So, I got from Diamond 5 to S with this deck:
[Ascension]MToyMjMsMzoyMzksMToyNTksMzoxMDAwMSwzOjE5MDQ0LDM6MjAwNzMsMjoyMDA3OCwyOjIwMTA1LDM6MjAxMzIsMjoyMDI0MiwyOjIwMjQ0LDM6MjAzNTAsMzoyMDM3OCwzOjMwMDA2LDM6MzAwMDgsMzozMDA1MA==
This is the most braindead, cancerous, unfair deck I ever played. I strongly believe Sajj is overtuned this exp. Of course, there are lots of artifact counters, but not every deck is prepared to insert them, and now, when meta is not settled yet, this deck is crazy powerful. Why? Because you mostly don’t care what the opponent plays, you just play YOUR game. The most interactive deck ever.
Tactics:
- Find DragonLark + Neurolink at 4 mana turn. You win.
- Find Wind Striker + Neurolink at 6 mana. If you managed to live up to this point of the game - you win.
- Can’t find neurolink? OK, then just let the opponent come closer and Tracer. You still probably win.
- Being unlucky? Can’t find your teleporting/ flying stuff? Well, that just means you have a full action bar of artifacts and possibly Aurora Tears and Maelstrom. It’s an OTK. Who needs that fancy trial anyway?
!!! Attention!!! You NEED that siphon energy! I can’t count all games won by this modest overnerfed card. It gets rid of provokes in Lyonar (tracer also helps) and dispels Zendo - and these 2 problems are the most dangerous ones for artifact decks. I STRONGLY recommend running it.
Flex Spots.
While the main strength of this deck lies in numerous artifacts and numerous ways of transportation across the battlefield and siphon energy, don’t forget that, I’m super serious the choice of Artifacts and specific matchup counters is somewhat flexible.
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I’d like to try Objurator in this deck. I’m too stingy to craft it, but I’m very satisfied by it when I get one though Gifts. I would probably replace Staves, since Iris Barrier can be very useful in mirror matchup and for clearing swarms when Destiny is already active (via frenzy).
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Divine Spark is not very useful until you’ve established your Destiny. But then you usually want your artifact machine running no matter what, and always have at least 2 artifact in hand in case they become suddenly removed. Here goes divine spark - for more consistent lategame.
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Gifts also provide more consistent lategame. It’s an awesome topdeck. Gifts after Notion of Starless Eternity provide you flying using only 1 card.
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Time Maelstrom is unnecessary, but useful. It helps getting to the other side of the board, siphon+maelstrom helps against Zendo, and it’s also useful if you decide to go traditional OTK. Reactivating Celerity General is also smth to behold.
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Star’s Fury is a tech choice. Swarms are popular now. Also useful in a rare case of Abyssian swarm - Shadowdancer can cripple us hard. If you meet less swarmy lists, shroud can be useful - as an additional siphon and also as a way to dispel stun, which my current deck can do nothing against. If wall Vanar seems to be your nemesis, you may insert Lightbender instead. So, the position is dependant on ladder.
Have fun, yo!