Xenan Killers is one of my favorite decks to play. It's highly flexible, interactive, good at tempo as well as value. I assume most people would also enjoy playing with it. Here's the gameplan for the deck and some card choices explained:
Turns 1-3: Use cheap removal to stop your opponent from snowballing the game via warcry or tribal synergy:
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Suffocate: One of the best cards in the gauntlet for stopping early game snowball. Kills almost every early drop.
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Annihilate,
Banish: More flexible spot removal that are good in all stages of the game. They're also fast which means you can gain huge tempo when the AI tries to double block your units (which is what is supposed to happen if the the things are going right)
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Vara's Favor: You need to hit power from turn 1 to 5 every time without any pause. Also there are a bunch of X/1s that you can kill in the early game and start getting card advantage from turn 2 onwards.
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Ayan, the Abductor,
Kuro, Champion of Makkar: Ayan is great, ambushes in and gets a 2 for 1, gains life, Gets you a gigantic body on turn 8. Great great card. Kuro is interesting; I tried many cards here:
Ripknife Assassin,
Auric Interrogator,... I basically wanted a card to be good both at early game blocking and generating value in the later stages. I'm most satisfied with this guy. 3/3 for 3 is fine at stopping your opponent from attacking into you. If he gets 2 successful attacks (which isn't that hard cause he has
quickdraw and you can use
Xenan Initiation on him) you get so much value that you should be able to win the game outright.
Turns 4-6: Here's where the deck shines. Drop huge bodies and generate card advantage without losing tempo for it by getting 2 for 1s with your units:
Saber-Tooth Prideleader,
Vara, Vengeance-Seeker,
Sandstorm Titan (which is so big your opponent has to double block it almost every time) and finally
Tasbu, the Forbidden: This guy... this guy is the best! if you warp him and then he gets killed immediately it's still +2 card advantage for you. Wonderful card advantage engine. And he's a 6/6
deadly for 5! use
Xenan Initiation to get rid of your opponent's best unit or a unit with
flying/
aegis and crush them on the board.
Turn 7 onwards: you should be able to easily out value your opponent. bring back killers using
Dark Return to kill your opponent's threats, Use Ayan's ultimate for a huge body, open the path for
Kuro, Champion of Makkar to get 3 units back, use
Tasbu, the Forbidden for card advantage, gain even more value using
Xenan Temple the list goes on and on...
Challengess:
The first thing to address is early snowball. Normal aggression is easy to stop (specially with all the life gain) but if they can snowball with tribal synergies (specially strangers) or warcry they steal the game. We're trying to run as much early interaction as possible without losing the late game value. Don't be afraid to use
Annihilate on an
Oni Ronin or
Ruthless Stranger if that's what it takes to stop them from creating unanswerable threats.
Your deck works when your units are bigger than your opponent so stop them from getting big units via warcrys or other synergies.
Flyers are your second biggest fear.
Sandstorm Titan in the main and
Gnash, Desert Prince are direct counters but you can't rely on getting them every game. Our best second chance is winning the race with
lifesteal units and using
Xenan Initiation to get rid of some of the aerial damage.
Not drawing enough power: before every gauntlet run, sacrifice one cultist to the otherworldly radiants and pray for power.
That's it. I wanted to also mention getting outvalued by greedier midrange decks but that's a highly rare situation and usually is a result of awful draws.
Have fun:)
Comments are appreciated.
PS: Thanks to yamato's suggestion in the comments I added
Grodov's Burden to the market and wow it is a value engine! It has become one my favorite cards in the game.
I think it can replace xenan temple (or immortalize?) in the market as the value pick. I honestly don't know if it's better or not. Also if you're doing that, maybe you can try running 2 or 3 temples in the main?
2. Since most of your unit is a single faction unit you basically turn all unit to weapon and it has especially great synergy with Gnash since you always make killer weapon that you can attach to all your unit
3. For me i always prioritize Burden over Temple but if you have Temple and Burden you can make enemy unit that you draw from Kuro or dark return to become your weapon
Sorry for broken English
I think it's a very good card at defense but isn't useful at generating extra value and usually dies after xenan initiation creating a 2 for 1 for the opponent. But if you find yourself struggling in the early game or against flyers too much it's a very good option.