i've been feeling inspired lately, there's a lot of cool build-around cards that i thought would be fun to try! i made about a half dozen decks, ranging from 3 color auto-hunt to stonescar sac to argenport renown.
and all of them sucked.
EVERY. SINGLE. ONE.
no matter what i tweaked or what colors/cards i added or removed i just could NOT make any of the themes in these decks work... so i went on the offensive, making a deck dedicated entirely to stopping the AI from playing the game. almost every card in the deck does 1 of 2 things -- gets rid of their cards or makes combat hell.
and holy cow does it succeed! this deck is a sadistic breath of fresh air, finally stomping the AI into submission like i was hoping all my previous failed experiments would do.
the power in the deck is pretty straightforward. we have 4x
Time Etchings and 8x plunder with
Exploit and
Desert Alchemist so you're never screwed on power (and alchemist having ambush/deadly contributes to our "make combat hell" package).
the "gets rid of their cards" package is pretty self explanatory but some things i'll touch on:
Lost Traveler -- so fun and so powerful. if you "disappear" a unit then bounce lost traveler to your hand with recovery the disappeared unit stays gone
forever (all my mtg players who remember oblivion ring/flickerwisp combo stand up!!). the AI also frequently silence him, again making his disappear effect permanent
Recovery -- great card, super versatile. almost all of our units love being played twice so bouncing is always a plus and returning units from the void that the AI worked so hard to get rid of is the cherry on top
Huntmaster Vikrum -- god tier unit that feels utterly broken every time you play him. the AI have no ability to differentiate between "their" units and yours, so as soon as you steal one of their high value units they'll expend all resources (double blocks, kill spells, etc.) trying to kill their own unit!
Azindel, Mastermind -- stealth is another effect the AI have no idea what to do against. he will flip almost 100% of the time, providing insane value via ramp, card advantage, and/or a huge lifestealing unit.
Vara, Vengeance-Seeker -- this lady does both of the things our deck aims to do; gets rid of cards or makes combat hell
"combat hell" package:
Alhed Ascending -- the most powerful of the "ascending" cycle. attacking units having decay ruins the AI
Snoozing Sloth -- nice deep freeze you played there... now have fun blocking our damage immune decay units you stupid AI!!!
Sandstorm Titan -- still one of the most powerful, disruptive units ever made
market:
not gonna talk too much about it, mostly standard time stuff.
Banish and
Rapid Development are played the most, everything else is flexible.