P1P1 and P1P2 were Malediction
, although I don't recall which was which. From there, pack 1 was almost mono-Justice, with me focusing slightly on an armor theme with cards like Kosul Bladebarrier
and Tauride Test Pilot
, alongside cards with 4+ health.
In pack 2, I picked up Horngrinder
for the memes, although I never actually drew it in any of my games. Had the option to pick up a second relatively late, but I already had a ton of 5 drops. Also picked up Mob Rule
. Other than those, Shadow felt really shallow, so I picked up a couple of Seek Power
s just in case. Ended up being necessary, since I didn't have enough playables to fill out the deck without a Time splash. Fortunately, all the cards Time cards I grabbed were pretty high-quality (and splashable), so that worked out.
Overall gameplan was fairly straightforward - play good defensive units to hide behind, then play relic weapons and armor-granting cards. If you can kill 2+ units with a single relic weapon, you'll be in an extremely strong position. Had a very solid removal suite to deal with other problematic units, which helped a lot.
, which routinely killed 2-4 enemy units, plus turned on Mob Rule
and my smaller relic weapons to clean up anything left over. The one game I lost involved T1 Crooked Alleyguide
into T4 Beastcaller's Amulet
on the unblockable unit, which is firmly in the 'not beatable' bucket... and even then, Malediction + Extract were able to full clear the board of my opponent's 5 units and get me back into the game. Lost the topdeck war afterwards, but it was still closer than that game had any right to be.