So, after returning to the game after over a year, I noticed they added in some new traps. Ever since i started playing the game, I've wanted to make a solid trap deck, but with Net Trap and Death Trap being the only trap cards (and costing different amounts, no less), it was pretty much impossible. I took another stab at it, and I've had pretty good success so far, I'd say I've been winning about 75% of games.
Here it is:
1 x Gwenneth Truesight
3 x Lily Rosecult
3 x Poison Arrow
3 x Rapid Fire
3 x Death Trap
4 x Into the Forest
3 x Net Trap
4 x Bazaar
3 x Ley Line Nexus
4 x Soul Seeker
3 x Rolling Boulders
3 x Snare Trap
3 x Enchanted Forest
The basic strategy is obviously control until getting Rapid Fire and Soul Seeker, then go straight for the hero. Most allies will either be dead or disabled long enough to finish your opponent off with 4 to 8 damage per turn. If they actually somehow manage to get enough allies down that it's a threat, pop some Into the Forest and it's a done deal.
I read somewhere that Enchanted Forest isn't used much in competitive play, but I find it absolutely essential! Play them right before your Soul Seekers and you've got a counter for item destruction. Or, as is more common, it holds off Mage nuke decks from doing too much damage before you've set up your Rapid Fire/Soul Seeker combo.
Lily Rosecult is there for emergencies. If I only get one Soul Seeker and its durability runs out, Lily gets it back for me. Or no Soul Seekers but a Mage is hammering you hard? Use Lily to loop Enchanted Forests. Most often she's used just to get Soul Seekers back, but she's a good source of backup damage if required as well.
Ley Line Nexus gets rid of those annoying armours that get in the way of my arrows.
I've had a TON of fun playing this deck so far, so I thought I'd share and ask for thoughts and suggestions! In particular I would love to not have to rely on Bazaar for card draw. I considered Tainted Oracle instead but it costs so many resources...but I really do need to make sure I have Rapid Fire/Soul Seeker in hand by turn 5.
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