Argent Depths draft, post-ECQ changes. This was probably the best draft deck I have managed to build in recent times. The deck is built around a core set of units, supported by bombs and combat tricks to blow out our enemies and sneak games out of nowhere. Very strong synergy that destroyed every deck I faced, especially with lack of removal in draft compared to other modes.
Core units that did a lot of work:
Chainwhip Bludgeone - Aegis, 3/3 on sigil, great carrier for
Changeestik and
Mantle of Justice.
Siphoner Paladin - Beefy blocker that disposes of units we don't care about (or silenced or whatever) in order to give us 2-for-1 or 3-1s value.
Bouldergate Guard - Early aggro blocker that eats combat tricks if enemy decided to waste one. Shines for its ability to smooth your curve with plunder, as well as being a unit with reach once you get a mantle of justice.
Cutbrush Cartographer - Ticking timebomb that eventually needs to be dealt with. Deals surprise lethals via
Divebomb,
Levitate,
Jump Kick, and
Changeestik. Gets pumped quickly via
Eilyn, Fearless, as well as any sort of card draw (levitate, etchings, revenge-destiny, etc).
Eilyn, Fearless - The top-end for this deck. Gas + Reach + Damage + Pump all rolled into one. Complete bomb.
Tricks to surprise our opponents:
Pump Spells: Finest Hour, Jump Kick, Wind Conjuring
Reach: Divebomb, Levitate, and Jump Kick.
Spell-on-a-Stick: Stun (Jarral Frostkin), Rabble Rouser (Pump), Changesestik (Removal)
15 units, 9 spells, and 5 attachments. 16 power.