Cassyva:
Summary
Reap: Aggro Creep, Highly Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMzoyMDI2OSwzOjIwMjAxLDM6MjAwNTIsMzoyMDA0OSwzOjE5MDUxLDM6MzI3LDM6MjAyNDMsMzoxMDAxMywzOjMwOSwzOjM0MSwzOjMwMDIwLDM6MjAwNTE=
Cass and creep have been in a bit of an awkward spot for awhile now, a deck that works and has some good matchups but over all struggles. So it occurred to me if the slower versions of creep decks are struggling why not try the exact opposite of that? And thus this weird little gem was born.
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, and even betrayal, have both proved to slow for the deck, where as Shadow Nova and Nethermeld have been a constant MVP.
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/nether to either move jug in for a massive swing and or clear the way for you to go face with the now super buffed Azalea.
You tend to toss out juggernuaghts as early as possible as its a card that demands an answer, you are often pretty reckless with them although sometimes you can position defenselessly if your planning on using nether, and if your opponent is spending their turn answering jugs that means they are not developing a field making going face very easy. While your pretty aggressive with Azelia as well, you do want to be a bit more careful with it trying to make sure you will get more then one turn out of it and or using it as a finisher.
Thanks to the rest of the decks ways to push lots of damage, that first big swing with Azaliea or jugg usually seals a game and or gets them low enough that its easy to burn the rest of the way, long before late game ever hits. Early on you try to sculpt your hand to have one removal for either emergency or to clear the way for the kill, early creep gen, and you pretty much always hold onto jugs/azalea.
Its a tough deck to get used to, but it is super scary when piloted correctly.
Famine: Midrange Thunder/Bot, Highly Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMjoyMDI2OSwzOjIwMjAxLDM6MTEwODQsMzoyMDA0OSwzOjEwOTgxLDM6MzUxLDM6MjAyNDMsMzozNDQsMzozNDUsMzozNDEsMzoxMTExNSwzOjExMTI4LDE6MjAzMzEsMzoxMTA5Mw==
A midrange deck that revolves around really devouring your opponents minions, starving them of resources, and good positions, its also a shoutout to my old horsemen series.
Deceptibot and thunderhorn are powerful cards in their own right, and Cass makes a very good pair with them thanks to a combination of Nethermeld and Demonic lure. The only other mech in the deck is Operant, which provides a decent opening play, but most importantly enables bot to pull Mechazors from your deck consistently.
Nethermeld is such an underrated card, aside from the aforementioned combos, it can also serve as soft removal, or a way to get a displaced unit back into the action. And between Cass’s BBs and Sphere its not to hard to get use out of with a little planing. Although with our limited creep generation it can be a little situational so I am running it at two to make room for one betrayal for the occasional surprise victory.
Aside from thunder/bot abuse the decks win condition is basically just tempo, providing a steady stream of threats and chip damage. The double Sentinel package is a wonderful card advantage engine and running both of them is great for mindgames. Since Desert Vet is getting big I am favoring running a lot of bodies rather then stuff like blade or pulse.
Combine all that with cass staples, healing, and EMP and its a very effective deck that is well suited for the meta. It has a healthy curve and between sphere, deso, and sentinels, you do just fine on card advantage.
Pestilence Creep, Highly Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMjoyMDI2OSwzOjIwMjAxLDM6MTEwODQsMzoyMDA0OSwzOjEwOTgxLDM6MzUxLDM6MzI3LDM6MjAyNDMsMzozNDEsMTozNDAsMzoxMTExNSwzOjExMTI4LDE6MjAzMzEsMzozMzAsMjoyMDIxMw==
This one gains the name of Pestilence as creep feels very much like a spreading disease.
Its rather similar to the midrange famine deck with the core of the deck NightBot, Thunderhorn, and Nethermeld making another appearance, but instead of going for all the utility picks instead we go for Cass’s classic Archtype creep.
Nethermeld is such an underrated card, aside from the aforementioned combos, it can also serve as soft removal, or a way to get a displaced unit back into the action. And between Cass’s BBs and Sphere its not to hard to get use out of with a little planing. Although with our limited creep generation it can be a little situational so I am running it at two to make room.
Due to the state of the meta the creep package looks a bit different, opting for two obliterate and Klax and strait up skipping Juggernaught and most other creep stuff. Juggernaught is just to vulnerable to rebuke, dispel, and just removal in general, while often being to small to be worth it in the early game, where as Klax can generate a crazy amount of creep, and the provoke can really protect you from various magmar combos or any aggressive deck. And thanks to Klax’s large potential creep generation we can skip creep generators like nova or crawler. The two obliterate are to really help make sure you find one on curve, as just stalling with finality in the mix isnt as effective as it may once have been, it also allows you to just play one as a small aoe and save the other as a finisher.
Since Desert Vet is getting big I am favoring running a lot of bodies rather then stuff like blade or pulse, add a few Cass staples, healing, and card advantage, and you have a pretty effective creep deck.
Dishonorable: Marauder/Betray, Competitive.
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMjoyMDA3MCwyOjIwMjY5LDM6MjAyMDEsMzoxMTA4NCwzOjIwMDQ5LDM6MTA5ODEsMzoyMDI0MywzOjExMTI2LDM6MzQxLDM6MTAzMDYsMzoxMTExNSwzOjExMTM0LDI6MjAzMzEsMzoxMTA5Mw==
This deck has a couple really neat tricks, first we have great re positioning ability thanks to nether/whip which can help to abuse thunderhorn, grasp, and betrayal. The deck sports Marauder as a strong tempo play that can be followed up with a lightbender or EMP to remove the risk of him turning on you.
However the decks favorite trick is to actually let Maurder turn on you and then use betrayel to get a massive free swing on the opponent, and thanks to whip/nether it doesent matter if they are not next to him. And thus the decks name, since the whole deck is all about everything being dishonrable and constantly turning on everything.
The deck has great healing, answers, lots of dispel, lots of threats, and a medium curve combined with desolator and a couple cycles to cover card advantage. Its an effective deck although it can be really tough to use if your opponent plays around betrayal and isnt very vulnrable to dispel or packs a lot of removal.
Death Burn Aggro, Competitive
Summary
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, its also a shoutout to my old horsemen series.
Aggro Cass dominated the previous meta, but she lost most of her previous tools leaving us with mostly the darkseed/burn side of the deck intact so may as well go all in and tripple up on the hound/jammer/seed package.
However she did gain two new cards which do make a pretty big difference. The first being Void Talon. A superb aggressive minion, and then to a lesser extent Betrayal for extra burn or surprise victories. Wait what? Blood Siren? Yep this old card can really find a home now with how it combos with Void Talon. Use siren to debuff the opposing general and get a free attack out of your talon or warlock, use it to preserve your spectral blades durability, or just as a way to keep your health topped off.
Combine that with the usual Cass staples, and the superb card advantage it has built in from the seed engine, and you have a terrifyingly quick aggro deck that can still outpace even magmar. It may not be what it once was, but its certainly still effective.
Maehv:
Summary
Dying Wish Highly Competitive
sumary
It took awhile, a lot of support, and a rework to Maehvs BBs, but I think we finaly have a top tier lurking fear deck! Now that Maev summons husk nearby the sacrificed units it has enabled us to run Azure horn shaman, Unseven, and Reaper to great affect.
Maehv loves to run a bunch of lost costs utility fodder with weak bodies in order to target with her BBs. The deck packs tons of healing to mitigate the self damage. Gnasher is practically made for Maehv and is pretty much an auto for her.
With the change to her BBs now the husk can gain the benefit of a sacrificed Azure Horn Shaman for a staggering 3 mana 4/8, on top of probably buffing other things to, its very quickly becoming a mainstay of all Maehv decks. Reaper is a sollid card as well and now you can trade with it once and then pop it with her BBs.
The deck just constatly supplies massive threats, often ramped out early with Unseven and or Lurking fear. Its packed with healing, and a just a touch of control. Between its medium curve, desolator, cycle, and of course Nekoma, despite that it can sort of Vomit its hand, it does quite well on card advantage and can really quickly overwhelm your opponent.
Ramp Highly Competitive
summary
It has the usual abyssian and Maehv staples, but with a heavy top end curve to abuse with darkfire Sacrifice. Maehv has potentially the most powerful Awesome BBs, and gets the most consistent value out of Reliq. Instead of packing Nekoma, or another source of draw we just sport a high end curve.
Tempo Highly Competitive
sumary
Tempo Maehv loves to run a bunch of lost costs utility fodder with weak bodies in order to target with her BBs. The deck packs tons of healing, and prophet, to mitigate the self damage. Gnasher is practically made for Maehv and is pretty much an auto for her, and Nekoma makes up for the decks very low curve and is also complementary to her BBS.
With the change to her BBs now the husk can gain the benefit of a sacrificed Azure Horn Shaman for a staggering 3 mana 4/8. Very quickly becoming a mainstay of all Maehv decks.
We are packing Dark Transformation because none of the usual go to removal really works for Maehv, and the spawned wraithling is perfect BBs food. Add all that to a couple abyssian staples, and some late game bombs, and its a very effective and aggressive deck. Husks are Abyssian minions, so while they are no Arcane Devouerer, you can very consistently play Reliq as a stand alone card with a husk.
ReliQ Combo, Competitive/Gimmicky
sumary
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.