Been on a bit of a hiatus but back now to take on the Metagame in full force. Boasting an 80% win-rate in the Master ranks, this deck takes advantage of the low moving, over-the-top midrange and control decks out there.
Card Choices
1-Drops
Pyroknight
Good-old reliable. A 1-drop that is decent early and great mid game beat stick.
Overwhelm allows one to punch through extra damage while also turning
Camrin's Sniper Rifle into extra face damage if used on a smaller Unit. Usually a magnet for removal (which we can take advantage of).
Raging Jackal
A fairly mediocre card though the damage adds up pretty quick if played early on. Valor lets us get through defenses and often trade favorably with any Unit sporting 3 or less Heath. For lack of better 1-drops, it remains on the list.
Ticking Grenadin
Far more versatile than one might think. Great early game drop, particularly in combination with
Grove Supplier and/or
Camrin's Sniper Rifle. Not many people playing
Aegis at the moment so it helps both in offense and defense while forcing opponents to think twice before board wiping with a few of these in play. Blasting your own with
Ignite is always fun to close out a game.
Char
Ignite
The typical Mono Fire 1 Power burn Spell package. It's cheap and effect. Close the gap when killing bigger Units if the opponents use
Light the Beacon or in combination with other removal tools to punch damage through. Most of your damage will be done via Units but
Char does occasionally help hit face. Keep in mind, during your turn, most of your creatures have small enough Health that you can kill your own should
Save the Day attempt to stop a big swing of yours.
2-Drops
Grove Supplier
There are a few cards in the deck that are removal magnets and so this card is usually best held in hand until you're ready to make a big swing. Having your
Nomad Units out (for evasiveness) or
Twilight Lantern can turn a mediocre turn into a sudden burst of damage that the opponent has trouble recovering from.
Hive Lantern
Karrina, Hive Guardian
I'll speak about both of these here since they serve a similar purpose. The
Nomad ability is the entire reason these two cards see play in the deck as evasiveness allows us to keep pressure on the opponent. This often makes them removal magnets in their own right. That said,
Karrina, Hive Guardian in particular is great early on since it usually survives most kinds of board wipes and nets you a draw off of
Rift Disaster. These are also great Units to give
Camrin's Sniper Rifle to as they take great advantage of the Strength boost.
Twilight Lantern
A 2-drop that gives us an extra draw and a ping of damage off of the
Nightfall ability. In combination with
Camrin's Sniper Rifle and it's
Double Damage triggered, Units with up to 8 Health are shot down for cheap. Usually draws removal due to it's potential for hitting hard if left unchecked.
Defy Authority
Always a good efficient cost for a burn Spell. It's best in combination with either of our two cheap burn Spells when the opponent has a
Corrupted Riftborn they are hoping to hide behind, netting you a free draw.
Camrin's Sniper Rifle
I'm convinced the deck would not function without this Weapon. It gives us a cheap answer to any Unit with 4 Health that comes down early on. Bigger Units tend not to be an issue until it is too late for the opponent. It may be tempting to use this while your opponent is open for damage but unless you know that they don't have something you need to remove, a removal of their own, or have multiple in your hand, it's best to hold on to. Timing can usually be the difference between pushing crucial damage through or being walled off by a big Unit. If the opponent drops
Corrupted Riftborn, hoping to hide behind it, it's a huge surprise.
3-Drops
Calm Instructor
The only
Charge Unit in the whole deck but a good one and the whole reason the deck is geared towards a high Unit count. Helps us recharge, especially if used after a board wipe. Picking the card off of the Recruit ability requires some match-up and situational knowledge as anticipating a board wipe or other forms of removal could affect the choice between pushing for damage by dropping a sudden
Grove Supplier or playing a
Karrina, Hive Guardian for the crackback. It is really a skill intensive card in this deck and the Unit you choose usually makes or breaks the game.
Liquid Flame
The only card in the deck that is not a 4-of. Since the endgame of the deck isn't necessarily to burn the opponent out (though it is still very possible) we do not need this card as much. With 5 Power, you can deal 5 damage to a Unit to push damage or to the opponent's face for the win. It is the only Spell that is not a Fast Spell and so it's usefulness is limited. If you have no other plays, it may do well to hit the opponent with it, saving the cheaper
Firehoney for combo plays.
Power
Just 21 Fire Sigils and 4
Midnight Reprieve. Make plays accordingly since
Midnight Reprieve comes in
Depleted but it is additional draw power with a ping of damage thanks to
Nightfall.
Summary
The deck has been quite resilient in a sea of midrange and control decks. Only time will tell whether the deck continues to perform or if the Meta will adjust to the speed of the deck. There is a wide range of matchups as shown in the screenshots below and got comfortably to Rank 6. Take it for a spin and Godspeed. (RGF)
Notes/Updates