The idea and main win condition of the deck is to abuse Echo, Revenge, Destiny, targeted removal/stealing and Void Manipulation to exhaust my opponents ability to respond.
Dark Return and
Immortalize are this deck’s 8 ways to bring things back from the void. Immortalize over
Triumphant Return because it’s faster and it allows me the option to Exalt. Exalting in this deck isn’t the most important thing to do, but if you’re able to get one off it can put Echo or Flying on cards it shouldn’t be on. Anything in the void with a “Destiny” tag acts like it was drawn from the deck when a card brings it out... yeah. It’s automatically played for free and I draw an extra card for my troubles. Echo cards with Revenge/Destiny (from Touch of Resiliance) do this TWICE. Touch of Resiliance is another great, and versatile, card that gets amped up by Echo cards. You don’t necessarily want it in every hand, especially starting, but as the game goes from early to mid this card really shines.
Permafrost,
Defile,
Ice Bolt and
Devour are the decks removal and they all work in different ways.
Madness, for example, tag teams with Ice bolt and
Devour to get the enemy card (of nearly any size or type, which not all removal can do) into MY void. The amount of synergy and bonus damage Madness can bring to a game is insane; let’s say they save a single ally to block one of mine late game. A quick
Madness provides me bonus damage (or abilities that activate for me while he’s mine) to push through road blocks.
Ice Bolt has the added benefit of power fixing my deck, or just playing straight up defense for 2cc.
Defile is a way for me to keep up tempo early by removing “building blocks” the enemy may put down and also steal them for my own use if I do choose. It may not seem like it, but there are a LOT of useful 3cc and less allies, especially if a card like
Hero of the People was allowed to run rampant a few turns.
Defile basically turns the enemy playmat into my personal Walmart. Obviously it’s great that it’s also a fast spell.
Second Sight is the main draw of the deck, doubling as a way to copy my echo units (and spells) and force out Revenge allies.
Devour is super versatile and allows me to do everything from the normal removal of an enemy I stole with
Madness so they can’t have him back to blocking and then removing my blocker to essentially wave all the damage a unit was going to deal and draw 2 cards. Both of these spells being Fast Spells really allow for a hyper tuned playstyle where I can take my time and judge my opponents moves before I commit the resources.
So now we come to allies. These choices took me hours to land on and the two in the sideboard really drive me crazy I can’t add. Maybe with more testing I’ll swap them in and out but here’s an honorable mention to Warcry and passive void manipulation in an Echo deck. It’s hilarious. Anyway:
Piercing Grief starts it off as a cheap way to get some early health, damage and possibly card draw through
Devour. It also sticks Destiny in your void and when combined with the passive low key MVP,
Xenan Cultist, he makes a scary guy coming back over and over. As we mentioned earlier, Destiny in your void gives you a free card draw from your deck with every revive. Next we have our main beatsticks,
Yeti Troublemaker and
Thunderstrike Dragon. I know what you’re thinking... no one calls Yeti Troublemaker a beatstick and he really isn’t at first... but once he gets running, it’s hard to argue that a board full of varying health and skilled Troublemakers isn’t terrifying. The lone dragon in this deck is basically the bomb. When things start rolling it’s damn near impossible to remove a copy of him from the board. Either he’s exalted, has revenge or is buffed an indeterminate amount of times from Cultist. I have to say, short of Harsh Rule or similar board wipes, a pair of Revenged Dragons that come in for free is terrifying. It’s possible to Touch a dragon on turn 3, second sight it (Maybe twice if the RNG gods smiled on you) on turn 4 and on turn 5 have 2-3 FREE 5/6 dragons with echo played for you and THEN you still get your draw... 3 times. Rounding the allies out we have our secondary card draw engine in
Jotun Feast-Caller (who delivers an aegis for our Exalt fodder and keeps his stacks of card draw in the void). Are there better allies to add 2 of in that spot? Maybe. Do they appear scarier to the opponent for 5cc? Debatable. Card draw with all this Echo and Destiny is at a premium. This guy can make insane things happen when you’ve been stacking revenge into your deck and lead to momentum your opponent just can’t come back from.
Sigils are pretty par for the course. I added a single extra one just to try and combat bad draw that we all know is coming.
Enjoy!