Fun: 9/10 (1 for Tavrod and 10 for Firebombs)
Replayability: 8/10 (While 10 are decks using Knucklebones)
Competitiveness: 6/10 (1 for Firebombs and 10 for Tavrod)
Keycards:
Inquisitor Makto x3
Harsh Rule x4
Paladin Oathbook x2
Note: This is a work in progress.
The "Sidedeck" at this stage is just cards that I'll have to test.
Strategies, Mechanics and Tactics:
The deck is build around wiping the enemy board while killing him slowly. It's a mighty force if your Revenge-units emerge for their second performance, sometimes three at once, but in the worst case this can take up to ten turns, untill then you have everything you need to
Tinker Apprentice: In most cases its worth it to keep her until you draw an Interrogator, this also works the other way around. Most of the time you get one additional draw and an enemy removal this way, if your enemy has no answer it's mostly game over for him.
Since most of your units have 1 or 3 life, the effect lifts them out of the range of torch, storm, favor, and many more.
Updates:
[4.05.18]
-
Tinker Apprentice added since she makes
Auric Interrogator much more reliable and works great as a blocker against aggro decks or as a chump blocker. And its the only unit you can
Devour on the second turn, in case you have to.
-
Unseen Commando added just because its one of the strongest cards in the game and affects
Crownwatch Paladin as well as all of your Revenge cards.
- Two Copies of
Paladin Oathbook removed, I had to admit that it was too much. I still see it as keycard, since it makes growing nightmares possible and, together with Makto and Rule, embodies the idea of not only outlasting, but outgrowing your Opponent. It helps Paladin to bypass 1/1's and buffs Grief to 4/2-->5/3.