Airship
Gameplay: https://www.youtube.com/watch?v=Iyc4x7_xopQ
I have tested a dozen different versions of flying Vetruvian, but this one certainly came out on top. So it only runs seven flying minions to ensure that the combo works. The combo being puking out 6 flying minions and then having Grandmaster in hand as early as turn one. It takes 6 mana to play your three Skywings, and then the Dragonlarks are free. You can get some serious globe abuse early on to puke em all out.
You always aggressively replace for skywing and azure summoning, plus one other flying minion or a second azure summoning to make sure you can get everything out, otherwise you risk blowing out and drawing grandmaster early. Although its usually worth the risk.
So aside from the flying package I decided to run golems because they are a solid archetype that provide both early draw power and acceleration with celebrant to help get our flying combo off early. Then something cool happens, usually sirocoo or the flying package are really vulnerable to aoe, while that’s still true, your opponent just is not going to have enough AOE to deal with both. Inner Oasis also provides draw and lessens the impact of most AOE.
The deck goes off really fast so both aggro and slower decks have a tough time dealing with it, it has enough disruption that midrange decks have trouble, and you can answer swarm with your own stronger swarm.
GoodStuff
An update to my old S rank Goodstuff list. Basically it just shoves all of vetruvians strong staple cards in one deck with a little dervish synergy and calls it good.
Its a really strong deck that can overwhelm the field with buffed up dervishes, while having a ton of answers to anything your opponent can put out. It has a lot of out of hand damage thanks to Feralu and Fireblaze making Rasha, Blood of Air, and Stars Fury hit really hard.
Feralu is amazing for Zirix, its combo with his BBS alone is almost reason enough to run it. Structures, battle pets, and Dervishes all count as tribes so he really pulls a lot of weight. And if you have 2x of him and or fireblaze you now dodge plasma storm. Meanwhile Oasis adds consistency and helps vs frostburn.
Pack in Aymara and Cataclysmic to the top of our curve to provide a strong lategame and some healing, plus mirage of course to give anyone that uses rush, bond, or bloodsurge cards a really hard time, and you have a deck that is strong at all points in the game and maintains card advantage through a high curve and cycle.
Wind Scar
What post would be complete without the factions signature feature Obelysks. I call it wind scar due to the wound WInd Slicer inflicts, the excess of wind dervishes, and the massive scar Cataclysmic leaves on the field. (Also shoutout to Inuyasha) A close second for the name was “Assembly Line” due to reasamble, and the line that fault makes.
This deck looks to really dominate the early game and create a zone your opponent wants to stay away from with accelerated Obylsks with the help of Wind Slicer. While the deck can play aggressively, 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.
With this deck I usually move forward and drop obelisks right behind 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, the 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.
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. 3x fault would be a little over kill so instead I favored the 2x mirage, Healer, and Fault package which works out really nice.
Between its two cycles and some high cost stuff to top out the curve card advantage is just not an issue. Besides once you get Cataclysmic Fault to hit your hand barely matters. You do tend to want to dig pretty hard for a fault right from the start and hold onto it.
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. Your lack of healing means you need to play aggressively vs aggro, and you have an inherent weakness to plasma. Thankfully mirage helps out a ton against the decks worst match ups Revenant, and Makantor. But the decks brute power, speed, and late game potential help make up for its weakness.
I have made it to S rank for 9 of my 16 seasons, the rest was time off or Diamond when I had very little time to play. Since I have not had time to start streaming like I want, I figured I would just share some of my stuff each week and get my name out there so the community knows me a little better for when I do eventually get around to it. I have a lot of new stuff I plan to put out, and will get a new master thread up for the expansion when I can, in the mean time check out my previous thread:
Edits:
Went to 2x on the higher cost stuff in the first two lists in order to fit first wish. Usually I just about always have 3x everything, but vets combination of cycles and utility are just forcing me to make an exception.
For Airship I tried out a lot of different combinations of 5/6 drops with a mix of aymara, sandswirl, more and less sirrocos, and boulder breacher. What I found is they tend to be win more cards, the deck is already very good at winning and it needed to clean up its early game a bit more. So instead of any of them I opted for Rashas since Phantasm and Banglehai have been problematic. Then I also am running a single EMP as it helps a lot vs the Vanar wall match up, and the decks incredible cycle and thinning power makes running a 1 of actually practical.