I started tinkering with
Blackhall Warleader, and really wanted to make her unblockable; so naturally I tossed in one of my favorite weapons:
Thief's Pick. Being that she's 2 cost, it only made sense to toss in
Memory Dredger, and some more of my favorites that fit that theme:
Xenan Lifespeaker,
Weary Spiteling,
Blightmoth,
Magenta Wisp, and
Ripknife Assassin. As I intended to make a few big units off of
Blackhall Warleader's proc, I felt it was a no brainer to add the weavers:
Mightweaver, and
Spiritweaver for some bonus value.
I have a few other decks with some fun staple cards that have good synergy:
Akko, Inspired Artist,
Blurreechaser,
Kaleb's Persuader, and
Tota Colony. When you proc the mastery on either Akko or the Colony it's extremely hard for your opponent to come back. The weavers and
Memory Dredger just make these even more sick.
When I was playing I realized that
Kaleb's Persuader can go over a blocker, and still get in a face hit for
Blackhall Warleader getting her stats up even faster. Sadly this doesn't stack with her actual attack if she's not blocked. The extra 3 health can be a huge boost to get the ball rolling as well.
Oh, I almost forgot, I tossed
Statuary Maiden's in there for some added shenanigans and bonus weapons to toss around. She makes trading units a lot less painful. It doesn't hurt that the AI has a hard time with deadly units.
Combine all of this with
Flamebathe Reformation and you can spread around quickdraw, deadly, flying, double damage, overwhelm, lifestealing, and warcry fairly easily. You don't really need it very often though, once you have a few other pieces on the board it doesn't usually take very long for an unblockable, or flying unit to get buffed far enough to finish off the AI. If all else fails the 2 damage pings from
Kaleb's Persuader when buffed with lifesteal, and double damage can do a lot of work on the AI's health even when they're chump blocking the unit wielding it.
Obviously this deck is not well tuned and still a work in progress:
- It has really lousy removal, and no market because I find that sort of play boring.
- While there are a few scout cards there's not much else for helping you fix any issues you have, no extra card draw or any of that nonsense.
- It completely ignores your opponent's strategy. There's no answers for curses or relics.
- The power base is also a dumpster fire, mostly because I wanted extra
Fire Sigil's for
Kaleb's Persuader to fetch.
- The ascending girls are a bit out of place, the deck certainly doesn't cater to getting the most out of them. They're probably a huge mistake, but some fun could be had making them unblockable, and bringing them back with
Memory Dredger.
I'm sure someone could make this a lot tighter if they addressed these issues, pulled out some of the fluff, and put more 4 of's in there. Personally though, I like my jank; and I'm having fun with it.