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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.

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 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.


Bottomless Abyss:




Red Tide/Deviation


Cowardly Vaath: (Starhorn pretending to be Vaath)


Eggs, Extra Hatch:


Cryonic Potential:


VVall Kara:


Big Ciph


Assembly Line:


Titan Ox:


Tempo Golems:


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.




Alcuin Xor:


Sexy Lizard


Eggs, Prog Punish


Tempo Faie


Sand Andreas Zirix:





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, S Rank.



I call it bottomless abyss because well…that would be a pretty big abyss. Big abyss is an old archetype featuring the factions powerful late game minions and ramp, but these days it has taken on a dying wish spin.

Carrion Collector really changed the Dying Wish game, pushing a somewhat gimmicky archetype into an extremely consistent top tier deck with quite a few variants. All three generals have made pretty good use of it, and Lillith has really been enjoying THREE sources of ramp.

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.

Rather than going all in on the dying wish plan I sport only a select premium couple of them turning Nekoma into a hyper consistent tutor that can chain into its self and or deso reliably ensuring you never run out of cards despite your excess ramp. Dagona was a fairly new edition as having immediate impact is pretty important with the popularity of BOA/Sandswhirl and the like. Its once prohibitive mana cost is almost meaningless with all of this decks ramp.

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. While EMP conflicts a bit, he is still a great DFC target and he felt just to important to skip with the amount of Walls, Eggs, and Artifacts that have resurfaced in the Eternal format.

The deck has a touch of healing, lots of control tools, and 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. Although the Vet match-up can still be tricky.

SWARm Highly Competitive



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

Its a pretty classic deck, swarm the field, play death watch, win. There is a lot of micromanaging to be done, and you always have to be careful not to overextend into a field wipe. Don’t be to greedy with your win cons, you have quite a few of them, its just fine to cash in a small swarm instead of risking loosing it all.

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

Your nine deck thinners will help maintain your hand and help in digging out Grimwar. Cresendo is another classic, shatter adds speed, and Chakram can do a ton of work. Instead of picking most of the classic swarm tools like priestess or dancer we are favoring bloodbound mentor as it provides card advantage and dodges rebuke, two things that help with resiliency.

Its a very powerful deck, but 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 highly competitive rating despite having some of the most raw power of any deck.

Big Abyss: Highly Competitive



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 and Revenant alongside a few other targets that have changed out a lot over time.

Furiosa, your healing units, and yes even inkling are all great globe contestors to try and go for that turn two Vorpal. Aside from darkfire abuse the deck has liliths favorite swarm package with crypto/furiosa for those high roll early game turns.

Furor Chakram is pretty much an auto include for Lillith now, it provides some much needed aoe and is extra nasty with vorpals dying wish. It is also pretty nifty with Spectral Revenant allowing it to proc its effect multiple times for an insane burst. Between that and paragon, which is also great anti wanderer tech, you have a decent chance vs brome and other swarm decks.

The deck has a healthy amount of healing, and a lot of control tools. Between its very heavy top end, desolator, and inkling it does fine on card advantage, leaving you with a well rounded deck prepared for most matchups, but Vetruvian is a pretty hard match up and that alone keeps it from regaining its old S rating.

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.

Midrange Unbirth: Highly Competitive/Gimmicky



Between celebrant and darkfire we very consistently get those turn two 5+ mana plays allowing us to play under BOA/Sandswhirl which is the bane of most ramp lists.

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, the most important of which being rush, which lets you pull a massive out of hand burst from no where. Oh btw yea the abomination steals temporary buffs like Chakram, and then Chakram buffs him as well after he is done forming.

We sport 2.25 sources of rush for chakram/unbirth abuse between Metaltooth, Letigress’s summon, and Krong (Kron requires some luck to get rush out of). Kron and or Chakram give magmar a pretty hard time, and putting the focus in the midgame lets us play around other transforms/dispels without to much tempo loss. We run just enough mechs to make getting rush on metaltooth viable. We have a dab of healing with deso, and between deso/rep/medium curve we do alright on card advantage.

It is a pretty decent deck but unbirth by its very nature is a bit gimickky and can be tricky to set up. Luckily the deck still just plays a strong tempo midgame so even unbirth aside its solid.

Mid-range Dying Wish: Competitive



Lilitthes take on the popular tempo based dying wish deck. Rather then relying on awkward dying wish effects for our answers Lillith allows us to sport good old reliable options like Ritual and Chakram much more effectively then Maev can, meanwhile Ritual/Consuming still give us ways to proc our dying wish dudes even without Maevs bbs, and we can also bolster our field without having to suffer the health drain, meanwhile we have insane card advantage built into the engine and Lillith lets us use Vellumscry to refill our hand after excess ramping which is far less awkward and slow then the popular Rite option…

Sadly while the deck does not rely on highrolling like the Maev variant it just lacks the raw tempo that is needed to keep the pressure up, leaving it more consistent but ultimately weaker. It can still highroll like crazy and do spooky things with chakram while never running out of cards but it just is not as good as I had hoped.

Midrange Swarm Competitive



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



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 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.

Stitched: Creep/Wraith, Competitive



We can now comfortably stitch together creep, wraithling, and swarm cards into a hybrid deck stitched together out of different archtypes.

Nocturne is really what brings this deck together letting you have the highest creep development potential of any deck thanks to all the mass spawning of wraithlings, as well as the ability to push out a ton of wraiths with things like Shadow Nova or Crawler. While the deck is great at making creep, it is equally good at making wraithlings meaning Furosa, Chakram, and Crown can get some crazy work done, and there in lies the decks strength, it has two very different angles to win and its really hard to fight against both of them. You overwhelm people early with classic swarm plays, and if your board just keeps getting wiped you can return the favor and nuke the board with Oblit later on while munch sustains you until that point.

The deck has a few weird choices, less so the cards it picked, and more so the cards it did not pick. In order to have the room to run both these archtypes we skipped the usual lilith staple of Ritual Banishing in Favor of Munch, and the usual creep staple of Juggernaught in favor various wraith artifacts. Because the deck does not want to sacrifice its wraiths, and you don’t reliably generate creep early it felt much better off without either of these. Since the deck lacks a lot of digging power the ability to find an Obliterate on curve reliably and or be able to replace it early necessitates having three.

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

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

Eternal Army: Sarlac/Gor Abuse. Competitive/Gimicky



A very old deck concept of mine that has changed quite a bit over time.

The idea is to abuse stuff like Sarlac and Gor with AOE that hits your stuff mixed with Grimwar. The choice of AOE these days is Unbirth and Blood Echoes. You have the added benefit of being a swarmy deck that does not fold to AOE.

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, the most important of which being rush, acquired from tiger, which lets you pull a massive out of hand burst from no where. Oh btw yea the abomination steals temporary buffs like Chakram, and then Chakram buffs him as well after he is done forming.

The deck is fairly consistent and pretty strong when it works out, but it has a lot of moving parts that need to come together leaving it as ultimately a gimmick. But it is still a lot of fun.

Miss Styx: Stygian Observer Ramp, Competitive/Still Testing.



Ramp plus big dudes, rush plus Stygian and or Chakram, and some staples. Its a neat concept, but its pretty highrolly. Tested it a little bit and it was alright.

Lil.icorprated: Intensify/Cadence, Competitive/Gimmicky.



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

Its a pretty fun deck revolving around Intensify featuring excellent digging power between inkling and Vellumscry, mixed with consuming rebirth and replicant make playing lots of copies of our two intensify units BoneCrusher and Rift Walker reliable.

The deck has two main tricks, the first being having a good amount of stall/control tools in order to survive until eight mana at which point you can play cadence and bonecrusher at the same time for usually between 10 and 20 damage. Its other favorite trick is combining Rift Waker with Consuming rebirth as a six mana play two proc it twice in a single turn.

The decks packed with healing, ping, and AOE letting you be preapred for anything, plus it sports excellent card advantage so you can afford to vomit out your hand going for quantity over quality to survive until you can pull off your crazy combos. Its ultimately a gimmick as it can be pretty hard to pull off your combos and or you actually manage to pull something big off but your opponent will just barely survive and finish you off. But man is it fun to play.

Royal Guard: Blood Baronette Competitive/Gimmicky



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



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.




Red Tide: Midrange Dying Wish, S rank



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



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, 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



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


Win Fast

Infinite Gas


The first version is 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. But if you do not find your ramp early and or your opponent is prepared for an aggro match up you are going to struggle.

The second version is the more contemporary build for Dying Wish Maev focusing on the midgame while sporting an excess of draw so you can ramp as much as you want, and should the late game happen Rite will fill your hand up with zero to low cost cards. Consuming rebirth can accelerate your clock when used on Carrion and is pretty nifty on most of our dying wish units giving you another good way to proc our powerful effects aside from Maevs BBs. It is a deck that relies on highrolling, featuring Aether Master to further increase early ramp consistency, and man can it highroll. Even without highrolls it just never runs out of gas.

Unfortunately when you do not draw your ramp cards early both the decks have a very poor curve and end up not being aggressive enough to really pressure early and or ends up with an overfull hand without enough mana to make good use of it. When the decks are winning there is very little that can be done to stop them, but when they are not they are pretty average.

The extreme highrolly potential certainly earns them a highly competitive rating as they can easily steal games and push you far on the ladder, but I do not think they are nearly reliable enough for an S rating.

Unbirth Xor: Highly Competitive/Gimmicky


Highly Competitive


Highly Competitive/Gimmicky


Highly Competitive/Gimmicky


Another few Xor decks that have some nifty tricks by combining rush with either unbirth, xor, grimwar, or chakram.

The first version makes some minor changes to the go to alcuin package in order to fit our two rush units and unbirth. Likely the most stable of the bunch, it also has been refined enough to step away from the gimmick tag.

The second version goes all in on the rush plan sporting both tiger and metaltooth as the cheapest rush units available with just enough spare mechs to make tooth reliable.

The third version opts for Grimwar and a pretty different supporting package. While it still can pull off Rush/Unbirth Combos with Letigress it is instead more focused on trying to win with Grimwar by blowing up its own field with either Unbirth or Blood Echos and then punching with GrimWar. Shoutout to @zerounderscoreou as he heavily inspired the list.

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.

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. Unfortunately 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.

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, 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.

ReliQ: Combo, Competitive/Gimmicky



This deck packs a lot of healing and utility two drops, stuff maev likes to run anyways. But in this deck we go a little overboard and have almost nothing but two drops complete with cycle and extra replaces.

The deck has one major goal, and that is to play Q on six mana, stabilize on seven, and then string together back to back Arcane Devouerers into Reliquarian combos which assuming you were replacing correctly after Q should be 100% chance of drawing after Q deletes most of your deck for you. You tend to replace and dig for Q, and you usually toss away the other combo parts since Q makes them easy to draw, although if your around five mana plus you tend to hold onto them so as to make drawing them even more consistent after Q, or just incase you cant find a Q.

For those that don’t know how Reliquarians effect works, it sacrifices an abyssian faction unit to create an artifact with an attack bonus equal to the sacrificed units attack, and when you attack a minion with it you steal health equal to the attack bonus. So if you sacrifice an arcane devouerer you get a whopping eight bonus to attack so you can do ten damage face, or if you hit a minion you get a sixteen health swing. Due note that if you sacrifice a neutral minion you only get the attack buff and no lifesteal affect, and if you somehow have a different faction unit in your control it has a unique effect depending on the faction. But for the most part you really only want to be sacrificing arcane devouerer.

While extremely consistent and devastating when successful the fact sadly remains that having a weak midgame and not going off until eight mana leaves it as little more than a gimmick in this powerhouse of a meta.




Fester: Dying Wish Creep, S Rank



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 does really well in the current meta.

Most of the new creep tools have fallen by the wayside now that we have shimzar back other than munch, which 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 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.

I recently made room for EMP in the mainboard as its a good catchall, and more importantly helps us deal with titan and or artifact lists which can be really hard on us.

The sideboard lets you kick into anti burn, munch beats out most aggro lists, but burn decks that do not give you minions to eat can be troublesome, but there is not really room for more in the mainboard. And of course Betrayel is always fun in the sideboard. Paragon gives us another dash of aoe and its good anti meta tech.

Is three copies of obliterate/emp overkill? Maybe, but I really loath not being able to find them 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 replacing them early or using them outside of optimal conditions.

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 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



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



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



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. 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



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.

Turbo Xor: Competitive/Gimmicky.



This deck features by far the fastest and most consistent ability to pump Xor out, frequently before you even hit six mana. Cass’s ability to spam ping your Sarlac/Gor with the aid of crypto/mentor without draining your health, mixed together with the Alcuin Brothers and their abuse of Darkfire is what makes this deck run.

While Maev focuses on early tempo that carries you to Xor, Cass focuses on an explosive post Xor where Saberspine can OTK/board clear with a little luck, Sarlac/Gor begin multiplying rapidly, and Shadowdancer gets crazy value.

It took me awhile to figure out a version for Cass that did not leave me asking why I was not playing Maev, and I think this is about as good as it gets. The deck can frequently high-roll like mad and lead to some pretty unfair games, but you are extremely reliant on drawing gor/sarlac early, hoping they do not get dispelled, and you have to survive your extreme tempo negative early game basically doing absolutely nothing for multiple turns until Xor comes out. If those things work out in your favor the deck is absolutely terrifying but the man moving parts and negative tempo leave it as little more than a gimmick.

While it has more highroll potential then the Maev variants it is still largely outclassed by her, because while Maevs healthdrain is rough, negative tempo is even rougher. While the deck can have a somewhat decent win rate the amount of auto losses means it can never really get away from its gimmick tag.



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.

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.



Egg Variants: S Rank


Extra Hatch


Prog Punish


Oldschool Aggro


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

The first variant focus on a combination of egg hatching abuse and the midrange package. 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 super nasty with hatch cards and works versus attack buffed generals when Rippers will not.

The second variant opts to run Progenitor and makes a few changes to accommodate him. If you do want to run Prog just a couple minor changes to the standard kit can fit him in, namely going for inceptor over eggmorph just due to the body it provides, and skipping raptyr in favor of young slithar for a more sticky early board presence to get more bodies out for prog.

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. Prog also shines in metas where people are teching versus ripper combos with attack buffs and or provokes. IMO the first variant is the better of the two in a vacuum, but it really comes down to what people are teching for and or personal preference.

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 its very meta dependent 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.

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. 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.

Golem Rag Variants, Highly Competitive




Golem Midrange




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



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



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.




Cowardly Vaath: Finality/Starhorn, S rank.



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: Highly Competitive






A powerful midrange archtype that is all about punishing your opponent for drawing cards. 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. It is a very well rounded midrange deck with an answer for anything.

The second variant goes all in on the anti draw theme featuring the newly buffed Vision. What it trades in answers it gains in pro-activity.

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.

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



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.

Raptors: Replace, Highly Competitive



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

If you manage to get Widow, Wings, or Kron to stick for a turn, then you can play Theobule which will make some crazy things happen. And thanks to Starhorn/Spikes your hand is going to be at or near full for maximum value.

It is a deck about strong standalone units with devastating combos accelerated by Magmars ramp and made consistent with Starhorns card advantage.

I expected it to be more of a gimmick then it turned out to be, but it has turned out to be really strong constantly applying pressure as the majority of your units are strong low key answer or die minions, mixed with the fact that the deck has all its bases covered with healing, aoe, provoke, strong win cons and the like.

WorldStar: Mitotic/WorldCore, Competitive



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


Slow Furnace


Fast Furnace


Spike Furnace


Hatefurnace took a pretty brutal nerf, but 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 archetype has gotten a massive bump in power. Thumping is extra good because even if you use it as removal it still progresses your trial. While the deck got a nice push with Shimzar to the point that it is competitive again, furnace is just a touch slow now even in the fastest versions, and is generally outclassed by a normal list with Makantor and or no subpar cards instead.

These decks pack eighteen or more 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 takes a more slow and steady approach packing all of magmars favorite control spells and staples like the golem package and some healing, it also favors Diretide Frenzy for some more early game control instead of just a cheap buff like razor. What the deck lacks in speed it makes up for in having an answer to everything with the inevitability of furnace in the long game.

The second version focuses on just getting hatefurnace out as fast as possible even at the cost of staples like the golem package, while turning your early game minions into answer or die threats. Between Flash, 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. Despite the decks low curve between crypto, razor, and starhorn and its faster gameplan it does just fine for card advantage.

The third version sacrifices staples and answers to make room for Starhorns Favorite combo Deci/Spikes. Spikes has the added benefit of also being particularly brutal when combined with Vision/Vindicator AND progresses your trial when it buffs them. While a solid enough and very proactive list, it still ends up asking why am I bothering with Hatefurnace, since most of its wins just come from the Anti Draw package and furnance still almost never gets played.

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



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.




Assembly Line: Golem Fault: S Rank



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.

Portal Gaurdian is a flex slot with Flacius and Wasteland wraith, all are good options and its hard to say which is the best. 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 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



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.

Portal Gaurdian is a flex slot with Flacius and Wasteland wraith, all are good options and its hard to say which is the best.

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


Parsing Bot Competitive


Parsing Error Competitive


Dervish LITD Average


EMP Golems Average


Oldschool Sirocco Average/Gimicky


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.

Desert Resort: Flying Replace, Competitive



Fear not, that oasis is not a mirage , it is indeed a paradise, desert resort. (Sadly it is no longer running superior mirage or inner oasis leaving only Wings of Paradise left as the inspiration for the name.)

An old deck of mine, it was largely abandoned after Azure Summoning was nerfed, but with Kron getting buffed, and plasma being at an all time low, the deck is feeling much better.

This deck uses azure more for deck thinning and to dig for wings of Paradise as its true win condition is Theobule. If you can get either a widow or a wings to stick then Theobule can do some truly crazy things. But of course with globe abuse or a natural seven mana you can still puke out an entire deck of fliers with a bit of luck by playing Azure Summoning and then chaining into Skywings. The deck is pretty good at maintaining its hand for Theobule and while your hand may be smaller at nine mana playing Widow and Theobule out of hand can also be rude.

Its a solid deck, while its flying combo is not quite as consistent due to the wings of paradise, they also add the potential for an even stronger Azure turn. But unfortunately between power creep and the existence of Khanum Kha, Rebuke, and Plasma it likely can not get past a competitive rating.

Golden Army: Dervish/Flood, Competitive



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

The deck sports a low curve with a ton of ways to really pump out dervishes as well as buff them to scary levels where they can dodge most aoe with a combination of oasis, fireblaze, and 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



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



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.



Butcher: GoodStuff/Cleaver Highly Competitive



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



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



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



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.



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.



Big Ciph S Rank



Big Ciph excels in the midgame packing a bunch of powerful five mana staple vet cards. Meanwhile the golem package covers early game ramp/draw, and helps you curve out into the decks powerful lategame.

Canopic is a really nifty card. It is quite strong giving you the ability to effectively shut down BBs spam decks like ragnora, faie, and others, while sporting a massive and difficult to answer body. Its tough to find room for Canopic, but ciph has a lot more open slots than the other Vet generals.

Don’t 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, enough of healing, a touch of aoe, and lots of strong tempo plays. It just sort of rolls with the punches and does decently at all points in the game. Between healing and pressure it can 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 against as it does not run fault itself although bender helps out. That match up alone keeps it from getting an S rank rating.

Synaptic Intensify: Competitive/Still testing.



Synaptic Arbitrage is not a great card but it is sure an interesting one, and it does have a few neat tricks that just might give it a useful niche. The decks main trick involves putting out a Dustdrinker, using Synaptic on it to give it to your opponent, and then playing superior mirage on it for at least a whopping 10 damage, not to mention your extra mirage bodies and the chance of having stolen something from your opponent.

Beyond that its just various staple Ciph control tools, and Orbrider/Sandswhirl can lead to even more intensify shenanigans. Its a neat list, but I never had a ton of success with it and never got around to really refining it.

Golem Equality: Competitive/Still testing.



Equality Constraint and or Astral Phasing combined with Razorcrag golem is super snazzy. Astral is also great with Wild Taurs Frenzy or any of our big bodies. Beyond that its just staples.

A fun little combo deck, but I have not played it very much. Its sideboard is just a mess of ideas I never got around to messing with.




Furry Faie: C-Potential/Aspect Abuse, S / Highly Competitive


Aspect Variant: S Rank


Aggressive Variant: Highly Competitive



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 bears and whatever kind of OC snowchaser is in the deck…

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 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.

Aspect of the mountain is another big super star for the deck, pairing exceedinly well with malicious wisp, one drops, or of course walls. The 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 can throw them down early as minor annoyances and body blocks, and then they can be great transform targets, chaser enablers, good defense, or of course big combos.

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.

Tempo Faie: S rank.



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.

The Crypto/Mentor package lets you machinegun people down with faie and or it provides card advantage. 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.

Usually I cram some healing into lists like these, but instead I opted for crystal wisp and moonlit baslysk to outspeed aggro and or punish spell based lists/burn. Now if I had a side deck available I would definitely put the healing in there still, but I feel the core package serves better versus a wider variety of things.

Jammer, Mentor, and a medium curve cover your card advantage needs, and you can choose between going aggressive or playing the long game with slow burn. Throw in a handful of staples/anti meta tech/and strong standalones and you have a really strong deck prepared for just about anything.

Double Trouble: Wall OR Fissure Faie: S / Highly Competitive


Wall: S Rank


Fissure: Highly Competitive


Or? Wait that’s two decks? Well sort of. It is two different decks, both of which are very solid and have performed well on the ladder, however it was designed primarily for use in a tournament with a sideboard, allowing you to effectively bring two very different decks to a tournament. Both solid decks, although fissure variant requires a surprise factor to truly shine.

During the tournament I start with the fissure variant, and I have both ready to go separately. Then I rematch instantly so people don’t think I sided fissure out, but it is in fact absent for game two and three where I switch to true walls since the chances of getting fissure to work a second time are slim. Even if you don’t win the first game the fact that they have seen fissure now will make them play suboptimaly, by taking it slow and avoiding the middle, paving the way for the slower wall/ramp version of the deck to have a big advantage and extra time.

Both decks share a common core with the Enfeeble/Skorn/Luminous package which is really nasty as all three cards are pretty good individually but when you start combining them they can do some really crazy things. They both also share the Bloodbound Mentor/crypto package as its a really solid card advantage generator or a way to really push damage when you need to.

Another strength of these wall decks are they are not reliant on the Lategame to win, they both have tons of early game pressure with the ability to transform walls with aspects or enfeeble. Aspect of the Mountain is a perfect pair with Malcious Wisp making the mana steal permanent. Ultimately the decks are not even reliant on walls to win, so while it may not quite have the consistent raw power of a dedicated wall deck you also wont just fold when stuff like EMP or Bender shows up.

I almost never replace luminous as it is the decks main crutch, but I do tend to replace both skorn/enfeeble until around the five mana turn unless I happen to need to play one unrelated to the combo. With six copies and aggressive replaces, as well as the fact that the first luminous rarely sticks you have plenty of time to find enfeeble/skorn later. Luminous is also pretty devastating at seven mana combined with gravity or of course an instant nuke at nine mana with skorn.

The first deck is not aggressive at all, your a bit more stingy with your gravity wells early on, and you play defensively and conservative and act like your trying to bait them into the middle. You focus on ramping and slow burning until you can start pulling off Grandmaster, Winters Wake, or your late game luminous combos. It does great on the ladder since Wall faie is just really strong in general.

The second version really wants to try and get people at least one space away from the middle and then start locking them down with gravity until you can pull off a fissure or two possibly combined with mesmerize to get it to happen. Early fissures are a high priority as its the best chance you have to pull it off, although if you have the choice of fissure or locking them in the middle, lock them, since there is the chance you can keep them stuck there until six mana and get a double fissure, but unless your sure you can lock them, go for the fissure. You play very aggressively much like an aggro deck, although you have the option of backing off and slowburning with your bbs if you need to. It does well on the ladder as long as you don’t get matched up against the same person very often.

Its a very scary deck, especially in tournament play, but it is pretty tough to pilot as its all about mindgames and meta. It will of course be a weaker deck now that I have made it public as the surprise factor and confusion was its greatest strength, but even if people think you might be running it they cant know for sure and you can still easily outplay them. There is also the ultra meta option switching it up a bit, going for fissure in the later games rather then the first one, and or playing really obvious baits into the version your not playing.

Wallodrive: Wailing Overdrive/Sentinels: Highly Competitive



Wailing overdrive is a very neat card, although it can be pretty tough to use, but this deck has all the tools to really make it work out. Gravity Well and Protosensors airdrop are really annoying early game globe deny tools that sets you right up for overdrive or snowchaser infiltrate plays. 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 more importantly usually sets up overdrive. Freeblade also lets you play mind games with your other sentinel, the extremely powerful Moonlit Baslysk.

It usually plays pretty aggressively as the various late game decks running around these days are pretty scary, but it can kick into slowburn mode for the long haul with the crypto/mentor package while the Snowchaser/Cryogensis combo maintains your card advantage really well despite its low curve.

Malicious Wisp is a real powerhouse and if you transform it with Mountain, or on rare occasions bounce it with hailstone, the effect becomes permanent. More often then not though you do not really plan on keeping this wisp long term and use its aggressively. You tend to want to place it safely, but not so far away it can not get back into the action. Mountain also pairs really well with Gwell, Chaser, and proto.

Throw in a few other staples and you have a surprisingly effective deck, although it is very position focused, takes a lot of practice to play it well, and its easy to run out of steam if you do not manage your resources carefully.

The Sound of Silence Tempo Dispel, Highly Competitive




Apparently the “sound of silence” is the screech of a war bird. But yea its a deck centered around dispel and warbirds.

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. And between mentor, cryo, and a medium curve you tend to do ok on card advantage.

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.

Hailstone is usually reserved as removal, but remember it can target your own things, most notably to be used with Herald and 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.

Faice: Highly Competitive



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



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.

Midrange Faie: Razorback/Jax. Highly Competitive/Still Testing



Midrange Goodstuff, Vanar Staples, and Razorback combos with Jax Truesight and Walls.

Straightforward and effective. Never got around to playing or refining it very much.

Shroud/Fissure Faice: Competitive/Gimmicky






A pretty straightforward deck, all of Faies favorite aggro tools plus a couple nifty tricks.

The first list sports the Fissure/Mesermise package. And then we have the Shroud+Flameblood/Snow Piercer/Alcuin. Shroud can be very clutch letting you stave off lethal turns for a long time especially when you can spam them back to back with Alcuin and or has a lot of mini combos for good trades. Crypto/Mentor package is a Faie staple, along with Malicious wisp, although unlike most decks that want to babysit wisp, this one is fine using him aggressively, although you do have the option to chain it with hailstone should it be beneficial.

The second version forgoes the Fissure package in order to fit Big Brother Alcuin for even more shroud abuse along side Corona for extra digging power.

They are solid enough decks that can aggro people down like nothing else. But by its very nature fissure is a bit of a gimmick, because if its played around your deck loses a lot of its bite. And while shroud is super annoying, a well placed dispel can end you.




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.

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: S Rank



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.

The deck rocks twelve ways to ramp meaning you will almost without fail start with at least some ramp. All that ramp leads to a lightning fast endgame featuring Grandmaster/Iceage+winters wake.

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. 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, and thanks to Karas BBs a 3/2 flyer is pretty respectable later on.

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.

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

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




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


Token Focus

Lategame Focus

Overdrive Focus


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.

All the 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.

The last variant is trying out the Overdrive package. Since both freeblade and protosensor come out as tokens they fit pretty naturally. Now I rarely like Spelljamer outside of aggro lists but I like it here because this deck is actually aiming to be fast plus Jammer is a unit folks usually leave alive making it an excellent overdrive target, and I think the deck needed some card advantage.

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.



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



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



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 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.



Similar in principal to the Kara 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 or Kara you are pretty committed to winning with Winters Wake and do not have much of a back up plan leaving you vulnerable to decks that don’t rely heavily on minions and or pack 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




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.




Tempo Variants: S Rank / Highly Competitive


Golem: S Rank


Traditional: Highly Competitive


Zeal: Highly Competitive


Tempo Argeon was classically an aggressive deck with a low curve, but between a a few nerfs and the powerhouse midrange lists or lategame decks that can outlive the aggressive side of things these days the deck is better served with some late game bombs like Aperions and EMP which are pretty instrumental in certain match ups like Fault or Walls.

The first version deviates quite a bit from the more traditional tempo Argeon. Forgoing most of his old staples in favor of Golems and powerful neutrals. The golem package is quite strong and can lead to some pretty highrolly early game plays with multiple Warblades and or Pontifs. The ramp celebrant provides is always welcome, but here it lets us push out those turn two five mana power plays with Kron or Tigress who are really strong standalones and just absolute monsters when mixed with Argeons BBs.

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. It also is featuring sunset Paragon as anti wanderer tech.

The last version favors the zeal package in order to really make sure we get good use out of Afterblaze, which is also just a solid card on any target and is 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 decks have amazing survive-ability between some combination of Regalia, Sunstrike, Trinity, and Tiles. Between an aggressive gameplan, trinity, and or cycles mixed with a medium curve the decks rarely struggle with card advantage.

They are strong aggressive decks that have answers for everything. They can either kill your opponent quickly or sustain into the lategame.

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.

Voltron: Titan Mech, Highly Competitive



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



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



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.



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



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.


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.

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:




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, 2018:
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.

Nov 20
Assembly Line and Sand Andres Zirix: -3 Falcius, +3 Portal. I still love falcius and I am not sure on this change, but portal has been a real powerhouse since his buff.

Added Lil.Incorprated, and Stitched Lilith lists.

Nov 29
Fester Cass: Added two EMP to the mainboard, moved the third copy of Oblit/Sphere to the sideboard.

Dec 18
Added Double Trouble Faie.


January 3, 2019:
Added Fissure Shroud Faice deck.

Jan 15 2019

Added Bottomless Abyss, (Ramp Lilith). Changed the dying wish variants name from Bottomless Abyss to simply Big Abyss.

April 9 2019
I decided to just toss up a few of my unfinished projects so they are here when/if I come to revisit the game.

Synaptic Intensify, and Equal Golems Ciph.

Midrange Faie: Razorback/Jax

Miss Styx: Sygian Observer Ramp/Rush, Eternal Army: Sarlac/Gor Abuse, Lilith.

July 8th

Wallodrive Faie: -3 Aspect of Shim -3 Thunderhorn. +3 Crypto, +3 Mentor. Old package nerfed, new go to faie package.

Added an overdrive variant to my Kara Oak decks.

August 22
Fester Cass: -2 sphere, +1 EMP, +1 Oblit. Sphere is just not what it used to be, and having 3x of our lategame lets us replace it early on without feeling bad/find it when we need it.

November 22

Fast Hate Furnace Starhorn: -3 metalurgist, -3 Slasher, -3 Ragebinder. +3 Flash, +3 Vision, +3 Herald. While it pains me to cut the golem package, the deck needed to be faster//make amplification more reliable, and there just was not room for both.

Also added a Deci/Spikes variant to the hate furnace lists.

SWARm Lilith: -3 Gibbet, +3 SoulShatter. As much as I love gibbet, and have always disliked shatter, the need for speed demanded the change.

Big Abyss Lillith: -3 Gibbet, -3 Reaper, +3 Dagona, +3 Blood Tear. Just feels like the right call for the meta. I had neglected this deck for awhile in favor of maev, but I think it just needed a tiny bit of tine tuning and practice, but I now think it will surpass Maevs variants and earn its S rank spot.

Changed the “Big Abyss” Lillith dying wish variants name back to “Bottomless Abyss”, and the neglected oldschool version to Big Abyss.

Updated Srank/Highly competitive section with some of the newest lists, while removing some of the older neglected ones. Changed some ratings accordingly on dated decks.

December 5

Added a Rite of the Undervault variant to Tempo Maev.
Added a Midrange Dying wish Variant for Lillith.

Added my old Raptors Replace deck to Starhorn.

Dec 6

Starhorn Hatefurance Spike Variant: -3 Healing Mysitc, -3 Diretide Frenzy, -3 Thumping, -2 Rebuke, -1 Vision. +3 Krater, +3 Kujata, +3 amplifi, +3 Razor Skin. The deck was asking the question of why it was bothering with hatefurnace at all, so I decided to go all in on the two gameplans of fast furnace and deci/spikes. Leaving it completely devoid of answers but terrifyingly proactive.

Anti Draw Starhorn Midrange Variant: -3 Entropic Gaze, +3 Healing mystic. Gaze is just not a great card since its nerf long ago, mystic rounds out our curve and is just an all around good pick. Removed its S rank rating since I have not played it in so long and I feel it is largely eclipsed by the Finality variant.

Impale Starhorn Midrange Variant: -3 Elucidtor, +3 Healing Mystic. Lucy is great and all but it is just much more suited to the pain variant.

Dec 8

Changed my Ramp Wall Faie deck to Kara, it just suited her better. This is also effectively the update to my old WALLet Warrior list which had become extremely dated so I am archiving it here: I also made a small change: -3 Aspect of the Bear +3 Azure Herald. Feels better for kara, where as faie needed the extra wall transform.
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 solid deck and short of aggressive burn and or EMPs most things struggle against it. But it is a little dated these days between the Aspect/Thunder nerf and the meta being prepared for standard walls.

Changed my Sound of Silence Faie list from S rank to Highly Competitive. When I built it it was made to beat the exact meta of the day. It is still quite a good list but I just do not think it has stood the test of time to the refined and adapted meta. And sadly I can not currently think of any way to improve it.

Dec 11

Big Ciphron: -3 healing mystic, -3 Primus,-3 Falcius, -3 Wild Taur. +3 Metalurgist, +3 Celebrant, +3 Dream shaper, +3 Lightbender. The golem package felt to good to skip, and bender serves the deck better then falcius for some of its harder matchups like fault.

Dec 12
Added Turbo Xor Cass.

Archiving the orginal Furry Faie as the C-potential variant of it pretty much replaced it:
Furry Faie: Aspect/Walls, Highly Competitive



The deck is a bit dated now and has largely been replaced by the C-Potential variant, but the old version is still quite solid and if the meta shifted enough it could come back into the spotlightt.

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.

Added a dedicated Shroud Faice Faie variant.

Dec 18
Egg Rag Aggro: -3 Ragebinder, +3 Raptyr. No other golems means ragebinder loses some value, raptyr is better for aggression.

Added/Updated my old Desert Resort Zirix deck.

Dec 23
-3 Inner Oasis, +3 Replicant. With Paradise added to the flying package you either get wiped or you win the turn after the Azure combo, Oasis is now redudant and the deck needed another opening play that would maintain its hand for Theobule.

Dec 25
Added/Updated my old ReliQ Maev list.

Dec 26
Eternal Army Lillith: -3 Sunset Paragon, -3 Shadow Dancer, -3 Skorn. +3 Unbirth, +3 Tiger, +3 Blood Echoes.

Added a Grimwar variant to Unbirth Xor Maev. Shoutout to zerounderscoreou as he heavily inspired the list.

Dec 27
Added a Letigress variant to Unbirth Xor. Shoutout to zerounderscoreou for getting me to try her out.


Jan 2:

Unbirth Maev Tigress variant: -3 Azure Shaman, +3 Azure Herald. While it seems like blasphemy to skip maevs favorite card, this deck really has enough tempo to carry it to Xor but it did not have enough healing.

Jan 15:

Wallodrive Faie: -3 Luminous, -3 Skorn, -3 Enfeeble. +3 Moonlit Baslysk, +3 Hailstone Prison, +3 Aspect of the Mountain. Go to wall package felt a bit forced and it just really did not fit the list, I feel these choices just have better synergy and gear it more for the aggressive approach it needed. Deck moved up to highly competitive.

Added Tempo Faie as another S rank option.

Jan 16
Added a Midrange Unbirth Lillith deck.

Jan 17
Added a Golem Variant to Tempo Argeon, which also ended up in the S rank section as it took me all the way to S1.

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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:

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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

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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

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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.