Hello everyone!, so this is a deck i've made for the event that was designed to decimate Maul
decks and be a consistent agro deck with many tools to stop other aggro decks while keeping a dangerous army. if you're interested in the decision proccess for this deck, here is a "why do i use this card" list: Fallen Oni
a good token blocker and makes bombs come up 1 turn earlier while scruing your oppoent out of creatures/revenge.
good for damage pressure early-on, good for blocking and makes it more challanging for the oppoent to stop you.
Works againts pretty much everything, i don't remember ever getting stuck with it in 20 games, it's especially awesome when the opponent plays Lunar Magus
, which could of been a big problem otherwise.
can kill most creatures and instant speed, you could try using more copies but i felt 2 was enough, it doesn't deal damage to the opponent and i felt Suffocate
is more relaible in this event. it does counter Lethrai Darkstalker
strong for 2 mana, effect usually working just as well for opponent as for you, but the deck is pretty good with board pressure and suprise kills, so it works really well.
i think i only managed to attack with it once, but that's because my opponents are always really scared of this card, you can count on it your oppoent would use their removal on this card, because if they don't, it'l get out of control quickly.
is well-known for beeing a good card againts agro, and for a good reason, kills many things, gets you power, a life point, pretty useful.
Champion of Chaos
this card is pretty insane, if you're opponent can't deal with it they would probably die next turn or 2, especially if they try to block
, only to found out you have Shugo Tactic
i think sometimes of cutting it to 3 or 2 copies, but then i always look back to how many games i've won with this card, exhausting an enemy unit is really good, if i don't kill my opponent that turn i would probably kill them next turn with the Torch
i was able to keep because of that Cinder Yeti
, he's warp also helped sometimes.
this card is really powerful in this event, usually i wouldn't want to spend 3 mana on killing a creature. but when that comes with 3 health, the ability to use on opponent/site and a scout to make sure i don't draw Firebomb
next turn makes it more then worth it. its such a good defensive card and sometimes a finnal push for the win.
this card is always great, it can save creatures from Suffocate
, make great trades and make a simple Argenport Instigator
to block a Behemoth 7/5 with overwhelm, which can really help pushing for lethal.
I didn't mention Oni Ronin
and Rakano Outlaw
because i think they're pretty obvious.