There are three cards in particular that I am excited about in Fall of Argenport -
Fearbinder,
Acquisitive Crow and
Sewer Sludge, so this is a deck trying to make use of all three!
The plan that I built this deck around is to a) grow some Sludges, b) feed them into the Fearbinder, and then c) attack with berserked Fear's Sums, and then recur them when they die!
I decided to put these three cards in a loose
Haunting Scream shell for a number of reasons. The
Fear's Sum units created by
Fearbinder have a power cost of one, which means they can be screamed back into play, resetting their berserk and attacking in the air twice, which is pretty sweet!
Acquisitive Crow is also a really nice unit to scream, since it hits for 4 damage, and draws you two random 1-cost spells (this ability is actually great! Often the spells are useful, and when they aren't they are great fodder for
Kerendon Merchant). Finally,
Sewer Sludge can end up being a 3/4 or 4/5, which makes for a good scream target in a pinch!
Given the Scream shell, there are some cards that fit in extremely naturally -
Gorgon Fanatic,
Direwood Beastcaller, and
Dark Return (the core of the classic Feln scream lists).
Levitate makes the cut in the deck where it pulls double (or triple?!) duty - it helps push infiltrators through, it digs deeper into the deck for the pieces that the deck wants, and it helps to pop aegis for the removal spells to do their thing.
Speaking of removal spells, the deck features
Permafrost as a cheap way to push through early infiltrators,
Annihilate as a way to deal with all the over-statted Time legends that are running all over the place at the moment, and
Feeding Time as an answer to anything (particularly things like Dawnwalker and recurring Wispy things!)
The rest of the deck is made up of
Honored Skyguard,
Memory Dredger and
Kerendon Merchant. The skyguards provide a body early in the game, they have two chances to grow the Sludges, and are also a way to pitch a card for scream at the same time as digging into the deck. They ALSO cost only 2 power, which is perfect for
Memory Dredger to bring back! The main reason the dredger is here, though, is to bring back dead Fear's Sums with a fresh berserk ready to go.
Finally the
Kerendon Merchant brings with it the market, where we have five cards to choose from. Currently those are
Haunting Scream,
Gorgon Fanatic and Fearbinder
- three cards we want to see every game, so putting them into the market gives us a virtual seven (in the case of scream and fanatic) or six (in the case of Fearbinder) copies in the deck. The final two cards are a one-two Rindra punch - a copy of
Rindra, the Duskblade, who is great when you need to buffer your life total to stabilise a game and
Rindra's Choice to help deal with multi-faction nasties. The market is perhaps more of a work in progress than the rest of the deck is - for example, it might be right to have Devestating Setback in one of the two flexi-slots, and perhaps if
Dreamsnatcher is correct in the deck then Rindra isn't needed at all.
Now, onto some thoughts about what might be correct to change - there are two specific cards that I think might have better alternatives. The slot occupied by
Honored Skyguard could instead be three copies of either
Dreamsnatcher or
Portent Reader. Dreamsnatcher is a cheap body (like Skyguard), but it has lifesteal, which helps with keeping up in the early game. It also has an ultimate that can be pretty bonkers if the game goes long. On the other hand
Portent Reader has a worse body than the skyguard, but allows an immediate discard in order to draw a copy of
Second Sight, which helps to dig through the deck. Currently I am not sure if Reader beats out Skyguard, but the question of Dreamsnatcher vs Skyguard essentially boils down to how good lifesteal is vs flying (and vs the rummage/becoming 3/3) in the early game - once I have a better idea of what's going on on ladder.
Secondly, I am not sure Direwood Beastcaller is right for the deck. It could well be that between Fanatic, Crow and Fear's Sum tokens the deck has not shortage of good Scream targets. It could be replaced with something to help the Fearbinder plan more - either something to help out in the early game, or even more digging spells like
Strategize (I think if I am only playing one I like
Cull the Deck over Strategize in a deck like this - it digs deeper to important cards, and I don't find there are many dead cards that I always want to bottom out of my hand anyway). It's certainly powerful, but it's fragile, and needs a lot of hoop-jumping to get it to work. Pros: when it gets through on 4, it's pretty amazing, plus eating the beasts with Fearbinder is really nice! On the other hand, you can just win with the beasts, which dilutes the fun of fearbinder... Cons: Fragile, tricksy, needs support. Perhaps any other 3 drop with a good affect and P/T might be more consistent as a curve filler and food for Fear?! They could even just be
Seek Powers or
Vara's Favor/Eliyn's Favor to be honest - getting to 6 power is pretty key in this deck, since that's the point where you can play a
Haunting Scream and then activate the
Fearbinder in the same turn, which is a pretty great thing to be able to do.
There's also the option to add a light fire splash for
Combust, in which case
Madness comes in. Madness seems FANTASTIC with Fearbinder, but it's a 7-power combo, so without some other cheap option (i.e.
Combust. Or
Devour, I guess) it doesn't seem great. Perhaps one in the market? Anyway, more testing will tell! The advantage of Feln is that the power works out very nicely - e.g. landing a turn 3 crow isn't hard, and turn 2 skyguard/dreamsnatcher is also pretty straight forward.
Anyway! That's the deck for now! It's a lot of fun - Fearbinder is a sweet card. Once I have taken it out on the ladder more than the casual room and I have an idea of how it's shaking out vs other decks out there I will make some tweaks, and add to the write up!
How do you feel about moving Rindra to the market?
Something like -2 Rindra, -2 Feeding Time, -4 Elf, -1 Drummer for +3 Portent Reader, +2 Permafrost, +2 Annihilate, +2 Rindra's Choice?
In the market you'd swap the choice for Rindra
Depending on the meta I might even skew 3x Annihilate and 1x Choice. This deck scoops real hard to Teacher of Humility
With this setup the extra removal should just be generally helpful against aggro, and you only draw Rindra in the matchups where you need them and have a window to play them. Merchant curving seamlessly into Rindra also means you don't lose any tempo from the swap
Assuming Crunch connects, it gives you an effect that's pretty similar to Quarry, and I'm not sure how much this deck cares about giving crunch berserk. Like, the fact that he hits for 6 each time you scream him is nice, but it feels like this deck doesn't care much about the opponent's life total until it starts caving their face in with larger and larger Fear's Sums. Also, while it doesn't happen too frequently, quarry on turn 2 or 3 is another way to set up a turn 3 scream.
Madness/Combust would give you a very clean way to answer basically anything your opponent throws at you, and as bonus upside, you get the madness/fearbinder synergy for free :) Madness can also worst case temporarily get a blocker out of the way for your infiltrators.
And as sad as it is to consider, its possible that in a fire variant, cutting the sludges for drones is just correct. They're probably only getting to 2/3 or 3/4 from the core of the deck, so they don't truly become powerhouses until you're cooking off with fearbinder anyways
EDIT: the void drummer is also an easy cut - that's just there for fun whilst it's all new! I feel like it's one of those cards that barely does anything as a one-of.
As a completely unrelated thought, permafrost is a surprisingly strong pseudo-removal spell in this style of deck because it gives you such an efficient way to get blockers out of the way. The usual downside is that your opponent could silence the permafrost or otherwise utilize the unit, but by the time they do that, this deck should have generated an immense amount of value from the infiltrate triggers that will be difficult to overcome
P.S. You might wanna update the deck description too. It still references Mirror Image!
And yes, I do need to update it! I'm just leaving work now though so it'll have to wait until later!
I think Memory Dredger wants to be in this deck as well. Sure it's value isn't as stable as Shadowlands Guide but if you can stick one with a Fearbinder out you'll get out of control pretty fast.
I'd also try fit in fire even if its just for Crunch, The Hoarder and Torch.
I don't think Direwood Beastcallers fit in so well either. There isn't really a way to push them through so if you don't have a discard outlet they're likely to be dead in hand.
These are just my speculations though - as I said I haven't been able to test something like this myself. Please keen going with it and let us know when you've been able to refine it
I also would really want to
And yeah, the recurring ability of Dredger is probably better, especially once the Fearbinder is online! Plus when you scream one it might as well be Guide... I think I was too focused on there being no good 2-power targets and forgot about the repeatability!
EDIT: I will definitely keep going - I think I am in love with Fearbinder! This deck is SUCH a blast, even in the current shabby state. Also, you would really want to WHAT? Don't leave us hanging!