DeathsAdvocate's Master Thread: Eternal Trials of Mythron


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. Still tons of work to do, but this is a good start, some may be missing write ups but I will get them filled in soon.

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:


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 tier 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. Many of the lists from the below section will likely make their way into here but its still early in this new era of an eternal format. You can look up the details on them in the master list below.


Red Tide/Deviation

Finality Combo Rag:

Sexy Lizard

Anti Draw: Control Variant

Sand Andreas Zirix:

VVall Kara:

Furry Faie:

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.


Ascension Sajj:

Bottomless Abyss:


Alcuin Xor:

Final Destination:

WALLet Warrior Kara:

Midrange Rag

Anti Draw Aggressive

DeathsAdvocate’s Master Thread: Rotating Trials of Mythron
DeathsAdvocate's Budget Guide: Trials of Mythron Update
Unlimited Arcanyst Works - Mythron Edition
Rate my xor'xuul deck and suggest change please

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.



Bottomless Abyss: Dying Wish/Ramp, Highly competitive.


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.


Dedicated Arcanysts: Highly Competitive

Unbirth: Competitive/Gimmicky

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


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.

Mechanical Abomination: Competitive


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


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 king of the lategame, but times have changed and it has a lot of compeition. 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 usualy holing up in a corner and slowly overwhelming the board. Its a sollid enough deck, but its a bit of an ancient relic of the past and has been powercreeped out of being anything more then just compeitive.




Red Tide: Midrange Dying Wish, S rank


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.

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 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.

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


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…

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. 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


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


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.



Fester: Dying Wish Creep, Highly Competitive


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


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 surpisingly 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.

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.

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.

Pestilence: Creep Control, Competitive


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


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. Gibbet, lure, and punish 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.

Gibbet and flameblood are flex slots with primus, Blood Tear, and Crypto depending on the meta and personal preference.

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.




Sexy Lizard Midrange/Finality, S Rank


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.



Finality Combo: S Rank


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 and now even sporting a powerful new tool, Zoetic Charm, making it all the more scary. 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


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. 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.

EMP Control, Highly Competitive


Nothing has changed for it post eternal format, and 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.

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.



Anti Draw Starhorn: S/Highly Competitive


Control: S Rank
Aggressive: Highly Competitive

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.

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

Mechotic MecHorn: Highly Competitive


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


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.

Impale: Aggro/Pain and Midrange, Highly Competitive.



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

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. By default the Pain variant has enough ways to end the game so rebuke is a safer catch all for it, where as the midrange variant likes the little extra push thumping can provide, but its a tough choice between thump/rebuke for both lists and again its really going to come down to meta/personal preference.

Focused Hatefurnace: Competitive


Fast Furnace

Slow Furnace

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



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.



Decimus Mechs: Competitive

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

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

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

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

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


Mech Variant
All in Variant

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


Write up coming soon.




Ascension: Highly Competitive


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.

Artificer Sajj: Golem/LITD Competitive


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 make it really hard to play around Lost, and even if they do manage to play around both of those then Starsfury can come in and punish them extra hard. If ankh spam and LITD were not win cons enough, we even have oldschool Sirocco in here to throw yet another wrench into what every your opponent is doing.

Its a solid deck, although between recent powercreep and nerfs to LITD it only gets a competitive rating.



Sand Andreas Zirix: Obelysk/Fault S Rank


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.

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.

Assembly Line: Golem Fault: Highly Competitive


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.

While sandswhirl is usually used for removal using it on your own Azure Herald or Dreamshaper can be pretty nifty. Oasis lets you pull off some nasty tempo plays while helping you dig for your decks main combos.

While the golem approach is solid, its a bit outclassed by the Oblysk variants ability to be aggressive when it needs to and that you miss out on dervish synergy, but the unending card advantage mixed with having room for tech slots like EMP/Herald leave it more well rounded.

Dervish LITD: Highly Competitive/Still Testing


While once a very powerful deck it has suffered a lot of nerfs. Thunderhorn, LITD, and Nimbus were all hit and they were the core of the deck. While it should still be quite competitive, it is likely not top of the pack anymore.

An aggressive midrange deck with a healthy amount of dervish synergy. While intensify focused versions of the deck may be viable Dustdrinker is a good standalone, and most importantly is a dervish to be abused with kha, fireblaze, dunecaster, and wishes. Duskweaver is another underrated card, and again most importantly it is a dervish.

Add the strong dervish package to the LITD package, which also keeps us prepared for swarm decks, and its exceptional removal, and its pretty top notch that can compete with the best.

LITD Golem: Still Testing/Highly Competitive


The LITD package has definitely taken a hit, and I am not sure the oldschool Sirrico approach can stand up to todays favorite Kha/Fault variant, so I am not sure where this stands anymore. More details coming soon.

Volcano: Dying Wish/Fault: Competitive/Gimmicky


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.



Big Boy Ciph Competitive/Still Testing

More details coming soon.




Furry Faie: Aspect/Wall, S Rank

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 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 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.

Ramp Wall: Highly Competitive


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

Final Destination: Ramp/Spirits. Highly Competitive


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. It has shifted a bit away from dedicated ramp favoring extra globe contesting two drops to get those turn two four mana plays.

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 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. 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.

Combine all that with a touch of healing, Aspect/thunder/sister and 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/Still testing.


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 usualy comes as quite a surprise that messes up what your opponent was doing, but most importantly usualy 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.



VVall Kara: Vespyr/Wall, S rank


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.

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.

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.

WALLet Warrior Highly Competitive


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, Highly Competitive/Still Testing


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.

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 excell 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 devestating lategame combos prevents this from being to much of a concern.

Wailing Blitz Range Kara: Competitive/Gimmicky


Write up coming soon.

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


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.



Midrange Control: Highly Competitive


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 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 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.

Aggro Artifact: Competitive


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.

Scythe and Yggdra really push Ilena up a notch and both are great for an aggressive deck. 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. This deck lacks the usual wisp abuse tricks but as this is an aggro deck just getting one turn out of wisp is usualy all you need. Typicaly you still dont 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 finisher, and thus only gains a competitive rating, but it can hold its own vs most decks.




Bond: Highly Competitive


The classic Lyonar Archetype. Put down big sticky minions, get them to survive for a turn, which is even easier thanks to aegis, and then bam, divine bond for the win. 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


Instead of most of the go to tempo or midrange picks instead we are favoring the zeal package in order to really make sure we get good use out of Afterblaze, 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. It also deviates from the usual tempo route and has 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.

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

Black Magic: Arcanyst/Bond, Competitive


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.

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


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.



Strategos Brome: Highly Competitive/Still testing.


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.


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


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: Maybe Coming.


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

While I love Songhais Flavor, they have some really toxic playstyles that I do not want to support or encourage. Now if you want to play them they do have plenty of cool archetypes and mechanics like backstab and tempo potential. Just do me a favor, please never play spellhai, eightgates, 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 don’t have any lists I want to add right now, but I am available to help as long as its not spellhai/Glitch Abuse related.


For all your budget needs:

Previous Expansion Master thread:

Change Logs since posting thread:


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.


Reserved just incase.


Need a couple of these.


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.


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?


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.


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:


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.


I would probably run something like this:

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


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


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


oh oke…
15 char


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.