Aand we’re starting things with this piece of comboness:
Teenage Mutant Ninja Bulls
When Unearthed Prophecy came out, I’m sure many of you tested out the cool Nethermeld combos, especially with Thunderhorn. In Recombobulus (or Bob, like I like to call him) the deck just got a new combo enabler to make those silly stuffs a little bit consistent. We have the teenagers (Cass, although she’s just a disguiser, Bob and Bender), Mutants (Vorpal, Deso & Spec), Ninja-stuff (teleport and whips) and of course the Bulls (Thunderhorn, Tahr sort of, and Ooz even more sort of), so hence the name.
So the deck plays mainly like this:
You start with Ooz or Tahr (Or Bob if no other option. Poor Bob), trying to create some creep in strategic places for later use. Then you develop Tahr or Thunderhorn, and wait for an opening. If possible, you combo the bulls with either Lure or Nethermeld for a big blowout, but Lure+Grasp or Mindlathe(+Lure) are also fine plays. Lure is just so good in this deck.
Late game it’s beefy boy time with Vorpal and Revenants, while removing their stuff using the aforementioned combos and Punish/Bender. Bob is a cool (although sadly a tiny bit unreliable) plan B if you somehow don’t draw into any of your Nethermelds or Lures.
The deck can be surprisingly effective, and is a really good tool to improve your positioning if you want to train that a little bit Winrate is 75% (15/20) in Gold, which is fair 'cause sometimes you just don’t draw into your combos, lose to bad Ooz/Bob RNG or your opponent plays around ALL the things. My most glorious victory was on 9 mana teleporting a Vorpal from the other side of the field (next to my general) to the opponent’s face on the other side, while developing a Rev for 18 dmg burst on a 17-health general