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Control deck with low curve, but efficient win conditions. Deck wants to play Fast speed, this is great upside when opponent plays aggro/go wide strategy. Deck always want to trade 1 card for 2.
Control opponents board early turns and play threats when you feel you are stabilized. Stabilization in this case means that you ahead/even on board and/or ahead on cards in hand, have Fast answer on most opponent's plays (Fast removal/negate).
- 18 Units, 8 Win Condition
- 11 Removal
- 3 "Mass" Removal
- 4 Card Draw
- 4 Cycling
- 10 Utility
Cards & Reasoning
: simple as it can be, kill unit on Fast speed. Relevant due to all-in strategies are popular.
- Rindra's Choice
: cheap answer to multicolor threats and surprise negate spell.
: cheap early game removal, nothing to say more.
- Lightning Storm
: early game mass removal against aggro/go-wide decks. Can be used later with Withering Witch
: new market card as well as fast speed Aegis.
- Dark Return
: gets back our threats if we haven't managed to keep them alive.
- Seek Power
: stabilization on influence and trimer for tops to get less Power cards late game.
: fast speed cycling, due to the most of the deck's spells are fast it's relevant to play this. Keep removal for possible threat or play cycling/draw cards spell if you haven't used removal.
- Wisdom of the Elders
: best draw in game, it's fast and low on curve.
- Tundra Explorer
: we play 30 spells in deck and 3/3 body for 3 is not bad. Chance to draw spell on turn 4 attack is 40%
- Gorgon Fanatic
- great card, does all we need. With amount of removal in deck it's safe to attack with it on turn 4, providing even more cards.
- Torgov, Icecap Trader
: good on stats threat that scale as our void grow. Useful trigger to dig for more fitting to situation cards.
- Champion of Cunning
: hard to remove finisher.
- Withering Witch
: this card makes Lightning Storm
play relevant in late game, pops Aegis and it is one sided. In worst case scenario it trades as one-for-one with any opponent unit.
Tips & Tricks
- Preserve cards, play removal only on opponent's turn only after you click on "No Blocks" button
, this way you can bait opponent to play buffs on their attacking units to get more damage, this way you will trade 1 for 2. Only visible reason to play removal on your turn is "on attack" triggers such as Warcry
, in this case you should kill those units asap to prevent opponent to get any values.
- Play removal on big threats
, there is no reason to spend 2 Power on Oni Ronin
that cost 1, remember your life total is also resource that you need to manage. Two damage is not that relevant in 85% of matches. It would be much effective to spend removal on a bigger threat that has been buffed by Warcry
triggers and/or weapon for example.
- Be power efficient
, if you have play that will utilize your power fully on opponent's turn you should do it unless you die to attack. Example here is you have 5 power total, Torgov, Icecap Trader
, Tundra Explorer
and Rindra's Choice
. If you even on board or there are no lethal threats from opponent's side you should play Tundra Explorer
and keep power for Trailblaze
or Rindra's Choice
- Don't play your threats without backup plan
, you shouldn't play your threats if you expect them to be removed and you have no cards to protect them, make a note that you have only 8 wincons in deck that you need to keep alive to win the game, it's possible that you will kill them with your Tundra Explorer
, Gorgon Fanatic
and Withering Witch
but that is not a solid game plan to be relied on.
- Be aware of options opponent has depending on color he plays and power he has
, with other words "know your enemy"
be ready for plays from opponent side. I would suggest to go to EWC main to get details on meta and most played cards in colors to be ready for them. This also applies to Aggro decks, in this case Control & Aggro plays similar, aggro need to know if it can crowd board without being punished by Hailstorm
& Harsh Rule
. Explore opponent's void to get full picture of what can be played with more possibility.
- Win on 1 HP is still a win
, don't give up and always play to the end, trade your HP, in most cases you should play greedy to get win.
- Don't be hurry
, having Torgov, Icecap Trader
on 4 doesn't mean you need to play it on turn 4, don't rush to victory, play cold blooded.
- Work on your errors
, each time you loose is a good point to analyze errors plays you made, coz in similar situation with knowledge you get from loose you will make better choices.
- Plan your turns ahead and adjust them to current game situation
, nothing to say more.
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