Deck built around powerful cards that require you to discard from hand. Namely: Autotread
(mvp), Barricade Basher
and Jekk, Mercenary Hunter
.The deck can either win decisively in 5 turns (4 if you are really lucky), or play more reactively and accrue value via the absurd interaction between Touch of Battle
or Jekk, Mercenary Hunter
As for the card choices:
as a 2-of provides occasional free pressure, or a chump blocker in the air. Works fine with Xenan Obelisk
. Probably a flex slot, but I don't mind it here at all.
: this is not a turn 1 drop at all. Try to get AT LEAST to kill one unit when it hits the board. It is specially important in matchups against fatties.
: cheap market acces that gets you Touch of Battle
. 'Nuff said
-Crack the Earth
: token + access to Thunder of Wings
(if played early) or to Obliterate
(if played late). You don't really want to draw it late, nor to draw more than one. Therefore, there are only 3 copies.
deadly blocker with ambush and plunder? Yup! Great in most matchups (less so against tokens and flyiers), plunder is particularly important with Jekk, Mercenary Hunter
: plunder is great and berserk works great with Xenan Obelisk
and Roaming Cache
: recently buffed, this card provides a lot of what the deck needs (probably the 2nd MVP of the deck). It draws you a card (you want to draw as many cards as possible), that card is a power (that may allow you to play 4-power Jekk, Mercenary Hunter
or Xenan Obelisk
, it's a great blocker, a decent atacker AND the AI absolutely HATES this guy.
our very own EHG (almost). Tokens synergize very well with the card, and you will almost always draw 2 cards from it. Playing it for one is also fine. Charge is a great keyword to have, even if it's stats are on the lower end.
- Barricade Basher
: I have mixed feelings about this card. It's great against aggro decks (as there are few units that can race it), or against decks with damage-based removal (Spells of the Praxis, I'm looking at you). Otherwise, it's just an OK card to me.
-East Annex Smuggler
more market access, charge,and a reasonable body. Not the best-not the worst, and that is why we only have 2.
-Jekk, Mercenary Hunter
: I find him to be one of most difficult cards to play - decision-wise. This card allows the rest of the deck to work smoothly, as it provides you with an endless stream of discardable cards. With deadly, it shoots down up to two creatures, no questions asked. As you pilot turns 1-3 ask yourself if the opposing deck is one with big creatures (and therefore, you'll need to save a sigil to shoot those down) or not (and then just play the sigils and don't mess the power curve). Only play at 4, and when it really gets you ahead (3x1).
has really pulled its weight. You never want to draw it in a normal way, you want to empty your hand to get it. More impactful than it looks.
: great with tokens and that is enough.
-Xo of the Endless Hoard
extra card draw. I normally end up either plundering the cards into sigils, or discarding them. VERY rarely, I play the dragon, and deadly is a great keyword for us to give it.
I have had zero issues with power or influence. Jekk, Mercenary Hunter
is the most demanding card of the deck, influence-wise, but it's not hard to get the 3 fire necessary. The deck wants 4 power, but can run on 3 for quite some time if it needs to.
As for the market:
is a good, free rally-effect. Can be used both offensively and defensively. I'd say it's the 2nd most grabbed market card of the deck.
Touch of Battle
is the priority in almost every matchup. If you can play it on Jekk, Mercenary Hunter
, then great. Using it to kill a big unit with a token is also worth it (still, try to at least hit one of the units mentioned before, as the deck kinda depends on it)
Least grabbed card. Flex spot actually, so feel free to experiment.
Thunder of Wings
: go-to when you starting hand has a Crack the Earth
. Good way to pressure your opponent turn 3.
does it's job when you need it the most, and that's all you really need.