Brewing my share of
Evenhanded Golem. While not the most original of decks, it is still a deck that I built and tuned, the idea is Gunslinger tribe+
Evenhanded Golem.
This deck took me from Silver 1 all the way to Masters
Card Choices:
Wyatt, Junk Collector - I'm very impressed with this card, Wyatt is doing some great work discarding extra 2-drops or extra power for stolen cards. it also synergies with
Thief's Pick, if you activate its spellcraft and steal a power card or just about anything from the opponent, you can use it as a discard option and not lose other important cards in hand. If left unanswered you get to play off of the opponent's deck and it is so much fun.
Evenhanded Golem - this is the star, this guy comes on board and make sure you don't run out of gas and helps find power when needed. My favorite of Dark Frontier so far.
Nullblade - to counter void strategies, but really it is just a cool blade that clears out the way for our units to push damage across.
Umbren Voidbringer - since Evenhanded decks don't have access to a great recursion, Voidbringer is here to resurrect other units, especially
Evenhanded Golem. A resurrect on a body that has to be answered or can be equipped with a weapon to push more damage.
Last Chance - this card really slipped out of my mind when building this deck, and obviously need to have it in the deck, only 2-of 'cause have multiple of this card is kinda annoying.
Desecrate - is here to deal with a wide range of units, sometimes 3 dmg is too high a price to pay, and so in order to have a little interaction
Annihilate is also included as a 2-of only.
Stronghold Vandal - Included this unit after running into attachments that I couldn't deal with. Almost always played shifted cause its main function in this deck is to deal with enemy attachments, and it is a nice unblockable body 3 turns later. Included this over
Melt Down because Vandal has more flexibility to it.
Permafrost is the main culprit to deal with, but also
Avigraft, which I find myself running quite a bit lately.
*Vandal can be used as a discard option for
Wyatt, Junk Collector's ability if you've got multiple in hand or if the opponent doesn't run any threatening attachments.
Treachery - to get a look at the opponent hand.
Treachery is my go-to turn 2 card, even if I have 2-drop units in hand. There's no rule for which units to always discard, most time you can spot the unit that your hand can't or will have a hard time dealing with otherwise. Though
Vargo Redclaw and especially
Rost, the Walking Glacier are a good hit, very pleased to see them in the void. I'm happy to see this card in the opening hand, and even late-game this card can be good.
Bloodlust - Top of the curve 1-of, mainly to steal big units and push the last points of dmg to win games, when in a pinch. I gotta say I'm very impressed with this card, even though it is a 1-of I got to use it quite a bit and close games with it, only got countered one time and lost the game. This is not the main wincon of this deck though.
Crest of Chaos - this is included as a 4-of in the deck for use on
odd turns (also true for the rest of depleted power in this deck), it is great because then odd-turns are kind of an extension of their previous even-turn (and that's my mindset in evenhanded deck settings).
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So since the only Gunslingers tribal synergy included in this deck is
Hideout Pistol, there's no hurt in having 13 non-gunslinger units, there are other 16 gunslinger units and
Evenhanded Golem provide more than enough card draw (to an aggro-mid deck) so I find that I almost always have a target for
Hideout Pistol.
Favorable matches against control (Hooru control etc). 50/50 against aggro, Skycrag is the only less favorable match of them.