Probably the strangest deck I've put together, but it sort of works? Wyatt's Junkyard is a strange site. Wyatt himself provides a bonus if you take damage on your turn, but going all-in on that playstyle is pretty risky. So I thought, what better way to pay homage to a junkyard than with a literal pile of junk. This deck takes advantage of Wyatt's Agenda by including a bunch of weapons, tutors for those weapons, and ways to close the game out quickly when you need to.
Chemical Rounds is always useful, and
Treachery can buy you some time to get rolling, but
Smuggler's Stash is what this deck is built around and when it works it's gorgeous.
Because it's a tricolor deck, I didn't want to go too heavy into one color over the others. There's a lot of moving parts here that are tricky to balance, so
Ijin, Walking Armory and other faction-heavy payoffs got the axe.
Telut, The Iron Gate probably shouldn't be here, but if he can come up at the right time he'll work gloriously with our weapons.
Weapons:
Backbreaker - Getting this axe multiple times through Smuggler's Stash is brutal.
Heirloom Blade - The ability to play this at 2 mana is relevant. And with this deck, nothing is really ever gone.
Siphoner Paladin - See above. We don't mind sacrificing things.
Massive Greatsword - Can't have a weapons deck without this bad boy.
Weapon payoffs:
Rakano Artisan,
Telut, The Iron Gate - Makes things big.
Bladecrafter - Brings things up.
Strange Blacksmith - Brings things back.
Support suite:
Milos, Rebel Bomber,
Jekk, Mercenary Hunter - Partners in crime for any deck that has fire. Truly inseparable. Here they work to disrupt the opponent's strategy and clear the board so we can swing to the face when we need to.
Kindling Carver - Sacrifice your Artisans, Crafters and Blacksmiths to dig for a weapon.
Defile,
Defiance - Because we need to get to the midgame alive-ish.
Kazuo, Melee Virtuoso - 2-of, depending on how Telut works out. Reliable 1-drop that gets stronger each time you equip a weapon. Great early game unit, and Invoke ensures he's not a dead drop in the midgame.
From Anguish - Another 2-of.
Burning Cruelty seems interesting to build towards, and fits this deck's fringe playstyle, but it hasn't popped off in my testing as yet. Still, 1-mana kill-big-thing is pretty good.
It's trying to be an aggro deck with Kazuo, finest hour and Milos, but then it's also trying to go big with an armory suite and it just doesn't do either very well. Often I would find myself without the correct colors to play Telut or Jekk. I even played a backbreaker with no green mana today. Strange Blacksmith seems to sit in my hand quite often with no relic weapon in the grave. If the deck could curve out with the tempo plays and then finish with the armory cards it could really be something, but it just doesn't seem to happen often.
I was getting overrun with mana issues, or just not getting velocity going by the mid-game. And then alternatively, other decks would just go bigger than me and I'd lose the long game.