I’ve been playing with a new, more straightforward Zir’an Healyonar Squad this past week in anticipation of the release of Denizens of Shim’zar and the new Sunforge Lancer. Combined with last month’s Skorn & Chakkram, I’ve felt the need to experiment with a new-ish gimmick for her; namely Zir’an Smash, inspired of course by the legendary Vaath Smash decks. Here it is:
Summary

We’re missing 2 Blistering Skorn, 2 Chakkram and 1 Ruby Rifter. The three Silverguard Knights are meant to be placeholders for three Sunforge Lancers, and I intend to switch out 1 Circle of Life for another Ruby Rifter. [details=Summary]
Here she is, for anyone who needed a reminder.[/details]
Aside from that, the deck is in the form I want to initially start testing the concept with. The idea is pretty simple: use a buffed Zir’an as the centerpiece figure to both body block enemies as well as do a lot of the deck’s damage. Sunforge Lancer should buff her up to 3 or 4 attack and the rest of the deck is meant to be a toolbox of typical Healyonar tricks. Áll the healing is primarily meant to be used on Zir’an herself, totalling 2 x 5 (Elixir) + 3 x 2 (Mystic) + 2 x 4 (Rejuvenator) + 2 x 5 (Circle) = 10 + 6 + 8 + 10 = 34 points of healing for a maximum of 59 points of Health the opponent will have to plow through. The deck is just filled with cards that get out of control if they’re not removed immediately (Shaman, Shiro, Lightchaser, Lancer, Sterope, Sunriser and Rifter for 17 cards total!), held together by a bunch of anti aggro & swarm cards (Skorn & Chakkram), capped off by a pair of beat sticks (Suns). There’s no Provoke in this deck because I think that if I only include Guardians they’ll draw all the Grovekeepers, and I feel like I need the big swings from a Second Sun more anyway. Not using Divine Bond is mostly a principle choice here but only Second Sun is a really juicy target anyway because the Shaman is not going to get its effect off consistently enough. I’ve had a look at Lux Ignis for this deck, but I really don’t see it working out
. Having 10(!) 2-mana Minions really helps me get onto the board early and stay there, Shiro & Shaman really tend to rustle a lot of jimmies, and Sterope and Rifter help out with keeping my action bar filled. Sunriser is kind of an iffy pick, but in this deck she’s been doing a lot of work (into Rank 15 anyway); I’m often able to get at least 2 triggers off her, making her very worthwhile. MVP card there is Sundrop Elixir, which I feel is really underrated in Healyonar decks overall.
What do you think of this concept, do you think it’s viable? Of course a lot will depend on what happens to the meta when Shim’zar hits, but if it slows down a lot of cool stuff could happen. I’m looking forward to trying things out anyway and seeing how this deck performs. It’s a lot of fun currently in any case
. What would you change, if anything?
Cheers.
.
. The updated version of this deck cuts the Azure Horn Shamans, Emerald Rejuvenators and Second Suns, and instead we get this awesome construction: