New Player Guide Budget Decks Mid Budget Decks Competitve Decks Description Under looked archetype of the deck. It plays many 1-2 drops, but it's not an aggro. Plan is to finish you opponent mostly with spells damage.
Deck Design - 18 Units
- 32 Spells
- 25 Power Cards
Game Plan Lower your opponent's life total to zero or less with mostly face spell damage. But let's get to details and how it is intended to play this deck.
First of all deck built with cards that you can play on curve and cards you shouldn't play on curve.
Default on Curve plays:
- Turn 1: No turn one default plays, you need to preserve your spells in one slot for future. So play sigils and pass the turn. Only reason for you to play something on turn one is if you have multiple
Harbinger's Bite, then you can cycle it.
- Turn 2: most of our two-slots can be played by default, exception is
Piercing Shot. Priorities
Piercing Grief due to more chances to go for damage early on with no blockers on the board;
Treachery one of our small pack of interaction with opponent cards, to get rid of units. Also wanted to mention
Kaleb's Favor, this card does everything we want, deals face damage, replaces itself with sigil and trims our deck from sigils resulting in drawing more action cards from the top later on.
- Turn 3: only default plan for this turn is to play any of our one-slot spells +
Pyre Elemental. This results in 7(6) damage. In other cases you can play one of our Cycling cards to get some damage and have cards in hand.
- Turn 4: same as before you don't want to play four-slots on turn four. Reason for that is that you want to have
Spark on
Groundbreaker and gain life with other cards to get trigger from
Xenan Fanatic. You can play those in situations like you had
Pyre Elemental or
Piercing Grief from top attacked on turn 4 and delt damage, then you can play
Groundbreaker, in case of
Xenan Fanatic this works only if
Piercing Grief delt damage to anything. Play those units only
AFTER you get damage with grief or elemental.
Starting from turn 5 you will adjust your plans to chain spells you have to finish your opponent in one turn. This is the reason to preserve your spells, coz you need to get for early damage with default plays and finish with what you end up in hand.
Tips & Tricks - Lifesteal for opponent is bad, it's breaking our plan, remove those units before they get in for damage.
- Preserve your hand, playing your total hand in face and ending up with opponent comes back form 1 life is a bad feeling, you achieve nothing if you play with empty hand and hope for top deck.
- Ignore opponent aggression, don't block, this deck has only one defensive mechanic and it is
Lifesteal, it helps you not to die before your opponent. No blocks, no burn damage played to opponent units unless they have Lifesteal. Exceptions are
Piercing Shot,
Treachery and
Execute this cards designed to interact with opponent.
- If you are not planning to attack with unit then you should play it after attacks, giving your opponent less information is a key. Reason for that is they can kill your
Xenan Fanatic before his trigger goes off.
Upgrade Even thou it's a mid Budget deck, I included my recent tech in a sideboard.
I play
Unspeakable Torment instead of
Madness. I have mixed feeling about this card, but it won me good amount of games. Unfortunately I haven't recorded results and impact of this card on games I played, so I can't say was it more win% or not. Don't have much time to test it properly.
If you liked deck don't forget to hit that like button
- Did you played your entire hand on a curve ?
- Did you blocked any aggression from opponent's side ?
- Did you left unanswered Lifesteal threats from opponent's side ?
If any of those questions has "yes" answer, then it was wrong, but is is more generic situation evaluation, coz there are always things to take into account. I can couch you through some game to maybe help you to understand tempo and strategy I was thinking about while building this list.
Thanks for feedback anyway.