Replacement for Morbid Acolyte in BB deck
I've been using BaneBow for quite a while, tweaking my deck when I find shortcomings. Lately I noticed that Morbid Acolyte just isn't cutting it and ends up being sacrificed instead of actually hitting the board. If I do actually get him out thanks to not drawing a better T3/4 drop, he's at best a distraction/meat shield/waste of enemy weapon durability. I'm usually ranked around 200-230 (at best), and I feel like I plateaued here.
My deck looks like this:
1x Banebow
4x Plasma Behemoth
4x DMT
4x Shadow Knight
4x IK
4x Morbid Acolyte
3x Death Collector
2x Flaming Arrow
2x Acid Jet
1x Sever Ties
4x Perfect Shot
3x Bloodthirsty
4x Soul Seeker
As good as WotF may be, I prefer to use Bloodthirsty as my draw engine since I don't have to lose an ally to draw, plus the added attack is nice. I usually slap it on DMT early game, or PB mid to late.
Changes I'm considering, and my thinking behind them:
-1 DMT: He's unique, so 4 may be overkill. He's pretty meaty (vs. 2-3 cost allies) and I can usually keep him on the board for a good while between his ability, BB's ability, and Perfect Shot if I really have to burn one.
-4 Morbid Acolyte: Like I said, he's early game sac, and late game useless. I don't really find myself having an issue with ally abilities. Plus, the 2 resource I'd use on his ability can be better spent elsewhere IMO.
-1 PB and/or SK: 8 5cc allies may be too much, especially if they clog up my earlier game which happened a few times lately.
+3/4 Infernal Gargoyle: Meat shields, and durability wasters. Solid against similar cost allies like DMT and I can have more than one.
+3 Carniboar: Decent synergy with PS and BB's ability, BUT easily removed by card/abilities like Now You're Mine that kill of low cc allies. Probably not worth it, but putting it out there.
+3/4 Wulven Tracker: Another source for draw, plus I don't currently have any 4cc allies. Only negatives I see are only 2 attack, and 4 health. By the time he's on the board, something is usually on the horizon to eat him.
+1 Flaming Arrow: It's been good to me. Not sure how else to describe how many times it's helped turn the tide, whether it's zapping a gargoyle/sandworm or flaming fatty fall down with FA/BB ability/DMT.
+2/3 Poison Arrow: Has its uses for slowing things down if I start to get overwhelmed, but I've been getting by OK with just FAs.
+1/2 Magma Jackal: Nice for one-shotting bigger enemy allies... but... that's about it. Maybe scratch this one unless someone has found better ways to use him?
+? Kairos Doombringer: Not sure if I should even include him. His ability is pretty boss, plus I can slap Bloodthirsty on him for added oomph. Usually my late-game is plopping down PBs (and firing off their ability) and SK looping.
+1/2 Contaminated Water: Dropping enemy ally health is critical for me, plus making them waste SE to get rid of it is handy. Obviously useless vs. solo decks, but I don't have too much trouble with them so far, except a beastly control Zaladar I played this morning (QuickPostMaster if anyone's curious).
+2/3 Pride of the Mountain: Inverse WotF! I feel like this is a card I should be using. Are there any real shortcomings to it in a BB deck, especially since I tend to focus on killing off allies?
My play style is pretty simple: pick off allies as they come, whittle down hero health as I can. My first few turns usually play out close to this, regardless of going first or second:
T1: just sac, usually MA
T2: IK
T3: DMT/IK/Death Collector. If a particularly mean opposing ally is out, I might FA him.
T4: Same as T3. If I drop another IK and DC is out, he'll eat the ally I killed last turn.
T5: SS/PB/SK ONLY if I have a spare for looping. Otherwise I'll drop a 3cc and another IK or DC ability depending on what's out.
After that, like I said, I go after the allies with DC eating whenever I have spare resources to prevent any sort of resurrections/reshuffles.
If you're still here after all my rambling, thanks for reading, and for any suggestions you may have.