This is the result of my attempt to make a deck without using any legendary or campaign cards and using the least number of rares that I could use. I hope this can be useful to new players who might struggle due to small collection.
There are 3 rares in the deck. The reason is that she's an insanely powerful card and sees a ton of play in a lot of different decks so you can't go wrong by crafting some copies (you can click on the cards and view the decks that include them), but it is worth waiting to open the 4th copy from a pack by chance rather than spending 800 shifstone.
The deck is pretty straightforward in what it does. You want to curve out 1-2-3 and use a bunch of synergies to get ahead on tempo:
8 of your 12 1-drops have plunder to ensure you never get power screwed and are able to curve out in the early game.
Maveloft Huntress is the star of the deck. She lets
Frostbite Elemental attack and block with her imbue. She can also use the elemental to become a 6/6 killer. She's also great as a follow up to
District Infantry as she'll become a 5/4 killer and stay that way. She's just good. Craft her already!
After you play a bunch of cheap soldiers and play some stun, take advantage of your pay-off cards:
Frostclaw Rider can easily be a 4 mana 7/7 or even bigger
playing even two 3/3 weapons with
Call On Allies makes it good. It gets absurd after that.
Slope Sergeant can come down even for free and help you filter your hand a little.
An important thing that you can face with this kind of deck which needs to be addressed is that It might be easy to get a ton of stats on the board quickly, but turning that into damage is a different story. Some times pushing damage is more valuable than getting your guys bigger with
Call On Allies. Aside from making good decisions about developing the board vs. getting in for damage, it's nice to have some ways to negate your opponent's attempt at stabilizing. Some cards that can help there are
Vicious Overgrowth (just to get in the last points of damage),
Valiant Leap and
Water Conjuring.
A final note: The curve of this deck stops at 4, so if you have some power cards in hand and sitting on 5 or 6 power, it goes without saying that you should always avoid playing them. Keep them so you can loot them away with
Slope Sergeant or turn them into treasure trove with your plunder effects. Even if you just keep them in your hand, your opponent has to second guess all their decisions because they don't know what you're holding.
If you're a new player looking for decks, welcome to Eternal.
As always I'd love to hear about your takes and tweaks.
Edit: I don't know why I forgot about
Master-at-Arms. Following a 1-drop up with him is great. Substituted 4 copies of him for 3 rares and an uncommen bringing the budget down. Ran the updated version in gauntlet and got a 7-0
Let me know if you come up with a replacement for those slots.
And thanks for trying the deck and giving feedback ♡
- 1 slope sergeant, 2 primal, 1 vicous overgrowth, 2 water conjuring
+ 1 Hooru Painting, 1 justice, 1 valiant leap, 1 frostbite elemental, 2 entangling vines.
But that's pretty much all dithering about. I feel like hitting justice on 1 is more important that double primal by 2 or 4, and leap is better that overgrowth here. The only addition I have is that I think that vines is strictly better than conjuring in aggro. Especially when I'm trying to keep a stun up for both my frosty bois. In that regard I can't decide if I want Master at arms or vines more, but the body is probably it.