Duelyst Forums

DeathsAdvocate’s Master Thread: Rotating Trials of Mythron

And here is the master list complete with long winded posts on each. I never make a bad deck, I put a lot of work and love into each one, many will never be tier one, but they should all at least be quite playable. Keep in mind this receives frequent updates, and again is not a tier system. I personally dislike Aggro, Burn, and swingy RNG so you wont see much representation for those even if they are top notch.

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


Lilith:

Summary

Bottomless Abyss: Ramp, Highly competitive.

Summary

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http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjIwMjcyLDM6MTEwODQsMzoyMDA0OSwzOjM2MywzOjEwOTgxLDM6MjAwNTcsMzozNDEsMzoxMTExNSwzOjMwMDM5LDM6MzE0LDM6MTEwOTMsMzozMjA=

Its been awhile since Big Abyss, much less Lillith, was meta, but the current incarnation is very well suited for the meta. I call it bottomless abyss because well…that would be a pretty big abyss.

Big Abyss is an old and simple archetype that revolves around ramping out abyss’s powerful late game minions like Vorpal Reaver alongside a few other targets that have changed out a lot over time.

Gibbet, your healing units, and yes even inkling are all great globe contestors to try and go for that turn two Vorpal. Because your planing to dfc the body on your opening play really doesn’t matter.

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. It is also pretty nifty with Spectral Revenant allowing it to proc its effect multiple times for an insane burst. Between that and thunderhorn 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.

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

Summary

Dedicated Arcanysts: Highly Competitive
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http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwyOjIwMDcwLDM6MjAyNzIsMzoyMDA1MiwzOjEwOTkzLDM6MTExNTIsMzoyMDA0OSwzOjEwMzAyLDM6MTAzMDMsMzoyMDA1NywyOjEwMzA2LDM6MTAzMDUsMzoxMTA5NywyOjMzOA==

Unbirth: Competitive/Gimmicky
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http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjIwMjcyLDM6MjAwNTIsMzoxMDk5MywzOjIwMDQ5LDM6MTAzMDIsMjoyMDM0OCwzOjEwMzAzLDI6MjAwNTcsMjoxMDMwNiwzOjEwMzA1LDM6MTEwMTEsMzoxMTA5NywyOjMzOA==

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.

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

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

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

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

SWARm Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTozMDEsMzoxOTA1MiwzOjExMDIyLDM6MzMxLDM6MjAyNzIsMzoxMTA4MywzOjExMDg4LDM6MjAwNDksMzozNjMsMzoxMTEyNiwzOjExMTI1LDM6MjAxMzMsMzozMDAwMiwzOjMwMDM5

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

Its a pretty classic deck, swarm the field, play death watch, win. There is a lot of micromanaging to be done, and you always have to be careful not to overextend into a field wipe. Don’t be to greedy with your win cons, you have quite a few of them, its just fine to cash in a small swarm instead of risking loosing it all. The only thing that has changed for it since the last expansion is gibbet replaced sphere of darkness.

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

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

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

Dying Wish Ramp: Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDA1OSwzOjIwMjcyLDM6MTEwODQsMzozNTksMzoyMDA0OSwzOjM2MywzOjIwMDU3LDM6MzQxLDM6MzAwMzksMzozMjIsMzoxMTA5NSwzOjMxNCwzOjExMDkz

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

Now that battlepets are out of the pool and he has gained a few more powerful targets, Grimes is now actually quite good, and since we are running carrion collector he fits in nicely. Plus six is the magic number for those turn two darkfire plays. In fact Grimes is often better then vorpal in certain matchups like vs Vet where its very hard to stick a single large body.

Furor Chakram is pretty much an auto include for Lillith, and its extra important due to the meta requiring AOE to stand up to Strategos decks and it is extra nasty mixed with reaper. While it conflicts a little with EMP, EMP is a powerhouse that gives you a good answer vs Ascension Sajj and the like, plus its good to have some form of dispel in a deck, EMP is a bit slow outside of ramp lists, but darkfire goes a long way.

The rest of the deck is packed with healing, control, and cycles, leaving it a well rounded and effective deck decently prepared for most match ups. But unfortunately the meta is filled with transform based removal and not having a lot of AOE can be a real struggle keeping what could otherwise be a really powerful deck down.

Sacrifice Focused Underlord: Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTozMDEsMzoyMDI3MiwzOjIwMjI2LDM6MTEwODQsMzoyMDE2NiwzOjIwMDQ5LDM6MzYzLDM6MjAyNTcsMzozNjEsMzoyMDA1NywzOjE5MDQ1LDM6MzQxLDM6MzAwMzksMjoyMDIyNywxOjM1Nw==

Loads of sacrifice effects to be to get Underlord out consistently and in a reasonable amount of time. Consuming/Echos have their classic combo with sarlac but are also quite potent with bonecrushers intensify. Lillith BBs and Sarlac provide excellent sacrifice fodder for the other effects and are very nice with Chakram.

Its a decent deck with great sustain and a lot of control tools and a very scary late game, but its pretty hard to keep up with some of the crazier things from this expanasion leaving it competitive but lagging behind a bit.

Variax Control: Competitive

Summary


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

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

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

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

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

7 Likes

Maehv:

Summary

Ramp Mythic Maev: Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTozNTUsMzoyMDA1OSwzOjExMDg0LDM6MTkwNTAsMzoxMTA4OCwzOjIwMDQ5LDM6MzYzLDM6MTA5ODEsMzoyMDA1NywzOjM0MSwzOjExMTE1LDI6MjAyMjcsMTozNTcsMzoxMTA5MywzOjMyMA==

Underlord Xor is such a neat card, when it was spoiled I was certainly hyped. But it has proven to be a bit tough to get out rarely coming down before eight mana even in decks focused on getting it out. So I have found the best way of making the deck is not to really use him as your primary win con but just sort of reassurance that you will win the late game if you get there.

This list sits somewhere between tempo maev and classic ramp abyss. It utilities a hefty amount of two drops to provide sacrifice fodder for Maevs BBS as well as Ritual and darkfire. Pair those with necrotic sphere and extra bbs from crypto and you can get xor out pretty reliably by the time if and when you need him. Due to him filling up your hand the deck needs to lower its curve to avoid burning cards and to be able to use desolator, but between deso, lots of late game drops, and having Xor for about when you would start running out of cards it does fine on that front.

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. Gibbet is abyss’s new little toy, and he is extra scary when combined with the health buff of azure.

Early BBs via crypto is amazing early game tempo, we pack a good amount of healing to offset the self damage, aoe with thunder and necrotic, ramped Vorpals and EMPs are lynchpins and good counters, and healthy amount of control spells leaves you with a well rounded deck prepared for most matchups.

Focused Xor: Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTozNTUsMzoyMDA1OSwzOjIwMjI2LDM6MTkwNTAsMzoyMDE2NiwzOjExMDg4LDM6MjAwNDksMzozNjMsMzoyMDA1NywzOjE5MDQ1LDM6MzQxLDM6MTExMTUsMjozMTgsMzoxMTAyMywxOjM1Nw==

Sitting somewhere between the dedicated ramp list that has Xor as a back up rather then a focus, and the dedicated dying abuse list is all about sacrifice effects, this one carves out its own niche.

Making consistent Xor lists is a real challenge, but this one is just right on the money featuring some interesting tech. Shoutout to @Bubblingbeebles for pointing out how good Bone Reaper was vs swarm brome and Ascension sajj, as well as dancer being another great artifact counter and alt win con. 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 as well. Combine that with a powerful control suite and an excess of healing and the deck is actually pretty dang good at getting Xor out and then closing the game.

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. Gibbet is abyss’s new little toy, and he is extra scary when combined with the health buff of azure. Demonic Lure, while being a powerful control tool, also combos really nice with both Gibbet and thunderhorn.

Sarlac and or desolator 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.

Dying Wish Xor: Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTozNTUsMzoyMDIyNiwzOjE5MDUwLDM6MzU5LDM6MjAxNjYsMzoyMDA0OSwzOjM2MywzOjIwMjU3LDM6MjAwNTcsMzoxOTA0NSwzOjM0OCwzOjM0MSwzOjM0MCwyOjIwMjI3LDE6MzU3

A focused Xor deck packing a ton of control tools and sustain to get you to the end game.

Carrion Collector is a real superstar here letting you really push out a lot of units, and when mixed with Consuming or echos can make your entire decks cost negligible, and thanks to Nekoma and Desolator you can keep a constant stream of units out. Sarlac gives us some consistent sacrifice fodder, and is a classic with consuming/echos. Consuming/Echos turn the usually subpar Cacophy into a real force to be reckoned with.

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. Gibbet is abyss’s new little toy, and he is extra scary when combined with the health buff of azure.

Between Gibbet, Lure, Ritual, Caco, and Necrotic you can answer just about anything your opponent puts down. Between desolator and drain you have exelent sustain, and your sporting a staggering 14 sacrifice effects on top of Maevs effect making the trial a breeze to complete. Leaving it a solid deck, but one that is tough to play and can struggle vs decks that have heavy dispel and or transform.


Cassyva:

Summary

Death: Aggro, Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDA1MiwzOjIwMTY2LDM6MjAwNDksMzoxOTA1MSwzOjM2MywzOjIwMjQzLDM6MzAwMTQsMzoxMDAxMywzOjM2MSwzOjM0MSwzOjExMTUwLDM6MTA5NzUsMzoxMTExNQ==

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http://www.bagoum.com/deckbuilder#MTozMjMsMjoyMDA3MCwzOjIwMDUyLDM6MjAwNDksMzoxOTA1MSwzOjM2MywzOjIwMjQzLDM6MzAwMTQsMzoxMDAxMywzOjM2MSwzOjIwMDY5LDM6MzQxLDM6MTA5NzUsMzoxMTExNSwxOjIwMzMx

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, providing 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 or thunderhorn 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 intesnify route or the old darkseed/burn side, which thanks to Mythrons eating a handslot has even received a small buff. Add Hound and Jammer to the mix to provide card advantage for our selves while at the same time giving you the digging power to make finding extra intensify copies viable, or keeping your opponent topped off to make Dark Seed pretty nasty. Combine that with its aggressively statted minions and its quite relentless.

Usually Aggro decks skimp on the control side of things but thanks to the control package all costing two or less its easy to fit it in. Gibbet, lure, and punish to keep your opponents field empty letting you go face with ease. The deck has a decent amount of aoe with between thunderhorn and either rift or grasp, which all also combo nicely with lure to deal with various swarm decks. It has a healthy amount of healing to beat other aggro matchups, and a lot of ping to deal with artifacts.

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

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

Famine: Creep Attrition, Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMjoyMDI2OSwzOjIwMzU2LDM6MTEwODgsMzoyMDA0OSwzOjIwMjQzLDM6MjAzNjcsMzoxMTEyNSwzOjIwMzc0LDM6MzA5LDM6MzQxLDM6MjAwNTEsMzozNjAsMTozMzM=

This one gains the name of Famine as it slowly starves your opponent of resources, places to position their units, and its also a shoutout to my old horsemen series.

Creep is not in a great spot right now, due to lacking an out of hand finisher, but it did certainly get some neat new tools. Thanks to the looming threat of Tormentor standing on creep is very unappealing allowing it to be used as a good zonecontrol/stall tool while simultaneously providing healing and draw thanks to Munch/Depths. And a combination of Nether, and or Pluck mix nicely with Tormentor as out of hand removal at seven mana.

The deck packs amazing control and ping, and can really punish people that stand on creep, or lategame you can drop Variax to get an awesome BBS, which for cass is for the cost of three mana you summon a 4/4 fiend on every shadowcreep.

Unfortunately generating creep can be tough now, and using variax as a win con is exceedingly slow, but the deck can play a great game of attrition, unfortunately that’s not usually enough to stand up to many of the Mythron and other meta decks.

Pestilence: Cadence Creep Competitive/Gimmicky

Summary

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http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMjoyMDI2OSwzOjIwMzU2LDM6MTEwODgsMjoyMDA0OSwzOjIwMjQzLDM6MjAzNjcsMzoxMTEyNSwzOjM2MSwzOjIwMzc0LDM6MzA5LDM6MzQxLDM6MjAwNTEsMjoyMDI4NA==

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.

Creep is not in a great place right now lacking a proper finisher, so this deck opts to skip the new creep legend and instead opt for using Corporeal Cadence combined with either Bonecrusher or Juggernaugt as a powerful finisher. I am still on the fence about how many Cadences I want to use, but it is pretty tricky to pull off and nethermeld can be used for a similar combo by placing bone/jug defensively plus is soft removal in a pinch.

Aside from Juggernaught creep is mostly a control tool providing ping, healing, draw, and removal. Hopefully Tormentors mere existence will scare people enough to avoid stepping on creep allowing it to be used as a proper stall/zone control tool. The crypto/mentor package is a great control tool/creep/cardadvantage generator, and having excess ping is super handy.

Its a solid deck, but its a bit slow and gimmicky.

5 Likes

Vaath

Summary

Sexy Lizard Midrange/Finality, S Rank

Summary

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https://duelystcards.com/#MTpnZW5lcmFsOjQwMSwzOm1haW5ib2FyZDoyMDExMiwzOm1haW5ib2FyZDoxMTA4OCwzOm1haW5ib2FyZDoxOTAzOCwzOm1haW5ib2FyZDoyMDEyNSwzOm1haW5ib2FyZDo0MzIsMzptYWluYm9hcmQ6NDI4LDM6bWFpbmJvYXJkOjIwMTE3LDM6bWFpbmJvYXJkOjIwMzQ0LDM6bWFpbmJvYXJkOjQzMywzOm1haW5ib2FyZDoyMDEyMiwzOm1haW5ib2FyZDo0NDcsMzptYWluYm9hcmQ6NDA1LDM6bWFpbmJvYXJkOjIwMzM5LDI6c2lkZWJvYXJkOjEwMDIwLDM6c2lkZWJvYXJkOjEwOTU3LDM6c2lkZWJvYXJkOjExMTEwLDI6c2lkZWJvYXJkOjExMTA3

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http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6NDA5LDM6MjAxMjUsMzoxMTAzOSwzOjQyOCwzOjIwMTE3LDM6MjAzNDQsMzo0MzMsMzoyMDEyMiwzOjQ0NywzOjQwNSwzOjIwMzM5

These lizards have curves! I mean the deck is all about just curving on up throughout the game! Forget trying to accelerate or make finality consistent, this deck is just strong at every turn of the game.

I tend to favor the first variant, but the Abjucator version has its own merits and its rather meta dependent. The first version is just the epitome of stability, the second version does much better vs mirror matchups or if lategame combo decks are popular.

The only thing that has changed for the deck with the new expansion is it lost sunsteel, but that was easily replaced with the golem package or the abjucator route, leaving us with the raw power of the reliable midrange magmar package combined with Vaath smash. Its quite the bully of a deck with many favorable matchups allthough it does often struggle with Artifact decks that have been on the rise lately thanks to Ascension Sajj. If It had a sideboard I would include both Rust Crawler, and Matter shaper, if artifacts go a bit more mainstream metalurgist and ragebinder could be swapped out for them, Flashed Magesworns can also really shut down certain decks as well, but at the moment I don’t quite think any of those can fit in the main deck.

Cryptographer goes great with both drogon and armada, and for those who dont know Drogans effect is indeed exponential, Drogar+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 ocasions, 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.


Starhorn

Summary

Anti Draw Starhorn: Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjE5MDM4LDM6MTA5ODEsMzoyMDEyNSwzOjQzMiwzOjIwMjM0LDM6NDE3LDM6MTEwODYsMzo0NTgsMzoyMDM0NCwzOjQzMywzOjIwMTIyLDM6NDA1

The classic starhorn package with a new powerful toy, Haruspex. It has the standard Deci/Spikes package, it also packs Vindicator which can be equaly deadly with spikes allthough 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. Deck has a healthy amount of removal, enough healing, tons of aoe, and the standard midrange package.

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

Mechotic MecHorn: Highly Competitive

Summary

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

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

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

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

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

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

The Dentist: Fang/Rage: Highly Competitive

Summary

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

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

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

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

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

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

Focused Hatefurnace: Highly Competitive.

Summary

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http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExOSwzOjIwMTE2LDM6MTEwODgsMzoxOTAzOCwzOjQwOSwzOjIwMTYyLDM6NDU1LDM6NDMyLDM6MTExMzEsMzo0MTcsMzo0NTgsMTo0NTYsMjoyMDM0NCwzOjQzMw==

Hatefurnace took a pretty brutal nerf, but at least the vindicator/minos interaction is still around, giving you the ability to progress the trial via your BBs while providing decent buffable bodies.

The deck packs fifteen different ways to progress the trial, eighteen 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.

Between Kujata, Krater, rebuke and equilibrium, the deck has many ways to make amplification effective, and often on an already active minion. Add thanks to rebuke, which can also clear big bodies like EMP, Equil, krater, and lategame furnace plays you are pretty set on AOE.

Mix the buff package with the midrange golem package, the raw power of hauruspex who has extra synergy with vindicator, and the nice endgame of hatefurnace and you have a very effective deck that sacrifices very little to make its self consistent.

Other Mechazor Variants: Competitive to Gimmicky.

Summary

Apex/silver/omega.

Decimus Mechs: Competitive

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

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

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

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

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

Midrange: Competitive

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

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

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

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

Silver Decimus: Competitive


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

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

Apex Mechs: Competitive/Gimmicky
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http://www.bagoum.com/deckbuilder#MTo0MTgsMzoxOTAwMiwzOjQwOSwzOjExMTIzLDM6NDQ2LDM6MTkwMDMsMzoxMTAzOSwzOjE5MDA0LDM6MTkwMDUsMzoxOTAwNiwzOjIwMzQ0LDM6MTExMjcsMzoxMTEyOSwzOjIwMjky

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

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

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

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

Omega Hate: Gimmicky
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http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExNiwzOjE5MDAyLDM6MjAxMTMsMzoxMTEyMywzOjIwMjY4LDM6MTExMjYsMzo0NDYsMzoxOTAwMywzOjIwMzkwLDM6MTkwMDQsMzoxOTAwNSwxOjQ1NiwzOjIwMzQ0LDI6MTExMjc=

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, rush for frenzy, bellows stun combos well with frenzy and airdrop, frenzy combos well with rebuke, and a lot of cheap buffable bodies that tie the deck together. It opts out of amplification due to mechs low health.

Between starhorn, seismoid, 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.

WorldStar Competitive/Gimmicky

Summary

Midrange

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http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjExMDg0LDM6MTkwMzgsMzo0MDksMzoyMDM4MiwzOjIwMTI1LDM6MTAwMTMsMzo0MzIsMzoyMDE1NywzOjIwMzQ0LDM6NDMzLDM6MjAxMjIsMzoxMTE0Nw==

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 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, it does certainly require an immediate answer. The deck skips all other normal flash targets like Makantor since you really want to only be using it on worldcore, and it doesn’t bother trying to push face damage in any way since worldcore kills from full.

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.


Ragnora

Summary

Midrange EMP, S Rank

Summary

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

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.

Buff Eggs: Midrange/buffs, Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjExMDg4LDM6MjAxMTMsMzoxOTAzOCwzOjMwMDU1LDM6MjAzOTAsMzoxMTEyNSwzOjQzMiwyOjIwMTE3LDM6MjAxNTcsMzoyMDM0NCwzOjQzMywzOjQwNSwxOjIwMzgz

Once upon a time this deck had the tools to make hatefurnace great, but after his nerf it just felt better to skip him and the extra buffs in favor of good old makantor.

However the core of the deck is as strong as ever, featuring the normal midrange magmar package complete with a host of buffs that are particularly deadly on Ripper eggs mixed with Charm abuse.

Aside from the decks usual hatch/buff ripper combos with morph/fortitude for 10 damage out of hand, the deck is now sporting a lot of ways to make eggs as well as the new incredibly powerful Zoetic Charm making removing eggs a massive pain letting you quickly overwhelm people with rippers and friends.

Every single buff is deadly when put onto a ripper, plus the reach they have makes them great at getting into hard to reach places for frenzy or mass stuns. Speaking of bellow there are all kinda of neat tricks you can do with it like just tossing it on an egg to stun an enemy unit and use it as a body block to protect the egg, or that same tactic works when a ripper trades into one unit while others are hanging around it. The deck can pull off some truly impressive bursts, often out of hand thanks to eggmorph, and often its insane bursts just cant be stopped due to how sticky and numerous your eggs are.

Mix all of those with a dash of healing, and the occasional Extinction finish and you have a very powerful versatile deck prepared for just about anything.

Prog Rag: Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjExMDg4LDM6MTkwMzgsMzo0MTIsMzozMDA1NSwzOjExMTI1LDI6NDQ4LDM6NDMyLDM6MjAxNTcsMzoyMDM0NCwyOjQ0MSwzOjQzMywzOjQwNSwyOjIwMzgz

Lots of bodies to use with prog, lots of eggs to abuse with charm, and supported by the midrange magmar package plus ragnora hatch combos. Does ok on curving out with a touch of extra card advantage from the crypto/mentor package. Extinction event as a two of as a counter to dispelled eggs and an ok nine mana combo with BBs.

Very effective deck, but its vulnrable to AOE and or not being able to find/having Charm destroyed. This variant has the least amount of answers but its strength lies in its proactive approach.

Finality Combo, Highly Competitive.

Summary

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http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjExMDg4LDM6MTkwMzgsMzozMDA1NSwzOjExMDM5LDM6MjAzOTAsMzo0MzIsMzoyMDE1NywzOjIwMzQ0LDM6NDMzLDM6MjAxMjIsMzo0MDUsMzoyMDMzOQ==

Loosing lava lance and thumping wave really hurt the deck, but plasma storm is a decent stand in for lance due to the current meta, and bellow can be used as part of your hatch combo for 16 damage in place of thumping, and sometimes you can use bellow on a newly placed egg to stun enemy minions to use them as a body blocks to protect your eggs. Abjucator reduces your hatch combos and or finality, and Charm really makes eggs scary.

I Hate Green Eggs and Ham: Hatefurnace/Eggs, Compeitive.

Summary

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http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjExMDg4LDM6MjAxMTMsMzoxOTAzOCwzOjMwMDU1LDM6MjAzOTAsMzoxMTEyNSwzOjQzMiwzOjExMTMxLDM6NDI5LDM6MjAxNTcsMTo0NTYsMjoyMDM0NCwzOjQzMw==

Unfortunately the deck took a brutal and crippling nerf when they changed the hatefurnace trial from five to seven spells. The hatefurnace side of the deck just became to slow. I did my best to salvage it adding it the now official interaction of threax/minons, and the deck is sollid but just not what it once was.

Check out the dedicated stream for it here:

Part 1:
https://www.youtube.com/watch?v=vq1E5Wzi_ZU
Part 2:
https://www.youtube.com/watch?v=M7bA9MzfQ5U

While tough to pilot this monster of a deck is still sitting above a 85% winrate and racing to S in just 48 games from bottom diamond, and top ten shortly after, and done in the first week were most of my opponents were other top players. Rippers truly excel with buffs, buffs are needed for hatefurnace, it just made sense.

Aside from the decks usual hatch/buff ripper combos, the deck is now sporting a lot of ways to make eggs as well as the new incredibly powerful Zoetic Charm making removing eggs a massive pain letting you quickly overwhelm people with rippers and friends. Every single buff is deadly when put onto a ripper, plus the reach they have makes them great at getting into hard to reach places for frenzy or mass stuns. Speaking of bellow there are all kinda of neat tricks you can do with it like just tossing it on an egg to stun an enemy unit and use it as a body block to protect the egg, or that same tactic works when a ripper trades into one unit while others are hanging around it. The deck can pull off some truely impressive bursts, often out of hand thanks to eggmorph, and often its insane bursts just cant be stopped due to how sticky and numerous your eggs are. Primal is ranged dispel in a pinch that still progresses your trial, and is also quite good with Raptyr. Also post hatefurnace the rush/frenzy cant be dispelled so its still a great buff even after the fact.

So aside from being able to nuke people down with buffed up units, it has hatefurance as a powerful fall back, alternate finisher, and source of aoe. Its an aggressive deck that attacks from many angles. Its got aoe with diretide and rebuke which also gives a safety net vs big bodies like EMP and Wanderer, a touch of healing, both aggro and late game potential. While card advantage is a little low, often games are ending long before that is an issue, and mentor goes a long way there, and even when you do hit top deck mode, thats usually fine due to your quest almost always being finished by then.

4 Likes

Sajj:

Summary

Ascension: Highly Competitive

Summary

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

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

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

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

The deck also packs a good control suite, blood of air is a given, but Bender/Stars are a meta call. 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. Depending on how the meta shifts sandswhirl could end up replacing bender/stars.


Zirix:

Summary

San Andreas Zirix: Obelysk/Fault S Rank

Summary

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http://www.bagoum.com/deckbuilder#MToyMDEsMzoyMDA5NSwzOjIwMTUxLDM6MjExLDM6MjQxLDM6MjE0LDM6MjQzLDM6MjAyNjUsMzoyMTUsMzoyMDM1NywzOjIwMjU0LDM6MjYwLDM6MjQ2LDM6MjAyNjI=

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

Since dervishes lost whisper its a lot harder to play the aggro game, so instead I am favoring a much more lategame snowball effect with fault, Kha, and Nimbus, using Oblysks as a zoning/stall tool.

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. The deck has a lot of dervish synergy with fireblaze, dunecaster, and of course Kha, all of which can really turn dervishes of any sort into really scary monsters with lots of reach. Combine that with Sandswhirl/BOA for removal and its a very well rounded deck.

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

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

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

Its a very strong deck, but it can be tough to play, and you always have a little reliance on RNG due to dervish spawns, although Kha helps a lot there. Your lack of healing means you need to play aggressively vs aggro, and you have an inherent weakness to plasma, but the decks brute power, speed, and late game potential help make up for its inherent weaknesses. What makes it such a monster is decks are usually good vs oblysks or fault, but not both.

Dervish LITD: Highly Competitive

Summary

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

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

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


Ciphyron:
“Coming Soon”

10 Likes

Faie

Summary

Furry Faie: Aspect/Wall, S Rank

Summary

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http://www.bagoum.com/deckbuilder#MTo1MDEsMzo1MTAsMzoyMDMyNCwzOjIwMTQ0LDM6MTEwODgsMzoyMDIzNywzOjIwMTQ3LDM6NTE3LDM6MTExMjUsMzo1NjEsMzo1NjAsMzoyMDIyOSwzOjIwMjc2LDM6MjAxNDY=

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…

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.

Initially I favored little wisp and embala but I later moved away from them in favor of Chaser and Enfeeble, while the former two are still an option I think they are better left to the Kara variant of the deck. The deck already has the classic chaser enablers of gravity and corona, 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.

Normally walls are just easy to walk away from now that winters wake is not a thing, meaning you have to work extra hard to prevent that, but 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 Cloudcaller this package has grown even stronger. Cloudcallers waterball does four damage to an enemy minion so its a great tempo tool, and it can also get duplicated by mentor or refreshed by crypto if you have the mana for it.

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

Tempo Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDMyNCwzOjExMDg0LDM6NTQwLDM6MTEwODgsMzoyMDIzNywzOjIwMTYwLDM6NTE3LDM6MTExMjUsMzo1NjEsMzoxMTExNSwzOjU2MCwzOjIwMTQ2LDM6MTEwOTM=

Another Vanar ramp deck, but this one focuses much less on ramping out big things and much more on wisp abuse, control, and maintaining tempo.

Bear, Aspect, Hailstone, and EMP are all amazing combo tools with Hate Wisp, and all double as strong standalone control cards. Aspect of the mountain provides aoe and is also great with illusions or our selection of two drops. Add aspect to thunder/sister and you should have enough aoe to combat the growing popularity of swarm decks, although if swarm ever goes on the back burner it would be nice to basalysk in.

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.

The Crypto/Mentor package lets you machinegun people down with faie and or it provides card advantage, that also fuels our other card advantage engine circulus. But thanks 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.

Its a pretty nasty deck that can either be aggressive or play the long game depending on the match up and it has pretty favorable match ups across the board.

Final Destination: Ramp/Spirits. Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTo1MDEsMzoxMTA4NCwzOjUwNiwzOjIwMTYwLDI6MTA5ODEsMzo1MTcsMjoyMDE2NSwzOjEwMzA2LDM6NTYxLDM6NTYzLDM6MTExMTUsMzoyMDE2MywyOjIwMjA3LDM6MTEwOTMsMzo1NDE=

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

But moving onto its latest additions, Malcious Wisp and Meltwater moose. Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs and the rotation. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. 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.

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

Faice: Competitive/Still testing.

Summary

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http://bagoum.com/deckbuilder#MTo1MDEsMzo1NDAsMzoyMDIyOCwzOjExMDg4LDM6MTkwNTEsMzoyMDIzNywzOjIwMTYwLDM6NTE3LDM6MTAzMDQsMzoxMTEyNSwzOjMwMDE1LDM6NTYxLDM6MTExMTUsMzo1NjA=

image
http://bagoum.com/deckbuilder#MTo1MDEsMzoyMDEzOCwzOjIwMzI0LDM6NTQwLDM6MTEwODgsMzoxOTA1MSwzOjIwMjM3LDM6MjAxNjAsMzo1MTcsMzoxMTEyNSwzOjIwMjY2LDM6NTYxLDM6MTExMTUsMzo1NjA=

image
http://www.bagoum.com/deckbuilder#MTo1MDEsMzoyMDMyNCwzOjExMDg0LDM6MTEwODgsMzoxOTA1MSwzOjIwMjM3LDM6MjAxNjAsMzo1MTcsMzoxMTEyNSwzOjU2MSwzOjEwOTc1LDM6MTExMTUsMzo1NjAsMzoxMTA5Mw==

Aggro faie goes in and out of style, but its always releveant due to her BBs being such a great burn tool and an inevitable win condition by its self. And when you can agument it with the crypto/mentor package you can really machinegun people down, add cloudcaller to that package and it becomes even more terrifying as the ability to multiply waterballs is also nasty. Circulus provides great card advantage, and while the deck may appear light on spells, the bloodsurge package actually adds quite a lot.

The first version favors the Concealing shroud package as it lets you go face without fear, and it combos nicely with periecer and flameblood. Plus the ability to chain shrouds together via alcuin is extra obnoxious, and the meta is currently fairly dispel light. Alcuin can also just be used to copy burn spells, or as a utility pick.

The second version skips the shroud package in favor of the Fissure package and bear aspect as its nearly as good as hailstone with wisp, a neat aggro tool with small bodies, and is still removal in a pinch. For the unsuspecting opponent fissure can be devastating. And Faies ability to murder people from range fairly quickly means they are often forced to at least cross the middle at some point.

The first two decks are also close enough to each other to potentially play mind-games in a tournament with a side deck by effectively bringing two decks. There is only a nine card difference between them, perfect for a ten card sideboard.

The third variant is for those that just dont quite want to commit to Faice or Tempo and is a happy medium in-between.

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.

The decks are just great at nuking your opponent down while keeping their hand healthy at the same time. The decks have the potential to be highly competitive but it is a bit meta dependent. If everyone is packing healing and wisp answers it looses a lot of power, or for the variants its all about whether they play around fissure or not, or have an answer to shroud chaining, but when they don’t the decks are a force to be reckoned with.


Kara

Summary

WALLet Warrior Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDMyNCwzOjU0MCwzOjUwNiwzOjIwMjM3LDM6MjAxNDcsMzoyMDE2MCwzOjUxNywzOjU2MSwzOjExMTE1LDM6MjAyNzYsMzoyMDE0NiwzOjUzOA==

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, Thunder/Sister, and mountain you tend to be ok on aoe as well. Walls, Chasers, and illusions are also excellent transform targets.

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.

I am not sure if the deck needs little wisp though, its good as the deck has a lot of high end cost stuff, but its not that late game oriented. Little wisp is curently in but it could be traded for a tech card like Azure Shaman if aggro becomes to common, or rust crawler if artifacts take over.

The deck is good on card advantage thanks to Circulus, Corona, and Snow chasers effect, which is pretty easy to get off thanks to corona, gravity and the like. The deck can take control of the early game or hamper it with hate wisp, and transition to lategame emballa, leaving you with a nice well rounded deck.

Heavy Metal: Vespyr Wall, Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDMyNCwzOjIwMTQ5LDM6NTEyLDM6NTA1LDM6MjAyMzcsMzoyMDE0NywzOjUxOSwzOjU2MSwzOjIwMzMwLDM6MzAwNDAsMzoyMDI3NiwzOjIwMTQ2

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

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

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

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

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

Sir Kara: Midrange Scarzig, Competitive/Gimicky

Summary

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http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDMyNCwzOjExMDg0LDM6MjAxMzcsMzoyMDIzNywzOjIwMTQ3LDM6MjAxNjAsMzo1MTcsMzo1NDksMzoxMTE1NywzOjU2MSwzOjUzNywzOjIwMjc2

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/bouncing 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.

Mill Vanar Competitive/Gimmicky

Summary

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http://www.bagoum.com/deckbuilder#MTo1MjcsMzo1MTAsMzoyMDMyNCwzOjU0MCwzOjUwNiwzOjIwMjM3LDM6MjAxNDcsMzoyMDE2MCwzOjUxNywzOjU2MSwzOjIwMjc2LDM6MjAxNDYsMzoxMTE1NiwzOjUzOA==

Walls/Wisp abuse provides a solid base for a deck, toss in Mnemovore for the memes combined with either Gravity on the same turn, and or following up with Emballa can be pretty devastating. Mostly a gimmick, but pretty neat when it works.


Ilena

Summary

Midrange Control: Highly Competitive

Summary

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http://bagoum.com/deckbuilder#MTo1NTgsMzozMDAzMSwzOjExMDg0LDM6MjAyMzcsMzoyMDE2MCwzOjEwOTgxLDM6NTE3LDM6NTY1LDM6MjAxNjUsMzoxMDMwNiwzOjU2MSwzOjU2MywzOjExMTE1LDM6MTEwOTM=

Yggdra gave Ilena the last little push she needed into being compeitive, 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 simmilar to my faie variant of the deck, but with more of an emphasis on control rather then slowburn into combo finishes, and with all the giant bodies the deck throws around killing your opponent is not to hard even without the chip damage of warbird.

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

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

Aggro Artifact: Competitive

Summary

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http://bagoum.com/deckbuilder#MTo1NTgsMzozMDAzMSwzOjIwMjI4LDM6MTkwNTEsMzoyMDIzNywzOjIwMTYwLDM6NTE3LDM6MTExMjYsMzozMDA1NiwzOjU2NSwzOjIwMzk0LDM6MzAwMTUsMzo1NjEsMzoxMTExNQ==

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

Scythe and Yggdra really push Ilena up a notch and both are great for an aggressive deck. The flameblood/shroud/piercer is a classic aggro package and Ilena loves her artifacts so its a natural compliment. Combining scythe with either gauntlet or shroud and our various stuns, particularly permafrost, can really wreck your opponents field and usually even go face after you clear the field.

Between scythe and thunderhorn the deck does alright on aoe. Thunder is very much complimented by sister and stuns, remember both permafrost/corona 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! 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.

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

5 Likes

Brome

Summary

Flood Quest: Highly Competitive/Still Testing

Summary

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http://www.bagoum.com/deckbuilder#MTo1MSwzOjExMDIyLDM6MzgsMzoxMTA4MywzOjExMDg0LDM6MTAwMjAsMzoxMTAxNCwzOjQwLDM6MjAwOTAsMjoxOTA0NSwzOjExLDM6MjAwNjcsMzoyMDIzMiwxOjU3LDM6MTA5NjM=

Ah yes the much maligned meta deck that is forcing folks to tech aoe or struggle. 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 maxium speed/bodies.

Its packing holy cus its to good to pass up, especially for mirror matchups, and martyrdom since you dont care about healing your opponent and just need a good answer to thunderhorn early on and then your going to snowball, plus its a self heal in a pinch.

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

Titan Quest: Highly Competitive/Still Testing

Summary

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http://www.bagoum.com/deckbuilder#MTo1MSwzOjExMDIyLDM6MzgsMzoxMTA4MywzOjExMDg0LDM6MTEwOTgsMzoxMDAyMCwzOjExMDE0LDM6MzQsMzo0MCwxOjUzLDE6MTAzMDYsMTo1NywzOjExMDMwLDM6MTExMzIsMzo0Mg==

The usual flood brome package for that maximum speed trial completion, and then curving into either titan or Q as a powerful back up plan. Its very unlikely to not have found either a titan or a Q by the time you have the mana to cast them. Titan is self explanatory, Q is extra neat since the deck wants to rock nothing but two drops anyways, and after you Q your only left with powerful tech and or titans, plus a one of on Legion so you never deck out. 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.


Argeon

Summary

Tempo: Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MToxLDM6MTkwNTIsMzoyMSwzOjIwMDQ0LDM6OSwzOjEyLDM6MTEsMzozMDAxOCwzOjIwMDY3LDM6MjAzMjAsMzoxMTA0MSwzOjIwMjMyLDM6MjAyODIsMzoxMTA5Mw==

Tempo is the name of the game just using its aggressively stated minions mixed with Argeons BBs to keep constant pressure on the opponent. The deck has an answer for everything with excessive aoe, lots of healing, and never ending card advantage thanks to sister/trinity.

The deck can play very aggressively when it needs to, or it can play the sustain game and dominate the late game with EMPs and Claims. Its a very effective deck prepared for pretty much anything.

Bond: Highly Competitive

Summary

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http://www.bagoum.com/deckbuilder#MToxLDM6MjAxMjAsMzoxOTA1MiwzOjM4LDM6MjEsMzoxMDk4MSwzOjIwMDQ0LDI6MjAwNjgsMzoxMSwzOjIwMDY3LDM6MjAyMzIsMzoxNywzOjU5LDI6MjAyODIsMjoxMTA5Mw==

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. Exorcist, Ironcliffe, and EMP are all amazing bond targets, and Lion or Knight also work in a pinch.

Provoke goes a long way in protecting you from aggro decks as well a healthy amount of healing from sunrise, mystic, and and trinity, two 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 divinebond deck its kept at two because its often very hard to set up, the deck is slow just 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 between aegis, a medium curve, trinity it has card advantage very well covered. The deck has AOE, dispel, and constant threats leaving you with the classic powerful deck that lyonar has always been known for.

Tiger Town: Competitive

Summary

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http://www.bagoum.com/deckbuilder#MToxLDM6MTkwNTIsMzozOCwzOjIxLDM6MjAwNDQsMzoxMTEyNSwzOjExLDM6MzAwMTgsMzoyMDA2NywzOjEwMDEyLDM6MjAzMjAsMzoyMDIzMiwzOjExMTEyLDM6MjAyODI=

Similar in principal to the tempo deck, this one gives up some of its tempo and lategame in favor of tigers which are exceptional targets for Argeons BBS. Letigress is also pretty nifty having a massive body for a ranged unit making it both an exceptional BBS target, as well as serving as a rush minion.

Aside from playing the tempo game, the deck has one major trick and that is saving up its BBs with Mentor in order to play a whole bunch of them in one turn combined with a rush unit for a large out of hand burst.


Songhai: Maybe Coming.

Summary

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

While I love Songhais Flavor, they have some really toxic playstyles that I do not want to support or encourage. Now if you want to play them they do have plenty of cool archetypes and mechanics like backstab and tempo potential. Just do me a favor, please never play spellhai, eightgates, mantra, or glitch abuse songhai. While they are all balanced enough, not only are they difficult to master, but they do not teach you how to play duelyst since they are all built around ignoring the one thing that makes duelyst great, the board.

I don’t have any lists I want to add right now, but I am available to help as long as its not spellhai/Glitch Abuse related.

6 Likes


Still working on a updating my budget guide but in the mean time you can check out the now very dated one from before rotations happened.


Previous Expansion Master thread:


Change Logs since posting thread:

Summary

April 5
Wallet Warrior Kara: -3 Azure, -3 Basalysk, +3 Thunder, +3 Sister. Aggro/burn has been on the backBurner lately, and swarm has been on the rise.

April 6
Added a couple Ilena decks, and a Faice deck.

April 7

Prog Rag: -1 Prog, +1 Extinction event: Mostly to try it out. Both cards are situational.

Added I Hate Green Eggs and Ham Ragnora, Dying Wish Xor Maev, and The Dentist Starhorn.

April 8

San Andre Zirix: -3 Rasha, -3 Primus fist, +3 boneswarm, +3 Duskweaver. Boneswarm needed for brome and rag, kha already covers anti artifact, primus is for aggro decks, this is more lategame control dervish synergy so dusk is a perfect pick.

Tempo Faie: -3 little wisp, +3 Azure. Having healing is good, didnt need the ramp.

Added Focused Xor Maev, and a Fissure Variant to Faice Faie.

April 11:

Prog/Extinct Ragnora: -1 Rebuke, +1 Extinct. Extinct is good, having a second copy means you can afford to use eggmorph as removal and thus why rebuke was the choice to go down.

Faice Fissure: -3 Gravity Well, +3 Hailstone.

April 15:

I Hate Green Eggs and ham: -3 Raptyr, -3 Primal Ballast, +3minos, +3 thraex. Rating changed to competitive.

Added Buff Eggs ragnora deck.

Removed The “non exploit” version of HateStar due to interaction being offical now. Archived:

Summary

http://www.bagoum.com/deckbuilder#MTo0MTgsMzoyMDExMiwzOjIwMTE5LDM6MjAxMTYsMzoxMTA4NCwzOjE5MDM4LDM6NDA5LDM6MjAyNjgsMzoyMDE2MiwzOjQ1NSwzOjQzMiwzOjQ1OCwxOjQ1NiwyOjIwMzQ0LDM6NDMz

The first version is as close to optimized as I feel the standard hatefurnace deck can get, but it is quite vulnerable to bricking by getting to many or not enough buffs, although mathematically 12 is the required number to have found five by seven mana 75% of the time without putting you in the position of bricking to often by having to many buffs. It has tons of ways to make sure getting amplification off is easy, fort is a given, and ballast/equal double as removal. Its propped up by the usual midrange magmar package complete with a healthy amount of healing and aoe to give you a good chance vs most decks, but unfortunately having a deck with this many buffs is just really awkward.

April 16
Prog Extinct Rag: -1 raptyr, +1 Rebuke. While extinct is the least played card, raptyr is a close second, and rebuke is to good to skip.

Added my Mechotic MecHorn deck.

Added a Tempo/aggro hybrid variant to Faice.

April 17
Pestilence Cass: -3 mirror, -3 pluck, -1 Cadence, +3 Crypto, +3 Mentor, +1 Nether. I just really dislike mirror. Not only do you need it, AND a good target, AND to then draw the extra copies, it also eats valuable spots and hurts the hand for very low impact. Pluck just seems to routinely underperform, where as the new cards provide some much needed control and creep gen.

Famine Cass: -3 Darkspine, -3 Pluck, +3 Crypto, +3 mentor: See above.

April 18
Pestilence and Famine Cass: +3 Pluck, -3 Gibbet. I love gibbet, but deck really just needed the creep gen and pluck is ok as an opening play.

Pestilence Cass: -1 lure, +1 Nether. While it feels bad to cut lure, nether is just to important for the deck as it serves as a wincon with bone/jugg.

April 19
Ramp Xor Maev: -3 Vorpal, +3 Revenant. There is just to much transform/bounce based removal running around, and while rev slows the deck down even further it just felt like what the deck needed.

Changed Bottomless Abyss name to Dying Wish Lillith, and added an updated Bottomless Abyss deck.

Added intensify version to Death Aggro Cass.

April 22

Added Aspect Wall Faie.

April 24
Small clean ups, some rating changes, changed aspect faies name to Furry Faie, and removed the emballa/crystal wisp variant in favor of the enfeeble chaser variant.

April 26

Added starhorn mechazor variants.

Added Necromancy Arcanyst Variants to Lilith.

April 30
Added an abjucator variant to Sexy lizard.

May 6
Buff Eggs Ragnora: -3 Raptyr, +1 Extinction, +2 Earthsphere.

May 7
Added Heavy Metal Kara, Tempo Argeon, Tiger Town Argeon, and Bond Argeon.

May 10
EMP Rag earned S rank.

May 12
Added Variax Lillith.

Final Destination Faie: -1 Mystic, -1 Cryo, +2 Frostburn. AOE was badly needed.

May 13
Swarm Lillith: -3 gloom, +3 bloodtear. Ping important, gloom the weakest link.

4 Likes

Reserving Just in case.

3 Likes

That was a ton of work. Please excuse any formatting, spelling, and grammar, errors I will be cleaning it up for awhile.

8 Likes

With every expansion/patch do you delete and remake your decks from scratch or do you just have a veritable horde of decks waiting in your collection?

2 Likes

If you have ever seen my stream you may be aware with how much of a problem it is for me to scroll through my collection. I am so glad I have a search function now.

Sometimes I delete things, but not often, instead I just caption my decks with the abbreviations of the expansion they came from, in case I ever wish to revisit them. I did delete a good handful of shimzar decks due to disenchanting some stuff.

Anyways, back to maintenance, going to take me awhile to get this all formatted.

8 Likes

Been playing a bit of Dying Wish Abyss and its a fun deck. Although I use Maehv instead of Lilith. I did forget that Grimes no longer pulls minions that aren’t in standard anymore for ranked, but since its mostly battlepets that are gone, it doesn’t really matter that Grimes lost them. Still waiting for the day, that I get Gate from Grimes though.

1 Like

I think the new dream is Double Worldcore

2 Likes

I favor Lillith over Maev for dying wish due to Maev having to many important cards she needs to run that dont really go well with dying wish. But she certainly works.

2 Likes

whenever I’m on your stream you go straight from one battle to another so I rarely see the extent of your deck collection

1 Like

I try to avoid getting trapped in scrolling through it to much on stream. When folks are not watching I will just scroll for several minutes, and stare at a lists for hours looking for changes.

4 Likes

I wonder…perhaps this will finally be the expansion that gets you to make Songhai decks? Ebon Ox decks just scream “Not cancerous or uninteractive at all, there’s way worse stuff than this.” Of course, Ebon Ox decks may also just be irredeemable trash. You should totally find out for us. And I still want to see you try your hand at midrange Kaleos or Reva, or both.

(shameless puppy-dog eyes)

Also now that you’ve put your decks out I’m desperately arguing with myself over whether or not I should break down and buy diamonds after all…so many good decks…so many legendaries I don’t have…

Also also, I’m guessing that your comment about disenchanting Shim’zar would indicate you don’t have any interest in creating competitive decks for Unlimited? Or do you? Because I’m very interested in competitive Unlimited decks.

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Do you think Highlander/Wanderer decks are competitively viable?

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How effective is aggro Cassyva now? :disappointed_relieved:

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I have a couple of questions.

  1. Ascension. Don’t you think that putting Staves in place of Foundries is actually better? It costs less mana to equip artifact that way.

Also, isn’t Blood of Air a bit too costly when you can actually remove most threats using Sajj herself? From my experience, you don’t want to waste all your mana on single target removal. You want to remove smth AND continue equipping your artifacts.

And also a hot question. Don’t you think Ascention Sajj is very close to Hai archetypes you hate? What do you think about it?

  1. About swarm Lilithe archetype in general. Did you try Wraithcrown? So much fun if you ask me! What do you think about this artifact?
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