deck can high-roll like crazy with early azure combos or use sajj as a solid control and stall engine until you can win out of nowhere.

Angel of Death Dying/Flying Competitive/Gimmicky

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoyNDEsMzoyMTMsMzoyMjYsMzoxMTAzNSwzOjMwMDA4LDM6MTEwMzYsMzoyMDI1NCwzOjMwMDIyLDI6MjAyOTksMzoyMjAsMToyMjI=

Gameplay: https://www.youtube.com/watch?v=6qEpxFbzXRc&feature=youtu.be

I call it Angel of Death, because its an apt description of Sajj…also Flying and Dying Wish.

The Azure combo has proved to be a very effective tactic, the idea being azure+skywing+another flying minion or a second azure+six mana including globes, allows you to puke out three larks, three skywings, and then right before you play your last flying minion you replace your Oserix so you can draw into him again. Its a pretty devastating combo that can go off as early as turn one. I limit it to those seven flying minions because if you go over that you loose consistency on the combo, and that’s enough unless there is aoe, and if there is aoe more wouldn’t have helped.

I have had a lot of success with my Zirix version which favors golems and the grandmaster over the dying wish engine. But I love my Aymaras, and long have I tried to make Unseven good. Oserix being both dying wish and a flying unit really helps bring the deck together. Thanks to Azure its very easy to find your single copy of Oserix which can either get discounted by skywings or cheated in with Unseven. The deck limits the amount of dying wish units in order to increase the odds of unseven pushing out either Aymara or Oserix.

Of course Oserix is designed to be used with artifacts, and that’s where Sajj steps into play here, Wildfire Ankh is her bread and butter and is pretty much her only saving grace over Zirix, and man do I love Ankh with Sajj. Between the decks excellent cycle, deck thinning via azure, and Oserix finding it is very easy. And then there is Spinecleaver, man this is such a neat card. Normally its just to expensive to be practical, but with Oserix equipping it for free it becomes really cool. That +1 attack goes along way with Sajjs BBS, its a hard counter to swarm and wall decks, and is extra mean when combined with Ankh. For those that don’t know the bloodfire totem is a 0 atk structure under your opponents control so they cant just attack it and kill it, and does one damage at the end of EACH turn, not just yours.

Between wishs, a medium curve, and Duskweaver card advantage does not tend to be an issue, especially with how fast the deck can go off. Whats this Pyromancer? Yep this great classic card is as strong as ever, and while it has fallen out of favor due to the abundance of ping its still a great card that provides an answer to phantasm and forces your opponent to spend time answering it or it will end up providing a ton of value especially with wishes. While you usually don’t want to play lark outside of an azure combo it can be used as a turn one play in a pinch, and between lark, pyro, and duskweaver you have that magic number of 9 turn one plays.

Toss in a few vet staples like falcius, blood of air, and a couple mirage and its a really solid deck that highlights Sajjs strength well.

Tempo Fault: Competitive

Summary

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMjcsMzoyMDA5NSwzOjExMDg0LDM6MTA5ODEsMzoyMjYsMjozMDAwOCwzOjIzNSwzOjIwMjU0LDM6MjQ2LDM6MjA5LDI6MTEwMzAsMToyMDI5OSwzOjIyMCwzOjIwMjYyLDE6MTEwOTM=

Before faults existence, Rae used to be used as a ramp card in order to drop powerful 5 drops early. Now with fault in the mix the deck has gotten even better.

Its got its late game covered with fault, its got great healing to help the aggro match up, sajj dominates the early game with her favorite cards Zeph, and Ankh, and it sports a powerful mid game with 5 drops that can sometimes get ramped in early. I picked scarab for this list as its a strong threat that demands an answer and I went for it over something like blades since the deck already has great removal with the help of Sajj.

Between its medium curve and the fact that once fault hits your hand barely matters it does alright for card advantage. Its a very effective deck with a lot of answers and no real bad match up.

The Artificer Golem/Artifact: Average

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMjMsMzozMDAzNiwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzoyMjYsMzoyMDE1MywzOjMwMDA4LDM6MTkwNDQsMzoyMzksMzoyMDI1NCwzOjExMDkyLDI6MjQwLDI6MjAyOTksMjoyMjA=

Update to my ancient bonds Sajj list, making room for the Amazing tech Card Mirage, and trying out Sickle.

While Golems work for both Generals they feel a lot more suited to Sajj then they do Zirx. Breacher and Wind Striker are basically made for Sajj while they do very little for Zirix. This deck packs a lot of golems to really abuse Sirocco, which also means it has draw power and ramp built in.

You can either dump a lot of golems and get an early win with Sircco and or Oasis, or if your hand is golem light and or your Sirroco gets countered you can kite them around with tracer abusing blast and playing the long game with Aymara and additional Siroccos. Most of your golems are pretty underwhelming but they provide you with a lot of small body blocks to protect Sajj.

Between Ankh, Falcius, and Breacher you can get a lot of use out of Sajs BBS. You often have a pretty large field as well so Breacher does a lot of work on its own. Combine that with a couple vet staples, and the Tracer/Wildfire Ankh package and you have a solid and well rounded deck. Sickle is still an experimental pick, but it really does just scream for Sajj to use it.

One Shot Robot OTK Golem: Competitive/Gimmicky

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDEzMiwzOjIwMDk1LDM6MTEwOTgsMzoyMzgsMzoxOTAzOCwzOjMwMDA2LDM6MjI2LDM6MjAxNTMsMjoyMDA3OCwzOjMwMDA4LDE6MTkwNDQsMzoyMzksMzoyMDI1NCwyOjI0MCwxOjIwMjk5

I call it One Shot Robot because it is an OTK golem deck, golems are sort of robots, and its also a shout out to a deck that I really love from MTG.

Sajj works really well with golems, Wind Striker is practically made for her, and having the cheap base minions providing ramp, draw, and sirroco fuel is just a really solid basis for a deck. From there you can go in a lot of different directions, this one I decided to go for the OTK Sajj route

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.

Thanks to the decks incredible cycle and draw power finding your combo cards is not to hard, and it makes running one ofs for tech practical. You also always have the option of just using combo bits to clear big minions instead of going for a big burst, but you have to use your best judgement there. Typically you want to be using golems to stall and keep your opponent busy, and then bam win out of nowhere.

Combine that with the usual Vet staples and you have a very effective Sajj Deck. But the meta is pretty unfriendly to artifacts, and sometimes it can be hard to assemble your combo which sadly keeps it from being a top tier deck.

Tempo Flight Sajj: Average

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDI4NiwzOjEwMDAxLDM6MjAwOTUsMzoxMTA4NCwzOjEwOTgxLDM6MjI2LDM6MTEwMzUsMjozMDAwOCwzOjIzNSwzOjIwMjU0LDM6MjQ2LDI6MTEwMzAsMjoyMDI5OSwzOjIyMA==

Just one of the many variations of combo Sajj I tested along the way. This one looks to really capitalize on Sajjs BBS with Ankh or Zephyr, backed up by a ton of strong tempo plays to throw down before or after you pull off your flying combo, with a little bit of healing to help it out vs aggro.

Its a decent deck, but I think tempo is better left to Fault and or Zirix rather then Flying/Sajj.

Its not her Fault Speed Fault: Gimmicky

Long description of deck.

http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMjcsMzoyMDA5NSwzOjI0MSwzOjEwMzAyLDM6MjEzLDM6MTEwMzksMjoyMDI0MiwzOjIyNiwyOjMwMDA4LDM6MjAyNTQsMzoyMDEwNSwyOjIwMjk5LDM6MjIwLDM6MjAyNjI=

It got its name due to it really not being Sajjs fault that the community thinks she is so bad, also its a fault deck.

Along the way to creating my competitive Sajj lists I tried out a lot of neat things, this is one of them with the focus on being the fastest Fault deck possible. It of course packs Faults favorite card Rae, but then it also runs Manaforger and Abjucator to reduce it even further. Its quite possible to get a turn two fault off and have it summon its dervishes with this deck.

Combine that with vet staples, and a few extra spells to get use out of our spell reducers and it was in theory a really competitive deck. The problem with it was if you dont get fault, or your opponent manages to deal with your fault your utterly screwed as the rest of the deck is kind of crap.


#8

Faie

Lists.

Final Destination Ramp: S rank

Long description of deck.


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDI2MSwzOjIwMjE0LDI6MjAxMzQsMzoyMDIyOCwzOjUwNiwzOjUxNywyOjU0NSwzOjIwMTY1LDM6MTExMTUsMzoyMDIwNywzOjIwMTYzLDM6MTEwOTMsMzo1NDEsMjoxMTEyMQ==

A mostly solo deck where you slay things with Faie.

While Ramp Vanar have been popular lately, I tend to feel its mislabeled, going for a high curve and just tossing in Mana Deathgrip is not ramp. THIS is ramp, running all three ramp cards to really commit to the archetype. The deck shifts some of its control into the higher curve skipping the usual low mana transforms and such in favor so much ramp you start dropping your end game real quick. And the ability to drop so many lategame fatties back to back is just devastating.

So lets talk about the decks powerful endgame, I love Dagona although this is the only place I have found it to really fit. It gets even funnier when you drop an EMP the turn after Dagona. EMP is a hard counter to the ever so popular wall decks running around, and helps alot vs what could be a really bad match up with Banglehai. Of course Ghost Seraphim/Spirit of the Wild is an incredibly potent combo, 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 or two 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 chromantic cold to fit everything, and besides between EMP/Dagona we really don’t need them.

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.

Enchantress Arcanyst: S rank

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDI2MSwzOjIwMjE0LDM6MjAxMzQsMzo1NDAsMzoyMDIzNywzOjIwMTQ3LDM6NTE3LDM6MTAzMDMsMzoxMDMwNSwzOjExMTE1LDM6MTEwOTQsMzoyMDIwNywzOjExMDk3

The boogeyman of the Ancient Bonds meta is as strong as it has ever been, while it did not get any direct support with the new expansion the incredibly potent Aspect/Hearth/Thunderhorn has just given all of vanars decks a huge boost.

Its a monster of a deck having never ending card advantage, massive/hard to kill fields, vanars strong control kit, and It even has a little bit of healing that Vanar usualy lacks thanks to Trinity.

Ghost in the Shell: Faie Spirit Mech: Highly Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxOTAwMiwzOjIwMjE0LDM6MjAxMzQsMzoyMDIzNywzOjUxNywzOjE5MDAzLDM6MTkwMDQsMzoxOTAwNSwzOjE5MDA2LDM6MTExMTUsMzoyMDIwNywzOjIwMTYzLDM6NTQx

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

Ghost Seraphim and Robots…well I think the name is clever.

Vanars rude control shell is always a solid chassis. Hearthsister is great for a dispelled mechazor, and Spirit of the Wind+mechazor is a very rude 6 mana play when you use helm as your final mech summon. Spirit of course naturally combos with ghost as well.

Slaie: Artifact Shroud, Competitive

Long description of deck.


http://www.bagoum.com/deckbuilder#MTo1MDEsMjo1MTAsMzoyMDIxNCwzOjIwMTM0LDI6MzAwMTYsMzoyMDIyOCwzOjIwMjM3LDM6NTE3LDM6MTAzMDQsMzozMDAxNSwyOjIwMTY1LDM6MTExMTUsMzozMDAyMSwzOjIwMjA3LDM6MTEwNzc=

Loosely based on my Faice deck which I have had a lot of success with, but I just do not enjoy aggro so I set my mind to retool the deck for a more midrange to lategame deck. It has performed quite well and I have broken the top ten with it briefly. I initially had it rated as S due to some incredible streaks I got with it, but between dispel, bad draws, and the difficulty of piloting it I have dropped it to competitive.

The core of the deck is all about abusing Concealing Shroud and Artifacts, which in this dispel light meta has proved to be very effective. 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.

The deck is really well stocked with aoe sporting Frost, Thunder/Shim, and Coldbiter giving you really powerful counters to swarm and to both azure vet and flawless vanar. Combine that with ccold, cryo, sister/bbs, and the ability to remove things with artifacts leaves your having a tough time getting anything to stick.

Cryogenesis is a really underplayed card, combine it with a couple copies of Snow Chaser and you have an insane card advantage/removal engine, thanks to snow chasers effect and the second copy you can just about always replace to keep at least one in the deck to be drawn with cryo. I only run cryo at two because the deck was a bit cramped on room and between coronas cycle and alcuin card advantage is usually a non issue. I tried a couple combinations of a various number of cryo and other vespyrs but I think I hit the sweet spot with the current package as before the deck would sometimes either struggle with card advantage or have the opposite problem and burn cards.

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. Its a tough deck to play with some really odd quirks since it plays passive at the start, kicks into aggressive mode suddenly, and then might shift back into ultra passive towards the end, if people run away from faies invulnerable onslaught, letting you just BBS them down. You really need to know your match-ups and plan ahead with your combos.

The deck sports loads of control, card advantage, and tons of neat little tricks. Its really fun and a really well suited to counter the meta. I had tried similar builds in the past, but dispel was much more common then, and it didn’t have the extra backbone the shim/thunder package has added to vanar. So right now the deck is pretty top notch, but if dispel becomes to common again the deck could start to struggle.

Faice Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDI2MSwzOjIwMjE0LDM6MjAxMzQsMzo1NDAsMzoyMDIyOCwzOjExMDg4LDM6MTkwNTEsMzoyMDIzNywzOjUxNywzOjEwMzA0LDM6MTAwMTIsMzozMDAxNSwzOjExMTE1

Good old Faice, man this is an annoying and fast deck. It sports great control and loads of out of hand damage with flameblood and BBS spam enabled by Crypto/Alcuin.

The deck has a very low curve and between killing really fast and insane card advantage generation with Circulus, Coronas cycle, and Alcuin card advantage is just a non issue.

Oh btw Concealing shroud is even more abuse-able in this list and really tilts the aggro mirror in your favor. While of course you can chain it with alcuin, what makes it extra strong is the ability to remove Warlocks linear effect, and get extra use out of Snowpeircer.

Jeez thunderhorn is powerful in Vanar. Between Aspect of Shim, Hearth-Sister, people panicking to block Faies onslaught to their face, that card is practically the decks win condition. Typically you either play it in combination with aspect at 6 mana or the turn after you aspect something.

Its a crazy powerful and lightning fast aggro deck, and with its great card advantage it can just keep the pressure going even into the lategame.

Medium Midrange: Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDI2MSwzOjIwMjE0LDM6MjAxMzQsMzo1NDAsMzoxMTA4OCwzOjIwMjM3LDM6NTE3LDM6NTQ5LDM6MTA5NzUsMzoxMTExNSwzOjIwMjA3LDM6MjAxNjMsMzo1NDE=

I call it medium because it is a midrange deck that revolves around Ghosts and Spirits.

Its sort of a goodstuff/midrange version of Faie sporting strong control, aoe, Thunderhorn Abuse, great card advantage, Spirit/Seraphim finisher, and just a bunch of Faies favorite cards.

Spirit adds even more thunderhorn abuse, and can be great with a buffed up Basilysk. It just has lots of strong picks to make it really hard to deal with the deck at any point in the game.

Magnetic Pole: Arcanyst/Fissure: Gimmicky/Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDI2MSwzOjIwMTM4LDM6MjAyMTQsMzoyMDEzNCwzOjU0MCwzOjIwMjM3LDM6MjAxNDcsMzo1MTcsMzoyMDI2NiwzOjEwMzAzLDM6MTAzMDUsMzoxMTExNSwzOjExMDk3

I call it Magnetic Pole as its very focused around pulling your opponents units around to abuse with various vanar tricks. Also pole…north pole…winter…Vanar…well I think I am clever.

I figured if glacial fissure and mesmerize were ever going to fit into a deck it would be this one. Mesmerize is a surprisingly decent card since it combos with Faes BBS, thunderhorn, and of course fissure, and with arcanyst in the mix we like to have a lot of low cost spells.

Its a neat gimmick but I doubt its more effective then the standard set up, but it may be more powerful then I give it credit for, I have only given it limited testing.

Golem Faie: Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDI2MSwzOjIwMjE0LDM6MTEwOTgsMzoyMDEzNCwzOjU0MCwzOjIwMjM3LDM6MTkwMzgsMzo1MTcsMzoxMTExNSwzOjExMDkyLDM6MTAyMDQsMzoyMDIwNywzOjExMDkz

Take the tried and true disruption Faie package, leave out all of the vanar cards that took nerfs over time, put golems in their place, which come with even more ramp then the deck usually has, and voila you have another surprisingly efficient out of faction tribe deck. The deck is also super budget friendly. Circulus is our only arcanyst, because well, its too good not to include and without it the decks curve would be a bit low.

Many disruption Faies were already running EMP as a pay off card, so why not design around him a bit and throw in a couple more golems. Celebrant, and Metalurgist help us get those magic 5 mana turn two plays quite consistently and we pack just enough golems to get good use out of Breacher.

While the Argeon and Vaath out of faction variant decks are super solid, they are probably not better than their usual meta decks. This on the other hand just might be a new top notch Faie deck as it has most of her old strength, without its usual weakness to aoe , and an even faster clock with the added ramp. It also has the unexpected factor going for it so people can really mess up their early game. The only issue is the complete lack of healing/shroud could leave it vulnerable to dedicated aggro, which have unfortunately been making a big come back lately.


Kara

Lists.

WALLet Warrior S rank.

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDI2MSwzOjIwMjE0LDM6MjAxMzQsMzoyMDIzNywzOjIwMTQ3LDM6NTE3LDI6NTQ1LDM6MjAxNjUsMzoxMTExNSwzOjIwMjA3LDM6MjAyNzYsMzo1NDEsMjo1MzgsMjoyMDIxMg==

WALLet Warrior, heh see what I did there? It is a fairly expensive wall deck packed with legendaries(thus the name.)

So right off the bat lets talk about the card that really gives Kara a huge bump, Luminous Charge. Charge plus karas bbs alone can end games, assuming your opponent cant deal with it thats 15 damage by its self. Its a great card, and sure Faie could run it, but I feel if your going to run it you really ought to run Kara alongside it. Kara also just makes all walls a reasonable threat all by her self.

So beyond charge/kara shenanigans we have the makings of the notorious ramp based Vanar wall deck. A combination of a powerful control suite, and the ability to ramp into seraphim, embala, and or winters wake. Seraphim lets you get out winters wake a turn earlier, or just be used in combination with charge or any of your control tech.

For ramp we of course have mana death grip, I then also opted for two copies of shiver, if its turn one or two its a great play, past that an easy replace, and since its a vespyr it allows you to turn cryogensis into a control/draw engine. I only run the two because the deck was a touched cramped for room and ideally you play one, then forever replace the other.

Of course we have the Shimzar/Hearth-Sister/Thunderhorn combo, which is even better with karas bbs. Combine that with the rest of vanars great control tools and we have a deck with an answer to everything that can pull off game ending combos fairly quickly while maintaining decent card advantage with a combination of cycles and a high curve.

AbraKAdabRA Arcanyst: S rank.

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDI2MSwzOjIwMjE0LDM6MjAxMzQsMzo1NDAsMzoyMDIzNywzOjIwMTQ3LDM6NTE3LDM6MTAzMDMsMzoxMDMwNSwzOjExMTE1LDM6MjAyMDcsMzoyMDI3NiwzOjExMDk3

Karas version of the much dreaded Vanar Arcanysts, while it only has a single card different from my Faie version, man what a difference it is. Luminous charge is an incredibly powerful and difficult to deal with card for Kara. When combined with her BBs and unanswered that’s 15 damage all by its self!

Combine that with the insane card advantage Arcanyst has to offer, the new Aspect/Hearth/Thunder package which is even stronger with kara, and vanars usual control kit and you have a very terrifying deck.

Shock Trooper Wailing Overdrive: Average

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDI2MSwzOjUxMCwzOjIwMjE0LDM6MjAxMzQsMzo1NDAsMzoyMDIzNywzOjIwMTQ3LDM6NTE3LDM6MTAwMTIsMzoyMDE2NSwzOjExMTE1LDM6MjAyMDgsMzoyMDI3Ng==

An update to an older kara deck of mine, while its hard to beat the overwhelming power of the Ghost Seraphim Vanar variants, this deck can certainly still hold its own.

This deck sports a much lower curve with a more aggressive gameplan and favors Wailing Overdrive as its surprise win con. Thanks to Kara, Luminous charge is also a win con all by its self without anything like skorn or winters wake to combo with it. Kara’s BBs gives tiger that magic 3 health so it can actually trade and survive.

Its called shock trooper as the entire purpose of the deck is to send in one powerful unit into enemy territory to destroy your opponent. It accomplishes this with Wailing Overdrive thrown on top of what ever unit is best prepared for it. Tiger is the most common choice and quite often you will put it on a gravity well, but anything will do really.

Between Frigid Corona, Walls, Gravity Well, and illusions, keeping your opponent on their side of the field is rarely an issue. Also other then Snow Chaser, you don’t run any infiltrate, so its perfectly ok to drop your unit on their side, buff it with overdrive, and then have it chase them down on your side of the field.

Despite its fairly low curve between chaser, circulus, corona, and cryo your pretty well covered on card advantage. Combine that with Vanars usual control shell, and thunderhorn abuse and you have a surprisingly effective off meta deck.

Looking Glass Flawless Reflection: Competitive Theory Craft

Long description of deck.

http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDI2MSwzOjIwMjE0LDM6MjAyMzcsMzoyMDE0NywzOjUxNywzOjU0NSwzOjIwMTY1LDM6MTExMTUsMzoyMDI3NiwzOjIwMTYzLDM6MjAyOTUsMzoyMDI5MywzOjU0MQ==

Lastly we have a theory craft as I currently lack Flawless/Icebreak. I was initially dismissive, and even disenchanted some copies of the cards, but much to my dismay not to long after, the patch came down that changed flawless from meh to having the potential of being really powerful. This deck is still certainly unrefined and untested, its mostly just an idea right now, it probably needs to fir chromatic and some other stuff.

So ramp sporting cryo/shiver, vanar control, luminous charge kara, thunderhorn abuse, blah blah the usual vanar kit, but then we get to the interesting part, the decks basic gameplan is Icebreak Ambush at 6 mana, then on 7 mana move all your vespyrs into position, then drop Gost, then flawless, which then reactivates all the new copies, creating a devastating and fairly mobile board state. It gets even sillier with extra flawless in the mix.

I have seen people say flawless may replace the Spirit/Ghost combo, and to that I say why not both? While flawless has the potential to be much more powerful especially when combined with wall spam or icebreak, its condition is often harder to meet then Spirit. Also don’t forget, if you flawless a ghost, that means you can then toss off a free spirit of the wind! To me it seems like they are natural compliments to each other, and if your designing around one, the other is probably quite worthwhile.

So is the deck top tier, or is it to hard to set up? Well that is yet to be seen, I have not really seen flawless on the ladder other then like the day of the patch. Soon I will get around to testing it, but just wanted to share since there are many things I wish to spend spirit on and I don’t know how long it will be before I get around to it. Perhaps this way some kind soul can test it for me before I invest.


#9

Lyonar:

Lists.

As an Abyssian main they are sort of my polar opposite aesthtic choice, so a bit on principal I do not play them very much as necromancers and paladins don’t tend to get along. That being said I do love their mechanics and think they have a ton of really cool archtypes, so here is my take on a couple of their decks, bare in mind I do not play them aside from quest day so I am no expert.

Tempo Argeon S Rank

Summary

http://www.bagoum.com/deckbuilder#MToxLDM6MTkwNTIsMzoyMSwzOjIwMDY0LDM6MjcsMzoyMDA0NCwzOjksMzoyMDE4OCwzOjEwMDEyLDM6MTEsMzozMDAxOCwzOjEwOTc2LDM6MjAwNjcsMzoyMDIzMg==

My take on the tried and true Tempo Lyonar deck. It is as powerful as ever. Card advantage from wisp, afterblaze, and trinity. Between trinity and Regalia you are very resistant to aggro. Lots of aoe with immolation and tempest, and packed with a bunch of cheap cost effective minions to abuse with Argeon.

Voltron: Mech/Titan: S Rank

Long description of deck.

http://www.bagoum.com/deckbuilder#MToxLDM6MTkwMDIsMzoyNywzOjE5MDAzLDM6MTkwMDQsMzoxMDAxMiwzOjMyLDM6MTkwMDUsMzoxOTAwNiwzOjEwMzA2LDM6MzEsMzoxMTAzMCwzOjExMTA3LDM6NDI=

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

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 non mechs are all excellent spell alternatives and solid cards that usually just don’t make the cut due to immolations existence. And of course Magesworn was also basically made for the deck.

Bond Argeon: Highly Competitive

Long description of deck.


http://www.bagoum.com/deckbuilder#MToxLDM6MjAxMjAsMzoxOTA1MiwzOjM4LDM6MjEsMzoyMDA2NCwzOjIwMDQ0LDI6MjAwNjgsMzoxMDAxMiwzOjExLDM6MTA5NzYsMzoyMDA2NywyOjIwMjMyLDI6MTcsMjoxMTA5MywxOjIw

The classic Lyonar Archtype. 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, Grandmaster, EMP, and even Azurite Lion, thanks to its celerity, are all great bond targets.

The deck prefers to play on curve, and between aegis cycle, trinity, and a medium curve its got card advantage covered.

Provoke goes a long way in protecting you from aggro decks as well as just a touch of healing from trinity and mystic, and if you manage to live long enough grandmaster as well.

EMP is a hard counter to a lot of this meta and a great bond target. Combine all that with various argeon staples and you have the classic powerful deck that lyonar has always been known for.

Arcane Lyonar Competitive

Summary

http://www.bagoum.com/deckbuilder#MToxLDM6MjAxMjAsMzoyMDE2MSwzOjEwOTkzLDM6MjAwNDYsMzoxMDMwMiwzOjIwMDY0LDM6MjAwNjgsMzoxMDMwMywzOjIwMDY3LDM6MTAzMDYsMzoxMDMwNSwzOjIwMjMyLDM6MTEwOTc=

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

I think Argeon is more suited to run Arcaneysts than golems. Lyonar has a surprising amount of super cheap and effective spells to dominate the early game with and abuse Prismatic/Owl. Despite the decks very low curve it has card advantage covered between cycle, Trinity, and Trinity (No that was not a typo). Trinity and Trinity also cover your healing. Arcanysts give us a very powerful dispel built right into the deck so we have the covered as well.

That cheesy combo I listed at the start…is actually quite common and consistent between Aethermasters replace, Aegis Cycle, and of Course trinity Oath. 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.

Also don’t underestimate Magnetizes utility outside of the combo. Use it to kill backline units, to ignore a lure or repulsor, to move something into the ideal position for holy immolation, and to re position your prismatic to safety after it has dropped a bunch of illusions.

This is the more all in combo variant, but if you wanted a bit more midrange or control you could drop some of the cheaper spells like beamshock in favor of Blue Conjurer, tiger, or thunder horn.

Anti Aggro Argeon: Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MToxLDM6MjAyODcsMzoyMDI4MCwzOjM4LDM6MjEsMzoyMDA2NCwzOjI3LDM6MjAwNDQsMzoxMDAxMiwzOjMyLDM6MjksMzoyMDA2NywzOjIwMjMyLDM6MjAxMDQ=

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.

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

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

Accelerate Zeal: Mech: Competitive

Long description of deck.

http://www.bagoum.com/deckbuilder#MToxLDM6MTkwMDIsMzoyMDA2MiwzOjIwMTYxLDM6OSwzOjE5MDAzLDM6MjAxODgsMzoxOTAwNCwzOjEwMDEyLDM6MTEsMzoxOTAwNSwzOjIwMDY3LDM6MTExMTUsMzoyMDIzMg==

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

I call these variations accelerate due to their incredible draw power accelerating the speed of mechazor and making him consistent. They are both one of the rare versions with so much draw power it only includes 4/6 mechs.

So this one has a couple really cool not so obvious mechanics. Lionheart Blessing gives a card zeal, which then makes afterblaze draw a card when used on it. Lionhearts Blessing is also really cool with either frenzy or thunderhorn drawing you a card for each enemy they deal damage to, I repeat not just one draw per attack, but you draw a card for EVERY enemy they damage.
Of course we have Lyonars favorite two classic Zeal minions to also get great use out of afterblaze. And then trinity oath adds even more draw power and a touch of healing.

Magnetize is an incredible and underplayed card, it can serve as soft removal for backline threats, a great re position tool, it combos with thunderhorn, and most importantly it can get a dispelled mechazor back in the fight.

Accelerate Cantrip: Mech: Competitive/gimicky

Long description of deck.

http://www.bagoum.com/deckbuilder#MToxLDM6MjAxMjAsMzoyMDE1OCwzOjE5MDAyLDM6MjAxNjEsMzoyMDA2NCwzOjI3LDM6MTkwMDMsMzoxOTAwNCwzOjEwMDEyLDM6MTkwMDUsMzoyMDA2NywzOjExMTE1LDM6MjAyMzI=

This one has so much cycle thanks to wisp, aegis, and Aerial Rift, and amazing draw with Trinity. You dont have many great aegis targets but Cannon and thunderhorn are exceptionaly good, espeacly after you have started buffing them up.

While Aerial Rift is not a particular impressive card its certainly not bad letting you have incredable reach and the ability to set up an immolation from anywhere.

Magnetize is an incredible and underplayed card, it can serve as soft removal for backline threats, a great reposition tool, it combos with thunderhorn, and most importantly it can get a dispelled mechazor back in the fight.

Revive: Keeper/Vale Argeon: Average

Long description of deck.

http://www.bagoum.com/deckbuilder#MToxLDM6MjAyODcsMzoyMDA2NCwzOjIwMDQ0LDM6MjAyODUsMzoyMDA2OCwzOjIwMDkwLDM6MTAwMTIsMzozMDAxOCwzOjEwOTc2LDM6MjAyMzIsMzoxNywzOjExMDE4LDE6MjAyODIsMjoyMA==

Keeper of The veil is a card I am really fond of, when you build a keeper deck you want to limit and or entirely skip low cost and low value minions favoring things that have some sort of immediate impact. In this case we get provoke, rush, or just really high value with keeper.

But the deck does not just stop at keeper, Vale Ascension is lyonars personal version of keeper so I figured why not combine them both. The deck does not have many ways to generate tiles, but its a late game deck so you have plenty of time to find your Assaults or Aperion’s.

Instead of early game minions we load up on strong spells and of course Regalia. Martyrdom is a great removal tool since your not really doing any damage early on, and in a pinch can be used to give your self a big heal. Of course since we are already playing all those big fat minions to abuse with Vale/Keeper divine bond is a natural choice.

Golems: Average

Summary

http://www.bagoum.com/deckbuilder#MToxLDM6MTkwNTIsMzoxMTA5OCwzOjE5MDM4LDM6MjAwNDYsMzoyMDA2NCwzOjM0LDM6MTAwMTIsMzozNSwzOjIwMDY3LDM6MjAyMzIsMzoxMTA5MiwzOjEwMjA0LDM6MTEwOTM=

While not quite as aggressive as the usual tempo list the deck has a lot more snowball potential, and its a really well rounded deck. Its packed with big stat sticks, ramp, and ranged answers. Trinity lets us get away with a very low curve while also providing healing.

Five mana golems are the magic number as they are the best value you can pull on turn 2 in combination with Metalurgist or Celebrant. Meanwhile lasting judgement actually has the potential to be used offensively rather then as removal thanks to the ramping of high health golems, its real neat combined with Breacher. It is in a flex slot with Tempest but I think between Sunbloom, Emp, Immolation, and lots of low cost minions combating swarm is not to bad.

Provoke is sort of one of Lyonars signatures, but while neat, without trying to make divine bond plays happen it really does not do a whole lot. But you could alternatively pack Golem Vanquisher and Silverguard in place of lasting judgement and bloodtear helping obviate the need for ranged answers by locking everything down.


Songhai:

Lists.

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.

I really don’t like them, play them, or wish to propagate their toxic playstyles. 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, mantra, or artifacthai. 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 do have one list that I am going to include since it was part of a series I did awhile ago, and while many think Mechs are toxic, they do not even come close to being as toxic as the archetypes I mentioned, and I would much rather face this cool Kaleos mech list then any of that other Solitaire nonsense.

Gundam: Kaleos

http://www.bagoum.com/deckbuilder#MToxMDEsMzoyMDEyOSwzOjIwMjc1LDM6MTkwMDIsMzoyMDA4NiwzOjIwMTY4LDM6MTkwMDMsMzoxMTA2MSwzOjE5MDA0LDM6MTkwMDUsMzoxMzgsMzoxMDk3NSwzOjExMTE1LDM6MTMx

Ah yes the much loved but mostly hated neutral archetype. The key to mechazor is a combination of consistency and a back up plan that meshes with mechs. Ideally you want cheap draw power to search for mechs, and positional changers to get a dispelled mechazor back in the mix. There is always the question of how many mechs to run, usually you run 5/6 (No Alter Rex does not count) choosing between chasis or zor depending on what your curve looks like. If you have exceptional draw power you can just skip chassis and zor, or if your deck does not have much draw power sometimes you just need them all. And then most importantly you need a clever name for your deck.

Ninjas and Giant Mechs, songhai has a very oriental feel to it, so it gains the most widely known mech name that is a Japanese classic.

Max mobility makes dispelling mechazor pretty much pointless. The deck also really takes advantage of its crazy position manipulation with all of its minions creating a very aggressive mechazor deck.


#10

Rating system:

Summary

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.


I am working on updating my budget thread for unearthed prophecy, but for now this is still a good resource for new players. I will swap out the link when the new one is ready:
Budget Thread: DeathsAdvocate's Budget Guide: Ancient Bonds Update


Ancient Bonds Master Thread:


Change logs since posting thread:

Summary

Oct 28
Desert Resort Zirix: Traded rasha and mirage for three Aymra, changes it rating from gimmicky to competitive. With the nerf to azure going for that early combo is no longer really ideal, meaning running between six and nine flying minions is more the way to do it now. Since its no longer competing agaisnt the faster flying decks or phantasm it got a big spike in power. With phantasm nerfed rasha is no longer an auto include leaving room to go for aymara who helps more in the current meta.

Oct 22

Added my Angry Lord Lillith deck, and my Slaie Faie deck, and my Zirix Panther decks.

Oct 20
Added my Murder Sajj deck.

Bond Argeon: Traded Healing mystic for Sunrise Cleric.

Oct 17
Final Destination Faie: Traded one dagona and one shivers for two chromatic cold.

Added link to my twitch page.

Oct 16
Added my Lilith gimmick decks to OP.

Put Voltron Argeon in S rank category.

Oct 13
Return of the Queen Vaath: Traded thumping, tiger, and Young Silithar for flash, Metalurgist, and Ragebinder. Just better synergy all around and since we are running eggmorph we didnt need thumping as much, especially now that its four mana.

Added a second list to the Return of the Queen Vaath section.

Oct 10
Faice: Traded spelljammer for tiger. Deck already has an excessive amount of ways to generate card advantage, more face was better.

Arcane Argeon: Traded beam shock for sunbloom.

Voltron Argeon: Traded thunderhorn for sunbreaker, as it provides more reliable aoe, chip damage, and is a natural compliment to the forcefield from titan.

October 8
Added and updated my “Devils Canyon” zirix deck. Also added “Volcano” zirix, “Astral Construct” Sajj, and Control Variax or Doom Lillith.

Sep 25:
Poltergeist: Traded blood priest for two grasp, and a third bender. As much as I love good old bloodmoon the deck really needed more meta tech, and moon is just awfully easy to answer.

Sep 21:
Added Retro Ramp Lilith deck.

Sep 19:

Added a few decks: Aggro Vaath, Lil.incorporated, Corpulent Cass, and Corruption Cass.

Novocaine Vaath: Traded Metalurgist/Ragebinder for Crypto/Drogon, and traded taygete for plasma storm. They were changes that saddened me as I have a soft spot for taygete, but thunderhorn just does her job better and while I had hoped running both would obviate the need for plasma, plasma is just to important.

Sep 15:

Anti-draw Starhorn: Traded blood tear for natural selection.

Sanguimancy Lilith: Lightbender to 3, deathknell to 1.

Pestilence Cass: Traded blade for pulse. I had actually been running pulse for quite awhile and forgot to make the change here. Meta is not artifact friendly, pulse helps more in the aggro match up.

Adrenaline Starhorn: Traded Elucidator and Ephermial shroud for Greater Fortitude and Terradon.

Summary

Ephemeral Shroud is a little bit of a flex slot, I am not convinced the meta calls for it but its a nice safety net. However it has some competition with Azure Herald for more healing, Young slithar for a sticky minion to use with bloodrage, and Blood Tear for ping which also combos with Rage. Or of course you could just go back to Earth Sphere but it is nice to have the 9 two drops.

Sep 6:
Voltron Argeon: Traded healing mystic for thunderhorn since flying/fault vet is a problem.

Final Destination Faie: Sadly I dropped the cryo/shivers package in favor of chromactic cold and corona. As much as I love the former package there are so many pings out there shivers is rarely able to pull its weight and chromactic cold is just to good not to include. Corona is also a great card that makes up for the lost cycle of trading cryo, and is a decent turn one play. Ultimately its a vallid choice, but not strictly better, made mention of it in the write up.

One Shot Robot Sajj: Traded one mirage for a tracer. Mirage has been loosing value now that people play around it carefully, and tracer is another very situational but powerful tech card for the deck. I am not usually fond of running one ofs, but the deck has enough digging power to make it practical.

Golem Faie: Traded the fox/blades package for thunder/shim package.

Sep 5:
Added Sajj’s version of Assembly line, and changed Zirix’s versions name to Golden Army.

Sep 4:
Desert Resort Zirix: Changed rating from theorycraft to competitive/gimmicky.

Wind Scar Zirix: Traded Aymara for Stars Fury. Its an aggressive enough deck to really not need the healing, and having AOE is pretty important for this meta.

Assembly Line Zirix: Traded oasis for falcius. Did not mean to forget to include falcius, and fault makes osasis unnecessary.

Sep 3:

Bond argeon: traded afterblaze and windblade for healing mystic and tempest. Tempest is a meta call, and afterblaze just didnt fit, and with it out windblade felt less needed so I wanted the healing mystic provided plus its mini combo with bond.

Rocket/Airship/Tempo/5 drop Sajj/Zirix: Traded one Mirage for an EMP because walls are a problem and people are playing around Mirage a lot now, plus all of the decks have great digging power which makes finding a 1 of practical.

Sep 2:

Splice: Traded a Drogon, a Thumping, and a Grove for 3x natural selection as it was just to good to leave out and the things I took out are a bit situational.

5 drop Zirix: Traded Scarab for Aymara to help with the aggro matchup. Somehow forgot falcius added him in in place of the sirrocos and one Fault. Sirroco just feels redudant with fault, and 3x fault felt like overkill since they deck often spends its ramp/wants to play other threats early on.

Added Tempo Fault Sajj deck.

Sep 1:

Bond Argeon: Traded out a bond and a grandmaster for two EMP.

Eternal Army Lilith: Traded out grimwar for Revenant. Grimwar was an experimental pick, and without the need to really protect your swarm I didn’t really like it.

Keeper of Dragons: Traded komodo hunter for lavalasher, komodo just isnt very good and lasher is to good to pass up.


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.


Man 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 pretty much everything has a couple updates, I also Included a few decks that never made it into any of my threads.


#11

That is an awesome thread you created here!

It seems you value your Gramps deck here differently (competitive) than on the original thread (s-rank).

Now how does this thread fit the best into the wiki’s decklist section? :smiley: I will figure it out!


#12

Just a name change. Splice is the S rank one, Gramps is the sillier Ramp one.


#13

Couple questions about the Argeon decks:

A) Why Afterblaze and Tempest instead of Lasting Judgement and whatever else to take Afterblaze’s spot? Afterblaze has always seemed too big and too slow to be really workable - priority targets for it (AKA lion) get nuked down super hard because people recognize their threat, and Tempest ends up costing you tons of net damage if you have minions on board so it’s more of a tech card compared to Lasting Judgement. Wouldn’t either Sanctify (if you want something you can play ASAP) or Empyreal Congregation do a better job in place of Afterblaze? And wouldn’t a Spelljammer work better than Sun Wisps due to being tanky enough to contribute to board control instead of just being a minionized cantrip?

B) Is there a reason EMP isn’t on the Bond list? It’s a huge counter to all of the top meta decks ATM and a wincon unto itself if there isn’t removal handy to deal with it when it comes out (since really only 7+ Magmar minions and Ghost Seraphim can meaningfully fight it for the title of biggest stat stick around). Plus it gives the deck more consistency with its dispels, since you have anywhere between 4 and 6 when combined with Sunblooms. Losing Roars and abilities hurts less than you’d think since you still have super fat bodies that the opponent can’t clear without spending precious removals, and removal usually runs out before EMP comes out to play.

C) I assume Bloodtear is only on the Bond list for 5-mana Immo out of hand reasons? If you had to sub it out for any other 1 or 2-drop minion to maintain first turn consistency, what would it be?

Mostly asking these questions because as a Lyonar main, any chance to discuss the faction is a good one (feels like nobody really tries to play it competitively these days). Super good thread for every faction, much appreciated!


#14

Afterblaze isn’t good to just toss in, but if you include it alongside a couple zeal minions it provides card advantage which is always important. I basicly never expect lion to survive and prefer casting it on a zeal minion, or in clutch moments.

I feel tempest is a must because of how prevalent walls and the azure flying combo decks are, plus it’s always good vs swarm.

I really am firmly against including Jammer in non aggro lists, and I prefer to get utility out of my two drops so that they remain relevant even in the late game, and I force extra draw out of afterblaze as well.

There isn’t a good reason for not including EMP, I just did not think about it, not sure what I would want to take out though.

Yea tear is there for Holy, but it’s is just fine for a turn 1 play, and I think having ping is really important.


#15

The Afterblaze reasoning makes sense. It’s been a very long time since I played with it and all I remember is it being countered by cheap dispels everywhere, but nobody is really running Shroud anymore (for no good reason I can find, considering bender is so slow and most decks don’t need a triple/quadruple dispel simultaneously and it doesn’t wipe out Wall Vanar’s nonsense due to positioning shenanigans) so it’s probably much less risky to try it. If it baits a 3+ removal or a Punish out it did its purpose. I’ll have to experiment a bit with it and see if it adds anything.

Tempest makes a lot of sense too, it’s just one of those things that make me go ‘this would be so nice to have but I can’t spare the space for it’ and the value of Lasting Judgement (any turn 1 play except highly defensive 1/4s goes boom without impacting your own units, Lavaslasher can be killed by most of the lyonar minion roster in tandem with it, etc. etc. etc.) is super high. What about Blaze Hound in place of Sun Wisps + reducing Tempest and Afterblaze to 2-ofs to slot in Lasting Judgement? Too slow/inconsistent or does it make sense as a swap for tempo argeon?

(For Bond I think I’d take out one aegis and one bond or blaze and slot in 2 EMPs - Afterblaze has OK draw, and EMP reduces the need to have bonds and aegises around by providing enough big minions that even if every removal was spent countering what you put down the opponent would probably run out first - and since EMP is a natural 9/9 you don’t NEED to draw a bond to have a lategame finisher, meaning less chance of gassing out)

Curious about the Spelljammer reasoning. Why not keep it around? It has a big enough body that trading against it is something opponents don’t want to do, and while giving cards to your opponent is never a great deal, it projects enough threat that most players will choose to answer it instead of eating 5+ power hits to the face that is too sticky to remove without trading multiple minions or removal away.


#16

I like my wisps, and all the decks have superb draw power that doesent feed your opponents cards. Why would you do that if you don’t have to? And the way I built these they certainly don’t need to.

Lasting judgement is good, but I am just not a fan. Perhaps back in a meta when tempest felt less absolutely mandatory it could fit, but I don’t think I plan on trying to slot it, and would sooner slot arclyte sentienel. I sort of have the same feeling toward it that you do towards tempest.

Hound/Jammer are great for aggro Argeon, but I am just not a fan of aggro in general because it’s only good if a meta has not adapted for it.

As for making room for emp, I will look into it in a bit. Perhaps a bond and a grandmaster can go, but I am keeping aegis for the cycle alone, even thrown on a crap two drop for a clutch draw can be good, plus it’s super important for the vanar/cass match up.

Cycles in general are amazing, pretty much always better to keep cards that cycle at 3x rather then 3x late game or hard draw. Normally I am a 3x purist, but if you have good cycle going to 2x on more situational/late game stuff is viable.


#17

Side note, should probably remove links to my older threads since I will no longer continue to update them and keep my focus on this one.

Thanks for constantly representing me on the wiki.


#18

:smiley: Thx bro for the deck list, i really love it :3


#19

@boronian


While the deck has certainly proven to be effective, I just couldn’t stop thinking about your comment. They really are a bit counter productive. With the latest change opting to go back to thump/rush over natural selection and golems, its got me wondering if perhaps I am trying to hard to cram two different decks together.

Currently testing out some Variations:

Summary

Evolution:


http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6NDMyLDM6MTAwMTIsMzoyMDExNywzOjIwMjE4LDM6NDMzLDM6MjAxMjIsMjoxMTAzMCwzOjExMDc3LDM6MTExMDcsMzo0MDUsMTo0MzY=

And Splice 2:

http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6NDA5LDM6MjAxMjUsMzoxMDAxMiwzOjQyOCwzOjIwMTE3LDM6MjAyMTgsMzo0MzMsMzoyMDEyMiwyOjExMDMwLDM6MTEwNzcsMzo0MDUsMTo0MzY=

Maybe its perfect as it is, maybe I will replace it with “evolution”, or perhaps these are just two new independent decks. Currently in testing phase.

As painful as it is not running natural selection I think the original version is still the way to go. Simply having the choice to either win with drogon or shut your opponent down with magesworn and replace the other is quite strong, at least until when/if the meta adjust for magesworns presence.

Perhaps your onto something running less 3x of things, but I am concerned with the lower curve and the reduced consistency of this potential list.


Edits:
@boronian

Tested it out, really like that last one. Thanks for the feedback man. Just have to be a bit more stingy with drogon and save it for combo rather then removal, which is probably the better plan anyways.


#20

With your love for Abyssian swarm and proficiency with Lyonar I’m surprised to see no Argeon AggroSwarm deck, variations of which I believe to be quite effective. Why so?

By AggroSwarm I mean smth like this

I do not usually play aggro, but this deck is surprisingly fun for me. The idea is to summon lots of minions and buff them to infinity and beyond. IronHeart is for sudden early ironcliffe. 4/5 ephemeral shrouds are fun.

Also…Songhai deck in your master thread, finally :wink: Only one deck, but that’s just a first step, I believe)