This is one of a few decks I have created to make the best use of
Smuggler's Toll. The other versions can be seen
here (Winchest, Midrange) and
here (Stonescar, Evenhanded, slight Valk theme). This version is dual-faction, with an aggressive early game.
Here's how we proc
Smuggler's Toll in this deck:
-
Bloodseeker (at the end of our turn)
-
Argenport Instigator (if a unit dies on our turn, such as
Piercing Grief. Instigator will proc off of itself if it dies.)
-
Blazing Salvo
-
Impending Doom (at the end of our turn)
-
Sanguine Reaper (if we attack - Cursed Relics, while literally attached to the other player, do count as us having a relic.)
-
Wyatt's Junkyard (each turn)
-
Stonescar Vow
-
Emblem of Shavka,
Emblem of Makkar
Here's how we stay alive since we are constantly whittling away our own health pool:
-
Spiteful Strike
-
Extract
-
Piercing Grief
-
Blood Quill from our Market
-
Fall of House Roa
Important to know when playing this deck:
Each instance of self-damage will proc Smuggler's Toll a separate time, so long as the damage is on your turn. For example, if we had:
1. Two
Smuggler's Tolls in play
2. Two
Argenport Instigators in play
3. One
Piercing Grief in play, who we attack with
4. One
Stonescar Vow that we play
When the
Piercing Grief dies at the end of our turn, say after hitting face for 3 damage (
3), it will proc two 1-damage hits on us (one for each
Argenport Instigator). This will, in turn, proc both
Smuggler's Tolls twice each, for four instances of 3 damage each (
12). Lastly, we use our
Stonescar Vow to hit ourselves for 1 damage, proccing each of our two
Smuggler's Tolls an additional time for
6 additional damage.
So, our total damage to face in this turn would be
3 +
12 +
6 =
21 damage.
I added Jack's knife for a little extra burst potential and cut a lot of the lifesteal. Most of my games end up down to the wire which I like, but having the lifesteal probably makes yours more consistent!