DeathsAdvocate's Master Thread: Eternal Trials of Mythron


#1

Master Thread

With Rotations gone I had a ton of updating to do both to my decks during rotations and the ones right before rotations.

Here is where you can find all my most recent deck lists for this expansion. It is a lot easier to just collect and do updates in one space rather then making many different threads as I have done in the past. So I am just going to start small and expand slowly, so be sure to check back for regular updates, both new decks, and improvements to existing ones!

I have many other old lists still in need of updating and they can be found in previous master threads linked at the bottom.


I stream a couple days a week, you can find details here:


Rating system:

Summary

I avoid putting things into tiers because not only is that subjective it changes to frequently. Instead I take factions, or archetypes, and optimize them as much as I can, although constructive criticism is always appreciated. If they work, and can reasonably compete with higher tier decks then I rate them as such. While I do make some top notch decks, not everything can be top tier, and that is ok, I strive to at least make it the best that it can be, so if thats your style you can play it without feeling terribly outclassed.

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

Highly Competitive: Something that I think is S rank quality but I have not personally played it into the top 50, or is just short of being S rank.

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.


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. These have all been very well tested and either have been used to get into top 50 or higher or are updates to previous top 50 decks that should still do the job. You can look up the details on the decks in the master list below.

Summary

Red Tide/Deviation


http://www.bagoum.com/deckbuilder#MTozNTUsMzoxMTA4NCwzOjE5MDUwLDM6MzU5LDM6MjAwNDksMzoyMDE5OSwzOjM0MSwzOjEwOTc2LDM6MTEwNTcsMzoxMDMwNiwzOjM0MCwzOjMwMDM5LDM6MzIyLDM6MTExMjEsLTM6MTA5NTcsLTM6MjAzNDgsLTM6MTAwMTIsLTE6MTEwOTM=

Cowardly Vaath: Finality Starhorn, S rank.


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6MTA5ODEsMzoyMDEyNSwzOjExMDM5LDM6NDMyLDM6MjAyMzQsMzoxMTA4NiwzOjIwMzQ0LDM6NDMzLDM6MjAxMjIsMzo0MDUsMzoyMDMzOSwtMzoyMDExNywtMzoxMDMwNiwtMToyMDExOCwtMzoxMTA5Mw==

Finality Combo Rag:


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwODgsMzoxOTAzOCwzOjExMDM5LDM6NDMyLDM6MjAxNTcsMzoyMDM0NCwzOjEwMzA2LDM6MjAyMTgsMzo0MzMsMzo0MDUsMzoyMDMzOSwtMzoxMDk1NywtMzoyMDExNywtMjoyMDEyMiwtMjoxMTA5Mw==

Sexy Lizard


http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6MTkwMzgsMzoyMDEyNSwzOjExMDM5LDM6NDMyLDM6NDI4LDM6MjAxMTcsMzoyMDM0NCwzOjQzMywzOjIwMTIyLDM6NDA1LDM6MjAzMzksLTM6MTA5NTcsLTM6MTAzMDYsLTE6MTExMTAsLTM6MTEwOTM=

Assembly Line:


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMjcsMzoyMDA5NSwzOjExMDg0LDM6MTEwOTgsMzoyMzgsMzoxOTAzOCwzOjExMDQzLDM6MjI2LDM6MjAyNTQsMzoyNjAsMzoyNDYsMzoyMDI2MiwzOjExMDkzLC0zOjIwMDk5LC0yOjIwMTA1LC0yOjIwMjk5LC0zOjIyMA==

VVall Kara:


http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDE0OSwzOjUwNiwzOjIwMTQ3LDM6NTQ1LDM6NTE5LDM6MjAxNjUsMzo1NjEsMzoyMDMzMCwzOjIwMjc2LDM6MjAxNDYsMzo1MzgsMzoyMDIxMiwtMjoxMTA4NCwtMjoyMDEzNCwtMzoxMDk1NywtMzoyMDIyOQ==

Tempo Faie


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxOTA1MiwzOjExMDg0LDM6MTEwODgsMzoyMDE2MCwzOjUxNywzOjExMTI1LDM6MjAxNjUsMzoxMDMwNiwzOjU2MSwzOjU2MywzOjExMDMwLDM6MjAyMDcsMzoxMTA5MywtMzoxMDk4MSwtMzoxMTA0MywtMzo1NjAsLTE6MjAyMjk=

Titan Ox:


http://www.bagoum.com/deckbuilder#MToxMDEsMToxNTQsMzoxOTA1MiwzOjExMDg0LDM6MTA5ODEsMzoxMzAsMzoxMTA1NiwzOjEwOTkxLDM6MTExMTUsMzoxMTA2NCwzOjExMDMwLDM6MTM5LDM6MTMxLDM6MTEwOTMsMjoxMTEyMSwtMzoxMDMwNiwtMzoxMTA4MCwtMzoxMTEwNw==


Highly Competitive Decks:

Close seconds to those in the above section. I do have more top notch decks then just the ones listed in these two sections, but I was trying to limit it to just my favorite one per general. Again you can look up the details on them and others lists in the master thread below.

Summary

Tempo Argeon


http://www.bagoum.com/deckbuilder#MToxLDM6MTkwNTIsMzoyMSwzOjEwOTgxLDM6MjcsMzoyMDA0NCwzOjEyLDM6MTEsMzozMDAxOCwzOjIwMDY3LDM6MjAyMzIsMzoxMTAzMCwzOjIwMjgyLDM6MTEwOTMsLTM6MTEwODQsLTM6MjAzMjAsLTM6MjAxMDQsLTE6MjA=

Butcher:


http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDM3OCwzOjIwMDk1LDM6MTEwODQsMzoxMDk4MSwzOjExMTI0LDM6MjAwOTksMzozMDAwOCwzOjIyNiwzOjIwMjU0LDM6MjQ2LDM6MzAwMjIsMjoyMDEwNSwzOjIyMCwxOjIzNw==

Sand Andreas Zirix:


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjIwMTUxLDM6MjExLDM6MjQxLDM6MjE0LDM6MjQzLDM6MjAyNjUsMzoyMTUsMzoyMjYsMzoyMDI1NCwzOjI2MCwzOjI0NiwzOjIwMjYyLC0zOjExMDg0LC0zOjIwMDk5LC0yOjIwMTA1LC0yOjIwMjk5

Bottomless Abyss:


http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjExMDg0LDM6MzU5LDM6MjAwNDksMzozNjMsMzoyMDE5OSwzOjIwMDU3LDM6MzQxLDM6MzQwLDM6MzAwMzksMzozMjIsMzozMTQsMzoxMTA5Mw==

Fester:


http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMzozNTksMzoyMDA0OSwzOjIwMTk5LDM6MzI3LDM6MjAyNDMsMzoyMDIwMSwzOjIwMzc0LDM6MzA5LDM6MzQxLDM6MzQwLDM6MzMwLDM6MjAyMTM=

Alcuin Xor:


http://www.bagoum.com/deckbuilder#MTozNTUsMzoyMDA1OSwzOjIwMjI2LDM6MTkwNTAsMzoxMTA4OCwzOjIwMDQ5LDM6MzI2LDM6MjAyMDAsMzoxMDMwNCwzOjIwMDU3LDM6MTkwNDUsMzoxMTA1NywyOjExMTQ0LDM6MzE4LDE6MzU3

Ramp Wall:


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDMyNCwzOjUwNiwzOjIwMTQ3LDM6NTE3LDM6MjAyNjEsMzo1NDUsMzoyMDE2NSwzOjU2MSwzOjIwMjc2LDM6MjAxNDYsMzo1MzgsMzoyMDM1OSwzOjIwMjEyLC0yOjExMDg0LC0yOjEwOTU3LC0zOjIwMjI5LC0zOjIwMjA3

WALLet Warrior Kara:


http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDMyNCwzOjUwNiwzOjIwMTQ3LDM6NTE3LDM6MTExMjYsMzoyMDIxNCwzOjU2MSwzOjExMTE1LDM6MjAyNzYsMzoyMDE0NiwzOjUzOCwzOjIwMjEy

Midrange Rag


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwODgsMzoxOTAzOCwzOjMwMDU1LDM6MTExMjUsMzo0NDgsMzo0MzIsMzoyMDM0NCwyOjQ0MSwzOjQyMiwzOjQzMywzOjQwNSwxOjIwMzgz

Anti Draw: Control Variant


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6MTA5ODEsMzoyMDEyNSwzOjQzMiwzOjIwMjM0LDM6NDE3LDM6MTEwODYsMzo0NTgsMzoyMDM0NCwzOjQzMywzOjIwMTIyLDM6NDA1LC0yOjEwOTU3LC0yOjIwMTE3LC0zOjEwMzA2LC0zOjExMDkz


DeathsAdvocate's Budget Guide: Trials of Mythron Update
DeathsAdvocate’s Master Thread: Rotating Trials of Mythron
Rate my xor'xuul deck and suggest change please
Unlimited Arcanyst Works - Mythron Edition
Struggling with deckbuilding
There are any good Youtuber for Duelyst?
Hi all, new player and forum member here
#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. Keep in mind this receives frequent updates, and again is not a tier system. I personally dislike Aggro, Burn, and swingy RNG so you wont see much representation for those even if they are top notch.

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


Lilith:

Summary

Bottomless Abyss: Dying Wish/Ramp, Highly competitive.

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjExMDg0LDM6MzU5LDM6MjAwNDksMzozNjMsMzoyMDE5OSwzOjIwMDU3LDM6MzQxLDM6MzQwLDM6MzAwMzksMzozMjIsMzozMTQsMzoxMTA5Mw==

I call it bottomless abyss because well…that would be a pretty big abyss. Its been awhile since Big Abyss, much less Lillith, was meta, and the current meta is rather unkind to her, but its still one of my old favorites.

Big Abyss is an old and simple archetype that revolves around ramping out abyss’s powerful late game minions like Vorpal Reaver alongside a few other targets that have changed out a lot over time. I used to have my ramp list and dying wish seperate but they have merged together as of recently due to nerfs to old staples like Revenant.

Abyss got two new very neat tools, Gibbet, and Carrion Collector. Collector being a great opening play that ramps the majority of your deck and is great sacrifice fodder, a fun play for your opening turn as player two is to drop him on a globe, darkfire, and Reaper. Gibbet being a nifty little zone control tool and an amazing globe contestor. You want to play him defensively but close because his ability does not work on counter attacks. He will make your opponent play awkwardly, can be used as a mini combo with lure, and is decent sacrifice fodder.

The deck has an appropriate amount of globe contestors as well lurking fear to serve as openers. Because your planing to dfc the body on your opening play really doesn’t matter, so I favor utility minions instead of good bodies. This deck is just all about ramping out your big units as fast as possible now sporting three ways to acelerate things thanks to dying wishs latest toy, Carrion Collector.

Furor Chakram is pretty much an auto include for Lillith now, it provides some much need aoe and is extra nasty with vorpals dying wish or Reapers flying. While EMP conflicts a bit, he is still a great DFC target despite his nerf and he felt just to important to skip with the amount of Walls and Artifacts that have resurfaced in the Eternal format.

The deck has a healthy amount of healing, and a lot of control tools. Between its very heavy top end, desolator, and Nekoma it does fine on card advantage, leaving you with a well rounded deck prepared for most matchups, allthough it does struggle vs the excessive amount of transform and or bounce based removal running around these days.

Necromancy: Arcanyst Variants, Highly Competitive to Competitive/Gimmicky.

Summary

Dedicated Arcanysts: Highly Competitive


http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDA1MiwzOjEwOTkzLDM6MTExNTIsMzoyMDA0OSwzOjEwMzAyLDM6MTAzMDMsMzoyMDA1NywyOjEwMzA2LDM6MTAzMDUsMzoxMTA5NywyOjMzOA==

Unbirth: Competitive/Gimmicky


http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjIwMjcyLDM6MjAwNTIsMzoxMDk5MywzOjIwMDQ5LDM6MTAzMDIsMjoyMDM0OCwzOjEwMzAzLDM6MjAwNTcsMjoxMDMwNiwzOjEwMzA1LDM6MTEwMTEsMzoxMTA5NywyOjMzOA==

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

The first version is the Trials of Mythron update to the old archetype finally having a proper set of two drops, oher then that not much has changed for the deck. The second version sacrificed a bit of consistency all around to fit a fun gimmick with Unbirth that can be pretty devastating when it works.

For those that don’t know how Abhorrent Unbirth works, it destroys all minions on your field, and summons one giant abomination with all the combined stats of the destroyed creatures as well as their keywords, but you need to make sure you get rush on him or its just to risky to play, and in this decks case our rush source comes from the Spell Sparks that firestarter spawns. Do keep in mind you unfortunatly need a spellspark spawned from something other then the Unbirth cast its self. Oh btw yea the abomination steals temporary buffs like Chakram, and then Chakram buffs him again after he is done forming.

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

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

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

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

SWARm Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzoxOTA1MiwzOjExMDIyLDM6MzMxLDM6MjAyNzIsMzoxMTA4OCwzOjIwMDQ5LDM6MzYzLDM6MzE3LDM6MTExMjYsMzoxMTEyNSwzOjIwMTMzLDM6MzAwMDIsMzozMDAzOQ==

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

Its a pretty classic deck, swarm the field, play death watch, win. There is a lot of micromanaging to be done, and you always have to be careful not to overextend into a field wipe. Don’t be to greedy with your win cons, you have quite a few of them, its just fine to cash in a small swarm instead of risking loosing it all. The only thing that has changed for it since the last expansion is gibbet replaced sphere of darkness, and recently I swapped Zyx for Gloomchaser due to his nerf. Although Zyx is still a sollid choice, I opted for the extra wraitling synergy now that they cost the same.

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

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

Its a very powerful deck, but Brome Swarm is making people run a lot of aoe and thunderhorn is absolutely everywhere so it can be a bit tough. Despite its resiliency it still suffers from the usual polarized match up effect of “Do they have good aoe? Yes, you probably lose. No, you probably win.” and thus why it only gains a competitive rating despite its raw power.

Midrange Swarm Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzoxOTA1MiwzOjMzMSwzOjIwMjcyLDM6MTEwODgsMzoyMDA0OSwzOjMxNywzOjExMTI1LDM6MjAwNTcsMzozMDAwMiwzOjIwMTMxLDM6MzQxLDM6MzAwNTEsMzozMDAzOQ==

While it shares many similarities with hyperswarm and still has the ability to win really fast, this one opts for a much more midrange approach looking to slowly overwhelm your opponent with an army of massive wraiths rather then just trying to win quick and early with deathwatch.

Despite generally considered being an underwhelming card, Breath has actually turned out to be really good. Not only does it clear seekers/eggs/walls/swarm but because we are rocking thick and juicy wraiths the healing has actually been quite relevant.

It can keep pace with aggro, its built an a way that it does not fold to AOE to hard, it can easily outvalue and aoe other swarm like decks like fault, and it is surprisingly good at out-valuing wanderer. Between inklings cycle, mentor, and deso you tend to do fine on card advantage despite having a lower curve then is normal for a midrange deck.

Mix all that with various abyss staples and you are left with a very solid reliable deck, but still unfortunately its a struggle to keep pace with the current very powerful meta.

Mechanical Abomination: Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzoxOTAwMiwzOjIwMjcyLDM6MjAwNDksMzoxMTEyMywzOjExMTI2LDM6MTkwMDMsMzoyMDM0OCwzOjE5MDA0LDM6MjAwNTcsMzoxOTAwNSwzOjE5MDA2LDM6MzQxLDM6MzAwMzk=

I have tried out a more traditional swarm approach with Abhorrent Unbirth, but between Metaltooth being his favorite partner and the recent nerf to their interaction, I figured I may as well go all in on the mech plan giving us a solid back up plan that wont fold to this AOE prevleant meta. We pack our own Aoe thanks to Furor Chakram, which also serves as a powerful win condition, which is another card that absolutely loves metaltooth.

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

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

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

Famine: Variax Control, Competitive

Summary

http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjIwMjcyLDM6MTEwODQsMzoyMDA0OSwzOjM2MywzOjEwOTgxLDM6MjAwNTcsMzozNDEsMzoxMDMwNiwzOjExMTE1LDM6MzAwMzksMzoyMDIyNywzOjMzMw==

This deck plays a a long slow game as it starves your opponents resources and takes over the late game slowly devouring the board. Its also a shoutout to my old horsemen series.

Variax is a fun card, once upon a time it was the queen of the lategame, but times have changed and it has a lot of competition. Luckily between the meta being just slow enough, and the deck having enough control tools to stall out vs just about anything it can perform decently.

Its got its aoe covered with chakram, necrotic, and thunder, lure combos with gibbet and thunder, its got dispel, its got healing, its got a touch of card advantage and an excess of control.

One big thing is you will notice I am not including anything beyond six mana in the deck, even going for bender over EMP, because you always want to be able to play and BBS. Course EMP is strong enough to never be a bad pick either, but IDK if it fits here.

The deck can certainly win with chakram and midgame value, but its primary goal is Variax ASAP, then usually holing up in a corner and slowly overwhelming the board. Its a solid enough deck, but its a bit of an ancient relic of the past and has been powercreeped out of being anything more then just competitive.

Royal Guard: Blood Baronette Competitive/Gimmicky

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMzoyMDI3MiwzOjExMDg4LDM6MjAwNDksMzozMTcsMzozMjgsMzoxMTEyNSwzOjIwMDU3LDM6MjAwODksMzoyMDEzMSwzOjMwMDUxLDM6MzAwMzksMzoyMDIyNw==

Ladys, Baronettes, and the Queen of Wraiths with her signature crown, this deck is all about the most elite wraithling royal guards.

Aside from having lots of fun wraithling synergy and various ways to buff them up, wraithlings can reach some truly absurd levels thanks to Blood Baronette. This deck is all about just trying to get a single wraithling in range to stick and then going for some crazy combos. Typically the deck pretends to be a normal swarm deck until 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 and often much higher due to prior buffs or artifacts, or course around nine mana you can drop multiple barons for some truly absurd bursts. The main trick is to be stingy baronete and avoid playing her to early as the surprise factor is the decks biggest factor, you typically also want to save wraithling fury but if you have nothing else to do in a turn its sometimes worth throwing down.

Despite generally considered being an underwhelming card, Breath has actually turned out to be really good. Not only does it clear seekers/eggs/walls/swarm but because we are rocking thick and juicy wraiths the healing has actually been quite relevant. Necrotic sphere sees a bit more play then Breath but general not in swarm lists, but due to how this is built it is an excellent stabilizing tool that can produce potential win conditions as you just need one wraith to win.

The deck is pretty decent sporting exelent control tools, sollid snowball style swarm tactics, and of course its silly combos, and thanks to how the combos work its far less vulnrable to AOE due to your traditional swarm deck due to only needing a single wraith. Unfortunately its ultimately a gimmick as Baronette can be tough to pull off and if people catch on to what your doing even harder, but it is sure satisfying to win with.

Flood Gate: Swarm/Gate, Competitive/Gimmicky

Summary


http://www.bagoum.com/deckbuilder#MTozMDEsMzozMzEsMzoyMDI3MiwzOjExMDg4LDM6MjAwNDksMzozMTcsMzoyMDA1NywzOjMwMDAyLDM6MzUwLDM6MzQxLDM6MzUzLDM6MTExMzksMzozMDAzOSwzOjMyMg==

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

Gate of the Undervault is one of my favorite cards of the set and I have tried really hard to make it work, but most of the time it feels pretty underwhelming, the trick to making it work is not making it your decks primary win con and loading up on proactive threats in order to soak up removal that way if gate does not stick something else will or vice versa.

The main tip to know about time keeper is you don’t want to play it unless it is going to finish building something, both it and gate tend to get replaced in the mid game, but they are incredibly powerful early on as its often tough to answer a turn two gate. Turn two gates tend to be your priority using even furosa or inkling in order to contest the globe as player one. And then there is also the seven mana combo with time and void talon.

Chakram/Reaper is starting to feel near auto for lillith. Chakram and Grimwar give you some powerful primary win cons to support the swarmy side of your deck. Having the swarm has the extra affect of getting people to replace single target removal in favor of digging for aoe clearing the way for gates and reapers. The decks strength lies in they are going to be well prepared to face swarm or well prepared to face gate and midrange friends, but probably not both.

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


Struggling with deckbuilding
#3

Maehv:

Summary

Red Tide: Midrange Dying Wish, S rank

Summary


http://www.bagoum.com/deckbuilder#MTozNTUsMzoxMTA4NCwzOjE5MDUwLDM6MzU5LDM6MjAwNDksMzoyMDE5OSwzOjM0MSwzOjEwOTc2LDM6MTEwNTcsMzoxMDMwNiwzOjM0MCwzOjMwMDM5LDM6MzIyLDM6MTExMjEsLTM6MTA5NTcsLTM6MjAzNDgsLTM6MTAwMTIsLTE6MTEwOTM=

I am very fond of the list and I have taken it all the way to S#2.

Dagona is a fish with a dying wish, a red tide involves lots of dying fish. It is a card that very rarely sees play, but with the return of shimzar dying wish can now run both Lurking Fear and the new Carrion Collector to really accelerate the deck, between that and a lack of efficient hard removal Dagona actually fits in perfectly here, and is the main thing that separates it from more aggressively oriented lists. Dagona is also fun when mixed with Lightbender.

Shimazar also brought back one of Maevs favorite staples back, Gnasher, who fits naturally into a dying wish deck. Between a medium curve and the combination of Nekoma/Desolator, which, along side ramp, are always high priority targets to dig for, the deck rarely struggles with card advantage even though it can vomit it’s hand after a couple ramps. You very rarely want to play more then two Ramp cards as it eats into your hand a bit much at that point, but getting one or two off really let’s you just push out a crazy amount of tempo. The deck avoids expensive dying wish minions because with the amount of transform/bounce based removal running around spending your turn playing a single threat is not very effective, so instead we look for immediate impact like Dagona, or cheap enough that we can play a couple of threats per turn.

Azure Shaman is the real back bone of most Maev decks due to how it works with her BBs. Not only will it buffs things it dies around but it will also buff the newly created husk for a staggering 4/8 for the cost of three mana.

The side deck lets you cover yourself versus artifacts, and has a single copy of EMP as a good catchall. But mostly the side deck allows you to shift gears into a rather different deck, one that I call Deviation which you can find below.

While teching the deck for either more lategame or more aggression are certainly decently options, I think this one has the perfect balance between early tempo and lategame snowball, complete with healing, dispel, AOE, and some control letting you be prepared for nearly any match up and having the ability to switch gears between aggressive or control as needed.

Deviation: Dying Wish/Unbirth, S Rank

Summary


http://www.bagoum.com/deckbuilder#MTozNTUsMzoxMTA4NCwzOjE5MDUwLDM6MzU5LDM6MjAwNDksMzoyMDE5OSwzOjIwMzQ4LDM6MzQxLDM6MTA5NzYsMzoxMTA1NywzOjM0MCwzOjEwMDEyLDM6MzAwMzksMzozMjIsLTM6MTA5NTcsLTM6MTAzMDYsLTE6MTEwOTMsLTM6MTExMjE=

I decided to go with Alpods suggestion for its official name:

as the one I came up with may be a bit inappropriate: Abort…Cus you know…dying unbirth…

https://www.youtube.com/watch?v=i7lxL9LVO00

Built on the same shell as my Red Tide Maev deck I strongly considered just mixing them together as one deck. In fact it is only a six card difference so you could easily combine them if you have access to a side deck, but this ones favorite trick can really drastically alter how you play the deck so I decided to give it its own separate write up.

This deck features Abhorent Unbirth and Saberspine Tiger as a way to pull a massive out of hand burst off. For those that don’t know how Abhorrent Unbirth works, it destroys all minions on your field, and summons one giant abomination with all the combined stats of the destroyed creatures as well as their keywords, but you need to make sure you get rush on him or its just to risky to play, and in this decks case our rush source comes from tiger. Sadly it only includes key words that always do the same thing, so no fancy dying wish abominations.

The reason I am running Unbirth along side dying wish is at its core its still just the double ramp dying wish engine favoring cheap midrange dying wish units so you can constantly drop a couple threats a turn without falling into the traditional ramp trap of if the big card you pushed out gets answered you struggle. And thanks to the fact that you throw out two or three decent sized threats nearly every turn means your eventually going to get a decent board to stick to use with unbirth, or just kill them long before the combo. And if your lucky you may even have zero cost units to throw down on your Unbirth turn.

Chakram is also amazing here again your rarely without board, it’s good with tiger, tombstones, reaper, and it’s great with unbirth. Oh btw yea the abomination steals temporary buffs like Chakram, and then Chakram buffs him again after he is done forming.

How I play is digging hard for ramp for your opening play or turn two, combo tends to get replaced this early as seven mana is the earliest you will use it plus it’s a back up plan not the main focus, although certain match ups its a higher priority, and I do tend to hold onto it a couple turns in if it looks feasible. I rarely play more then two Ramp cards unless I have been blessed with excess Deso/Nekoma, and finding at least one deso/Nekoma is a high priority at all times.

Its a scary deck complete with crazy a mounts of tempo, card advantage, ping, healing, and between Chakram and Gnasher you are covered on AOE. While the Unbirth tricks are not great for every match up its really nice to have the option, and while you may sometimes miss the tech spots the combo fills up the ability to win games out of no were on seven mana is quite worth it.

Alcuin Xor: Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozNTUsMzoyMDA1OSwzOjIwMjI2LDM6MTkwNTAsMzoxMTA4OCwzOjIwMDQ5LDM6MzI2LDM6MjAyMDAsMzoxMDMwNCwzOjIwMDU3LDM6MTkwNDUsMzoxMTA1NywyOjExMTQ0LDM6MzE4LDE6MzU3

Underlord Xor is such a neat card, when it was spoiled I was certainly hyped. Before the most recent patch it was really tough to get it out at a reasonable speed. But with Drain buffed, Gor returning to us, and the neat synergy of the alcuins and darkfire this deck can really push out Xor at lightning fast speeds. Mix multiplying Sarlacs and unkillable shadowdancers together and you have something pretty deadly.

Aside from gor the deck is also pulling out another largely forgotten shimzar card, Inkhorn Gaze. A card that was never bad, but just never really made the cut. Its really good here because not only is it removal in a pinch that maintains our card advantage, but it can also just be used to hit a sarlac/gor to progress your trial.

This list really focuses on getting xor out fast boasting an impressive 12 sacrifice cards on top of maevs BBS which can be spammed with crypto, and of course the sacrifice effects are multiplied even further by the Alcuin brothers. Combine that with a powerful control suite, a good chunk of healing, and quick xors and the deck is actualy pretty good at closing the game out.

Azure Shaman is the real back bone of most Maev decks due to how it works with her BBs. Not only will it buffs things it dies around but it will also buff the newly created husk for a staggering 4/8 for the cost of three mana, and in a pinch you can use your other sacrifice effects on azure as well.

Sarlac and or Gor tend to be fairly high priority finds as with out them you tend to run out of sacrifice targets. In general remember that your a xor focused deck so digging for sacrifice cards is usually worthwhile. Learn your matchups for when to dig for removal, aoe, and or healing and you will stand a decent chance vs most decks.

Tempo Dying Maev: Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozNTUsMzoxOTA1MCwzOjM1OSwzOjExMDg4LDM6MjAwNDksMzoxMDAyMCwzOjIwMTk5LDM6MTExNDYsMzoxMDk4MiwzOjM0MSwzOjEwOTc2LDM6MTEwNTcsMzozNDAsMzozMDAzOQ==

A strong Variant of my Red Tide Maev that focuses on aggression. I am not a fan of aggro decks as they are more easily countered then just raw tempo, and while I certainly prefer my more midrange version, this ones extreme pressure and aggression is certainly a force to be reckoned with.

More details coming soon.

Unbirth Xor: Competitive/Gimmicky

Summary


http://www.bagoum.com/deckbuilder#MTozNTUsMzoyMDIyNiwzOjE5MDUwLDM6MTEwODgsMzoyMDA0OSwzOjExMTIzLDM6MzUxLDM6MTExMjYsMzoyMDM0OCwzOjIwMDU3LDM6MTkwNDUsMjozNDEsMzoxMDAxMiwzOjMwMDM5LDE6MzU3

Another Xor deck that has a couple nifty tricks by combining rush with either unbirth, xor, or chakram. The deck runs just enough mechs to make metal tooth reliable, and of course has the classic Tiger as well as the two cheapest rush options available.

If you do manage to complete the trial rush units with two or less health can get real silly real fast giving you the potential to just run them into the enemy general over and over until they are dead and or clear the field. Unfortunatly as neat as this is both bad spawn locations and the turn timer can really screw you out of getting the most out of your rush units.

Abhorent Unbirth mixed with rush gives you a way to pull a massive out of hand burst off. For those that don’t know how Abhorrent Unbirth works, it destroys all minions on your field, and summons one giant abomination with all the combined stats of the destroyed creatures as well as their keywords. And yes it steals temporary buffs like Chakram, and then Chakram buffs him again after he is done forming. Sadly it only includes key words that always do the same thing, so no fancy dying wish abominations.

In normal Unbirth decks you tend to want to avoid using unbirth unless you can mix it with rush and a decent field, but here it also progresses our trial for us. Just slamming down a decent sized body made out of Sarlacs and husks is nothing to sneer at.

Mix all that with various maev/trial staples and you have a decent deck. Unfortunately its a bit slow on the trial side, trying to get a field to stick and assemble a multi part combo is tough, and the unreliable nature of Rush spawns post Xor keeps this deck from being consistent enough to be more then a gimmick.


Cassyva:

Summary

Fester: Dying Wish Creep, Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMzozNTksMzoyMDA0OSwzOjIwMTk5LDM6MzI3LDM6MjAyNDMsMzoyMDIwMSwzOjIwMzc0LDM6MzA5LDM6MzQxLDM6MzQwLDM6MzMwLDM6MjAyMTM=

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. Its a deck I am quite fond of, and it can put up a good fight against most things, but Obliterate is a bit slow these days unfortunately, even with the new creep support it just cant quite keep up with S rank lists, but its not to far behind.

Most of the new creep tools have fallen by the wayside now that we have shimzar back, but munch in particular is a big boost for the archetype as whole, but most importantly we have regained Klax and Obliterate.

Aside from generate creep and win with Juggernaught or Obliterate the deck has another nifty angle as well, its sporting lurking fear and Carrion to accelerate some of our important cards. Unlike dedicated dying wish it only sports a small premium package of dying wish units with the rest of the deck focusing on creep, this way Nekoma serves as tutor to find Klax/Deso or its self reliably. Back to back ramped Klaxons can really do a ton of work, even if they are getting answered that’s what your opponent is spending time doing letting you inch towards your lategame and devastating finishes.

While the decks curve is a bit low the the nekoma/deso package really goes along way, mix that with spheres cycle and its heavy top end and card advantage is usually a non issue, but do remember that you really need either deso/nekoma to maintain advantage and be wary of dispel. Its a very scary deck that can constantly push out threats, while removing your opponents field, and keeping your health topped off until you are ready to finish the game with obliterate. Is three copies of obliterate overkill? Maybe, but I really loath not being able to find it when you need to which happens just to often, and with how todays meta is the deck just cant afford to stall much longer past eight mana, and with three copies you wont feel bad about using one as AOE rather then a finisher if you have to, or replacing it really early on.

Reap: Aggro Creep, Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMzoyMDA1MiwzOjIwMDQ5LDM6MTkwNTEsMzozMjcsMzoyMDI0MywzOjEwMDEzLDM6MjAzNzQsMzozMDksMzozNDEsMzozMDAyMCwzOjIwMDUxLDM6MzI1LC0xOjIwMzMxLC0zOjMzMCwtMzoxMTA5MywtMzoyMDIxMw==

The deck plays like a sort of hybrid between normal aggro cass and creep. The deck needs to aggressively go face in order to perform well, trying to stall for big creep stuff will screw you over. It completely skips the go to creep stuff like obliterate in favor of triple Azalea. Obliterate is just to slow for the deck, and surprisingly Shadow Nova is often an MVP card.

The decks main trick involves getting really early creep gen ideally on your turn one and then shortly following up with Jugernaughts and or Azalea, which will both be underestimated since you tend to only have a creep tile or two out at this point. But then the turn after Jug/Azalea you can drop shadownova to suddenly pump that jug or Azalea.

Nova almost single handedly makes Night Fiend viable who is also turned out to be surprisingly good providing a solid body and another way to push damage, and between them you are pretty well covered on AOE as well.

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

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

The deck is packed with healing ruining any aggro or burn decks chance against you, the deck is fast enough to make wanderer irrelevant, and has a surpsingly amount of versatile and cheap answers for an aggro deck. While its curve is a touch low between its very fast gameplan, hound, and desolator it does ok on card advantage.

If you have access to a side deck you can completely switch gears to a more midrange to lategame oriented deck should azalea be to tough to use in a particular match up, or if they are packing to much healing for aggro to really be ideal.

Its a tough deck to get used to, but it is super scary when piloted correctly. Although it suffers from the usual aggro problems of if they have lots of healing or to much tempo your going to have a rough time.

Dishonorable Cass: Anti Meta Aggro, Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMjMsMzoxOTA1MiwyOjIwMDcwLDM6MjAwNTIsMzoyMDA0OSwzOjE5MDUxLDM6MjAyNDMsMzoxMTEyNiwzOjMwMDE0LDM6MTAwMTMsMzoxMTA0MywzOjM0MSwzOjExMTM0LDE6MjAzMzEsMzoxMTA5MywtMToyMDA3MCwtMzoxMDMwNiwtMzoxMTAzMCwtMToyMDMzMSwtMjozMjA=

At its core its just another variant of aggro cass, but instead of specing into more burn or early tempo instead we opt to run some strong lategame options and anti meta tech. Decks tend to be prepared to deal with aggro or its big bodies, but rarely both.

This deck has a couple neat tricks, like the classic lure/grasp, and the deck sports Marauder as a strong tempo play that can be followed up with EMP to remove the risk of him turning on you. With a side deck you can move in bender for decks vulnrable to dispel as well as extra synergy with marauder, pony to counter things like wanderer, or just shifting into more of a normal aggro bomb like Revenant.

However the decks favorite trick is to actually let Maurder turn on you after it trades and then use betrayal to get a massive free swing on the opponent, and thanks to whip it doesn’t matter if they are not next to him. And thus the decks name, since the whole deck is all about everything being dishonorable and constantly turning on everything. Now its pretty rare you will actually pull that off, but its pretty awesome when you do. Most of the decks minions are easy to kill off letting you have either a clear field to make Marauder safe, or of course help enable the dream scenario with betrayal.

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

Contagion Cass: Infest Aggro, Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMjMsMzoxOTA1MiwzOjIwMDcwLDM6MjAwNTIsMzoyMDA0OSwzOjE5MDUxLDM6MjAyNDMsMzoxMTEzNSwzOjEwMDEzLDM6MjAzMjEsMzoxMDAxNiwzOjM0MSwzOjEwOTc1LDM6MTExMTUsLTM6MTA5ODEsLTM6MjAwNjksLTI6MjAzMzEsLTI6MzIw

It gains its name due to running things that infect your opponents units, it is built around Infest which is a fast spreading disease that turns your opponents units against them.

Because the deck has such an emphasis on positioning it features a bunch of position manipulation with lure, recombob, and repulsor. Grasp and thunder are natural compliments to the infest style both being good with our loaded positional tools, as well helping spread the infestation.

Infest has turned out to be surprisingly good tech for an aggro list. With the combination of fault, Eggs, and Wanderer running around there are a lot of targets and ways to get this spell to push out tons of damage. It also works perfectly with grasp of agony allowing you to pull off craziness, particularly against fault, like infesting and grasping a target, kill it, the infest spreads to two other targets, then grasp kills them, spreading the infest again!

I really wanted to run Komodo Hunter to the list as he is such a cool card that could compliment our style, but hes really awkward and there just was not room. If you were determined to make him work the best way I can see to fit him would be to cut blazehound and recombobulus for replicant and komodo.

Mix that with most of the staple aggro tools and you have your self a pretty scary list. With a sideboard available you can side out your infest and position manipulation into a more traditional darkseed deck for when you come up against creature light decks and or Burn. And of course Betray is just a fun situational tech card that can single handedly shut down archetypes like titan.

The deck has the potential to be highly competitive, but it is very difficult to play as infest is a weird card, positioning is incredibly key, as is resource management, and should the deck gain popularity people may be more likely to play around its various tools. Those details combined earn it only a competitive rating for now.

Pestilence: Creep Control, Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMzoxMTA4OCwzOjIwMDQ5LDM6MzI3LDM6MjAyNDMsMzoyMDIwMSwzOjIwMzY3LDM6MTExMjUsMzoyMDM3NCwzOjMwOSwzOjM0MSwzOjMzMCwzOjIwMjEz

This one gains the name of Pestilence as creep feels very much like a spreading disease, and its also a shoutout to my old horsemen series.

Solid version of creep, that is extra good vs things vulnerable to pings, but if your opponent does not give you targets it can be awkward. Its similar in principal to my fester version of the but a touch more specialized relying on the crypto/mentor package to do a lot of work leaving it competitive but to match up dependent to get rated better.

Death: Aggro Cass: Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDA3MCwzOjIwMDUyLDM6MjAxNjYsMzoyMDA0OSwzOjE5MDUxLDM6MTkwMzcsMzoyMDI0MywzOjMwMDE0LDM6MTAwMTMsMzozNjEsMzozNDEsMzoxMTE1MCwzOjEwOTc1


http://www.bagoum.com/deckbuilder#MTozMjMsMzoxOTA1MiwzOjIwMDcwLDM6MjAwNTIsMzoyMDA0OSwzOjE5MDUxLDM6MTkwMzcsMzoyMDI0MywzOjMwMDE0LDM6MTAwMTMsMzoyMDA2OSwzOjM0MSwzOjEwOTc1LDE6MjAzMzEsMjozMjA=

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, and its also a shoutout to my old horsemen series.

I have recently favored the intensify engine over the darkseed package, as it provides a strong lategame, aoe, a bit of surprise, and consuming is particularly brutal when mixed with Rift Walker as a six mana play, and is decent on bonecrusher as well. The two versions of the deck are quite similar and its mostly personal preference. But I have found darkseed can be tough to pull off and is often played around, however its still quite solid.

Aggro Cass has dominated metas in the past, but she lost most of her old tools leaving us with either the new intensify route or the old darkseed/burn side, which thanks to Mythrons eating a handslot has even received a small buff. Add Hound and Jammer to the mix to provide card advantage for our selves while at the same time giving you the digging power to make finding extra intensify copies viable, or keeping your opponent topped off to make Dark Seed pretty nasty. Combine that with its aggressively statted minions and its quite relentless.

Usually Aggro decks skimp on the control side of things but thanks to the control package all costing two or less its easy to fit it in. Lure, punish, and optionally Gibbet allow you to keep your opponents field empty letting you go face with ease. It has a healthy amount of healing to beat other aggro matchups, and a lot of ping to deal with artifacts, with a touch of aoe from grasp and or rift.

Primus and flameblood are flex slots with Gibbet, Blood Tear, and Crypto depending on the meta and personal preference. Although Gibbet is certainly a favorite of mine.

All that combined leaves you with a well rounded deck prepared for most matchups that can either smorc people down or sustain into the lategame where intensify and desolator spam can shine. But like most dedicated aggro decks you have a bad time if people tech a good amount of healing, so despite being really brutal I don’t think it can ever truly be top tier in its current state.

Tormentor Creep: Competitive

Summary


http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMjoyMDI2OSwzOjExMDg4LDM6MjAwNDksMzozMjcsMzoyMDI0MywzOjIwMjAxLDM6MTExMjUsMzoyMDM3NCwzOjMwOSwzOjM0MSwzOjIwMDUxLDI6MzYwLDE6MzMzLDE6MjAyMTMsLTM6MjAwNTIsLTM6MTEwODQsLTI6MzAwMjAsLTI6MTEwOTM=

The point of this deck was to explore some of the lesser used creep aspects, mainly tormentor and to a lesser extent Shadow Nova and Nether all of which complement each other quite well. Nether is wonderful soft removal or gives you the ability to reposition your own units.

Thanks to the looming threat of Tormentor standing on creep is very unappealing allowing it to be used as a good azone control/stall tool while simultaneously providing healing thanks to Munch. A combination of Nether and Sphere also mix nicely with Tormentor as out of hand removal at seven/eight mana, and of course if Tormentor manages to stick Nova can do some crazy work. With nova if I don’t need it to ping something off I will usually play it defensively to try and bait people onto creep or at least psych the out into thinking I have tormentor.

Keeping with the theme of the deck of trying out less played options I am also going one and one between Obliterate and Variax as really neither are something you want to cast more then once, Oblit is to good to cut entirely, but Variax does have more synergy with this decks style. When you summon Variax your BBs permanently transforms into a different one based on the Abyssian general you are playing, which for Cass is for the cost of three mana you summon a 4/4 fiend on every shadowcreep, generally a death sentence for any board focused deck if you manage to pull it off, although it is very slow.

Beyond that you have your usual creep and Cass staples. Mentor, Sphere, Desolator, and a medium curve cover your card advantage fairly well. Unfortunately while these tools are very neat they struggle to keep up with the meta.


Unlimited Arcanyst Works - Mythron Edition
The Purification Crusade
Miguel's Abyss deck and discussion space
Struggling with deckbuilding
Platinum to S rank help: Aggro Cas
#4

Vaath

Summary

Sexy Lizard Midrange/Finality, S Rank

Summary


http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6MTkwMzgsMzoyMDEyNSwzOjExMDM5LDM6NDMyLDM6NDI4LDM6MjAxMTcsMzoyMDM0NCwzOjQzMywzOjIwMTIyLDM6NDA1LDM6MjAzMzksLTM6MTA5NTcsLTM6MTAzMDYsLTE6MTExMTAsLTM6MTEwOTM=

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

The deck features all of Magmars favorite control spells to be accelerated by Abjucator, six or seven mana finalities are particularly brutal and are generaly what the deck focuses on trying to replace into. Mix that with good old Vaath Smash and Magmars favorite midrange package and it continues to be a stable top deck.

Its quite the bully of a deck with many favorable match-ups although it does often struggle with the Artifact and Wall decks that have been resurfacing since shimzar came back, if they become to mainstream dispel or artifact destruction could be teched in, or ideally if you have a sideboard they would fit well there.

For those who don’t know Drogans effect is indeed exponential, Drogan+BBs+Cryptographer lets you go from 3 attack to a whopping 18. Even if you only have a single drogan and no cryptographer, combining it with a late game Vaath, or after a finality, just makes him just an absolute monster. Add ramp into this mix and you can pull off some silly things real quick.

The deck is packed with AOE, healing, removal for all occasions, accelerated finality to gimp lategame combo decks, and of course Vaaths Bloodsurge finishers. It has no need for cardadvantage due to just curving out throughout the game.

If it was not for Khanum Kha this would likely be one of the best decks in the game, but that card alone has made me so nervous to play the deck I have even considered running EMP or Bender in the mainboard which is something I have been staunchly against in the past due to how counterproductive it is, much preferring to either have Shroud or Thumping be in the main or sideboard. But due to the Kha/Fault combination having the ability to dispel your own attack buff and or tiles is actually important. Because the other option is to just not use your BBS in that match-up which is also almost suicide, the better thing to do is play as normal but once fault goes down unless you can cover most of it be prepared to get rid of your own buffs.


Ragnora

Summary

Finality Combo: S Rank

Summary


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwODgsMzoxOTAzOCwzOjExMDM5LDM6NDMyLDM6MjAxNTcsMzoyMDM0NCwzOjEwMzA2LDM6MjAyMTgsMzo0MzMsMzo0MDUsMzoyMDMzOSwtMzoxMDk1NywtMzoyMDExNywtMjoyMDEyMiwtMjoxMTA5Mw==

My go to deck for the Immortal Vangaurd expansion that took top ten multiple times and placed towards the top in a handful of tournaments. It was briefly crippled when rotations happened, but it is now back to its former glory. While it does have a lot more competition now a days it is still a top of the pack deck.

Abjucator+Eggmorph+Thumping+Fortitude+BBS= A seven mana 20 damage out of hand burst.

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

Abjucator letting finality hit sooner, or reducing the cost of your various combos and control spells, or ideally all of the above, is pretty insane. Combine that with a powerful midrange game, great control, ramp, healing, and dispel and your prepared for any match-up. Its a very powerful deck that can either play aggressively with ragnora combos, or play the long game with finality depending on the match up.

While it does not really need anything in its side deck as the maindeck covers ts bases really well, should you have access to one you can make sure neither aggro, artifacts, or walls can trouble you.

Midrange: Highly Competitive

Summary

Extra Hatch


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwODgsMzoxOTAzOCwzOjMwMDU1LDM6MTExMjUsMzo0NDgsMzo0MzIsMzoyMDE1NywzOjIwMzQ0LDI6NDIyLDM6NDMzLDM6NDA1LDE6MjAzODM=

Prog Punish


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwODgsMzoxOTAzOCwzOjMwMDU1LDM6MTExMjUsMzo0NDgsMzo0MzIsMzoyMDM0NCwyOjQ0MSwzOjQyMiwzOjQzMywzOjQwNSwxOjIwMzgz

Oldschool Aggro


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExMiwzOjIwMTE2LDM6MjAyMDMsMzoxMTA4OCwzOjE5MDUxLDM6MTkwMzcsMzo0MTAsMzo0MzIsMzoyMDE1NywzOjIwMzQ0LDM6MTA5NzUsMzo0MjIsMzo0MDU=

The usual midrange magmar package mixed with a bunch of ragnoras favorite cards. Crypto/Mentor provides a touch of card advantage and helps you flood the field with ripper eggs.

Rippers have their nasty combo with greater fortitude and now have both eggmorph and Inceptor to pull off out of hand combos. Raptyr is also nasty with hatch cards.

Prog is competing with Inceptors slot, but while Prog can be strong its usually a win more card, but if you do want to run Prog just a couple minor changes can fit him in, namely going for inceptor over eggmorph just due to the body it provides. As for which version is better? Its mostly a meta call, if there is lots of AOE, don’t bother with prog, if there is not Prog can be very punishing.

Mix the excessive amount of eggs with Charm and the deck can overwhelm your opponent real quick. Toss in a one Extinction event as a lategame nine mana combo with your BBs, or a good counter to dispelled eggs and the deck is just a huge bully.

Alternatively if your willing to skip a lot of the usual staples you can just go old school aggro and really focus on the hatch buff combos featuring the long forgotten primordial gazer who is nearly as good as fortitude on a ripper, as well as Primus to push that burst to insane levels. But like the Prog version while this deck has more potential power its very meta dependant as you are pretty reliant on the ripper combo so if your opponent has general attack boosters and healing you can be in for a bad time as you do not have the decks usual fall backs. However in todays meta Khanum-Kha highly discourages attack buffs meaning this is a great time for the deck.

Golem Rag, Highly Competitive

Summary

Controlem


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExMiwzOjIwMTE2LDM6MTEwODgsMzoxOTAzOCwzOjMwMDU1LDM6NDMyLDM6MjAxMTcsMzoyMDE1NywzOjIwMzQ0LDM6NDMzLDM6MjAxMjIsMzo0MDUsMzoxMTA5Mw==

Golem Midrange


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwOTgsMzoxMTA4OCwzOjE5MDM4LDM6MzAwNTUsMzo0MzIsMzoyMDE1NywzOjIwMzQ0LDM6MTEwOTIsMzo0MzMsMzo0MDUsMzoxMTA5Mw==

Juggernaught


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExMiwzOjIwMTE2LDM6MjAyMDMsMzoxMTA4OCwzOjE5MDM4LDM6NDA5LDM6NDMyLDM6MjAxNTcsMzoyMDM0NCwzOjExMDkyLDM6NDMzLDM6NDA1LDM6NDM0LC0zOjMwMDU1LC0zOjIwMTE3LC0xOjIwMTIyLC0zOjExMDkz

The first version I fondly call Controlem because you know its a control list with golems. It was my go to list during rotations, and nothing has changed for it post eternal format. Its still quite good, but with shimzar back in the power level of most decks has raised slightly giving this deck a slightly tougher time then it had during the rotation meta, but it is still top notch.

The deck has the standard midrange magmar package with plasmastorm and ramped emps shoehorned in due to brome trial, artifacts, walls and the like. Combined with ragnora usual hatch fortitude combos. Great healing, great removal. Just a well rounded deck, and the new toy Zoetic Charm makes eggs really hard to kill.

What the deck lacks in raw power and out of hand combos like other variants, it makes up for in having answers to everything and not having any real bad match up. Being somewhat reactive is both its strength and its weakness, but once you learn what you need to dig for depending on matchup your usually in good shape.

The second Variation takes a much more proactive route focusing on constantly putting out bodies to maintain pressure, favoring aggressive tempo plays like lance rather then slower control based tools. Both Celebrant and Metalurgist let you get those five mana golems out turn two and are just solid ramp in general. But the main reason for a golem focused deck for rag is Boulder Breachers effect is particularly nasty when mixed with Rippers allowing them to get two swings in even without a buff.

The third version opts to run Juggernaught as one of its win conditions rather then focusing on control or tempo. Juggernaught is a really fun card, not only is he a golem but his effect is procced by self damaging ramp and he generates an egg for EACH point of damage taken, the decks dream open is turn one Kujata, then on turn two throw down a second Kujata and then you can Flash Jugg out on turn two generating four eggs, a situation almost no deck can come back from. Even without the ultimate god hand just a single flash or Kujata can make Juggernaught pretty scary.

All versions of the deck are propped up by the standard midrange magmar package and of course Ragnoaras scary greater fortitude / egg morph combos which are complimented nicely by their individual tech. All are top notch versatile decks prepared for many matchups, which is the best depends on personal preference and the meta of the day.

Build Rag: Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExMiwzOjIwMTE2LDM6NDQ0LDM6MTkwMzgsMzozMDA1NSwzOjQzMiwzOjIwMTU3LDM6NDQ1LDM6MjAzNDQsMzo0NDEsMzoxMTEzOSwzOjQzMywzOjQwNQ==

Usual midrange package and ragnora ripper combos. This time tossing in magmars build units, timekeeper, and prog.

The build units are pretty decent on their own and timekeeper can turn them into a real menace. Gig is an amazing turn one flash target, and thanks to all the massive bodies actually getting a field developed for progentor is feasible.

There has been a recent trend of really committing to the build side of the deck due to the meta largely consisting of things that have trouble answering it. But I am still generally against this because while its a decent anti meta tactic, your just asking to loose to a stray plasmastorm, ripper spam, or aggro.

Its a solid deck, trading some early tempo plays for a more powerful midgame.

Mandrake Reliq: Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjExMDg4LDM6MTkwMzgsMzo0MDksMzozMDA1NSwzOjExMTI1LDM6NDMyLDM6MjAzNDQsMzo0MjIsMzo0MzMsMzo0MDUsMzoxMTEzNiwzOjQyNQ==

Usual midrange package and rag favorites, but putting a bit more emphasis on summoning units over spells to support mandrake, thus inceptor/fortitude for ripper combos rather then eggmorph.

The decks main trick revolved around throwing out a free mandrake and then sacrificing it with reliqurian to gain an artifact that adds six attack and when you attack all your minions get said buff as well. The buff is particularly brutal on rippers. And due to how rude it is on rippers, or the natural synergy with reliq and rebirth you dont have to wait for mandrake to use reliq should the opportunity present its self.

The deck is certainly lacking answers, but its proactive nature and deadly combos make up for that.


Buildmar: is it recommended?
#5

Starhorn

Summary

Cowardly Vaath: Finality/Starhorn, S rank.

Summary


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6MTA5ODEsMzoyMDEyNSwzOjExMDM5LDM6NDMyLDM6MjAyMzQsMzoxMTA4NiwzOjIwMzQ0LDM6NDMzLDM6MjAxMjIsMzo0MDUsMzoyMDMzOSwtMzoyMDExNywtMzoxMDMwNiwtMToyMDExOCwtMzoxMTA5Mw==

Also known as Vath in a Hat. What we have here is a Vaath deck that has traded Crypto/Drogon for Deci/Spikes and Vaath for Starhorn. So Starhorn is just sort of playing as a cowardly Vaath deck.

The Abjucator Finality package has served me well in most metas. I neglected making a Starhorn variant due to Vaath always seeming like a better choice for it, but with Khanum Kha in the mix these days Vaath is to scared to show his face.

The biggest thing to know about piloting the deck is to always dig for Abjucator and finality or deci spikes depending on the match up. And avoid using Abjucator unless it hits finality or spikes, preferably both.

While I miss Vaaths powerful smash abilities the combination of not having to worry about card advantage and your main wincon with decispikes having little to no counterplay has potentially lead to an even stronger deck then what Vaath usually has. Even if it is not actually better, Khas mere existence makes this a better meta choice.

While I am no fan of DeciSpikes it is hard to argue with its raw power and highroll potential. And when we are being faced with greater evils like Wanderer, Kha/Fault, and various burn decks I do not feel so bad for resorting to it. The DeciSpikes package grows even scarier here due to Abjucator allowing you to pull off the Notorious double spike decimus for a whopping 18 damage much easier.

The deck is pretty strait forward, midrange magmar package, as much control as we can cram in, and a good amount of healing leaves your prepared for pretty much anything. And if you have a sideboard you can pretty much guarantee aggro, artifact, and dispel vulnerable lists stand no chance. Lifeforce is in the sideboard for those match ups where you really do not want to even play Finality at all like versus Fault/Kha as just a surprise lategame bomb, but its so rarely needed its the one of.

Its a terrifying deck and may be one of the best in the game.

Anti Draw Starhorn: S/Highly Competitive

Summary

Control: S Rank


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6MTA5ODEsMzoyMDEyNSwzOjQzMiwzOjIwMjM0LDM6NDE3LDM6MTEwODYsMzo0NTgsMzoyMDM0NCwzOjQzMywzOjIwMTIyLDM6NDA1LC0yOjEwOTU3LC0yOjIwMTE3LC0zOjEwMzA2LC0zOjExMDkz
Aggressive: Highly Competitive

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMjI1LDM6MTkwMzgsMzo0MDksMzo0MzIsMzoyMDIzNCwzOjQxNywzOjExMDg2LDM6NDU4LDM6MjAzNDQsMzo0MzMsMzo0MjYsMzo0MDU=

The classic starhorn package with a new powerful toy, Haruspex. It has the standard Deci/Spikes package, it also packs Vindicator which can be equally deadly with spikes although you tend not to use spikes for vindicator unless he is about to trade. Haruspex is a nasty flash target and has extra synergy vindi/deci.

The first variant has a healthy amount of removal, enough healing, tons of aoe, and the standard midrange package making it a very well rounded midrange deck with an answer for anything, lots of tempo, and powerful lategame combos. It is my preferred version as it is just the epitome of stability.

The second variant skimps on the control side a bit in order to fit the recently buffed Vision, and since we now have three things that like when the opponent draws cards we also toss in Entropic Gaze. While not as well rounded the sheer amount of pressure this version puts on your opponent at all points of the game is a force to be reckoned with.

With a sideboard you can shore up the artifact, wall, and aggro match ups even further.

Its a powerful and classic deck that can compete with just about anything.

Impale: Aggro/Pain and Midrange, Highly Competitive.

Summary

Pain


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMTE5LDM6MjAxMTYsMzoxOTA1MSwzOjQwOSwzOjQzMCwzOjQ1NSwzOjIwMjM0LDM6MTEwODYsMzo0MDcsMzo0NTgsMzoyMDM0NCwzOjQwNQ==

Midrange


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMTE5LDM6MjAxMTYsMzoxOTAzOCwzOjQwOSwzOjQ1NSwzOjQzMiwzOjIwMjM0LDM6MTEwODYsMzo0MDcsMzoyMDM0NCwzOjQzMywzOjQwNQ==

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

Do you want to kill people fast? Do you like to just SMORC at face! Well I have the deck for you! While at its core you mostly just go face, it does have a few fancy tricks up its sleeve. There is a fair amount of pain synergy going on here. Between self damaging ramp, krater, and rebuke you can very reliably use amplification.

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

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

If you cant bring your self to skip the good old magmar golem package the second version is a more standard aggressive midrange list. As for which is better? Mostly a meta call, the first one can really catch people off guard, and in the right meta is very mean, but the second one is extremely stable and reliable.

Thumping and Rebuke are interchangeable in both lists and are mostly a meta call. It is a tough choice between thump/rebuke for both lists and again its really going to come down to meta/personal preference. Thumping gives us a much needed transform and is a great finisher particularly with Elucidator, but Rebuke is such a strong catch all and is extra important in the wanderer matchup.

Its a strong deck, but it has the usual aggro problems of its strength depends on the meta. If there is a lot of healing or stronger midrange decks running around it can be a struggle, if there is not its a monster.

Mechotic MecHorn: Highly Competitive

Summary

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoxOTAwMiwzOjExMTIzLDM6MjAzODIsMzo0NDYsMzoxOTAwMywzOjE5MDA0LDM6MTkwMDUsMzoxOTAwNiwzOjIwMTE3LDM6MjAxNTcsMzoyMDM0NCwzOjIwMTIyLDM6MTExMjc=

This deck has one main goal and that is to kill someone from really high health via playing omega, and then the next turn following up with Mitocic/Eggmorph for a crazy burst rush version of omega regaurdless of if the first survived.

Aside from its omega plan it has the normal build mechazor plan, which supplements the deck with amazing draw power thanks to Seismoid. The deck has room to include all of magmars favorite control spells letting you be prepared for any match up. Earth sphere vs aggro/burn, plasma vs swarm, rebuke vs certain swarms or big bodies, plus rebuke has some nasty combos with mechazor and or sword.

The deck mostly plays defensively just focusing on keeping the field clear and staying alive just buying time to work towards your game ending combo, which is similar in principal to the worldcore variant of the deck, but much faster.

The deck is very consistent thanks to its amazing digging power and stall tools, and has an answer for everything plus multi angle win conditions. Decks that deal with normal mechazor tend to be slow and very vulnerable to the instant kill combo, and vice versa. The only thing it really struggles against is aggressive midrange lists that pack minions that are not vulnerable to plasma and rebuke, or when it bricks and just cant get what it needs. Its a tough deck to play as you really need to know your matchups and its easy to screw up, but the deck has a ton of raw power.

While very powerful the prevelence of aggressive vetruvian in the meta really gives it a hard time, between that and bricking its just short of an S rank rating.

The Dentist: Fang/Rage: Highly Competitive

Summary

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6NDA5LDM6MjAxMjUsMzoxMTEyNiwzOjQzOSwzOjQ1NSwzOjQzMiwzOjMwMDE3LDM6MjAyOTcsMzoyMDM0NCwzOjQzMywzOjQwNQ==

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

The decks primary trick involves developing a decent field and then using krater, quillbeasts, rebuke, and or self damaging ramp to get massive value out of bloodrage on an already active minion, or a surprise massive fang, although fang can be used defensively in a pinch.

Quillbeasts effect procs on cast, if you have quill on the field and you cast Blood Rage on a minion with one health, quill will deal damage, and then bloodrage will apply its buff and that one health minion will survive thanks to the buff.

The deck packs great aoe with krater, quill, rebuke, and makantor. We also have Magmars powerful midrange/golem package featuring three ways to get a turn two lavalasher with ragebinder giving the deck a touch of healing. And card advantage is coverd through starhorn, a medium curve, and replicant. Replicant is also a super nifty six mana combo to follow up a kujata and then toss on a fang.

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

WorldStar: Mitotic/WorldCore, Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6MTA5ODEsMzo0MDksMzoyMDM4MiwzOjIwMTI1LDM6NDMyLDM6MjAxNTcsMzoyMDM0NCwzOjQzMywzOjIwMTIyLDM6NDA1LDM6MTExNDc=

This deck has one goal in mind and that is to assemble flash, Worldcore, Mitotic, and Eggmorph in hand at the same time. Then the idea is to play worldcore on seven, or sooner if possible thanks to kujata/metalurgist but usually not before having the rest of the parts, and then on the following turn play Mitotic Induction and Eggmorph to make a 25/25 with rush, regardless if they managed to remove the previous one.

The rest of the deck is packed with control and healing to stall until you can assemble your combo. Typically you do not want to play worldcore until you have Mitotic/Morph, but you can in a pinch, as it does certainly require an immediate answer, and as long as you do not play another minion you can just stall until your missing combo part although that is a touch risky.

Its a decent deck propped up by the midrange magmar/control shell, but finding a four card combo or surviving till nine mana is no easy feat, but when it works it works, and when it doesn’t it can still hold its own. The deck is just consistent and effective enough to avoid getting slapped with a gimmicky tag, but its main trick is ultimately a little gimmicky landing it with only a competitive rating.

Focused Hatefurnace: Competitive

Summary

Fast Furnace


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExOSwzOjIwMTE2LDM6MjAyMDIsMzoxMTA4OCwzOjE5MDM4LDM6NDA5LDM6NDU1LDM6NDMyLDM6MTExMzEsMzo0MTcsMTo0NTYsMjoyMDM0NCwzOjIwMjE4LDM6NDMz

Slow Furnace


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExNiwzOjExMDg0LDM6MTEwODgsMzoyMDExMywzOjE5MDM4LDM6NDMyLDM6MTExMzEsMzo0MTcsMTo0NTYsMjoyMDM0NCwzOjIwMjE4LDM6NDMzLDM6MjAxMjIsMzo0MjY=

Hatefurnace took a pretty brutal nerf, between the vindicator/minos interaction sticking around plus the option of the newly buffed Vision giving you the ability to progress the trial via your BBs while providing decent buffable bodies, and gaining a couple strong buff spells from shimzar, namely Thumping and Razor, the deck has gotten a massive pump in power, thumping is extra good because even if you use it as removal it still progresses your trial, where as razor is cheap and maintains your hand. While the deck got a nice push with Shimzar to the point that it is competitive again, furnace is just a touch slow now and is generally outclassed by an aggressive list with Makantor instead.

Both versions of the deck pack eighteen different ways to progress the trial, twenty one if you count cryptographer, allowing hatefurnace to be quite consistent. And thanks to a good chunk of those buffs being just built into minions you don’t really struggle with the usual problem of to many or to little buffs in hand.

The first version focuses on just getting hatefurnace out as fast as possible, while turning your early game minions into answer or die threats. Between Kujata, Krater, and rebuke the deck has many ways to make amplification effective, and often on an already active minion. And thanks to rebuke, (which can also clear big bodies like EMP) krater, and lategame furnace plays you are pretty set on AOE.

The second version takes a more slow and steady approach packing all of magmars favorite control spells, mixed with the recently buffed Vision who is even more of a monster post hatefurnance. Because its a slower deck it opts out of the pain package in order to fit healing and even more control with diretide frenzy. What the deck lacks in speed it makes up for in having an answer to everything.

Mix the buff package with the midrange golem package and the nice endgame of hatefurnace and you have a very effective deck that sacrifices very little to make its self consistent.

Grow: Average

Summary

Hammer


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjMwMDI4LDM6MTkwMzgsMzoxMDk4MSwzOjQzOSwzOjQyMywzOjQ1NCwzOjQzMiwzOjIwMzcwLDM6MjAzNDQsMzo0NDAsMzo0MzMsMzo0MDU=
Kolosus

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6NDIwLDM6NDA5LDM6NDM5LDM6NDIzLDM6NDU0LDM6NDMyLDM6MjAzNzAsMzoyMDM0NCwzOjQwNCwzOjQzMywzOjQwNQ==

Oropisisaur is a very neat card. I even had the opportunity to spoil the card. It gives a good push towards grow being a viable archetype, and now that we have shimzar back we now have Molokai and the recently buffed Omniseer all actually working together to make a functional deck.

Aside from having the standard midrange package and the best grow units available, it does have another nifty trick. If you have Quillbeast and Oro on the field and you cast Gargantuan Growth on Quill, quill will grow right away! Rebuke can serve a similar purpose to force Oros to make things grow and the majority of the deck is rebuke proof. Getting two Oros out can also make things nigh immune to combat damage. And yes both Oro/Molokai work with tiles and Hammer.

Its a little sad that none of the oldschool grow minions make the cut, I did my best to at least make a variant that uses Kolosus to cache in on that nice self damaging ramp synergy with Oro. Unfortunately while Oro does work with hammer/tiles a unit must have grow naturally in order to proc Oros effect with self damaging ramp, and thus why Kujata is skipped completely in the first variant.

Its a fun deck that can pull off some whacky combos and some surprising bursts, but unfortunately its just to slow and vulnrable to removal/dispel to really be competitive.

Other Mechazor Variants: Competitive to Gimmicky.

Summary

Apex/silver/omega.

Decimus Mechs: Competitive


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDAyLDM6NDA5LDM6NDQ2LDM6MTkwMDMsMzoxOTAwNCwzOjE5MDA1LDM6MjAyMzQsMzoxOTAwNiwzOjExMDg2LDM6NDU4LDM6MjAzNDQsMzo0MDU=

Seismoid, particularly when combined with kujata, can really push out a ton of cards, if you manage to stick a siesmoid and two kujatas you can cycle through a ton of cards to progress mech or abuse decimus. Even when you can get that whole package out its still just all strong individual cards that compliment each other well.

The deck mostly looks to progress mechazor and keep folks busy with that, and then finish the game off with a deci/spikes combo which is further augmented by haruspex.

It has one more fancy trick that being Rebuke/Frenzy Abuse:

Another fun thing to do is rebuke frenzy abuse, it’s particularly nasty when combined with mechazor airdrop/frenzy. One of my favorite seven mana plays is to play sword as the final mech part, air drop mechazor in, and then rebuke to make them both swing with frenzy. But again it’s something that’s nice when it happens but it’s not it’s primary goal.

Midrange: Competitive


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDAyLDM6MTkwMzgsMzo0MDksMzo0NDYsMzoxOTAwMywzOjE5MDA0LDM6NDMyLDM6MTkwMDUsMzoyMDM0NCwzOjQzMywzOjQwNSwzOjExMDkz

It still has seismoid abuse and or fancy rebuke plays but instead of going for the alternate finishers it takes a mirdrange approach.

The midrange golem magmar package is tried and true providing ramp, healing, and removal. Toss EMP in their at the top of the package as a catchall and another alt win con and its a sollid deck.

It mostly just wants to play Midrange Magmar using mechs as a draw engine and for their high roll potential with a bunch of cheap early mechs plus mechazor is a decent back up win con, allthough certainly not the focus.

Silver Decimus: Competitive

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDAyLDM6NDA5LDM6MTExMjMsMzo0NDYsMzoxOTAwMywzOjE5MDA0LDM6MTkwMDUsMzoyMDIzNCwzOjE5MDA2LDM6MTEwODYsMzoyMDM0NCwzOjExMTI5

Similar to the more dedicated decimus version, this one forgoes most of the usual magmar staples in favor of the Silver package, who is particularly brutal when combined with Metaltooth, and pretty decent with forcefield or ranged.

Apex Mechs: Competitive/Gimmicky


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoxOTAwMiwzOjQwOSwzOjExMTIzLDM6NDQ2LDM6MTkwMDMsMzoxMTAzOSwzOjE5MDA0LDM6MTkwMDUsMzoxOTAwNiwzOjIwMzQ0LDM6MTExMjcsMzoxMTEyOSwzOjIwMjky

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

Speaking of Apex some really cool things happen when you play the card, preferably early with abjucator, first of all Omega does count those summons on his effect, second of all Silver can do some crazy things giving all those keywords, like giving those massive Omegas rush.

The most important keyword for silver is rush from metaltooth. But be warned the there are some odd interactions with metal tooth and silver. Silver must be on board before tooth hits and since Apex summons in a random order it doesn’t always work. Which is another important thing to note if your going for Silver/Tooth combo outside of apex always go SILVER THEN TOOTH.

Its a pretty neat and effective deck, but the RNG element, the somewhat slow gameplan, and the possibility of your opponent getting a better apex then you, keeps it as ultimately a gimmick.

Omega Hate: Gimmicky


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExNiwzOjE5MDAyLDM6MjAyMDIsMzoxMTEyMywzOjIwMjY4LDM6MTExMjYsMzo0NDYsMzoxOTAwMywzOjE5MDA0LDM6MTkwMDUsMTo0NTYsMzoyMDM0NCwzOjIwMjE4LDI6MTExMjc=

While Mechazor is certainly a likely possibility with the deck it is almost an afterthought. Its primary goal is hatefurnace followed by a super buffed Project Omega to OTK. The mech package provides extra draw and a lot of cheap buffable bodies that tie the deck together. It opts out of amplification due to mechs low health.

Both Thumping/Ballast can be used as answers when you need to and they will still progress your trial even when cast on the opponents stuff.

Between starhorn, seismoid, Razor, and replicant your covered on card advantage and can dig into the buffs you need to complete hate furnace trial reliably, and or to get out mechazors. Unfortunately the deck can still just brick if it draws to many or not enough buffs and or they can answer mechazor.

Unfortunately after the crippling Hatefurnance nerf, the deck went from competitive to gimmicky.

Meme Of Electric Sheep Highly Competitive/Gimmicky

Summary

Mech Variant


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoxOTA1MiwzOjIwMTE1LDM6MTEwMjIsMzoxOTAwMiwzOjExMTQxLDM6MTEwMTYsMzo0MjEsMzo0MDksMzoxMTEyMywzOjExMTI2LDM6NDQ2LDM6MTkwMDMsMzo0MjU=
All in Variant

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoxOTA1MiwzOjIwMTE1LDM6MTAwMDEsMzoxMTAyMiwzOjExMDUzLDM6MTExNDEsMzoxMDAxOSwzOjExMDE2LDM6NDIxLDM6MTEwMDksMzo0MDksMzozMDAxNw==

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

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

However I have breathed new life into the deck. I traded a little bit of the decks consistency and otk potential in order to add the Seismoid/Mech package. So not only can Seismoid serve as an alternative to dance of dreams, the mech package just gives the deck way more draw power letting you find what you need much more consistently, or just sort of play floodhorn using dance/seismoid outside of combos. You even have a small chance of pumping out mechazor as a backup plan.

The other big change that came for the deck was Mirriom and Mandrake. While running a mandrake version in the past was possible it felt even worse then the fang variant. But mirrom has changed this, as it will allow you to play up to 12 Mandrakes and or extra mechazors. The big thing about this version of the deck is its actually very competitive since it can go off as early as turn one! Unfortunately despite its theoretical power it runs into a serious issue with the turn timer, and of course it still does need to actually find its combo cards.

The deck still really crutches on finding some combination of kujata, dance, or seismoid to perform well, and due to the dance of dreams combo being less consistent the deck requires a ton more careful planning and really fighting against that turn timer. Its an incredibly difficult deck to play, but if you can manage to play it right its actually pretty dang scary.

Fang and mandrake are still interchangeable in either version of the deck depending on personal preference, and if you do choose the fang variant you can also just play fang without the need for a full combo thanks to the decks flood capability. The mechs also keep people from cluing into the fang otk capability.

Regardless of which variant you choose the deck has to many issues to be truely top notch as you need to choose your poison between consistency or fighting the turn timer, and the rare occasion of just not finding what you need, so its ultimately a gimmick.

Mill Apex: Average/Gimmicky

Summary


http://www.bagoum.com/deckbuilder#MTo0MTgsMzoxMDk5MywzOjExMDg0LDM6MTkwMzgsMzoxMTAzOSwzOjQzMiwzOjQzNSwzOjQzMywzOjExMDMwLDM6NDA1LDM6MTEwOTMsMzoyMDI5MiwzOjExMTU2LDM6NDM2

At its core its a simple Apex deck that packs a lot of high end units and tries to just use Apex ASAP and hope what it drops is better then what the opponent drops. To facilitate this we run almost exclusively minions, starhorn keeps our hand topped off, and abjucator accelerates the deck.

But this deck also has a fun secret trick. Mnemovore mills three cards for each unit you summon off of Apex, and even ignores the usual random summoning order. But wait, there is more, if Rizen is in your hand when you Apex Rizen will summon an egg for each unit your opponent gets off of Apex, which if that was not cool enough if you also have Mnemovore you could possibly mill upwards of thirty cards.

Unfortunately neither Apex nor Mill are particularly effective tactics leaving this as mostly a gimmick. Allthough there was a brief time when this was a gamebreaking deck with the Vore/Deci interaction, but that has long been fixed, I wanted to see if it was still viable without the instant damage aspect, and the answer is only sort of, but its still a lot of fun either way.


S-Rank Burnhorn deck
Playing as both players
Improving Budget Growmar
#6

Zirix:

Summary

Assembly Line: Golem Fault: S Rank

Summary


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMjcsMzoyMDA5NSwzOjExMDg0LDM6MTEwOTgsMzoyMzgsMzoxOTAzOCwzOjExMDQzLDM6MjI2LDM6MjAyNTQsMzoyNjAsMzoyNDYsMzoyMDI2MiwzOjExMDkzLC0zOjIwMDk5LC0yOjIwMTA1LC0yOjIwMjk5LC0zOjIyMA==

I call it assembly line constantly as it assembles golems which lead to fault which leaves a nice line in the field to assemble things on.

At its core is another Fault/Kha deck this time enabled by rae, and made consistent by, and occasionally accelerated, with golems. Mix in a few Vet staples and cycles and its a very effective and consistent deck.

It forgoes the oldschool Sirocco Approach due to it being redundant with fault, instead it just uses golems as a ramp and draw engine with EMP to top off its curve as a good catch all. I also still favor tempo/stall tools like Falcius over potential strong threats like Portal Gaurdian, or maybe Wasteland Wraith, as all you need to do is survive until fault, but all are good options.

While it lacks the aggressive potential of the obelysk variant it has a lot more room for important tech like healing, EMP, skorn, and the like. While sandswhirl is usually used for removal using it on your own Azure Herald or Dreamshaper can be pretty nifty. Skorn is a solid card on his own but he can be mixed with Rae for a targeted dispel, or with Kha to force it to suicide to get an extra spawn in.

The side deck is a bit of an oddity, more often then not simply its existence is more helpful then the cards them selves, if people know you have stars and mirage available to you it can really cause them to play sub-optimally, plus if you are up against swarm, walls, or excess rush they can be really important cards. Aymara may not be good in a lot of match ups, but when you come up against match ups that do not usually have transforms it can be a wincondition all on its own, EMP is a better catch all but they can be traded with each other depending on the meta or the match up. Rasha mixed with our maindeck artifact hate means artifacts should not stand a chance. Often you want to keep a side deck secret, this one you almost want to be public.

While a little slow it is extremely versatile and adaptable packing answers for just about any situation, and is widely accepted as one of the top decks in the game. I had favored the obelysk variant for quite awhile but with walls, artifacts, plasma, aggro and wanderer this variant came out on top, it may not have quite the raw power of the the oblysk variant but it makes up for that by being much more well rounded without as many counters.

Sand Andreas Zirix: Obelysk/Fault S Rank

Summary


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjIwMTUxLDM6MjExLDM6MjQxLDM6MjE0LDM6MjQzLDM6MjAyNjUsMzoyMTUsMzoyMjYsMzoyMDI1NCwzOjI2MCwzOjI0NiwzOjIwMjYyLC0zOjExMDg0LC0zOjIwMDk5LC0yOjIwMTA1LC0yOjIwMjk5

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

The lategame snowball effect of Kha and Fault is nearly unrivaled. While there are quite a few ways to go about using that package this one opts for Oblysks and Reasemble, as a they serve as part of the combo, a zoning/stall tool, or aggression when need be.

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. While Rae is the more popular way to do this, Rae is a pretty bad standalone card, where as reassemble is decent. The deck has a lot of dervish synergy with fireblaze, dunecaster, and of course Kha, all of which can really turn dervishes of any sort into really scary monsters with lots of reach. Combine that with Sandswhirl/BOA for removal and its a very well rounded deck.

This deck looks to really dominate the early game and create a zone your opponent wants to stay away from with Obelysks. While the deck can play aggressively if it needs to, especially if your opponent comes into your zone, its greatest strength is in forcing your opponent to back away and then transitioning into Cataclysmic Fault to close the game out, which has become much more powerful thanks to how it combos with the decks latest superstar Khanuum-Ka.

Khanuum-Ka really pull the deck together solving bad dervish spawns, letting you cash in on an entire fault immediately, and just being a powerful card all around. Vs Vaath/Lancer/Artifacts it can just win a game instantly, vs things like brome and the like it can be used as AOE, but be warned while the deck is very powerful the rope is your biggest enemy! Trying to move dervishes, summon kha, and proc fault, and then actually get all of his attacks in with his slow random re-summon can really eat into your turn, but with speedhack, practice, and knowing you need to move fast it is doable.

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

The side deck is a bit of an oddity, more often then not simply its existence is more helpful then the cards them selves, if people know you have stars and mirage available to you it can really cause them to play sub-optimally, plus if you are up against swarm, walls, or excess rush they can be really important cards. Herald shores up the aggro match up, and rasha mixed with our maindeck artifact hate means artifacts should not stand a chance. Often you want to keep a side deck secret, this one you almost want to be public.

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, although Kha helps a lot there. Your lack of healing means you need to play aggressively vs aggro, and you have an inherent weakness to plasma, but the decks brute power, speed, and late game potential help make up for its inherent weaknesses. What makes it such a monster is decks are usually good vs oblysks or fault, but not both.

Lost in the Desert Variants: Competitive to Average

Summary

Parsing Bot Competitive


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjExMDg0LDM6MjAxNTEsMzoxMDk4MSwzOjExMTM1LDM6MTAwMTYsMzoyMjYsMzoyMDM0MiwzOjExMTE1LDM6MjAyNTQsMzoyNDYsMzoyMjAsMzoxMTA5Mw==

Parsing Error Competitive


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjIwMTUxLDM6MjU4LDM6MTkwNTEsMzoxOTAzNywzOjExMTM1LDM6MjAwOTYsMzoxMDAxNiwzOjIyNiwzOjIwMzQyLDM6MTA5NzUsMzoxMTExNSwzOjIwMjU0

Dervish LITD Average


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjIwMTUxLDM6MjExLDM6MjQxLDM6MjU4LDM6MjE1LDM6MTAwMTYsMzoyMDM1NywzOjIwMzQyLDM6MTExMTUsMzoyMDI1NCwzOjI2MCwzOjI0Ng==

EMP Golems Average


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjIwMTUxLDM6MTEwOTgsMzoyMzgsMzoxOTAzOCwzOjEwMDE2LDM6MjI2LDM6MjAzNDIsMzoxMTExNSwzOjIwMjU0LDM6MjQ2LDM6MjIwLDM6MTEwOTM=

Oldschool Sirocco Average/Gimicky


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzoyMDA5OSwzOjIwMTUzLDM6MTAwMTYsMzoyMjYsMzoyMDM0MiwzOjExMTE1LDM6MjAyNTQsMzoyNDYsMzoyNDA=

The LITD package has definitely taken some brutal nerfs, on top of really creature heavy decks like wanderer being meta now make actually using LITD much harder.

But that being said its still a neat high skill position focused deck that in the right hands can still perform well. Ironically Sajj seems to be doing the best with it now, but Zirix can still hold his own.

For those unfamilar with LITD it deals five damage to all enemy units that are not standing next to a friendly unit. Combine that with boneswarm, thunderhorn, and repulsor beast and you make it incredibly difficult to play around these things as your opponent will often fall into at least one of these traps. Mix that with powerful Vet staples and you have a very sollid deck.

The first variant is an update to my old Parsing Bot deck from immortal vanguard:

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

It further supplements the LITD package with Recombobulus who cant teleport diagonal so its pretty easy to manipulate units for dessert or thunder both yours and your opponents. It has performed the best having a decent match up all around thanks to having tech for every occasion. It has healing, it has dispel, it has provoke, it has great removal and tempo plays, and of course the LITD package. Its mostly just a goodstuff deck that does decently but it does struggle to keep up with the meta.

The second version packs in loads of ways to push damage really aggressively, which has the added benefit of making it even harder to play around thunder/lost. An error in parsing can very quickly lead to the death of whatever code you may have been working on. Which is exactly what this deck does to the opponent. By sheer virtue of being an aggro deck it has stayed fairly competitive despite the nerfs.

The third version was once a very powerful deck but it suffered a lot of nerfs. Thunderhorn, LITD, and Nimbus were all hit and they were the core of the deck, leaving it trailing behind. Its an aggressive midrange deck with a healthy amount of dervish synergy. While intensify focused versions of the deck may be viable Dustdrinker and Nimbus are decent standalones, and more importantly are dervish sources to be abused with kha, fireblaze, dunecaster, and wishes.

The fourth version is the more standard LITD deck using golems as a good halfshell to provide ramp and card advantage, and while they do a great job at that they are not much of a win condition by themselves, and after the nerf neither is LITD so while still a solid shell what the deck needs is either a stronger win con or to be more well rounded leaving it trailing behind.

And lastly we dig into the oldschool Sirrico Oasis Golem deck. Unfortunately Sirrico is almost a gimmick with all the recent powercreep lately and the deck is just really clunky, that being said my Sajj variant does still use this package to great effect, it just seems Zirix has lost his spot as the preferred general for this archtype.

Golden Army: Dervish/Flood, Competitive

Summary


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjExMDg4LDM6MjExLDM6MjQxLDM6MjI4LDM6MjAwOTksMzoxMTEyNSwzOjIxNSwzOjIwMTUzLDM6MjIxLDM6MjAyNTQsMzoyNjAsMzoyNDY=

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

The deck sports a low curve with a ton of ways to really pump out dervishes as well as buff them to scary levels where they can dodge most aoe with a combination of oasis, fireblaze, and wishes. The Crypto/Bloodbound package is really solid in general and provides both a great way to spam dervishes and or to maintain card advantage.

The excess of dervishes mean you can run Kha to great effect, and the deck can spam minions out at a frightening rate to make portal guardian very scary. Its a pretty aggressive list really looking to take control and snowball early. While it does not have the snowball potential of fault, its ability to kick on immediately is a pretty big deal.

Combine that with a few vet staples and its a very effective deck. It does pretty well on card advantage between wish, oasis, mentor, and duskweaver. While perhaps not top tier, it is a lot of fun, and its nice to get away from fault and aggro every once in awhile.

Panther Reliquarian: Competitive/Gimmicky

Summary


http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjI0MSwzOjI1OCwzOjIyOCwzOjIwMDk5LDM6MjAwOTYsMzoyMTUsMzoyMDA5NywzOjIwMjU0LDM6MjYwLDM6MjQ2LDM6MjMzLDM6MTExMzY=

I have always thought panther was a cool card, and due to its recent buff its pretty decent now.

Aside from lots of dervish synergy this decks main trick is to play your three wishes, and then play Panther and Reliquarian at the same time forging you a massive +8 attack artifact. But now here is where the fun part comes in, Vets forged relic revives minions that have died this game when you attack equal to the attack of the artifact, so that’s eight revives, and notice some of our other choices like Kha and Dustdrinker. Khas rush means immediate impact, and if your lucky you got to suicide with kha quite a few times adding him to the pool of revives a lot, and Dusdrinkers intensify can get out of hand immediately and just strait up finish people on the spot.

Unfortunately despite all its cool tricks its ultimately a gimmick as your hand can get clogged with buffs, and the decks main trick revolves around putting together a five card combo, although thankfully not all at once, making it a touch inconsistent. But even when you are not doing your full combos the deck is still solid banking off of vet power plays and dervish synergy.

Volcano: Dying Wish/Fault: Competitive/Gimmicky

Summary

http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMjcsMzoyMDI1NSwzOjIwMDk1LDM6MTEwODQsMzoyNDEsMzoxMDk4MSwzOjIyNiwzOjIwMjU0LDM6MjAxOTgsMzoyNjAsMzoyNDYsMzoyMjAsMzoyMDI2Mg==

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.

More Kha/Fault abuse, but this time featuring a couple fun gimmicks. Rae is a popular fault enabler but its battlepet nature makes it a liability, thanks to Arid unmaking though you can actually use Rae as a targeted dispel, and even leave a nice sandtile to abuse with kha. But the fun does not stop there, Aymara is a classically powerful card, but it does not see much play anymore, que unmaking again and you now have the ability to proc her on command.

But WAIT there is more, kha, rae, aymara, and Duskweaver are all dying wish units meaning we can really abuse Combustion when the time is right. The dream is suiciding with Kha a whole bunch post fault, and then playing combustion to bring back ALL his copies.

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.

Mix all that with a few Vet staples and its a solid deck. Unfortunately its gimmicks are pretty hard to pull off and consist of a bunch of meh cards.


Sajj:

Summary

Butcher: GoodStuff/Cleaver Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDM3OCwzOjIwMDk1LDM6MTEwODQsMzoxMDk4MSwzOjExMTI0LDM6MjAwOTksMzozMDAwOCwzOjIyNiwzOjIwMjU0LDM6MjQ2LDM6MzAwMjIsMjoyMDEwNSwzOjIyMCwxOjIzNw==

Cleaver is one of my favorite cards and this deck really looks to leverage its power. Mix cleaver/ankh spam with a bunch of good stuff utility minions and Vets premium removals and threats and you have a very effective deck.

Lost Artificer in particular helps a lot in making spinecleaver viable allowing you to equip it turn two by capturing a globe with him. Mix Spinecleaver with Ankh and the digging power of Foundry and Wish and you can very reliably start getting out totems at range. With Kha in the Mix artifacts that add attack are scary, but thanks to Totems Kha spam is just as scary for your opponent, and can often block him.

For those that don’t know the bloodfire totem spawns under your opponents control, it is a 0/4 structure that deals one damage to your opponent EACH turn, yours and your opponents, and thanks to being under your opponents control they are pretty hard pressed to get rid of it. Because they belong to your opponent they make stars fury extra scary to, and due to doing damage each turn you can get instant value off your grandmaster.

Between its medium curve and cycles it does ok on card advantage. It is a tough deck to play and there are some very hard counters to it, but with practice, a little luck, and its various tech it can do pretty well versus everything. But due to things like EMP and excess burn it only earns a competitive rating despite its theoretical power and how much it can bully a lot of decks.

Ascension: Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDEzMiwzOjEwMDAxLDM6MjAzNzgsMzozMDA1MCwzOjIwMzUwLDM6MzAwNTQsMzozMDAwOCwzOjEwMzA2LDM6MTkwNDQsMzoyMzksMzoyMDI1NCwxOjI1OSwzOjIwMTA1LDI6MjAyNDQ=

A combination of Lark/Striker and Neuro link, and or Tracer make getting to the other side to complete the trial a breeze, and on that off game where you cant find those that means you probably have a handful of artifacts/control tools and can just play traditional tears artifact sajj.

Once the trial is complete for each artifact you have equipped you get an effect, or loose an effect your number of artifacts goes down. The first gives you frenzy, the second gives you flying, and the third gives you celerity. Once that quest is complete it is very easy to fly around the map clearing threats via ankh/iris barrier and or nuking down your opponent, which can often be an OTK via tears.

The deck packs a premium selection of artifacts that best help with surviving the early game, and it avoids including any others in favor of foundry/striker/and gifts, that way digging out the ideal artifact is much easier with foundry. Gifts is mostly used post quest completion just to be able to top deck two artifacts with one card that way you can fly out of a sticky situation where all your artifacts have been broken.

The deck also packs a good control suite, blood of air is a given, but Bender/Stars/Flacius/Sandswhirl are meta calls. Bender is good vs gravity wells, getting rid of stuns on sajj, and having dispel is just good in general, and Stars fury goes a really long way, in particular combined with ankh, in combating Quest lyonar/hyper swarm which could otherwise be tricky matchups. But if the meta shifts to lots of big bodys sandswhirl is a must, and should none of those be particularly needed then Falcius is on standby as the best general purpose card.

The mere existence of Kha, not to mention how common he is, alone keeps the deck from being properly top notch. EMP is manageable because your usualy in a safe position by the time he comes around, but the fact that both EMP and Kha are so common really put a damper on the decks potential.

Lost Artificer Sajj: Golem/LITD Competitive

Summary


http://www.bagoum.com/deckbuilder#MToyMjMsMjoyMDM3OCwzOjIwMDk1LDM6MjAxNTEsMzoxMTA5OCwzOjIzOCwzOjE5MDM4LDM6MTAwMTYsMzozMDAwOCwzOjIwMzQyLDI6MTExMTUsMzoyMzksMzoyMDI1NCwzOjI0NiwyOjI0MA==

No not the new jerk minion that stole my go to name for Sajj for ages, its a LITD deck, Sajj is the Artificer with her many tools and constructs.

Its nice to step away from Fault and Ascension every once in awhile, while the usual go to for that is some variant of Ciphron control Sajj can do pretty well on her own to.

Wildfire ankh has always been the main reason to play Sajj. No other card quite highlights her strength as well as it does. So because of that we are running five of them. Since Ankh is the only artifact in our deck, Planar Foundry will always fetch it for us letting us effectively run extra copies. Mix that with the decks amazing digging power and you will rarely find yourself without an Ankh, add Wind Striker to that and those Ankhs get extra scary real quick.

While lost in the Dessert has certainly suffered some nerfs recently its still a solid package. Golems are always a decent halfshell for any deck but they are well suited to Sajj since windstriker is basically built for her. Sajjs constant barrage with Ankh mixed with the usual thunder/repulsor/Boneswarm make it really hard to play around Lost, either you fall victim to one or the other. If ankh spam and LITD were not win cons enough, we even have oldschool Sirocco in here to throw yet another wrench into what ever your opponent is doing.

Its a solid deck, although it is very position focused and takes a lot of practice, Its very good versus wanderer although aggro decks can be a little tough on it.

One Shot Robot: Golem/Tears, Competitive

Summary


http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDEzMiwzOjMwMDM2LDM6MjAzNzgsMzoyMDA5NSwzOjExMDk4LDM6MjM4LDM6MTkwMzgsMzozMDA1MCwzOjIwMDc4LDM6MzAwMDgsMzoyMzksMzoyMDI1NCwzOjI0Ng==

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

These days Ascension Sajj has sort of taken over the artifact scene, but the popularity of Khanum-Kha keeps that deck on the back foot, if you don’t feel like going that route this is a good alternative and is a classic approach. It plays somewhat similarly but without the awkwardness of having to complete the trial and having a decent tempo game as a back up plan.

Sajj works really well with golems, Wind Striker is practically made for her, and having the cheap base minions providing ramp and draw is just a really solid basis for a deck. Although instead of running something like sirroco, Nose, or fault, instead we are going for the oldschool tears/time combo.

This decks main thing is to pull massive burst, and sometimes an OTK out of nowhere, with a combination of cheap artifacts, Auroras Tears, and Time Maelstrom. At 6 mana you can throw on two Sickles, 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. The combo is pretty consistent thanks to the combination of cycles and dreamshaper making digging through your deck a breeze.

When your not pulling off crazy combos you have vets powerful tempo positive removal mixed with Ankh/Sickle abuse letting you keep the field clear and slowly generate sandtiles to overwhelm your opponent. We avoid artifacts that boost attack because those can be a death sentence versus Kha (in the vet match up you pretty much never want to play Wind Striker), and instead favor a small premium package of cheap utility artifacts. Running so few also makes Foundry much more predictable.

Its a fun and surprisingly competitive deck its power is very meta dependent and it can struggle vs aggro and or anything with a lot of ping.

Keeper Sajj: Competitive/Gimmicky.

Summary


http://www.bagoum.com/deckbuilder#MToyMjMsMzoyMDM3OCwzOjIwMTUxLDM6MzAwNTAsMzoyMDA5OSwzOjMwMDA4LDM6MTA5NzYsMzoxMTAzNiwzOjIwMjU0LDM6MTEwMTgsMzozMDAyMiwzOjIwMTA1LDM6MjIwLDM6MjIy

I have always been quite fond of Keeper of the Veil. The key to keeper is to only have high value units in your pool. The classic example is running no cheap minions and mostly rush units in magmar. Keeper does not summon tokens so they are a great way to generate an early or even lategame field without polluting your keeper pool.

For vet it will be a little odd due to having no in faction healing and their control tools being a bit expensive. But you can build with Artifacts and cheap spells make up your low curve. High value dying wish units make for excellent Keeper targets and also allow for some fun Unseven abuse.

It covers its bases well having aoe, card advantage, ping, lots of reach, and strong control tools. Sajj loves her artifacts and we run only a premium selection to make tutoring them with Foundry reliable. We also tend to avoid most artifacts that buff our attack for fear of KhanumKha, but Cleaver is exception as it makes suicideing with Kha unappealing, allthough be wary of relying on cleaver in the Strategos matchup.

A very expensive deck, that in theory should be pretty solid, unfortunately though the Fault matchup is going to really suck due your stuff getting transformed/bounced rather dying, and the amount of artifact hate running around.


Ciphyron:

Summary

Big Ciph Highly Competitive


http://www.bagoum.com/deckbuilder#MToyNTQsMzoyMDA5NSwzOjExMDg0LDM6MjAxNTEsMzoxMDk4MSwzOjE5MDM3LDM6MTExMDUsMzoyMjYsMzoyMDI1NCwzOjI1NywzOjI0NiwzOjIyMCwzOjI1MiwzOjExMDkz

The deck is not particularly fancy, nor does it really fit into any of the classic archtypes of control/midrange/aggro/combo, its just sort of an on curve mix of goodstuff cards thrown together that work out surprisingly well at any point in the game.

Early on you have strong tempo plays like primus, falcius, and wild taur. It excels in the midgame packing a bunch of powerful five mana staple vet cards, as well as the super nifty Canopic who is really strong shutting down ragnora, faie, and the like very effectively while sporting a massive and difficult to answer body. Its tough to find room for Canopic in a deck but it is really strong and since this deck does not need to make room for any particular synergy it had the room, and man does it perform well. Dont forget sandswhirl can be used on your own units if you need extra healing or an early sandtile. The deck then transitions into the lategame with powerful bombs like EMP, Aymara, and of course Ciphs signature Grapnel plays.

The deck has loads of removal and answers, plenty of healing, a touch of aoe, and lots of strong tempo plays. While it does not sport any particular synergy or gameplan it just sort of rolls with the punches and does decently at all points in the game. It has enough healing to beat out aggressive decks, it can be aggressive enough to make it tough for slow decks, it has answers for everything and can often out tempo even wanderer.

The deck is just very good, although its not oppressive or explosive at all meaning you have to work for all your wins, and that is both its strength and weakpoint. Fault Vet is one of the few matchups it can really struggle agaisnt as it does not run fault its self and opted for EMP over bender, that match up alone keeps it from getting an S rank rating, although if you had access to a side deck you could shore up its weak points quite well.


Any ideas on Vanar Stun decks that can play in S?
#7

Faie

Summary

Tempo Faie S Rank

Summary


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxOTA1MiwzOjExMDg0LDM6MTEwODgsMzoyMDE2MCwzOjUxNywzOjExMTI1LDM6MjAxNjUsMzoxMDMwNiwzOjU2MSwzOjU2MywzOjExMDMwLDM6MjAyMDcsMzoxMTA5MywtMzoxMDk4MSwtMzoxMTA0MywtMzo1NjAsLTE6MjAyMjk=

Gameplay:
https://www.youtube.com/watch?v=aCjzsUl0l20

Tempo is the name of the game sporting cards that clear the field while developing the board and maintaining your hand at the same time, mixed with faies inevitable BBs wincon. Borrowing heavily from both my Final Destination and Faice Faie, I have hope that the whole will be greater than the sum of its parts.

The Crypto/Mentor package lets you machinegun people down with faie and or it provides card advantage. Unfortunately cloudcaller has been moved to the sideboard in favor of Paragon as anti wanderer tech, but should the meta shift, or you have a sideboard, Cloudcaller is very strong and makes the bloodsurge package even stronger. Cloudcallers waterball does four damage to an enemy minion so its a great tempo tool, and it can also get duplicated by mentor or refreshed by crypto if you have the mana for it.

Having a sideboard lets you shift gears into more anti aggro, more tempo, or just having the right tech for the match up as skorn or caller can really shine in certain matchups. Enfeeble is just a one of because thanks to our dispel is not much needed and I wanted everything else at three.

But moving onto its latest additions, Malcious Wisp and Meltwater moose. Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. Wisp is best played defensively but not so far back it cant get into trade. Meltwater moose is another powerful card, but similar to Wisp, its best used when you can remove the drawback effect on it via dispel. To facilitate that the deck packs bender and emp to dispel Wisp/moose while also dispelling your opponents field. Moose also happens to be a vespyr letting us fit Cryo to great effect, which is all the more important lately due to things like wisp.

Mix those fancy tricks with good removal, aoe, excess dispel, and healing and you have a very well rounded deck theoretically prepared for any matchup. Although it is not an easy deck to learn and even played perfectly the match-ups against some of the crazy powerful meta decks wandering around at the moment are hard fought.

Ramp Wall: S Rank

Summary


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDMyNCwzOjUwNiwzOjIwMTQ3LDM6NTE3LDM6MjAyNjEsMzo1NDUsMzoyMDE2NSwzOjU2MSwzOjIwMjc2LDM6MjAxNDYsMzo1MzgsMzoyMDM1OSwzOjIwMjEyLC0yOjExMDg0LC0yOjEwOTU3LC0zOjIwMjI5LC0zOjIwMjA3

Maximum ramp for lightning fast end game. Endgame being Grandmaster/Iceage+winters wake, with Faie/Aspects as your back up.

The deck rocks twelve ways to ramp meaning you will almost without fail start with at least some ramp.

I am also rocking the shivers/cryo package as I find both to be greatly underestimated. As shivers is a vespyr combining it with cryo gives you a ramp/control/card advantage engine wrapped up in one. Also flying is always handy. Shivers tends to get replaced past the first turn or two because it is no longer needed, but continues to serve its purpose turning Cryo into a proper draw card since you can just keep replacing the last copy of shivers.

Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. Wisp is best played defensively but not so far back it cant get into trade, as ideally you trade with it once the turn after you play it and then transform it.

Faie shines rather well here as a dedicated wall deck like this tends to be very counter or lose, but in the same vein a well timed EMP or bender can often cripple a wall deck, or when you just can not find a winters wake, that is where faie steps in giving you slowburn as a nice back up plan, because if they are spending time answering your walls Faie is slowly killing them. Faie also means we wont fold to an artifact based deck as she is a natural counter. Between Faies BBS and using aspects offensively the deck can play surprisingly aggressively if it needs to outpace an aggro or burn deck, plus the sheer amount of ramp we pack means we can often make it to the endgame before aggro/burn really becomes an issue.

The mainboard covers everything pretty well, but if you add a sideboard you can shore up your aggro and artifact match ups. Enfeeble is an important counter for aegis bond decks and is also good versus wanderer plus its great mixed with walls, it does not quite make the cut in the mainboard as Aspect of the mountain is more versatile plus between aspects and wake you dont need it for your walls. Frostburn is just really good versus certain matchups but again is overshadowed by aspect of mountain in the mainboard for its versatility.

a very scary deck packed to the brim with ramp, control, and game ending combos.

Furry Faie: Aspect/Wall, S Rank

Summary


http://www.bagoum.com/deckbuilder#MTo1MDEsMzo1MTAsMzoyMDMyNCwzOjExMDg4LDM6MjAxNDcsMzo1MTcsMzoyMDIxNCwzOjExMTI1LDM6NTYxLDM6MTExMTUsMzo1NjAsMzoyMDIyOSwzOjIwMjc2LDM6MjAxNDY=
Yes, face Faie and her notorious red headed furry as she rains down warbirds…wait I put an extra R in there didn’t I…well I mean I guess there are a lot of foxs, bears, and whatever kind of OC snowchaser is in the deck…

With shimzar back in we have regained vanars old aspect/thunder combo although it has been nerfed fairly heavily, on the bright side aspect works vs magesworn now which was once quite hard on the deck.

Usually I favor Kara as the wall general since she does not require extra tech to get pay offs on walls, plus with how difficult it is to actually trap someone in luminous effectively I really have not been real fond of razor back and the like, but since I have started running more transforms to abuse wisp I realized a whole bunch of aspects was really all you needed to get wall pay offs, and all those aspects are all still decent removal in a pinch.

The deck already has the classic chaser enabler of gravity, plus chaser not only gives the deck the little extra touch of card advantage it needs and is a surprisingly big persistent threat, the fact that it costs one mana means it combos well with Aspect of the mountain.

Enfeeble is not only an important source of removal and pseudo aoe, if you manage to trap someone in a luminous you can follow up with an enfeeble for a devastating fifteen damage, and its also pretty decent with gravity as well. Enfeeble also really means it when it says it makes things into 1/1s, you can turn a wanderer into a 1/1 with it, yes 1/1 not 2/2.

This deck forgoes winters wake and the like as with how this is set up walls can now just actually be used as walls, rather then dedicated combo cards. You throw them down early as minor annoyances and body blocks, and then you can follow up with transforms on those that survive to chase people down that try to walk away, and or have a lot of surprising out of hand burst as walls sort of make all your aspects into really efficient rush minions. Aspect of the mountain is a real super star of the deck providing a big body and AOE with many great targets for it. And don’t forget luminous is a fun natural counter to thunderhorn letting you proc it instantly by throwing it down and then trading face into thunder, while also serving as additional pseduo aoe vs swarmy decks.

The Crypto/Mentor package lets you machinegun people down with faie and or it provides card advantage, and thanks to Cloudcaller this package has grown even stronger. Cloudcallers waterball does four damage to an enemy minion so its a great tempo tool, and it can also get duplicated by mentor or refreshed by crypto if you have the mana for it.

Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. Wisp is best played defensively but not so far back it cant get into trade, as ideally you trade with it once the turn after you play it and then transform it.

Its a very powerful deck, although incredibly difficult to play. It can be aggressive if it needs to beat a burn deck or it can play the long game with faies slowburn, which also hard counters artifacts, and its powerful lategame combos, mixed with the decks incredible control suite leaves you prepared for most match ups.

Cryonic Potential: S / Highly Competitive

Summary

Aspect Variant: S Rank


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxOTA1MiwzOjUxMCwzOjIwMzI0LDM6MTEwODgsMzoyMDE0NywzOjUxNywzOjExMTI1LDM6MjAzNzEsMzoyMDE2NSwzOjU2MSwzOjIwMjI5LDM6MjAyNzYsMzoyMDE0NiwtMzoxMTA0MywtMzo1NjAsLTM6MTEwMzA=

Aggressive Variant: Highly Competitive


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxOTA1MiwzOjUxMCwzOjIwMzI0LDM6MTEwODgsMzoxOTA1MSwzOjIwMTQ3LDM6NTE3LDM6MjAyMTQsMzoxMTEyNSwzOjIwMzcxLDM6NTYxLDM6MTA5NzUsMzoxMTExNSwtMzoxMTA0MywtMToyMDI3NiwtMzoxMTAzMCwtMzoyMDE0Ng==

https://www.youtube.com/watch?v=gs68FKC-l-Y

Cryonic Potential is a surprisingly underrated card. I had initially dismissed it as it breaks the general rule with buffs which is not to use them unless you can get immediate value with them or you risk losing two for one. You do need to design your deck around it a bit to make it worthwhile, but the buff this card provides is truly massive and often game wining.

The key to Cryonic Potential is combining it with one cost units and or gravity well as part of your turn one or turn two play, as at this point in the game its very difficult to answer and can often secure a game on the opening turn. Remember to only put the gravity well you plan to buff in contact with the enemy general. Its a bit risky to use in the mid/late game and is often replaced at that point, but occasionally it is worth while to use it later on and or on a more expensive target like Malicious wisp, but that is very match up dependent.

Both versions of the deck sport the core package of Blood Tear, Chaser, Gravity, and Potential as their signature weapon, all of which being good cards on their own but they mix together extra well. Both also run Aspect of the bear which is a strong offensive tool or removal in a pinch, walls are just great targets for transforms. They both rock the Crypto/Mentor package to machinegun people down and or provide card advantage.

The first variant is based on my Furry Faie list. Its a very flexible and adaptive control list that can either be very aggressive, stall and win with chip damage, or pull off big combos. Aside from the aforementioned CPotential combos the deck also sports Luminous, Enfeeble, and Aspect of the mountain, all of which are strong cards on their own but when mixed together they can be extra deadly. If you manage to trap someone with luminous and follow up with enfeeble that is fifteen damage! Mountain provides powerful AOE and or the ability to let your walls chase people down. It covers its card advantage needs with the classic cryo/chaser combo. Its a strong deck but it takes a lot of practice.

The second version just goes all out on the aggro approach, and sports the good old Aspect/Thunderhorn Combo, its pretty strait forward.

Mix all that stuff with some vanar staples and you have some fun unique lists that compete with the best. The side decks are not terribly refined, but are some solid anti meta choices or alternative options.

Faice: Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxOTA1MiwzOjExMDg4LDM6MTkwNTEsMzoyMDIzNywzOjIwMTYwLDM6NTE3LDM6MjAyNjEsMzoxMTEyNSwzOjExMDQzLDM6NTYxLDM6MTA5NzUsMzo1NjAsMzoyMDI3Ng==

Aside from the usual burn tools this deck features a fun combo with luminous and skorn, both of which are solid cards on there own provideing the deck with some much needed aoe, but when combined they can lead to devastating bursts if you manage to trap your opponent in a luminous.

A proper aggro deck although it features more nifty tricks then your average smorc deck. Heavily inspired by @4LWs similar deck who convinced me to try the Skorn/Luminous combo without the usual extra support, like aspects or enfeeble, that I usually try to shoehorn in for consistency.

Despite having a low curve the deck is packing some ramp in the form of Hate Wisp and Mana Deathgrip to really accelerate your already fast clock. Of course the fact that they ramp is almost an after thought as they are both just good cards that we run for a couple reasons.

The decks abundance of pings make deathgrip really easy to use, normally pings are a minor annoyance but having so many really makes them compound together to a greater effect.

Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from repeated nerfs. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana. As this is an aggro deck just getting one turn out of wisp is usually all you need, but you still have the option of using hailstone to not only make the mana steal permanent but be able to play it a second time. Typically you still don’t want to be over aggressively with it, but you usually do trade it in pretty quick.

The Crypto/Mentor package lets you machinegun people down with faie and or it provides card advantage, and thanks to Cloudcaller this package has grown even stronger. Cloudcallers has the ideal aggressive body and its waterball does four damage to an enemy minion so its a great tempo tool, and waterball can also get duplicated by mentor or refreshed by crypto if you have the mana for it.

Mix the fast clock with the draw power from jammer, corona, mentor with wisp abuse and various burn tools and you have a lightning fast position focused deadly aggro deck.

Final Destination: Ramp/Spirits. Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxMTA4NCwzOjUwNiwzOjEwOTgxLDM6NTE3LDM6MjAxNjUsMzoxMDMwNiwzOjU2MSwzOjU2MywzOjIwMTYzLDM6MjAyMDcsMzoxMTA5MywzOjU0MSwzOjExMTIx

While the deck has changed quite a lot since last expansion its still an update to an old favorite of mine. At its core its a ramp deck seeking to push out massive bodies ASAP. The decks primary combo is with Ghost Seraphim and Spirit of the Wild which is as incredibly potent of a combo as its always been, especially when you have other big fatties hanging around to get targeted by it. Nothing wrong with using Spirit of the wild without Ghost either, those giant board warping stat sticks really close out games quick.

The deck has shifted to a bit more of a midrange approach shifting a bit away from dedicated ramp instead focusing on two drops transitioning into its four mana slots featuring Moose as our vespyr of choice to pair with cryo, providing both removal, massive synergistic threats and card advantage.

Malcious Wisp, Meltwater Moose, and Dagona are all solid cards in their own right but they really start to shine when they are mixed with dispel to remove their draw back effects. To facilitate that the deck packs bender and emp to dispel Wisp/Moose/Dag while also hopefully dispelling your opponents field.

Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. Wisp is best played defensively but not so far back it cant get into trade.

Combine all that with a touch of healing, frostburn for aoe, and the constant threat of Faies BBs and its a fun well rounded deck prepared for most match ups. Unfortunately there are a lot of other lategame power decks, and vet is really good at answering all its big minions despite their excess so it is not as well suited for the meta as it once was.

Wallodrive: Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo1MDEsMzo1MTAsMzoyMDE0NywzOjUxNywzOjU1NCwzOjIwMjE0LDM6NTQ3LDM6MTEwNDMsMzoyMDE2NSwzOjU2MSwzOjExMTE1LDM6MjAyMDgsMzoyMDIyOSwzOjIwMjc2

Wailing overdrive is a very neat card, although it can be pretty tough to use, but this deck has all the tools to really make it work out. Gravity Well and Protosensors airdrop are really annoying early game globe deny tools that sets you right up for overdrive or snowchaser infiltrate plays. Freeblade is not used much, despite having such a good body, so he usually comes as quite a surprise that messes up what your opponent was doing, but most importantly usually sets overdrive.

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

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


November Boss Battles
#8

Kara

Summary

VVall Kara: Vespyr/Wall, S rank

Summary


http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDE0OSwzOjUwNiwzOjIwMTQ3LDM6NTQ1LDM6NTE5LDM6MjAxNjUsMzo1NjEsMzoyMDMzMCwzOjIwMjc2LDM6MjAxNDYsMzo1MzgsMzoyMDIxMiwtMjoxMTA4NCwtMjoyMDEzNCwtMzoxMDk1NywtMzoyMDIyOQ==

A ramp wall deck packing the base vespyr shell for control, card advantage, and ramp. Oldschool glacial elemental provides us with pseudo aoe, particularly when combined with bonechill/winter tide, Shivers provides ramp, Snowchaser provides card advantage, and good old cryo is just a natural pick. Bonechill Barrier rarely makes the cut anymore, but between wake, karas bbs, and Elemental its a really natural fit.

While the deck does not have much Vespyr synergy beyond cryo/elemental they all tend to be solid standalone cards that really shine with karas BBs and more importantly augment our primary wall plans.

Karas bbs plus Luminous charge, if unanswered, is a staggering 15 damage. And even if they do get away from it you have aspects and or wake to let your walls chase them down.

Between Kara and Wake most other wall related combos like enfeeble are uneeded, but enfeeble is still a good sideboard card giving you a good answer to Divine Bond style decks and the like, its also good versus wanderer but that’s not typically a bad match-up. Toss in some healing, spot dispel, and artifact destruction in the sideboard and you have all your bases covered.

Mix that with the usual kara BBS/wall abuse, plus aspect of the mountain being a real powerhouse providing more AOE and a good transform for hate wisp, and you have a powerful deck that can ramp into its endgame very quickly while doing a good job at keeping the field clear. Short of a well timed EMP or Aoe the deck tends to roll over people, although burn decks are a bit of a toss up as we have a similar clock.

WALLet Warrior Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDMyNCwzOjUwNiwzOjIwMTQ3LDM6NTE3LDM6MTExMjYsMzoyMDIxNCwzOjU2MSwzOjExMTE1LDM6MjAyNzYsMzoyMDE0NiwzOjUzOCwzOjIwMjEy

A fairly expensive deck revolving around walls, which thanks to Karas BBs are a big threat. Karas bbs plus Luminous charge, if unanswered, is a staggering 15 damage. Between Luminous, Aspect/Thunder/Sister, and mountain you tend to be ok on aoe as well. Walls, wisps, and chasers are all great transform targets as well.

Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs and the rotation. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. One of my favorite tricks is playing it turn two, then the following turn trade with it and hailstone, and if your lucky even play it again that turn! Wisp is best played defensively but not so far back it cant get into trade. And because turn two Wisps win games I have been trying to fit extra globe contestors into my decks.

Between chaser, replicant, and a medium curve the deck does alright on card advantage, between its powerful control shell and ramp getting to the lategame where it really shines is not to difficult. Its a sollid deck and short of aggressive burn and or EMPs most things struggle agaisnt it.

Heavy Metal: Vespyrs Control/Vespyr Cryonic Potential. Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDMyNCwzOjIwMTQ5LDM6NTEyLDM6NTA1LDM6MjAxNDcsMzo1MTksMzoyMDE2NSwzOjU2MSwzOjIwMzMwLDM6MzAwNDAsMzoyMDI3NiwzOjIwMTQ2


http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDE0OSwzOjUxMiwyOjUwNSwzOjIwMTQ3LDM6NTQ1LDM6MjAzNzEsMjoyMDM0NywzOjUxOSwzOjIwMTY1LDI6MjAzOTEsMzoyMDMzMCwzOjMwMDQwLDM6MjAyNzY=

Man Kara has some heavy armor on, yet now she has decided to load on a whole new plate.

While its hard to compete with the raw power of dedicated wall decks, dedicated vespyrs have their own appeal and can be a bit faster. The first variant favors aspects to give the deck a strong control angle, the second one goes all in on abusing Vespyr buffs including Cryonic Potential which is extra deadly when used on your early turns mixed with a cheap minion and or gravity well.

Vepyrs are a pretty sollid tribe that support each other fairly well. Of course you have the classic Elemental plus snowchaser spam, or how it combos with Bonechill Barrier which summons three walls that are Vespyrs. But more recently we have added wintertide to the mix which is another big buff for elemental and thanks to our multiple ways to summon mass Vespyrs even good old Borean Bear has turned into quite the threat. Add Animus plate to the mix and any Vespyrs on the field can snowball out of control really fast.

The deck also has a fair amount of wall focus thanks to Karas natural synergy with them thanks to her BBs, Luminous charge, if unanswered, is a staggering 15 damage. And should your opponents manage to escape the clutches of the walls they can instead be transformed with your aspects to chase people down.

Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs and the rotation. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. Wisp is best played defensively but not so far back it cant get into trade, as Idealy you play with it, trade once, and then transform it.

Between Elemental, Luminous, and Aspect of the Mountain you do pretty decent on AOE, you excel at body blocking and stalling, and developing fields that can overwhelm your opponent quickly. Snowchaser and Cryo mixed with your aggressive gameplan tends to keep you ok on card advantage, although running out of steam and vulnerability to burn are its biggest weakness, but the ability to win games fairly quickly, or push out some pretty devastating lategame combos prevents this from being to much of a concern.

Its a solid enough deck but it was much better during rotations, between the many fields wipes, and powerhouse late game stuff like winters wake back its trailing behind a bit now.

Oak in the Nemeton: Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDE0OSwzOjU0MCwzOjIwMTQ3LDM6MTEwMTQsMzo1NjcsMzo1MTksMzoyMDE2NSwzOjU2MSwzOjIwMzMwLDM6MTEwNjQsMzoyMDI3NiwyOjIwMTQ2LDE6NTY0LDM6NTM4


http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDMyNCwzOjU0MCwzOjUwNiwzOjIwMTQ3LDM6NTQ1LDM6MjAxNjUsMzo1NjEsMzoxMTA2NCwzOjIwMjc2LDM6MjAxNDYsMzoxMDk2MywxOjU2NCwzOjEwOTY2LDI6NTM4

In my experience you are either an Oak deck or you are not. When you try to mix Oak with other decks like Winters Wake or the like you tend to end up with just a weaker version of both decks. The key to Oak is committing hard to the ability to generate tokens while at the same time making sure you are not overly reliant on Oak to win as it is very hard to pull off.

Both variants sport some of Karas favorite cards like gravity well, luminous, and Grandmaster. All of which are strong cards that mixed with Karas BBs alone are often all you need to win a game, but they of course naturally support the Oak plan as well, with grandmaster having the potential to spawn four tokens just by herself. Hate wisp is a bit of a given for any vanar deck, and Kron is just a good card that also happens to be good with Kara and Oak. Aspects can be used as removal in a pinch but they are also strong tokens that can catch people off guard by transforming walls and the like while also pushing your trial.

Oak is pretty glorious when you actually manage to pull it off and I have found two good ways to do so.

The first variant favors a lot of cheap token producers like Circulus and other two drops. This ones gameplan is about just shoving out tokens faster then your opponent can deal with them, its main trick though is getting just a couple to stick and then playing the rest all in one turn to catch your opponent off guard. This one also sports Cryogenesis and Glacial Elemental as a fun card advantage/control package. Elemental is the only vespyr in the deck which means you can reliably tutor him and he has a vicious combo mixed with Bonechill Barrier and or Wintertide, both of which also support the Oak plan.

The second version favors a slower ramp focused version, running powerful lategame bombs that are very scary with Karas BBs like Jax truesight and Pandora. Given time Pandora can complete the trial all by her self. Your big cards can easily swing a game by themselves while they also inch you closer toward your trial. This one also sports cryo as a control/card advantage tool but this time going for shivers as its vespyr of choice to support your ramp gameplan so you can get your fatties out ASAP.

Oak is a very neat and fun trial that requires a good bit of skill to run the deck effectively, but it is very rewarding to play. Unfortunately it is extremely difficult to pull off and it struggles to compete with the meta or even its closely related dedicated Winters Wake siblings, landing it only a competitive rating. But the deck has enough of its own niche, tricks, and consistency to avoid getting slapped with a gimmicky tag like everyone assumed it would end up as.

Ghost in The Shell: Mech/Spirit, Average.

Summary


http://www.bagoum.com/deckbuilder#MTo1MjcsMzoxOTAwMiwzOjIwMTQ3LDM6MjAxNjAsMzoxOTAwMywzOjExMDYxLDM6MTkwMDQsMzoxOTAwNSwzOjE5MDA2LDM6NTYxLDM6MjAyNzYsMzoyMDE2MywzOjIwMTQ2LDM6NTQx

Once upon a time spirit mechs where top tier, but that was at a time when Vanar still had the most powerful control spells in the game and mechazor had spell immunity. These days its still decent but is overall just very average. Kara goes a long way into getting mech units to hit important stat break points moving them from underwhelming to pretty decent.

Aside from progressing Mechazor the deck has a couple fancy tricks. Ghost Seraphim and Spirit of the wild is a classic combo, but you can also save spirit to be combined with the turn you summon mechazor thanks to his airdrop. Letting you pull of stuff like mechazor on six mana with helm and given rush with Spirit.

Aside from its various spirit combos its sporting various kara staples Like malcious wisp, walls, and removal. The deck has a fair amount of wall focus thanks to Karas natural synergy with them thanks to her BBs, Luminous charge, if unanswered, is a staggering 15 damage, and gravity is pretty scary as well.

Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from repeated nerfs. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana. And if you dispel, bounce, or transform it, the effect is permanent. Wisp is best played defensively but not so far back it cant get into trade, as ideally you trade with it once the turn after you play it and then transform it with Aspect of the Mountain, or sometimes target it with hailstone to play it again.

Overall its a decent deck and is good fun, but not only is positioning really key, it also just has a tough time keeping up with the meta in general.

Wailing Blitz Range Kara: Competitive/Gimmicky

Summary


http://www.bagoum.com/deckbuilder#MTo1MjcsMzoyMDE0NywzOjUxNywzOjExMDE0LDM6MjAyMTEsMzoxMDAyMSwzOjIwMjE0LDM6MTA5NTQsMzoxMTAzMywzOjU2MSwzOjExMTE1LDM6MjAyMDgsMzoyMDI3NiwzOjEwOTYz

Play ranged units early on, when your opponent starts to close the gap blitz them all to the otherside with a nice buff. Jax tokens, hearth sister, and of course blitz all make wailing overdrive quite viable and its extra rude when its put onto a ranged minion.

Karas natural synergy with Jax tokens and Walls mixed with a few Vanar staples like aspect/thunder and wisp leave you with a pretty effective deck. Unfortunately its a bit slow, vulnerable to AOE, and despite our many ways to abuse ranged units they can still underperform sometimes leaving us with something really cool when it works out but ultimately a gimmick.

Sir Kara: Midrange Scarzig, Competitive/Gimmicky/still testing

Summary


http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDMyNCwzOjExMDg0LDM6MjAxMzcsMzoyMDE0NywzOjUxNywzOjU0OSwzOjExMTU3LDM6MjAxNjUsMzo1NjEsMzo1MzcsMzoyMDI3NiwzOjIwMTQ2

Sir Kara, the leader of the Feather Knights.

I set out to make Scarzig work as he is such a nifty little card, and if you do get him to transform he even gets to attack again thanks to celerity. The decks main trick is Boundless Courage plus either Scarzig for an easy transform, or Sleet dasher, a neat underplayed card, as a powerful field wipe. And karas BBs helps with his survive-ability a touch.

Add those nifty tricks to Karas Wall abuse, and transforming of Hate wisp, and its a pretty nifty deck. While a bit gimmicky, it is pretty effective, as scarzig can draw removal or become very scary if underestimated.


Ilena

Summary

Midrange Control: Highly Competitive

Summary


http://bagoum.com/deckbuilder#MTo1NTgsMzozMDAzMSwzOjExMDg0LDM6MjAyMzcsMzoxMDk4MSwzOjUxNywzOjIwMjE0LDM6NTY1LDM6MjAxNjUsMzoxMDMwNiwzOjU2MSwzOjU2MywzOjExMTE1LDM6MTEwOTM=


http://bagoum.com/deckbuilder#MTo1NTgsMzozMDAzMSwzOjExMDg0LDM6MjAyMzcsMzoxMDk4MSwzOjUxNywzOjU2NSwzOjIwMTY1LDM6MTAzMDYsMzo1NjEsMzo1NjMsMzoxMTEzNCwzOjIwMjA3LDM6MTEwOTM=

Yggdra gave Ilena the last little push she needed into being competitive, she was already close to faie for slower control decks due to her stalling ability and synergy with Gauntlet, but it was just hard to compete with faies inevitable win condition of a BBS. But with the deck going more midrange rather then lategame Illena can really shine in just being a bully to your opponents units and adding the nice little touch of control to help your powerful midrange gameplan snowball your opponent to death.

It plays somewhat similar to my faie variant of the deck, but with more of an emphasis on control rather then slowburn into combo finishes, and with all the giant bodies the deck throws around killing your opponent is not to hard even without the chip damage of warbird.

Moving onto its latest additions, Malcious Wisp and Meltwater moose. Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs and the rotation. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. One of my favorite tricks is playing it turn two, then the following turn trade with it and hailstone, and if your lucky even play it again that turn! Wisp is best played defensively but not so far back it cant get into trade. Meltwater moose is another powerful card, but similar to Wisp, its best used when you can remove the drawback effect on it via dispel. To facilitate that the deck packs bender and emp to dispel Wisp/moose while also dispelling your opponents field. Moose also happens to be a vespyr letting us fit Cryo to great effect, which is all the more important lately due to things like wisp.

The second variation is not much different, just trying out Maruader who is also fun with the decks self dispel and classic frostburn instead of aspect/thunder. Its barely a different version but I did not quite want to make the change in the first one

The deck is packed with control tools, many of which double as combo parts with our units, it has Aspect/thunder/sister for AOE, and stuns make thunder even easier to use, its got healing, between corona, its medium curve, and the cryo/moose package it does fine on card advantage leaving you with a neat well rounded deck fairly aggressive control deck.

Ramp Wall: Competitive.

Summary


http://www.bagoum.com/deckbuilder#MTo1NTgsMzozMDAzMSwzOjUwNiwzOjIwMjM3LDM6MjAxNDcsMzo1MTcsMzo1NDUsMzoyMDE2NSwzOjU2MSwzOjIwMjc2LDM6MjAxNDYsMzo1MzgsMzoyMDM1OSwzOjIwMjEy

Similar in principal to the Faie Variant of the deck, this one focuses on ramping into your devastating endgame of Grandmaster/Iceage+Winters Wake.

Ilena excels at stalling the game with her various stuns and of course her signature Gauntlet buying you time to get to that endgame, she is particularly brutal to any minion focused deck like wanderer. However unlike faie you are pretty committed to winning with walls and do not have much of a back up plan leaving you vulnerable to decks that don’t rely heavily on minions and or heavy dispel.

She carves out her own niche as she is better then Faie or Kara at beating decks like wanderer, but she has more vulnerabilities as well, although with nine sources of ramp you can often just get to the lategame faster then non minion focused decks can kill you. As strong as the deck may be against a lot of match ups its weaknesses earn it only a competitive rating.

Aggro: Competitive

Summary


http://bagoum.com/deckbuilder#MTo1NTgsMzozMDAzMSwzOjIwMjI4LDM6MTkwNTEsMzoyMDIzNywzOjIwMTYwLDM6NTE3LDM6MTExMjYsMzoxMDAxMywzOjU2NSwzOjMwMDE1LDM6MTEwNDMsMzo1NjEsMzoyMDI3Ng==


http://bagoum.com/deckbuilder#MTo1NTgsMzozMDAzMSwzOjIwMjI4LDM6MTkwNTEsMzoyMDIzNywzOjUxNywzOjExMTI2LDM6MzAwNTYsMzoyMDIxNCwzOjU2NSwzOjIwMzk0LDM6MzAwMTUsMzo1NjEsMzoxMTExNQ==

Aggro Ilena? I’snt that kind of a contradiction? Why not just run faie? Well those are all good points, but give it a shot you may be surprised. Usually control/aggro are polar opposites, but here they go hand in hand, if your opponents field is neutralized via stuns and the like its easy to go face. Yggdra has really gone a long way into making Illena viable and is a great tempo tool.

The first version is the variant I favor, its rocking the Skorn/Luminous package which are strong individual cards that also provide us with aoe, but are extra nasty when combined with each other. And thanks to our various stuns it is a little easier to catch someone in a luminous trap.

The second version focuses more on its artifacts even rocking Scythe. The flameblood/shroud/piercer is a classic aggro package and Ilena loves her artifacts so its a natural compliment. Combining scythe with either gauntlet or shroud and our various stuns, particularly permafrost, can really wreck your opponents field and usually even go face after you clear the field.

Between scythe and thunderhorn the deck does alright on aoe. Thunder is very much complimented by sister, stuns, and of course good old aspect of shimzar. Remember permafrost can stun the enemy general making it near impossible to avoid thunders effect.

Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs and the rotation. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana. Using hailstone on a wisp after you trade with it is extra rude due to it making the mana steal permanent. Typically you still don’t want to be over aggressivly with it, but you usualy do trade it in pretty quick.

Between its aggressive gameplan, and just the touch of extra card advantage from its cycles, it tends to do ok on card advantage. Its quite competitive but it can run out of steam vs decks that have good healing as it lacks the inevitability of warbird or any true lategame, and thus only gains a competitive rating, but it can hold its own vs most decks.


What deck should i create next?
#9

Argeon

Summary

Bond: Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MToxLDM6MjAxMjAsMzoxOTA1MiwzOjM4LDM6MTA5ODEsMzoyMDA0NCwyOjIwMDY4LDM6MTEsMzoxMDk3NiwzOjIwMDY3LDM6MjAzMjAsMzoxNywzOjU5LDI6MjAyODIsMjoxMTA5Mw==

The classic Lyonar Archetype. Put down big sticky minions, get them to survive for a turn, which is even easier thanks to aegis, and then bam, divine bond for the win. Dioltas’s tombstone, Ironcliffe, War Exorcist, and EMP, are all amazing bond targets. I favor Argeon as the go to Bond general due to his BBs giving you the ability to dodge things like plasma and natural selection.

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

The deck prefers to play on curve, and in order to make room for everything I wanted it skipped out on draw aside from Aegis cycle. With how high its curve is I have not missed the card advantage at all, you just have to manage your resources and not play all your one drops just because you can, as long as you do that you should be fine.

Vet can be a bit tough on it with its combination of sandswhirl, BOA (Luckily Aegis helps with that one), and Kha/Fault abuse, but we have a lot of tech to deal with them as well. We have more threats then even vet has removal for, and sunrise/aperions can shutdown sand tiles, EMP can shut down oblysks, and our numerous AOE and healing sources deals with any swarm or aggro deck. It does very well vs wanderer as that’s a deck that struggles to deal with your constant answer or die threats.

The deck has gobs AOE which is important for the meta, dispel, some hard removal, plenty of healing, and constant threats leaving you with the classic powerful deck that lyonar has always been known for.

Tempo: Highly Competitive

Summary

Zeal


http://www.bagoum.com/deckbuilder#MToxLDM6MTkwNTIsMzoyMSwzOjI3LDM6MjAwNDQsMzo5LDM6MjAxODgsMzoxMSwzOjMwMDE4LDM6MjAwNjcsMzozOSwzOjIwMzIwLDI6MjAyMzIsMjoxMTAzMCwyOjIwMjgyLC0zOjEwOTgxLC0xOjIwMjMyLC0xOjIwMTA0LC0xOjExMDMwLC0xOjIwMjgyLC0zOjExMDkz

Traditional


http://www.bagoum.com/deckbuilder#MToxLDM6MTkwNTIsMzoyMSwzOjEwOTgxLDM6MjcsMzoyMDA0NCwzOjEyLDM6MTEsMzozMDAxOCwzOjIwMDY3LDM6MjAyMzIsMzoxMTAzMCwzOjIwMjgyLDM6MTEwOTMsLTM6MTEwODQsLTM6MjAzMjAsLTM6MjAxMDQsLTE6MjA=

In the first version instead of most of the go to tempo or midrange picks we are favoring the zeal package in order to really make sure we get good use out of Afterblaze, but it does not have to be used on a zeal unit to be good either, its extra good with lions celerity as well. Solpiercer is a surprisingly good card with an amazing body for a ranged unit, and what could be a drawback with its zeal we actually turn into a benefit thanks to Afterblaze. The deck has amazing survive-ability between Regalia, Sunstrike, trinity, and tiles. Between its aggressive gameplan, trinity, and its cycles it does fine on card advantage despite its lowish curve.

The second version is the more traditional way to build the deck featuring classic tempo tools like sentinel and avoiding stretching its self thin on tech just sticking to high value cheap aggressive units.

Both versions deviate a bit from the usual tempo route as they have a few late game bombs like Aperions and EMP which are pretty instrumental in certain match ups, and thanks to its excellent digging power finding the right card for the right situation is never to difficult. Recently Sunset paragon, which was always decent but rarely made the cut, has been an important tool versus wanderer, and Aperions is always good but is extra important due to how it can shut down fault. Traditionally options like Dioltas and the like used to be in those late game and or tech slots with the hope of overwhelming people before the late game, but these days stuff like fault and wanderer are pretty hard overwhelm.

The main deck is covers everything pretty well but with a side deck you can shift gears into an Anti Aggro shell and or more of a lategame control deck.

Its a strong aggressive deck that has answers for everything, it can either kill your opponent quickly or sustain into the lategame.

Voltron: Titan Mech, Highly Competitive

Summary


http://www.bagoum.com/deckbuilder#MToxLDM6MTkwMDIsMzoxMTEyMywzOjExMTI2LDM6MTkwMDMsMzoxOTAwNCwzOjMyLDM6MTkwMDUsMzoxOTAwNiwzOjEwMzA2LDM6MzEsMzo0NCwzOjExMDMwLDM6NDIsLTM6MTEwODQsLTI6MTEwNDMsLTM6MTExMDcsLTI6MTEwOTM=

I call it Voltron because Lyonar are totally paladins…

Usually Brome is my go to for titan, but Argeons BBs is particularly good on a lot of our mechs like Metaltooth, Cannon, and Chassis. And since we have mechs as our alternate gameplan we are not as reliant on titan for the win so Argeon just does more work in the early and midgame.

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

Toss in a few all around good tech cards with also specific counters in mind. Scintilla for the most potential healing, and the usual titan staples of bender/paragon with paragon being particularly good versus Wanderer, and Sunbreaker for AOE who is very good versus eggs and swarm. All that together leaves you witha very solid deck. But it can struggle against aggressive decks that have good answers for mechazor.

The side deck just shores up a few weakpoints and or are cards you may switch in depending on how the meta adjusts. More healing versus aggro/burn, EMP as a good catchall despite being somewhat counterproductive with titan, Skorn for when you need him, and of course Magesworn as a natural compliment to a spell free deck that can shut down certain matchups. I would like to Mainboard Magesworn but we do actually like to use our BBs a lot and the meta does not demand him as much as our other tech.

Black Magic: Arcanyst/Bond, Competitive

Summary


http://www.bagoum.com/deckbuilder#MToxLDM6MjAxMjAsMzoyMDE1OCwzOjIwMTYxLDM6MjAwNDMsMzoxMDk5MywzOjExMTI2LDM6MjcsMzoxMTAzOSwzOjIwMDY4LDM6MTAzMDMsMzoyMDA2NywzOjEwMzA1LDM6MjAzMjA=

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

No changes for it with the expansion, I neglected the deck during rotations as it just lost to much stuff, but now its back to its former glory and has retroactively updated its self.

Lyonar has a surprising amount of super cheap and effective spells to abuse with Prismatic/Owl, most of which double as cycles. The deck has a truly excessive amount of cycles making its crazy combos really really consistent.

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

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

The key to the deck is to aggressively dig for your combos and save nothing, other aegis. The whole deck is built to do basically nothing but cycle, control, or combo, meaning you either draw into your combo or into more cycle, hoarding stuff is no good. Absolutely just play an Aerial rift for just the cycle, heck I basically never use its effect, and that gameplan is precisely why I opted out of things like lifestream instead favoring proper cycles so you can just dig dig dig.

If you have a spare aegis or owl feel free to be reckless with the first one, If aegis is lacking you try to get another arcanyst to stick letting you super buff owl/something else in one turn so its unlikely they can deal with both. Certain match ups you either wait for Aegis, or for you to have another arcanyst, but others you can pretty safely just toss out an owl without protection and just super buff it. Whether you backline or frontline your owl depends on if you have a magnetize or a frontline arcanyst, if you lack both then its generally worth the risk to frontline owl.

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

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

Zeal Combo: Competitive/Gimmicky

Summary


http://www.bagoum.com/deckbuilder#MToxLDM6MjAxMjAsMzoxOTA1MiwzOjIxLDM6MjAzNjYsMzo5LDM6MjAxODgsMzo1NCwzOjExLDM6MjAwNjcsMzozOSwzOjIwMzIwLDM6MjAyMzIsMjoyMDM4NCwxOjIwMjgy

A fun deck focusing around Zeal and Spell immunity, sporting both marching order and aegis. The deck sports a selection of premium units to be abused with marching orders and or afterblaze.

Gryphon and Solpeircer are sollid zeal units in their own right, but when you mix them with the aforementioned cards or more specifically Lionize they can turn into game winning monsters real quick.

Mix that all with healing, draw power, and Aoe and its a solid enough fun little combo deck. Unfortunately there are just to many ways around spell immunity like dispel, sandswhirl, slasher/makantor, AOE…the list just goes on so despite the safety nets you can give to your units, to often they get answered anyways making the deck ultimately a gimmick.


Brome

Summary

Strategos Brome: Highly Competitive/Still testing.

Summary


http://www.bagoum.com/deckbuilder#MTo1MSwzOjExMDIyLDM6MzgsMzoxMTA4NCwzOjEwMDIwLDM6MTEwMTQsMzoxMTA4MywzOjQwLDM6MjAwOTAsMjoxOTA0NSwzOjExLDM6MjAwNjcsMzoyMDIzMiwxOjU3LDM6MTA5NjM=

Ah yes the much maligned meta deck of the previous meta, while it suffered a small nerf its still a top notch deck. It has a simple goal, proc your quest as fast as possible and or make a super buffed Auroara, and then snowball from there. All its units have one or less attack and a good chunk of them proc the effect multiple times for maximum speed/bodies.

Its packing holy cus its to good to pass up, especially for mirror matchups, and martyrdom since you don’t care about healing your opponent and just need a good answer to thunderhorn and the like early on and then your going to snowball, plus its a self heal in a pinch.

Its a pretty powerful deck, I think I have it fairly close to optimized but I have not played it a whole lot as I have no love for it.

Titan Quest: Highly Competitive/Still testing.

Summary


http://www.bagoum.com/deckbuilder#MTo1MSwzOjExMDIyLDM6MzgsMzoxMTA4NCwzOjExMDk4LDM6MTAwMjAsMzoxMTAxNCwzOjM0LDM6MTEwODMsMzo0MCwzOjExLDM6MzUsMTo1NywyOjEwOTYzLDM6NDI=

The usual flood brome package for that maximum speed trial completion curving into Jax Truesight or Titan as a powerful back up plan.

Its very unlikely to not have found either a titan or a Jax by the time you have the mana to cast them. While Jax is often considered a staple of the archtype I opted to put it at two because you really want to have your quest done before six mana, once the game has run that late titan is usually better then Jax.

Since the deck can not have any spells it was able to fit the Lyonar golem package as Warblade is important in helping your stuff survive small AOEs like tempest, Sol Pontiff can do a lot of work, and celebrants ramp is always handy.

Its a pretty powerful deck, I think I have it fairly close to optimized but I have not played it a whole lot as I have no love for it.

Midrange Titan: Competitive

Summary


http://www.bagoum.com/deckbuilder#MTo1MSwzOjE5MDUyLDM6MzgsMzoxMTA4NCwzOjEwOTgxLDM6MTExMjYsMzoyNywzOjEyLDM6MTAzMDYsMzozMSwzOjEwOTU5LDM6MTEwMzAsMzoxMTEwNywzOjQy

I favor brome as the titan general due to the amount of synergy between titan and his BBS.

This one features a powerful midrange lineup. It has a fair amount of healing to stall the game, It has six cycles to help with finding titan, and a lot of answers and threats other then titan. While it doesn’t have the raw power of the Swarm Variant it doesn’t really have any major weakness either, being just a powerful middle of the pack deck that is consistently decent, and can even fit magesworn to really shut down certain archetypes.


Songhai:

Summary

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

While I love Songhais Flavor, they have some really toxic playstyles that I do not want to support or encourage. Now if you want to play them they do have plenty of cool archetypes and mechanics like backstab and tempo potential. Just do me a favor, please never play spellhai, eightgates, mantra, or glitch abuse songhai. 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 only have one deck I really want to share. Kaleos represents everything I love about Songhai so I hope to nudge people in his direction rather then some of the other toxic ones:

Titan Ox: S rank


http://www.bagoum.com/deckbuilder#MToxMDEsMToxNTQsMzoxOTA1MiwzOjExMDg0LDM6MTA5ODEsMzoxMzAsMzoxMTA1NiwzOjEwOTkxLDM6MTExMTUsMzoxMTA2NCwzOjExMDMwLDM6MTM5LDM6MTMxLDM6MTEwOTMsMjoxMTEyMSwtMzoxMDMwNiwtMzoxMTA4MCwtMzoxMTEwNw==

https://youtu.be/-cp-C-aXvt0?t=4046

On release people did not expect Ox to end up being powerful, but once folks figured out that there was an abundance of quality minions to fit the curve and that if you were willing to forgo spells entirely, or at least for the most part, the deck became very consistent, that mixed with a few interesting interactions lead to the deck being a real sleeper.

One of the decks biggest aces is the fact that Thunderhorn, and to a lesser extent Purgatos and similar, proc off of Oxs effect which can be quite devastating. This along side that luckily the ordering of effects is in our favor as Opening Gambits occur before anything else, so things Like Dagona, EMP, and Paragon will resolve before Oxs effect goes off helping control where you will get the Ox effect. You need to summon things from your action bar for the trial, but not the destiny, meaning Krons effect will not progress the trial, but will do damage once the destiny is online.

The biggest key to the deck is to simultaneously dig for the right card for the right match-up while also sculpting your hand to complete the trial. You very rarely want to play the same manacost twice if you can avoid it, and in general you want to avoid needing to use your BBs and instead look to curve out effectively, making kal the natural choice as your fine with not using his BBs but it also has good synergy with all the big bodies we run. As usual positioning is key, but this deck does take that to the next level as the majority of our cards, as well as Kals BBs, have a heavy positional focus. It will take a lot of practice to learn your matchups as they play pretty differently, sometimes you want to be very aggressive and win with tempo, other times you want to be super passive and just stall for your trial.

Another important thing to know is some various sequence tricks, the most obvious being if you have spare mana for minions on your Ox turn make sure you play ox before you play other things. Beyond simply curving out, your mana globe access can change things a bit as if you get a bigger drop early on that tends to mean you are able to double drop later on and or complete the trial with something cheaper and using the extra mana post Ox, the general rule is high early low later.

Then there is the general preferred order of units, which of course changes based on the match up, like Golden Mantela being the preferred three drop because it guarantees you to get both a one and a three drop, Purgatos being better early where as thunder is better post Ox, Kron being the safe pick but paragon being important depending on the match up, and painter being preferred to Zendo as its a better stalling tool but of course Zendo has various combos and match ups he is important for.

As usual the deck building phase for the deck is very important, but this one had a lot of unusual rules it needed to follow. You need to develop a perfect curve, avoid spells, avoid extra copies of the same mana cost, and rather then look for the usual synergistic songhai shenanigans instead you just want to play the best in slot mana cost units and or things that have synergy with Ox, while picking minions that double as answers to tricky situations rather then just raw power. Constructing the deck in this way not only makes Ox consistent, but it allows you to play a powerful midrange tempo oriented deck that is extremely proactive. You often do not even need your destiny to win, and often just the free body from Ox is all you need, but the destiny really secures the lategame even against things like Fault, Wanderer, or Xor.

There are a couple variants of the deck like the one that includes Mix/Jux as its only spells along side some of Songhais classic movement oriented units, or a mech variant, but I have yet to find a version of those that I feel as confident in as this one. The side deck helps cover certain matchups as well as are cards that may be considered should the meta shift.

The deck is complex both in the deck building phase and practice. But I think I have cracked it pretty well, it has really turned out to be a very powerful deck that has decent matchups across the board, and even favorable ones against some of the top decks.


Could somebody hook me up with a cheap-ish alabaster titan deck?
Deck Help: Titan Argeon
Mech Titan Ox (Tech/Help)
Looking for a couple kick butt Lyonar decks to get to gold/diamond
#10

For all your budget needs:


Previous Expansion Master thread:


Change Logs since posting thread:

Summary

July 2
Added Red Tide, Fester, and Pestilence deck write ups.

July 3
Fester Cass: -3 depths, +3 Carrion. Card advantage was a not an issue but speed and opening plays were.

July 5
Adjusted a few ratings, added a write up to Sexy Lizard Vaath.

July 6
Added a Midrange Variant to my Impale Aggro Starhorn section. Adjusted a few ratings.

Added an aggressive variant to Anti Draw Starhorn.

Added write up to Grow Starhorn, Artificer Sajj, Volaco Zirix, and Assembly Line Zirix.

July 11
Added a slower control based variant to Focused Hatefurnace Starhorn.

July 13
Added a link to my updated budget guide.

July 14
Added my Deviation Maev Deck.

July 16
Added a sideboard to Sexy Lizard Vaath.

July 19
Added a sideboard to Finality Combo Ragnora.

Added lots of Lyonar decks.

July 22
Added side deck to Redtide/Deviation Maev.

July 25
Reap Cass: -3 sphere, +3 nightfiend. Spheres nerfs were just to much, and fiend is surprisingly good. I also added a side deck.

Added Mill Apex Starhorn write up.

July 26
Added a write up to ramp wall faie.

Added Ramp Wall Ilena Deck.

Big Ciph: -3rasha, +3 boneswarm. AOE was lacking, artifact destruction covered with EMP. Added write up.

EMP Control Rag renamed Golem Rag, and added a more golem centered variant to it as well.

July 29
Lost Artificer Sajj: -2 Stars, -1 thunder, +3 boneswarm. Changed rating to highly competitive.

Lost in the dessert Zirix now contains three decks, rating changed from still testing to competitive/average.

August 2
Adjusted some ratings, and moved dervish LITD in with the other LITD decks.
I think I finished all the missing write ups.

August 5
Added sideboard to Ramp Wall Faie.

Added Faice Faie deck.

August 6
Added sideboard to Sand Andreas and Assembly line Zirix.

Assembly Line Zirix: -3 Oasis, +3 Skorn. It has also overtaken Sand Andreas as my go to S rank Vet list.

August 7
Added an aggro variant to LITD Zirix.

August 10
Added a Skorn/Luminous variant to aggre illena.

Added Butcher Sajj.

August 15
Sexy Lizard Vaath Sideboard: Traded 2x shroud and Mattershaper for 3x bender and a third EMP. EMP helps cover artifact problems, and self/tile dispel is important for Kha/Fault matchup.

August 16
Added Tempo Faie.

August 18
Added a marauder variant to midrange Ilena.

August 20
Added a sideboard to antidraw starhorn.

Added a Progentor Variant to midrange Ragnora. Added Build Rag, and Mandrake Reliq decks.

August 21
Tempo Faie: Mystic and Cloudcaller moved to sideboard, bloodtear and paragon added to the mainboard as anti wanderer tech.

August 23
Impale Starhorn: For the midrange variant: -3 Haru, +3 Eluci.

Added Contagion Cass list.

Added a Ramp focused version to Final Destination.

August 24
Tempo Faie becomes my go to S rank Faie list.

Midrange Impale Starhorn: -3 Thump, +3 Rebuke. With Eluci in its better at closing games, and rebuke is to important for the wanderer/swarm matchups.

August 27
Added sideboard to VVall Kara.

Final Destination Fair: -3 Thunder, +3 Dag, -3 Aspect, +1 Frost/Moose/Mystic.

Archived Ramp version as latest update to the list sort of mixed the two variations together:

Summary

Ramp


http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxMTA4NCwzOjUwNiwzOjUxNywzOjIwMjYxLDM6NTQ1LDM6MjAxNjUsMzoxMDMwNiwzOjU2MSwzOjIwMTYzLDM6MjAyMDcsMzoxMTA5MywzOjU0MSwzOjExMTIx

The first variant is closer to my older versions of the deck really focusing on cramming as much ramp as we can in there, with the Shiver/Cryo package providing control, ramp, and card advantage all at once, mixed with its heavy top end sporting Dagona who is a really solid card with the amount of ramp we have and it gets even meaner when you mix dagona with dispel. I had retired this version of the deck due to the prevalence of BOA/Sandswhirl and the like but with the rise of wanderer and the ability to put out more threats then even vet has removal for I have recently started to favor it again.

August 29
Finality Combo Rag: -3 Charm, +3 lance. Not enough eggs for charm to really be worth it and the stall/answer of lance serves you better in surviving until your various combos.

Tempo Faie Side Deck: -2 primus, +1 Skron/Enfeeble

Sep 10
Added Ghost in the Shell Kara, and Royal Guard/Midrange swarm Lilith.

Sep 12
Aggro Ilena: Swapped permafrost for Blazehound, think I meant to do that ages ago and just forgot to update it.

Sep 17
Added my Cowardly Vaath Starhorn deck, which has also become one of my go to S rank lists.

Added WorldStar Starorn deck.

Added Golden Army and Panther/Reliq decks.

Sep 18
Added Tormentor Creep cass. Also -1 Oblit, +1 Variax almost immediately after I posted it. Its more a whim then a thoroughly tested choice, but I very much enjoyed playing Variax in it during the rotation deck I had it based off of.

Sep 27

Tempo Argeon: Added a traditional tempo variant, and a sideboard to both decks. Switched paragon with EMP in the Zeal variants mainboard due to wanderer.

October 4

Added Flood Gate Lillith, Keeper Saj, two variants of Oak Kara, Dishonorable Cass, and Unbirth Xor Maev.

Added a side deck to Fester Cass.

Oct 12

Added Titan Ox Kaleos to the thread and as an S rank list.

Oct 13
Added One Shot Robot Sajj list.

Traded Ascension Sajj out for Butcher Sajj in my highly competitive section due to the meta being to much of a bully on Nose for it to be my go to Saj list anymore.

Nov 1
Added a third variation to Golem Ragnora, this time featuring Juggernaught.

Nov 4
Added two variants of my Cryonic Potential Faie decks, and a Cpotential variant to Heavy Metal Kara.

Added an aggressive variant to midrange rag.


#11

That was a ton of work. Please excuse any formatting, spelling, and grammar, errors I will be cleaning it up for awhile. Fixing all the pictures will also take a bit.

I will also slowly be adding in the missing write ups over the week.


#12

Wonderful work, as always. Thank you very much!

A couple of questions.

  1. Do you still think Ascension Sajj has competitive value? Did you play it recently?

  2. Love your Reap list. When do you usually play Nova? Isn’t it a huge tempo loss? What do you think of using that specific creep related draw card? Or any draw at all?

  3. And even Scarzig Vanar deck! Did you try him in Abyss?


#13

I think ascension is doing just fine. It barely noticed it’s own nerf, EMP is less common, corona got nerfed, and it’s just a solid deck. The amount of aggro and burn running around now is a bit tough on it, and I have not played it a whole lot, but it still does ok when I do.

I talked about Nova a little in its write up, it’s mostly used to follow up a juggernaught/azalea, the rest of the time it’s usually used when you just desperately need ping or if you have nothing else to do, or sometimes the turn before azalea. It has lost a little value now that I cut nether, but the sheer amount of instant creep gen it makes is still unrivaled. As for card advantage it’s got that covered with Desolator, Blazehound, and Sphere plus it’s very aggressive gameplan. Running Jammer or Depths could work, but I do not see them as needed.

Scarzig really needs something like boundless, backstab, or dampening wave to really do well. I have not tried him in abyss as I did not see a way to make him work reliably. but I suppose the various attack debuffs could do the trick.


#14

Hey bud, I’m thinking of using Maehv for my next budget climb (basically there’s already loads of great budget Lilithe decks out there), what are some of the Maehv staples/budget stars?

At the moment my shell looks like this:


#15

Just wanted to say that it’s awesome that your first S-rank deck posted this time has three Dagonas :slight_smile: You have gained the appreciation of the Cult of the Lurking Fear.


#16

I would probably run something like this:

http://www.bagoum.com/deckbuilder#MTozNTUsMzoxMTAxNiwzOjExMDg0LDM6MTkwNTAsMzoxMTA4OCwzOjIwMDQ5LDM6MTAwMjAsMzoxMDk4MSwzOjIwMjAwLDM6MTExMjYsMzoxMDk4MiwzOjExMDU3LDM6MjAwNjEsMzoxMTA5Mw==

Maev is not super budget friendly, but a tempo list could do the trick.


#17

so no wonderer?? that a surprise
btw here is my list for this season. I got to diamond 5 from gold 10 today with it, carried me through rank hard xD


#18

That is because Deathsadvocate doesn’t support highlander decks, he prefers decks where you consistently have the cards you need in hand.


#19

oh oke…
15 char


#20

That budget Maehv curve is super low, I was playing some games today and I wasn’t too impressed with Void Hunter without Lurking Fear, it was serviceable, but not stellar. Think I will try one of the Sentinels instead.

@masterhuehue nice list, there’s a couple of things that mine is different by, but I was trying Wander Lili last month and went a really good record with it in top 10 S rank, I feel it’s probably a lot closer to the other Wander decks than people realise.