Welcome all to my current take on Sling. What’s Sling? It’s a deck build that uses
Sling of the Chi to control the board and draw more cards than the other person. Please bear in mind that this deck is only marked work in progress because I haven’t decided what to replace
Finneas's Choice with yet. It works as-is but that card slot will be changed in future iterations because its functionality is too niche and situational, and because less situational cards = less suck and less suck is good suck. Anyway, into the build.
Plunk Wumpkin because if you don’t play Plunky, you’re either insane or aren’t playing Primal. So we play Plunky.
Nomnom & Sashenka because Nomnom opens us to a lot more utility in our “soft” board wipes (cards that clear the board based on conditions that don’t directly destroy or remove from play), helps keep our units outside the damage range of our own cards, and procs the draw from Sling.
Tamarys, Earthshaker because sometimes they have a bunch of tiny units harassing you and Tamarys is the anti-harassment hotline for these little uglies. Also Nomnom helps her shifted effect maintain viability later, and she procs Sling draw. Following those that both proc Sling draw but not Sling damage,
Lord Thudrock. He can be used as a depleted Primal power source (will finish explanation with Power build at the end), and he takes your lovely draw-proc-only units and creates a damage proc from them, or essentially copies an existing damage proc. So he’s good and has utility, and more utility is more better 0.0 (yes ik more better isn’t proper). Now into the favorites.
Rost, the Walking Glacier is 7/7 so procs both Sling damage and Sling draw. He also replays himself shifted under most removal conditions and therefore re-procs damage and continues to proc draw.
Cirso, the Great Glutton because he procs both Sling effects, has to be blocked by 3+ units without aegis to kill him, and he has overwhelm so if his Sling proc deals extra damage it goes to the enemy player’s face. And let’s be honest: smacking them in the face with one or more Sling procs feels great.
Now that we’re through the units and things, here are the…other things.
Calibrate because it’s the superior 1-cost power grab because it also grabs Sling or Krogar’s Grave, and more utility is more better. Why
Krogar's Grave? It doesn’t feel like it does much? It gives more power, and more power is also more better. Also it deals 3 damage which is spot removal earlier on and Nomnom helps it maintain viability later.
Permafrost because it costs 1 and can deal with a lot of threats. Less threats = less suck and less suck is good suck.
Cirso's Choice because it is a soft clear that can also grab aegis and aegis protects Sling and protecting Sling is good.
Heavy Hail because it’s a soft clear, sometimes 2 damage isn’t enough, and sometimes aegis is really annoying.
The power build. We use things that make Primal. And sometimes Time but mostly Primal. Why Primal? Because Rost needs a lot of Primal and we like Rost. Also because why not a lot of Primal. Also as promised: Thudrock’s ability to become Primal is great, because we like a lot of Primal and sometimes you just need that extra 1 Primal, or even just the extra 1 power and more power is more better.
As a final few notes:
Light the Beacon seems good. Has been considered to replace
Finneas's Choice because FC is meh. FC basically either gives another Permafrost or makes Plunky bigger at fast speed which can clear 5-life mobs. These things are useful, but very situational. Beacon might cost 1 more, but sometimes 2 damage isn’t enough, and it buffs any of your units that survive. Poor squishy little Plunky. Also, I’ve never posted a build that wasn’t open to any and all respectful comments and/or input so as long as you aren’t ridiculous about it feel free. As always, thank you all for reading my ridiculously long explanation and I hope you all enjoy.
V2: changed power base for the sake of consistency, moved things to market and included
Wasteland Broker, added more spot draw to main deck.