Okay, so here’s my take on Zirix Swarm. I don’t have all the cards yet, missing Sirocco, EMP, Swarm King and Lost, so I can’t tell how strong the build is just yet. It’s all theory crafting at the moment.
Synergies
Projection + Thunderhorn: Absolute beating. Hitting anything directly causes them to take double damage.
Thunderhorn + Lost: Playing a Thunderhorn will some times cause opponents to spread out if they don’t have an answer for it immediately. This can easily set up Lost to do a bit of damage if not a whole board wipe.
Rae + Fault: Playing fault on curve normally means you don’t get immediate value out of it and your opponent can try to block off your tiles. With Rae that doesn’t happen.
Fault + Kha: Faulting then playing a Kha on the next turn usually means you wipe your opponent’s board.
Gameplan:
General aggro mid range swarm style deck. Top of curve is stacked with EMP for just in case and Swarm King. Faulting on curve is our number one priority. Some times you can fault even earlier with the tiles or those given to you by Celebrants.
Golem package gives you some things to do in the early game and while Sirocco is rng he still adds a good bit of pressure to the board that you can capitalize on.
Wish and Dream Shaper give us some much needed card draw to cycle through our deck.
Our late game is pretty powerful being able to generate a ton of minions each turn which as it turns out is difficult to deal with, though our early game does leave a lot to be desired as our golems are typically weak.
Replacing:
You typically want to keep Fault and Rae in your hand, the rest is just game dependent. Don’t worry about trying to look for combos with the other stuff. First hand has about a 90% chance to contain something you can drop so there shouldn’t be an issue there.
Threats to this deck:
Faster aggro - We don’t run a lot of stuff that can hold off another aggro deck in the early game other than body blockers. Playing defensive here and trying to get the swarm out as fast as possible is your best shot. Sirocco is dangerous to use since if RNGeesus decides he doesn’t like you today you can get a 5 mana do nothing. Best things to do would be try to create a hole in their minions and blast away with a Lost in the Desert to bide some time. Some times Projection can function in the same manner.
AoE dispel/tiles - Lyonar has access to Sun Bloom/Hallowed Ground, Abyssian has Creep, and Magmar has primal flourish. Everyone can utilize Light Bender. All of these are either annoying or down right detrimental to our gameplan, especially if for some reason we can’t get a Rae out with our Fault. If you suspect the enemy is playing any of these cards holding onto a second Fault isn’t a terrible idea.
Burn - If misplayed this deck can absolutely murder you. Best bet is to not use Zirix for attacking too much if you can help and try to play more defensively with your general.
Worries with the deck:
I feel like the deck would like one more card draw effect. A similar deck I’ve noticed runs Spell Jammer, not sure about that. I have tried out L’Kian in the past and some times she feels good some times she just give us trash.
Edits:
Right now I’m looking for a three drop to add to the deck. It’s between Portal Guardian, Ghoulie and Repulsor Beast. Guardian gives us a strong candidate that plays very nicely with our game plan. Ghoulie gives us another thing to bond with Dream Shaper. And Beast gives us an early game “answer” against our biggest threat right now. Thinking Beast is actually better than people are making it out to be. Potential cuts look like maybe…-1 Rae, -1 EMP, -1 Fault? Not sure about the -1 Fault to be honest though. Maybe Sirocco?
So tell me what you guys think and thanks for reading, I know it was a long one!