Dichro's Ruin is a really fun card, and abusing it is a blast. The 2-cost curse does a lot to counterplay control and aggro decks by punishing players who draw extra cards or deal damage quickly. It consistently pops face aegis and can deal with relic weapons pretty well. In the Expedition format, the card should be a welcome line of defense against
Sling of the Chi decks, but in Throne it can get out of hand very quickly, forcing your opponent to basically draw themselves to death. So that's our gameplan here.
This deck is a very greedy, four-faction stockpile of tutors, curses, and card-drawing generators, with some early-game removal splashed in. The market features a couple more greed-sticks and some harsh control should things get out of hand or our gameplan doesn't come to fruition as early as we'd like. The power base features three sigils so we can still take advantage of
Ice Bolt, 9 cylixes, and 15 crests. We basically don't care about playing on curve, so don't expect much early-game momentum.
You may come across an opponent who simply will not cooperate with your gameplan. You know the kind of people, the ones who when you have two
Dichro's Ruin on them and they refuse to draw extra cards? We have a host of ways to deal with such stubborn players.
Amaran Stinger's Infiltrate ability will put some destiny spells on the top of your opponent's deck, which will force them to draw "extra" cards. We also have a pair of
Wrath of Caiphus and a silver-bullet
Lys, Champion of Linrei.
The pair of
Pumpwerks Monstrosity will help refresh your deck should things get a little
too out of hand, and as an alternate win-con, we also have
Kodosh Sees All to make the most of your curse-happy lifestyle.
Happy hunting! :)