OK, I created this list after all your replies and ideas, and it plays pretty well. Is there anyway to tweak this deck so my t1p1 drop isn’t mystic/fist because the OG gets wasted, and bloodtear won’t come out all the time? I really don’t want to waste the OGs on these guys.
(Fake)? Aggro Cassy Deck help
i dun like the one-ofs dark seed, remove it and either add another betrayal or shadow reflection. But i dont like shadow reflection, it only combos well with saberspine as the other time ur minion gets removed. If u want to play dark seed, play dark seed, if shadow reflection play shadow reflection (do u get wat i mean?)
Sadly I don’t have anymore, but if I were to take out the reflections, what should I add in?
or take out dark seed and reflection and add warlock for more pressure
This list looks really solid! Other cards that you might be interested in is Bonecrusher (new 3 mana common card that scales in attack from 5 to 10 to 15), Flameblood Warlock (essentially a neutral phoenix fire), Void talon (very close to an old Nightsorrow Assassin, giving you a delayed 6/1 with “rush”, and Revannent (it’s an 8 mana card, but I feel it’s rush and ability is still very strong for a aggro deck, especially with the heal cards in your deck helping you reach the late game).
If you want more 1st turn value from your OG’s, try Flameblood. However, wasting the OG usually really doesn’t matter that much.
Either add more Dark Seed or cut it, 1of isn’t worth it.
no not really, they get 1 extra turn to run away, unless u play time keeper
Wasting the opening gambit on an azure herald, healing mystic or primus fist is fine, people use them as openers all the time. Aside from that…
Just working with what you’ve got plus commons and rares, drop the healing mystics (they don’t progress your game plan), saberspine tigers (they’re not that good), shadow reflections (not that good) and dark seed (not worth running without full sets of blaze hounds and spelljammers). That gives you nine open slots.
I’d grab three flameblood warlocks as a decent opener that’s good for aggro pressure and out-of-hand damage later on, and between warlocks, primus fists and spectral blades you should be able to avoid using bloodtear alchemists as turn-one plays, because aiming their shot at the enemy general isn’t nearly as good as aiming it at a minion, and the 2/1 minion is both very lame as your whole turn-one development, and can be killed by any out-of-hand damage to deny the mana grab. Flamebloods suffer from the same one-health problem, but at least they can trade with 2/3’s and do three face damage no matter what.
Next, either pick up three void talons or three bonecrushers. Bonecrushers need to be positioned where small enemy minions can’t reach them since they have low health, but their attack is great and gets better with every one (you position them similar to how you would with blaze hounds). As long as the enemy has to remove them using actual good minions, you’re coming out alright in terms of value, and the second bonecrusher can trade up with basically anything (he’s a 10/3 and all, AKA, a razorcrag golem for one mana less). Void talons should be positioned up in the enemy general’s face, forcing them to either retreat and block the talon, hard-remove it, or find a way to sink ten damage into it in a single turn (not likely). They finish building in a single turn and are 6/1, so as long as you can run them into some kind of high-value target you’re good. If you end up picking talons instead of crushers, you might also consider dropping the primus fists or bloodtear alchemists (or one fist, one bloodtear and one grasp of agony) for blood sirens, who combo really well with void talons, and also with flameblood warlocks, other blood sirens, and spectral blades.
Finally, add either three saberspine alphas, or two saberspine alphas and a third primus shieldmaster. Assuming you don’t have spelljammers, there will be games where the blaze hounds and desolators aren’t enough to keep your hand floating and you start running dry. Primus shieldmasters are a good choice in general, and saberspine alphas can be a powerful finisher, or at least removal that leaves a threat behind, though generally sending them face is the way to go.
One more note, removing any combination of alphas, shieldmasters, fists, bloodtears, bonecrushers/void talons and grasps to add two or three dancing blades would recieve no condemnation from me, though it might not be optimal. Dancing blades are just generically great, though they don’t precisely scream aggro. They kill or help to kill something, and then trade or eat removal, or even go face in a big way if allowed.
Edit time: Sellsouls! Sellsouls just scream aggro (4/5 for three, dying wish: You eat four damage). They’d be a good choice in place of shieldmasters/blades/alphas/talons/crushers. You won’t find more muscle for such a reasonable price, although they hurt the crap out of you when they die, so if your opponent’s aggroing you you’d have to replace them, but besides that they’re a solid choice.
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