Concept
Just a base to start fooling around with this archetype that reminds me of old counter-burn decks of ages ago in Mtg.
Its a static-shuffle deck with less shuffle and more control-value cards.
This deck is not as effective as control as a lot of FTP variants or Feln, as they have more tools and better finishers. But this decks is a lot of fun and satisfying when you kill an opponent with 20+ burn in a turn.
The main finishers are
Molot & Nakova or
Bladerang and rarely
Maul from the market. Sometimes your opponent cant responds Jotun Feast-caller and you win with the massive card advantage you get from him.
This still a work in progress as I didn't play a lot of matches and tuned the deck properly yet, but again, its fun.
Playguide
You are looking for starter hands with Wisdom of the elders and one or two anti-agro cards like
Hailstorm and
Torch. Plus 3 powers at least. After that, you need to identify what the opponent is playing fast to respond accordingly. If you are against aggro with loads of 1-life creatures, like Hojan, Crowbreaker, you should ignore the shuffle-static plan and use
Second Sight on
Jotun Hurler. Try to get the best of your
Hailstorm and never be too greedy, as this deck doesn't have lifegain. And most of the time, you will be fine against those kinds of decks. Against midrange decks, your main plan is to stop all Lifesteal cards while maintaining card advantage. When facing slower decks, you can try the static-bladerang finish.
And there is one of two ways to do it properly. You could wait to 8-10 power and play
Bladerang plus a bunch of burns. Or you can play it and try to defend it one turn with Caleb's choice if the board is empty to use your burn next turn. A lot of times that won't work thou, and you need to identify what your opponent can have to be successful. Sometimes you gonna have your smuggler on the board and your spells will do some serious damage with
Bladerang. Especially if you drew/shuffled your Static bolt to 4 or 5 base damage.
You need every drop of power you get from the deck, and to use all your card more efficiently possibly, trying to get some value.
If you get card disadvantage, you will lose, and there are a lot of value decks that can outvalue you.
For that reason, cards which augment you spell damage is less important than card draw.
it's a shame that here in Brazil I can't use it because we don't know how to play and we don't know how to vote and we suck