Cassyva:
Summary
Fester: Dying Wish Creep, S Rank
Summary
https://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMzozNTksMzoyMDA0OSwzOjIwMTk5LDM6MzI3LDM6MjAyNDMsMzoyMDM3NCwzOjMwOSwzOjM0MSwzOjM0MCwzOjMzMCwzOjExMDkzLDM6MjAyMTMsLTM6MjAwNTIsLTM6MTEwODQsLTI6MTEwMzAsLTI6MjAzMzE=
I call it Fester because it is a slow creeping infection that revolves around tissue dying, so we have both creep and dying wish referenced in one word. Its a deck I am quite fond of, and it does really well in the current meta.
Most of the new creep tools have fallen by the wayside now that we have shimzar back other than munch, which is a big boost for the archetype as whole, but most importantly we have regained Klax and Obliterate.
Aside from generate creep and win with Juggernaught or Obliterate the deck has another nifty angle as well, its sporting lurking fear and Carrion to accelerate some of our important cards. Unlike dedicated dying wish it only sports a small premium package of dying wish units with the rest of the deck focusing on creep, this way Nekoma serves as tutor to find Klax/Deso or its self reliably. Back to back ramped Klaxons can really do a ton of work, even if they are getting answered that’s what your opponent is spending time doing letting you inch towards your lategame and devastating finishes.
While the decks curve is a bit low the the nekoma/deso package really goes along way, mix that with its heavy top end and card advantage is usually a non issue, but do remember that you really need either deso/nekoma to maintain advantage and be wary of dispel. Its a very scary deck that can constantly push out threats, while removing your opponents field, and keeping your health topped off until you are ready to finish the game with obliterate.
I recently made room for EMP in the mainboard as its a good catchall, and more importantly helps us deal with titan and or artifact lists which can be really hard on us.
The sideboard lets you kick into anti burn, munch beats out most aggro lists, but burn decks that do not give you minions to eat can be troublesome, but there is not really room for more in the mainboard. And of course Betrayel is always fun in the sideboard. Paragon gives us another dash of aoe and its good anti meta tech.
Is three copies of obliterate/emp overkill? Maybe, but I really loath not being able to find them when you need to which happens just to often, and with how todays meta is the deck just cant afford to stall much longer past eight mana, and with three copies you wont feel bad about replacing them early or using them outside of optimal conditions.
Reap: Aggro Creep, Highly Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMzoyMDA1MiwzOjIwMDQ5LDM6MTkwNTEsMzozMjcsMzoyMDI0MywzOjEwMDEzLDM6MjAzNzQsMzozMDksMzozNDEsMzozMDAyMCwzOjIwMDUxLDM6MzI1LC0xOjIwMzMxLC0zOjMzMCwtMzoxMTA5MywtMzoyMDIxMw==
The deck plays like a sort of hybrid between normal aggro cass and creep. The deck needs to aggressively go face in order to perform well, trying to stall for big creep stuff will screw you over. It completely skips the go to creep stuff like obliterate in favor of triple Azalea. Obliterate is just to slow for the deck, and surprisingly Shadow Nova is often an MVP card.
The decks main trick involves getting really early creep gen ideally on your turn one and then shortly following up with Jugernaughts and or Azalea, which will both be underestimated since you tend to only have a creep tile or two out at this point. But then the turn after Jug/Azalea you can drop shadownova to suddenly pump that jug or Azalea.
Nova almost single handedly makes Night Fiend viable who is also turned out to be surprisingly good providing a solid body and another way to push damage, and between them you are pretty well covered on AOE as well.
You tend to toss out juggernuaghts as early as possible as its a card that demands an answer, you are often pretty reckless with, and if your opponent is spending their turn answering jugs that means they are not developing a field making going face very easy. While your pretty aggressive with Azelia as well, you do want to be a bit more careful with it trying to make sure you will get more then one turn out of it and or using it as a finisher.
Thanks to the rest of the decks ways to push lots of damage, that first big swing with Azaliea or jugg usually seals a game and or gets them low enough that its easy to burn the rest of the way, long before late game ever hits. Early on you try to sculpt your hand to have one removal for either emergency or to clear the way for the kill, early creep gen, and you pretty much always hold onto jugs/azalea.
The deck is packed with healing ruining any aggro or burn decks chance against you, the deck is fast enough to make wanderer irrelevant, and has a surpsingly amount of versatile and cheap answers for an aggro deck. While its curve is a touch low between its very fast gameplan, hound, and desolator it does ok on card advantage.
If you have access to a side deck you can completely switch gears to a more midrange to lategame oriented deck should azalea be to tough to use in a particular match up, or if they are packing to much healing for aggro to really be ideal.
Its a tough deck to get used to, but it is super scary when piloted correctly. Although it suffers from the usual aggro problems of if they have lots of healing or to much tempo your going to have a rough time.
Dishonorable Cass: Anti Meta Aggro, Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMzoxOTA1MiwyOjIwMDcwLDM6MjAwNTIsMzoyMDA0OSwzOjE5MDUxLDM6MjAyNDMsMzoxMTEyNiwzOjMwMDE0LDM6MTAwMTMsMzoxMTA0MywzOjM0MSwzOjExMTM0LDE6MjAzMzEsMzoxMTA5MywtMToyMDA3MCwtMzoxMDMwNiwtMzoxMTAzMCwtMToyMDMzMSwtMjozMjA=
At its core its just another variant of aggro cass, but instead of specing into more burn or early tempo instead we opt to run some strong lategame options and anti meta tech. Decks tend to be prepared to deal with aggro or its big bodies, but rarely both.
This deck has a couple neat tricks, like the classic lure/grasp, and the deck sports Marauder as a strong tempo play that can be followed up with EMP to remove the risk of him turning on you. With a side deck you can move in bender for decks vulnrable to dispel as well as extra synergy with marauder, pony to counter things like wanderer, or just shifting into more of a normal aggro bomb like Revenant.
However the decks favorite trick is to actually let Maurder turn on you after it trades and then use betrayal to get a massive free swing on the opponent, and thanks to whip it doesn’t matter if they are not next to him. And thus the decks name, since the whole deck is all about everything being dishonorable and constantly turning on everything. Now its pretty rare you will actually pull that off, but its pretty awesome when you do. Most of the decks minions are easy to kill off letting you have either a clear field to make Marauder safe, or of course help enable the dream scenario with betrayal.
The deck has great healing, answers, dispel, lots of threats, aoe, and ping for days. A medium curve combined with desolator, replicant, and hound cover card advantage. Its an effective deck although it can be really tough to use if your opponent plays around betrayal and isnt very vulnerable to dispel or packs a lot of removal.
Contagion Cass: Infest Aggro, Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMzoxOTA1MiwzOjIwMDcwLDM6MjAwNTIsMzoyMDA0OSwzOjE5MDUxLDM6MjAyNDMsMzoxMTEzNSwzOjEwMDEzLDM6MjAzMjEsMzoxMDAxNiwzOjM0MSwzOjEwOTc1LDM6MTExMTUsLTM6MTA5ODEsLTM6MjAwNjksLTI6MjAzMzEsLTI6MzIw
It gains its name due to running things that infect your opponents units, it is built around Infest which is a fast spreading disease that turns your opponents units against them.
Because the deck has such an emphasis on positioning it features a bunch of position manipulation with lure, recombob, and repulsor. Grasp and thunder are natural compliments to the infest style both being good with our loaded positional tools, as well helping spread the infestation.
Infest has turned out to be surprisingly good tech for an aggro list. With the combination of fault, Eggs, and Wanderer running around there are a lot of targets and ways to get this spell to push out tons of damage. It also works perfectly with grasp of agony allowing you to pull off craziness, particularly against fault, like infesting and grasping a target, kill it, the infest spreads to two other targets, then grasp kills them, spreading the infest again!
I really wanted to run Komodo Hunter to the list as he is such a cool card that could compliment our style, but hes really awkward and there just was not room. If you were determined to make him work the best way I can see to fit him would be to cut blazehound and recombobulus for replicant and komodo.
Mix that with most of the staple aggro tools and you have your self a pretty scary list. With a sideboard available you can side out your infest and position manipulation into a more traditional darkseed deck for when you come up against creature light decks and or Burn. And of course Betray is just a fun situational tech card that can single handedly shut down archetypes like titan.
The deck has the potential to be highly competitive, but it is very difficult to play as infest is a weird card, positioning is incredibly key, as is resource management, and should the deck gain popularity people may be more likely to play around its various tools. Those details combined earn it only a competitive rating for now.
Pestilence: Creep Control, Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMzoxMTA4OCwzOjIwMDQ5LDM6MzI3LDM6MjAyNDMsMzoyMDIwMSwzOjIwMzY3LDM6MTExMjUsMzoyMDM3NCwzOjMwOSwzOjM0MSwzOjMzMCwzOjIwMjEz
This one gains the name of Pestilence as creep feels very much like a spreading disease, and its also a shoutout to my old horsemen series.
Solid version of creep, that is extra good vs things vulnerable to pings, but if your opponent does not give you targets it can be awkward. Its similar in principal to my fester version of the but a touch more specialized relying on the crypto/mentor package to do a lot of work leaving it competitive but to match up dependent to get rated better.
Death: Aggro Cass: Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDA3MCwzOjIwMDUyLDM6MjAxNjYsMzoyMDA0OSwzOjE5MDUxLDM6MTkwMzcsMzoyMDI0MywzOjMwMDE0LDM6MTAwMTMsMzozNjEsMzozNDEsMzoxMTE1MCwzOjEwOTc1
http://www.bagoum.com/deckbuilder#MTozMjMsMzoxOTA1MiwzOjIwMDcwLDM6MjAwNTIsMzoyMDA0OSwzOjE5MDUxLDM6MTkwMzcsMzoyMDI0MywzOjMwMDE0LDM6MTAwMTMsMzoyMDA2OSwzOjM0MSwzOjEwOTc1LDE6MjAzMzEsMjozMjA=
Despite the lack of deathwatch this one gains the title of Death due to its killing speed. Its a hard face deck packing a very low curve and a lot of out of hand damage, and its also a shoutout to my old horsemen series.
I have recently favored the intensify engine over the darkseed package, as it provides a strong lategame, aoe, a bit of surprise, and consuming is particularly brutal when mixed with Rift Walker as a six mana play, and is decent on bonecrusher as well. The two versions of the deck are quite similar and its mostly personal preference. But I have found darkseed can be tough to pull off and is often played around, however its still quite solid.
Aggro Cass has dominated metas in the past, but she lost most of her old tools leaving us with either the new intensify route or the old darkseed/burn side, which thanks to Mythrons eating a handslot has even received a small buff. Add Hound and Jammer to the mix to provide card advantage for our selves while at the same time giving you the digging power to make finding extra intensify copies viable, or keeping your opponent topped off to make Dark Seed pretty nasty. Combine that with its aggressively statted minions and its quite relentless.
Usually Aggro decks skimp on the control side of things but thanks to the control package all costing two or less its easy to fit it in. Lure, punish, and optionally Gibbet allow you to keep your opponents field empty letting you go face with ease. It has a healthy amount of healing to beat other aggro matchups, and a lot of ping to deal with artifacts, with a touch of aoe from grasp and or rift.
Primus and flameblood are flex slots with Gibbet, Blood Tear, and Crypto depending on the meta and personal preference. Although Gibbet is certainly a favorite of mine.
All that combined leaves you with a well rounded deck prepared for most matchups that can either smorc people down or sustain into the lategame where intensify and desolator spam can shine. But like most dedicated aggro decks you have a bad time if people tech a good amount of healing, so despite being really brutal I don’t think it can ever truly be top tier in its current state.
Tormentor Creep: Competitive
Summary
http://www.bagoum.com/deckbuilder#MTozMjMsMzozMDgsMjoyMDI2OSwzOjExMDg4LDM6MjAwNDksMzozMjcsMzoyMDI0MywzOjIwMjAxLDM6MTExMjUsMzoyMDM3NCwzOjMwOSwzOjM0MSwzOjIwMDUxLDI6MzYwLDE6MzMzLDE6MjAyMTMsLTM6MjAwNTIsLTM6MTEwODQsLTI6MzAwMjAsLTI6MTEwOTM=
The point of this deck was to explore some of the lesser used creep aspects, mainly tormentor and to a lesser extent Shadow Nova and Nether all of which complement each other quite well. Nether is wonderful soft removal or gives you the ability to reposition your own units.
Thanks to the looming threat of Tormentor standing on creep is very unappealing allowing it to be used as a good azone control/stall tool while simultaneously providing healing thanks to Munch. A combination of Nether and Sphere also mix nicely with Tormentor as out of hand removal at seven/eight mana, and of course if Tormentor manages to stick Nova can do some crazy work. With nova if I don’t need it to ping something off I will usually play it defensively to try and bait people onto creep or at least psych the out into thinking I have tormentor.
Keeping with the theme of the deck of trying out less played options I am also going one and one between Obliterate and Variax as really neither are something you want to cast more then once, Oblit is to good to cut entirely, but Variax does have more synergy with this decks style. When you summon Variax your BBs permanently transforms into a different one based on the Abyssian general you are playing, which for Cass is for the cost of three mana you summon a 4/4 fiend on every shadowcreep, generally a death sentence for any board focused deck if you manage to pull it off, although it is very slow.
Beyond that you have your usual creep and Cass staples. Mentor, Sphere, Desolator, and a medium curve cover your card advantage fairly well. Unfortunately while these tools are very neat they struggle to keep up with the meta.
Turbo Xor: Competitive/Gimmicky.
Summary
https://www.bagoum.com/deckbuilder#MTozMjMsMzoyMDA1OSwzOjIwMjI2LDM6MTEwODgsMzoyMDA0OSwzOjMyNiwzOjIwMjAwLDM6MTAzMDQsMzoxMTEyNSwzOjIwMDU3LDM6MTkwNDUsMzoxMDAxMiwzOjExMTQ0LDI6MzE4LDE6MzU3
This deck features by far the fastest and most consistent ability to pump Xor out, frequently before you even hit six mana. Cass’s ability to spam ping your Sarlac/Gor with the aid of crypto/mentor without draining your health, mixed together with the Alcuin Brothers and their abuse of Darkfire is what makes this deck run.
While Maev focuses on early tempo that carries you to Xor, Cass focuses on an explosive post Xor where Saberspine can OTK/board clear with a little luck, Sarlac/Gor begin multiplying rapidly, and Shadowdancer gets crazy value.
It took me awhile to figure out a version for Cass that did not leave me asking why I was not playing Maev, and I think this is about as good as it gets. The deck can frequently high-roll like mad and lead to some pretty unfair games, but you are extremely reliant on drawing gor/sarlac early, hoping they do not get dispelled, and you have to survive your extreme tempo negative early game basically doing absolutely nothing for multiple turns until Xor comes out. If those things work out in your favor the deck is absolutely terrifying but the man moving parts and negative tempo leave it as little more than a gimmick.
While it has more highroll potential then the Maev variants it is still largely outclassed by her, because while Maevs healthdrain is rough, negative tempo is even rougher. While the deck can have a somewhat decent win rate the amount of auto losses means it can never really get away from its gimmick tag.
Vaath
Summary
Sexy Lizard Midrange/Finality, S Rank
Summary
http://www.bagoum.com/deckbuilder#MTo0MDEsMzoyMDExMiwzOjExMDg4LDM6MTkwMzgsMzoyMDEyNSwzOjExMDM5LDM6NDMyLDM6NDI4LDM6MjAxMTcsMzoyMDM0NCwzOjQzMywzOjIwMTIyLDM6NDA1LDM6MjAzMzksLTM6MTA5NTcsLTM6MTAzMDYsLTE6MTExMTAsLTM6MTEwOTM=
These lizards have curves! I mean the deck is all about just curving on up throughout the game!
The deck features all of Magmars favorite control spells to be accelerated by Abjucator, six or seven mana finalities are particularly brutal and are generaly what the deck focuses on trying to replace into. Mix that with good old Vaath Smash and Magmars favorite midrange package and it continues to be a stable top deck.
Its quite the bully of a deck with many favorable match-ups although it does often struggle with the Artifact and Wall decks that have been resurfacing since shimzar came back, if they become to mainstream dispel or artifact destruction could be teched in, or ideally if you have a sideboard they would fit well there.
For those who don’t know Drogans effect is indeed exponential, Drogan+BBs+Cryptographer lets you go from 3 attack to a whopping 18. Even if you only have a single drogan and no cryptographer, combining it with a late game Vaath, or after a finality, just makes him just an absolute monster. Add ramp into this mix and you can pull off some silly things real quick.
The deck is packed with AOE, healing, removal for all occasions, accelerated finality to gimp lategame combo decks, and of course Vaaths Bloodsurge finishers. It has no need for cardadvantage due to just curving out throughout the game.
If it was not for Khanum Kha this would likely be one of the best decks in the game, but that card alone has made me so nervous to play the deck I have even considered running EMP or Bender in the mainboard which is something I have been staunchly against in the past due to how counterproductive it is, much preferring to either have Shroud or Thumping be in the main or sideboard. But due to the Kha/Fault combination having the ability to dispel your own attack buff and or tiles is actually important. Because the other option is to just not use your BBS in that match-up which is also almost suicide, the better thing to do is play as normal but once fault goes down unless you can cover most of it be prepared to get rid of your own buffs.
Ragnora
Summary
Egg Variants: S Rank
Summary
Extra Hatch
http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwODgsMzoxOTAzOCwzOjMwMDU1LDM6MTExMjUsMzo0NDgsMzo0MzIsMzoyMDE1NywzOjIwMzQ0LDI6NDIyLDM6NDMzLDM6NDA1LDE6MjAzODM=
Prog Punish
http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwODgsMzoxOTAzOCwzOjQxMiwzOjMwMDU1LDM6MTExMjUsMzo0MzIsMzoyMDM0NCwyOjQ0MSwzOjQyMiwzOjQzMywzOjQwNSwxOjIwMzgz
Oldschool Aggro
https://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExMiwzOjIwMTE2LDM6MjAyMDMsMzoxMTA4OCwzOjE5MDUxLDM6MTkwMzcsMzo0NDgsMzo0MTAsMzoyMDE1NywzOjIwMzQ0LDM6MTA5NzUsMzo0MjIsMzo0MDU=
The usual midrange magmar package mixed with a bunch of ragnoras favorite cards. Crypto/Mentor provides a touch of card advantage and helps you flood the field with ripper eggs. Mix the excessive amount of eggs with Charm and the decks can overwhelm your opponent real quick. Toss in a one of on Extinction event as a lategame nine mana combo with your BBs, or a good counter to dispelled eggs and the decks are just a huge bully.
The first variant focus on a combination of egg hatching abuse and the midrange package. Rippers have their nasty combo with greater fortitude and now have both eggmorph and Inceptor to pull off out of hand combos. Raptyr is also super nasty with hatch cards and works versus attack buffed generals when Rippers will not.
The second variant opts to run Progenitor and makes a few changes to accommodate him. If you do want to run Prog just a couple minor changes to the standard kit can fit him in, namely going for inceptor over eggmorph just due to the body it provides, and skipping raptyr in favor of young slithar for a more sticky early board presence to get more bodies out for prog.
As for which version is better? Its mostly a meta call, if there is lots of AOE, don’t bother with prog, if there is not Prog can be very punishing. Prog also shines in metas where people are teching versus ripper combos with attack buffs and or provokes. IMO the first variant is the better of the two in a vacuum, but it really comes down to what people are teching for and or personal preference.
Alternatively if your willing to skip a lot of the usual staples you can just go old school aggro and really focus on the hatch buff combos featuring the long forgotten primordial gazer who is nearly as good as fortitude on a ripper, as well as Primus to push that burst to insane levels. But like the Prog version its very meta dependent as you are pretty reliant on the ripper combo so if your opponent has general attack boosters and healing you can be in for a bad time as you do not have the decks usual fall backs. However in todays meta Khanum-Kha highly discourages attack buffs meaning this is a great time for the deck.
Finality Combo: S Rank
Summary
http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwODgsMzoxOTAzOCwzOjExMDM5LDM6NDMyLDM6MjAxNTcsMzoyMDM0NCwzOjEwMzA2LDM6MjAyMTgsMzo0MzMsMzo0MDUsMzoyMDMzOSwtMzoxMDk1NywtMzoyMDExNywtMjoyMDEyMiwtMjoxMTA5Mw==
My go to deck for the Immortal Vangaurd expansion that took top ten multiple times and placed towards the top in a handful of tournaments. It was briefly crippled when rotations happened, but it is now back to its former glory. While it does have a lot more competition now a days it is still a top of the pack deck.
Abjucator+Eggmorph+Thumping+Fortitude+BBS= A seven mana 20 damage out of hand burst.
You use Abjucator to discount Eggmorph, Thumping Wave, and Fortitude at some point in the game when the cards are in hand so the 3 spells cost 6 mana total, or if the game runs late you don’t need them all discounted as you should have enough mana. Then on a turn with 7 mana or more, you use Ragnora’s BBS to place the egg which is a 3/1 with celerity when hatched. You use Egg Morph to hatch the egg and when an egg is hatched it has a pseudo like rush mechanic meaning the minion can move that same turn. You buff it with Thumping Wave giving it +5 attack with Fortitude to give it +2/2. Making it a 10/3 minion with Celerity, allowing you to move and attack the enemy general twice to deal 20 damage.
Abjucator letting finality hit sooner, or reducing the cost of your various combos and control spells, or ideally all of the above, is pretty insane. Combine that with a powerful midrange game, great control, ramp, healing, and dispel and your prepared for any match-up. Its a very powerful deck that can either play aggressively with ragnora combos, or play the long game with finality depending on the match up.
While it does not really need anything in its side deck as the maindeck covers ts bases really well, should you have access to one you can make sure neither aggro, artifacts, or walls can trouble you.
Golem Rag Variants, Highly Competitive
Summary
Controlem
http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExMiwzOjIwMTE2LDM6MTEwODgsMzoxOTAzOCwzOjMwMDU1LDM6NDMyLDM6MjAxMTcsMzoyMDE1NywzOjIwMzQ0LDM6NDMzLDM6MjAxMjIsMzo0MDUsMzoxMTA5Mw==
Golem Midrange
http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjIwMjAzLDM6MTEwOTgsMzoxMTA4OCwzOjE5MDM4LDM6MzAwNTUsMzo0MzIsMzoyMDE1NywzOjIwMzQ0LDM6MTEwOTIsMzo0MzMsMzo0MDUsMzoxMTA5Mw==
Juggernaught
http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExMiwzOjIwMTE2LDM6MjAyMDMsMzoxMTA4OCwzOjE5MDM4LDM6NDA5LDM6NDMyLDM6MjAxNTcsMzoyMDM0NCwzOjExMDkyLDM6NDMzLDM6NDA1LDM6NDM0LC0zOjMwMDU1LC0zOjIwMTE3LC0xOjIwMTIyLC0zOjExMDkz
The first version I fondly call Controlem because you know its a control list with golems. It was my go to list during rotations, and nothing has changed for it post eternal format. Its still quite good, but with shimzar back in the power level of most decks has raised slightly giving this deck a slightly tougher time then it had during the rotation meta, but it is still top notch.
The deck has the standard midrange magmar package with plasmastorm and ramped emps shoehorned in due to brome trial, artifacts, walls and the like. Combined with ragnora usual hatch fortitude combos. Great healing, great removal. Just a well rounded deck, and the new toy Zoetic Charm makes eggs really hard to kill.
What the deck lacks in raw power and out of hand combos like other variants, it makes up for in having answers to everything and not having any real bad match up. Being somewhat reactive is both its strength and its weakness, but once you learn what you need to dig for depending on matchup your usually in good shape.
The second Variation takes a much more proactive route focusing on constantly putting out bodies to maintain pressure, favoring aggressive tempo plays like lance rather then slower control based tools. Both Celebrant and Metalurgist let you get those five mana golems out turn two and are just solid ramp in general. But the main reason for a golem focused deck for rag is Boulder Breachers effect is particularly nasty when mixed with Rippers allowing them to get two swings in even without a buff.
The third version opts to run Juggernaught as one of its win conditions rather then focusing on control or tempo. Juggernaught is a really fun card, not only is he a golem but his effect is procced by self damaging ramp and he generates an egg for EACH point of damage taken, the decks dream open is turn one Kujata, then on turn two throw down a second Kujata and then you can Flash Jugg out on turn two generating four eggs, a situation almost no deck can come back from. Even without the ultimate god hand just a single flash or Kujata can make Juggernaught pretty scary.
All versions of the deck are propped up by the standard midrange magmar package and of course Ragnoaras scary greater fortitude / egg morph combos which are complimented nicely by their individual tech. All are top notch versatile decks prepared for many matchups, which is the best depends on personal preference and the meta of the day.
Build Rag: Highly Competitive
Summary
http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExMiwzOjIwMTE2LDM6NDQ0LDM6MTkwMzgsMzozMDA1NSwzOjQzMiwzOjIwMTU3LDM6NDQ1LDM6MjAzNDQsMzo0NDEsMzoxMTEzOSwzOjQzMywzOjQwNQ==
Usual midrange package and ragnora ripper combos. This time tossing in magmars build units, timekeeper, and prog.
The build units are pretty decent on their own and timekeeper can turn them into a real menace. Gig is an amazing turn one flash target, and thanks to all the massive bodies actually getting a field developed for progentor is feasible.
There has been a recent trend of really committing to the build side of the deck due to the meta largely consisting of things that have trouble answering it. But I am still generally against this because while its a decent anti meta tactic, your just asking to loose to a stray plasmastorm, ripper spam, or aggro.
Its a solid deck, trading some early tempo plays for a more powerful midgame.
Mandrake Reliq: Highly Competitive
Summary
http://www.bagoum.com/deckbuilder#MTo0NDksMzoyMDExNiwzOjExMDg4LDM6MTkwMzgsMzo0MDksMzozMDA1NSwzOjExMTI1LDM6NDMyLDM6MjAzNDQsMzo0MjIsMzo0MzMsMzo0MDUsMzoxMTEzNiwzOjQyNQ==
Usual midrange package and rag favorites, but putting a bit more emphasis on summoning units over spells to support mandrake, thus inceptor/fortitude for ripper combos rather then eggmorph.
The decks main trick revolved around throwing out a free mandrake and then sacrificing it with reliqurian to gain an artifact that adds six attack and when you attack all your minions get said buff as well. The buff is particularly brutal on rippers. And due to how rude it is on rippers, or the natural synergy with reliq and rebirth you dont have to wait for mandrake to use reliq should the opportunity present its self.
The deck is certainly lacking answers, but its proactive nature and deadly combos make up for that.