Evenhanded Golem gave combo decks a new draw engine, so let's use it to mill unsuspecting control decks!
This deck basically folds to aggro and the quicker combo decks, but it does surprisingly well against slower, draw-heavy decks.
Mill:
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Malaise: the new superstar. This card is *GOOD*. It singlehandedly makes the deck playable again after the Evenhanded Golem nerf.
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Mournful Deathcap: old faithful. Until Malaise came along, I called this the best discard engine in the game.
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Black Iron Manacles: your main wincon. A little chip damage with minions/Nullblade early on makes it easy to kill someone from discard damage.
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Solitude: your secondary wincon; double Solitude is usually enough to destroy most opponents' decks.
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Kindo Shadowstep: the new boy. Still testing this out, but it feels kind of like an extra Solitude on a stick.
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Dreamsnatcher: heal to stay alive and makes a must-remove threat.
Draw:
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Evenhanded Golem: the reason to play the even flavor of deck.
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Honor of Claws: for when you really need to dig deep.
Removal:
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Desecrate: Shadow's best removal option?
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Ice Bolt: great removal that can be played on opponent's turn. Forcing the opponent to play a sigil reduces their deck size by 1.
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Clan Standard: transmutes into Clan Tactic, which does 5 damage to attacking enemies and will clear almost all relic weapons outside of
Sword of the Sky King.
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In Cold Blood: seems like a full set is needed due to the strong Justice presence on ladder.
Flex:
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Vara, Vengeance-Seeker: Shadow goodstuff. Removes chumps, generates a threat, and can be brought back to pop annoying Aegises later in the game.
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Nullblade: great removal for cards you don't want the opponent to bring back. Can also get in some chip damage if played early against control decks.
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Royal Decree: anti-control/combo tech. Best played after your opponent pulls something out of the market. Remember to attack before playing to transform all instances of the selected card. As a bonus, doing so will deactivate their Evenhanded Golem draw.
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Annihilate: more, fast removal is good.
Stuff I cut:
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Last Chance: Get more draw from your golems or generate other threats. Exercise caution in using this on Memory Dredger targets because it adds Voidbound. Not useful after the Evenhanded Golem nerf.
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Memory Dredger: must-remove threat that can bring back Evenhanded Golems and Mournful Deathcaps. Not good enough after the nerf.
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Vara's Favor: remove chumps and fix your power curve. Cut for more removal.
Very cool, gonna see if i cant hit masters with it this season
I was more enthusiastic about this deck back before the nerfs when there were a lot of draw-heavy control decks for it to prey on, but now there seem to be a lot more midrange decks with big threats, so it's tough going. Let me know how your climb goes, and I'll add you if you send me a friend request.
From what I've found it seems to be too fragile and too slow. I've tried replacing it with some ICB's but I've also been thinking of removing a desecrate or 2 to get 3 ICB and 3 Feeding time
I thought about ICB given the prevalence of Justice decks, but it is much slower than desecrate, so I’d be wary about making that cut. For banning problem cards, I’m happy with Royal Decree for now.